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    FAQ/Walkthrough by Rashidi

    Version: 1.1 | Updated: 05/26/02 | Printable Version | Search Guide | Bookmark Guide

    Tactics Ogre: The Knight of Lodis
    A FAQ/Walkthrough written by Rashidi
    Version 1.1
    E-mail: rashidi@aol.com
    
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    Table of Contents
    
    I. Introduction
    II. Updates
    III. Preliminary Walkthrough/FAQ
    IV. Stage-by-Stage Walkthrough
    Chapter 1A
    Stage 1 - Lutra
    Stage 2 - Scabellum
    Stage 3 - Vespa
    Stage Alpha - Vespa II
    Stage 4 - Formido
    Stage 5 - Ardea
    Stage 6 - Urodela
    Stage 7A - Bison
    Stage 8A - Arena
    Stage 9A - Rana
    Stage 10A - Solea
    Stage 11A - Aquila
    Chapter 2A
    Stage 12A - Gryllus
    Stage 13A - Brete
    Stage 14A - Vespa III
    Stage 15A - Brezella
    Stage 16A - Naja
    Stage 17A - Sotavento
    Stage 18A - Haena
    Stage 19A - Graculla
    Stage 20A - Ostorea Castle: South Gate
    Stage 21A - Ostorea Castle: West Gate
    Stage 22A - Ostorea Castle: Throne Room
    Stage 23A - Ostorea Castle: Crypt
    Chapter 3A
    Stage 24A - Rabanada
    Chapter 1B
    Stage 1 - Lutra
    Stage 2 - Scabellum
    Stage 3 - Vespa
    Stage Alpha - Vespa II
    Stage 4 - Formido
    Stage 5 - Ardea
    Stage 6 - Urodela
    Stage 7B - Sufrir
    Stage 8B - Arena
    Stage 9B - Rana
    Stage 10B - Solea
    Stage 11B - Aquila
    Chpater 2B
    V. Classes
    VI. Emblems
    VII. Items
    VIII. Magic
    IX. Special Characters
    X. Buried Treasure
    XI. Random Encounters
    XII. Quest Mode
    XIII. Secrets
    XIV. Endings
    XV. Legal
    XVI. Credits
    XVII. A word from the author
    
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    I. Introduction
    Tactics Ogre: The Knight of Lodis is a side story to Episode 7 (Tactics 
    Ogre) in the Ogre Battle Saga.  The game takes place 23 years before 
    the original Tactics Ogre.  The main character is named Alphonse 
    Loeher.  He is a member of the Order of the Sacred Flame, a knight 
    battalion from the country of Lodis.  They have been sent to Ovis to 
    investigate the actions of the White Fang Troops of Rananculus.
    
    Earlier games in the Ogre Battle saga
    Ogre Battle Episode V: March of the Black Queen (snes, saturn, ps1)
    Ogre Battle Gaiden: Prince of Zenobia (ngpc)
    Ogre Battle 64 Episode VI: Person of Lordly Caliber (n64)
    Tactics Ogre Episode VII: Let Us Cling Together (snes, saturn, ps1)
    Tactics Ogre Gaiden: The Knight of Lodis (gba)
    
    For story information on tKoL, and previous Ogre Battle games, visit my 
    webpage the Ogre Battle Encyclopedia at www.ogrebattle.vze.com
    
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    II. Updates
    Version 1.1: I've gone deeper into the game.  Consequently, my item and 
    magic lists are more complete, as are some of the class descriptions.  
    
    Version 1.0: At Bearsman's request, I am submitting my FAQ.  This is 
    the first version of this FAQ.  With any luck, I'll finish it some day.  
    The level bonuses are either missing or sketchy.  I did them with my 
    ROM (because numbers were the only thing readable).  I haven't focused 
    on them too much because I want to go through the game some time in the 
    near future.  The class, item, magic and whatever else lists are only 
    as complete as where I'm up to.  If you see something blank, it means I 
    was an idiot and didn't record it.  Please, if you can fill in a blank, 
    by all means send the info to me to help complete this FAQ.  Email me 
    at Rashidi@aol.com.
    
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    III. Preliminary FAQ
    
    QUESTION: How can I find specific info in this FAQ?  
    ANSWER: Use the Crtrl+F function to find whatever you want.  It's very 
    easy, and saves you precious time.
    
    QUESTION: Is this game the original Tactics Ogre?
    ANSWER: No.  This game takes place 22 years before the original Tactics 
    Ogre.
    
    QUESTION: What does this game have to do with the original Tactics 
    Ogre.
    ANSWER: I already know the answer, and I'm not telling you.  Play the 
    game and find out.
    
    QUESTION: Which came first, Final Fantasy Tactics, or Tactics Ogre?
    ANSWER: Quest made Tactics Ogre.  Square asked the team that made TO to 
    make FFT.  That's right folks, you heard it here.  FFT came from TO.  
    NOT the other way around.
    
    QUESTION: Is this game deeper than FFT?
    ANSWER: Define deep.
    
    QUESTION: What is deep?
    ANSWER: Similar to the ocean, Tactics Ogre: The Knight of Lodis is 
    deep, as are the rest of the games in the Ogre Battle series.
    
    QUESTION: What other games are in the series?
    ANSWER: Ogre Battle: March of the Black Queen was a cult hit on the 
    SNES, but because Enix USA shut down, production was severely limited.  
    Tactics Ogre was a hit in Japan, but never made it the the US.  On a 
    side note, do you know why there hasn't been an FFT 2?  FFT was viewed 
    in Japan as a failed attempt to recreate Tactics Ogre: Let Us Cling 
    Together.  While us guys in the states are seemingly new to this type 
    of genre, over there they expect a heck of a lot more from it.  Anyway... 
    the next game in the OB Saga was Ogre Battle 64: Person of Lordly 
    Caliber.  This was the among the few RPGs for the N64, and while a 
    success, was hindered by the N64 and it's system limitations.  There is 
    also an Ogre Battle game for the Neo Geo Pocket Color in Japan, Ogre 
    Battle: Prince of Zenobia, which takes place 10 years before the 
    original Ogre Battle.  However, this game was produced by SNK, and 
    Quest may not even acknowledge it as a member of the series (I however, 
    do).
    
    QUESTION: How do I play this game?
    ANSWER: Read the instruction booklet.  I'm not going to write anything 
    on how to play the game for a long time, as getting information for the 
    people who already know how to play is my number one priority.
    
    QUESTION: What if I don't have an instruction booklet!?
    ANSWER: Then use the in-game Tutorial.  It's better at helping people 
    more than my words can explain.
    
    QUESTION: Where can I get this game?
    ANSWER: Check your local video game store.  I don't care how you get 
    the game, just do it.
    
    QUESTION: Can I get more than one Deneb?
    ANSWER: Of course you can.  However, only ONE can become her special 
    Witch class.  I had thought this would be pretty obvious, but I guess 
    it needs to be addressed.
    
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    IV. Stage-by-Stage Walkthrough
    
    Stage 1 - Lutra
    Objective: Defeat the leader
    Bonus Goth: 0
    
    *Enemy units*
    Stan (leader)
    Class, Level, Element, Alignment: Bandit, 3, Water, C
    Equip: Francisca, Hard Leather
    War Trophy: Francisca
    
    Soldier M1
    Equip: Short Sword, Hard Leather, Leather Hat
    War Trophy: Leather Hat
     
    Soldier M2
    Equip: Short Sword, Hard Leather
    War Trophy: Cup of Life
    
    Soldier F1
    Equip: Short Bow, Hard Leather
    War Trophy: Cup of Life
    
    *Guest units*
    Rictor
    Class, Level, Element, Alignment: Paladin, 3, Earth, L
    Equip: Estoc, Chain Mail, Bandanna, Transferring Stone, Lightning Bow, 
    Heal
    
    Orson
    Class, Level, Element, Alignment: Archer, 2, Wind, L
    Equip: Short Bow, Hard Leather, Leather Hat, Transferring Stone
    
    Lara
    Class, Level, Element, Alignment: Soldier, 2, Fire, L
    Equip: Short Sword, Hard Leather, Leather Hat, Transferring Stone
    
    Justin
    Class, Level, Element, Alignment: Soldier, 2, Wind, L
    Equip: Short Sword, Hard Leather, Leather Hat, Transferring Stone
    
    Alphonse starts the game as a Soldier with Short Sword, Tower Shield, 
    Hard Leather, and Leather Hat
    
    Battle Strategy: Not much strategy to this one.  Try and kill as many 
    of the enemies as you can, and let the guests handle the boss.  If you 
    can, kill the boss with Alphonse to give him more EXP.  Rictor's first 
    priority is healing your characters, so taking damage will actually 
    extend the battle.  You can't lose, as Rictor will just heal anybody 
    who gets hurt.
    
    After the Battle: You'll view some cutscenes.  Proceed to the next 
    stage.
    
    ----------
    
    Stage 2 - Scabellum
    Objective: Defeat the leader
    Bonus Goth: 0
    
    *Enemy units*
    Mullin (leader)
    Class, Level, Element, Alignment: WizardF, 4, Wind, N
    Equip: Scipplay's Staff, Robe, Amulet, Thunder Flare, Fireball
    War Trophy: Thunder Flare
    
    SoldierM1
    Equip: Short Sword, Hard Leather
    War Trophy: Stone of Swiftness
    
    Soldier M2
    Equip: Short Sword, Hard Leather
    War Trophy: Healing Leaf
    
    SoldierF
    Equip: Short Bow, Hard Leather
    War Trophy: Short Bow
    
    *Guest units*
    Ivanna
    Class, Level, Element, Alignment: Knight, 3, Earth, L
    Equip: Long Sword, Hard Leather, Tower Shield, Transferring Stone, Heal
    
    Rictor
    Class, Level, Element, Alignment: High Priest, 4, Earth, L
    Equip: Estoc, Chain Mail, Bandanna, Transferring Stone, Lightning Bow, 
    Heal
    
    Orson
    Class, Level, Element, Alignment: Archer, 3, Wind, L
    125 HP, 8 MP, 32 STR, 19 INT, 35 AGI, 
    Equip: Short Bow, Hard Leather, Leather Hat, Transferring Stone
    
    Battle Strategy: On turn 3, Rictor and Orson will enter the battle.  
    YOU CAN'T LOSE.  Even if you try to kill off your own allies, Rictor 
    and Ivanna both possess the heal spell, making your efforts futile.  
    Just go with the flow and look for ways to work towards emblems, or get 
    EXP and Kills.  I don't suggest picking up any buried treasure until 
    you get Embodiment of Desires for one of your characters.
    
    After the battle: Rictor will give you 3500 goth.  I suggest you 
    recruit a female Soldier and start working towards acquiring Deneb.  A 
    Hawkman isn't a bad character to pick up at this point in the game 
    either, and they come relatively cheap.  Purchase some equipment for 
    your new recruits.  Enter training and go get the buried Dragon Shield.  
    You can also return to Lutra and pick up the buried Glass Pumpkin.  It 
    probably wouldn't hurt to take this time to even your character's 
    levels, and acquire some emblems.  Snipers, Knight Certificates, Bare 
    Hands, and Self Preservations should be the easiest.  Books of 
    Initiation, and Miracles are within reach as well.  Just don't try 
    Knight Certificates with a magic user, or you might end up with a Don 
    Quixote, something you don't want early in the game.  Alphonse may be 
    eligible to change into a Beast Tamer right off the bat, so you may 
    wish to become one
    
    ----------
    
    Stage 3 - Vespa
    Objective: Defeat the leader
    Bonus Goth: 500
    
    *Enemy units*
    Cressida (leader)
    Class, Level, Element, Alignment: Archer, 5-10, Earth, L
    Equip: Great Bow, Hard Leather, Plumed Headband
    War Trophy: Great Bow
    
    SoldierM1
    Equip: Long Sword, Hard Leather
    War Trophy: Sword Emblem
    
    Soldier M2
    Equip: Long Sword, Hard Leather, Leather Hat
    War Trophy: Healing Leaf
    
    SoldierF1
    Equip: Long Sword, Short Bow, Hard Leather, Leather Hat
    War Trophy: Crown of Intellect
    
    SoldierF2
    Equip: Short Bow, Hard Leather, Leather Hat
    War Trophy: Healing Leaf
    
    Bandit1
    Equip: Francisca, Hard Leather
    War Trophy: Stone of Swiftness
    
    Bandit2
    Equip: Francisca, Short Bow, Hard Leather
    War Trophy: Cup of Life
    
    *Guest units*
    Ivanna
    Class, Level, Element, Alignment: Knight, 4, Earth, L
    Equip: Long Sword, Tower Shield, Hard Leather, Transferring Stone, Heal 
    
    Battle Strategy: As long as you keep your units healthy, this shouldn't 
    be too tough.  Don't be afraid to use Healing Leaves if you have to.  
    Now is as good a time as any to get your Deneb candidate her Vixen's 
    Whisper.  Soldier M2 has some nice equipment and you won't miss his War 
    Trophy, so get him.  You can't recruit the Bandits, so don't bother to 
    try.  Ivanna will play the role of "Kachua" for this battle (that is, 
    to sit back and do nothing but heal). If you don't have a Cleric, 
    consider Ivanna your savior for this battle.  Then again, as long as 
    you attack enemy units from behind, you shouldn't have much of a 
    problem.  None of the enemies have much of a defense, so you'll find it 
    easy to pick them off if you concentrate on them one by one.
    
    After the Battle: Ivanna will ask to join your battalion.  I suggest 
    you take her along.  She will be a staple for many of the game's early 
    battles.  Return here and get the buried Glass Pumpkin in training if 
    you didn't do so during the battle.  Its defensive properties are 
    valuable, but its weight might be too much at this stage of the game.  
    If you want the rest of the buried treasure here, you may need to buy a 
    fire spell to burn the grass.  If you have Embodiment of Desires go 
    ahead, but if not you're better off just waiting until you have it and 
    saving up cash for now.  Return to Scallenbrum, and then go back to 
    Vespa to trigger a side battle.
    
    ----------
    
    Stage Alpha - Vespa II
    Objective: Kill all enemies
    Sub Objective: Protect Glycinia
    Bonus Goth: 200
    
    *Enemy units*
    Fairy1
    Equip: Short Bow, Hard Leather 
    War Trophy: Stone of Swiftness
    
    Fairy2
    Equip: Short Bow, Hard Leather 
    War Trophy: Stone of Swiftness
    
    Gremlin1
    Equip: Short Bow, Hard Leather 
    War Trophy: Stone of Swiftness
    
    Gremlin2
    Equip: Short Bow, Hard Leather 
    War Trophy: Cup of Life
    
    Griffin1
    War Trophy: Cup of Life
    
    Griffin2
    War Trophy: Cup of Life
    
    Griffin3
    War Trophy: Cup of Life
    
    *Guest units*
    Glycinia
    Class, Level, Element, Alignment: Fairy, 4, Wind, L
    Equip: Short Bow, Ice Chain, Dragon Gem, Glass Pumpkin
    
    Battle Strategy: There's really no excuse for losing this battle.  FOUR 
    of the enemy units are weaklings AND have Short Bows.  Essentially, 
    it's your team of 8 Vs 3 Griffins.  Keeping Glycinia shouldn't be a 
    problem.
    
    After the Battle: Glycinia will ask to join.  While you may not like 
    Faeries, she has some great equipment, so you should definitely sign 
    her up.  Continue on with wherever you left off in the game.
    
    ----------
    
    Stage 4 - Formido
    Objective: Defeat the leader
    Bonus Goth: 1500
    
    *Enemy units*
    Grimal (leader)
    Class, Level, Element, Alignment: Knight, 6, Water, L
    Equip: Long Sword, Chain Mail, Tower Shield
    War Trophy: Chain Mail
    
    SoldierM1
    Equip: Long Sword, Hard Leather, Leather Hat
    War Trophy: Healing Leaf
    
    SoldierM2
    Equip: Leather Hat, Short Bow, Hard Leather, Leather Hat
    War Trophy: Cup of Life
    
    SoldierM3
    Equip: Long Sword, Hard Leather, Leather Hat
    War Trophy: Sword Emblem
    
    ArcherM
    Equip: Short Bow, Hard Leather, Plumed Headband
    War Trophy: Stone of Swiftness
    
    ArcherF
    Equip: Great Bow, Hard Leather, Plumed Headband 
    War Trophy: Crown of Intellect
    
    WizardM
    Equip: Scipplay's Staff, Robe, Crag Crush, Ice Javelin
    War Trophy: Crag Crush
    
    ClericF
    Equip: Scipplay's Staff, Robe, Heal, Cleanse
    War Trophy: Cleanse
    
    Battle Strategy: Forget about crossing the moat.  Ignore the leader in 
    the beginning if you want to kill the other enemy units.  Just walk 
    around him, your counterattacks will whittle him down.  It would be a 
    good idea to heal any character after he has hit them.  Aside from the 
    Boss, the only character that can deal significant damage is the 
    Wizard.  Ivanna and any Clerics you may have can easily restore the HP 
    of any character before they are close to death.  You can take 
    advantage of most of the enemy having weak weapons and work toward 
    acquiring Knight Certificates.
    
    After the Battle: You'll receive the Numida Chronology Book for 
    completing this stage.  This opens up the first Quest Mode battle.  
    Chances are, you're not strong enough to win yet, but maybe at the end 
    of the chapter...  Also, the shops will have more items and magic to 
    sell.  If you NEED anything, get it now.  If you don't need something, 
    don't bother.  You're going to be strapped for cash for most of the 
    early game, so every cent matters right now.  If you need a Thrusting 
    Sword for a Dragon Tamer, pick up the buried Dragon Gem Sword in a 
    training session at Formido instead of buying the much weaker Rapier at 
    the shop.  You'll view a cutscene on your return to Vespa.  Just 
    continue on to Ardea.
    
    ----------
    
    Stage 5 -Ardea
    Objective: Defeat all enemies
    Bonus Goth: 100
    
    *Enemy units*
    Hawkman1
    Equip: Halt Hammer, Tower Shield, Chain Mail
    War Trophy: Sword Emblem
    
    Hawkman2
    Equip: Halt Hammer, Tower Shield, Chain Mail
    War Trophy: Crown of Intellect
    
    Hawkman3
    Equip: Halt Hammer, Leather Armor, Bandanna
    War Trophy: Sorceror's Cup
    
    Fairy1
    Equip: Bow Gun, Hard Leather
    War Trophy:
    
    Fairy2
    Equip: Bow Gun, Hard Leather
    War Trophy:
    
    Griffin1
    War Trophy: Savage Bugle
    
    Griffin2
    War Trophy: Cup of Life
     
    *Guest units*
    Cybil
    Class, Level, Element, Alignment: Sorceress, 6, Wind, N
    Equip: Wind Wand, Spell Robe, Amulet, Transferring Stone, Thunder 
    Flare, Air Blade
    
    Battle Strategy: Cybil dispenses some major pain to the enemy units.  
    With her help, Alphonse should be able to pick up both the Centurion 
    and Mark of the Elite emblems here, if you wish.  While they all can 
    fly and are unaffected by the mainly water terrain, you shouldn't have 
    any problem at all.  None of the enemies can deal significant damage to 
    you, so just pick them off in any particular order.
    
    After the Battle: Nothing special.  You probably have an Embodiment of 
    Desires for at least one of your characters by now.  You now have my 
    permission to plunder any lands you've visited in the past, as long as 
    that character always picks up the treasures.  Use the Sorceror's Cup 
    you picked up as a War Trophy on your Deneb candidate, as the only 
    thing that's likely holding her back right now is her MP.
    
    ----------
    
    Stage 6 -Urodela
    Objective: Defeat the leader
    Bonus Goth: 500
    
    *Enemy units*
    Sitri (leader)
    Class, Level, Element, Alignment: Ninja, 9, Fire, C
    Equip: Matsukaze, Flame Leather, Amulet, Nightmare
    War Trophy: Matsukaze
    
    NinjaM1
    Equip: Short Sword, Bandanna, Chain Mail, Air Blade
    War Trophy: Healing Seed
    
    NinjaM2
    Equip: Short Sword, Bandanna, Chain Mail, Ice Javelin
    War Trophy: Altar of Resurrection
    
    NinjaM3
    Equip: Short Sword, Bandanna, Hard Leather, Ice Javelin
    War Trophy: Cup of Life
    
    NinjaF1
    Equip: Bow Gun, Bandanna, Chain Mail, Air Blade
    War Trophy: Sword Emblem
    
    NinjaF2
    Equip: Bow Gun, Necklace of Resistance, Hard Leather
    War Trophy: Necklace of Resistance
    
    Witch
    Equip: Scipplay's Staff, Spell Robe, Slumber Mist
    War Trophy: Magic Seed
    
    *Guest Units*
    Cybil
    Class, Level, Element, Alignment: Sorceress, 7, Wind, N
    Equip: Wind Wand, Spell Robe, Amulet, Transferring Stone, Thunder 
    Flare, Air Blade
    
    Battle Strategy: 
    
    After the Battle: You'll be faced with the game's biggest choice.  Your 
    answer to Cybil will determine what route through the game you take.  
    If you choose A, you'll be on the A route.  If you choose B, you'll be 
    on the B route.  The path splits from here.  The shops will have new 
    weapons.  If you need Whips or Spears, they'll be available.  Don't buy 
    any fans, just pick up the buried Hycanith Fan from Urodela.  Now that 
    you can get Spears, there's no excuse not to enter training and get 
    Lancer emblems.  Congrats, you can use Valkyries now.  
    
    ----------
    
    Stage 7A - Bison
    Objective: Defeat all enemies
    Bonus Goth: 
    
    *Enemy units*
    Hawkman1
    Equip:
    War Trophy: 
    
    Hawkman2
    Equip:
    War Trophy:
    
    Hawkman3
    Equip:
    War Trophy:
    
    Fairy
    Equip:
    War Trophy:
    
    Fairy
    Equip:
    War Trophy:
    
    Blue Dragon1
    War Trophy:
    
    Blue Dragon2
    War Trophy:
    
    Battle Strategy: Watch out for the Blue Dragons here.  They can deal 
    50+ damage with their Cold Breath attack.
    
    After the Battle: Shiven will ask to join.  Sign him up.
    
    ----------
    
    Stage 8 - 
    Objective: Defeat the leader
    Sub-objective: Protect Minerva
    Bonus Goth: 
    
    *Enemy units*
    Damiel (leader)
    Class, Level, Element, Alignment: Cleric, 11-16, Earth, N
    Equip: Scipplay's Staff, Robe of the Wise, Armlet of Wisdom, Heal Plus, 
    Cleanse
    War Trophy: Robe of the Wise
    
    Cassini (KnightM)
    Class, Level, Element, Alignment: Knight, 9, Fire, N
    Equip: Long Sword, Tower Shield, Chain Mail, Lightning Bow
    War Trophy: 
    
    Lendanto (Bandit)
    Class, Level, Element, Alignment: Bandit, 9, Wind, C
    Equip: Francisca, Chain Mail, Armlet of Agility
    War Trophy: Armlet of Agility
    
    Bandit2
    Class, Level, Element, Alignment: Bandit, 9, Earth, N
    Equip: Francisca, Chain Mail
    War Trophy: 
    
    KnightM2
    Class, Level, Element, Alignment: Knight, 9, Fire, N
    Equip: Long Sword, Tower Shield, Chain Mail
    War Trophy:
    
    ArcherM1
    Class, Level, Element, Alignment: Archer, 9, Fire, N
    Equip: Short Bow, Hard Leather
    War Trophy: Stone of Swiftness
    
    ArcherM2
    Class, Level, Element, Alignment: Archer, 9, Earth, N
    Equip: Great Bow, Hard Leather
    War Trophy: Crown of Intellect
    
    *Guest units*
    Minerva
    Class, Level, Element, Alignment: Mermaid, 9, Water, N
    163 HP, 49 MP, 56 STR, 63 INT, 70 AGI
    Equip: Pike, Chain Mail, Water Ring
    
    Battle Strategy: Take advantage of the terrain.  The enemy will not 
    have an advantage here, so use any units that will run circles around 
    them in the water, like Ninjas or Valkyries.
    
    After the Battle: If you saved Minerva, you'll see a scene of her 
    escaping.
    
    ----------
    
    Stage 9A - Rana
    Objective: Defeat the leader
    Bonus Goth: 
    
    *Enemy units*
    Aerial (leader)
    Class, Level, Element, Alignment: Mermaid, 12-17, Wind, N
    Equip: Trident, Thunder Chain, Amulet
    War Trophy: 2000 Goth
    
    Octopus1
    War Trophy: Cup of Life
    
    Octopus2
    War Trophy: Healing Seed
    
    Mermaid1
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Crown of Intellect
    
    Mermaid2
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Sorceror's Cup
    
    Mermaid3
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Sword Emblem
    
    Fairy1
    Equip: Bow Gun, Hard Leather, Cassowary Feather
    War Trophy: Cassowary Feather
    
    Fairy2
    Equip: Bow Gun, Hard Leather
    War Trophy: Stone of Swiftness
    
    Battle Strategy: I'd suggest bringing many units that move well in the 
    water here.  If you have an Octopus, you'd be a fool not to use it, 
    especially if it's at level 10 and can use it's special.  The Mermaids 
    are also tough.  Fortunately, they often use their Lullaby instead of 
    attacking.  You only need to bring the leader down to critical for this 
    battle to end.  The Octopi are to be considered very dangerous.
    
    After the Battle: You'll view the history of the Sacred Spear.  On your 
    return to Arena, Aerial will ask to join.  Sign her up.
    
    ----------
    
    Stage 10A - Solea
    Objective: Defeat the leader
    Sub Objective: Protect Eleanor
    Bonus Goth: 1000
    
    Enemy units
    Karcist (leader)
    Class, Level, Element, Alignment: Dragoon, 14-15, Wind, C
    Equip: Fafnir, Tower Shield, Plate Mail, Iron Helm 
    War Trophy: Fafnir
    
    ArcherF1
    Equip: Great Bow, Chain Mail, Plumed Headband, Dragon Gem
    War Trophy: Stone of Swiftness
    
    ArcherF2
    Equip: Great Bow, Chain Mail, Sherwood Hat Dragon Gem
    War Trophy: Sherwood Hat
    
    Thunder Dragon
    War Trophy: Sword Emblem
    
    Red Dragon
    War Trophy: Cup of Life
    
    Earth Dragon
    War Trophy: Altar of Resurrection
    
    Blue Dragon
    Equip: Dragon Eyes
    War Trophy: Dragon Eyes
    
    *Guest units*
    Eleanor
    Class, Level, Element, Alignment: Soldier, 12, Water N
    Equip: Hard Leather, Pearl Necklace
    
    Battle Strategy: Keep an eye on Eleanor, as she can't defend herself.  
    The dragons pack a punch, so try to spread them out.  You want to avoid 
    having a character get attacked by more than one dragon.  They only 
    move 3 spaces, so it will be hard for them to move around in this 
    stage.  Once you isolate the dragons, picking off a couple archers and 
    killing the boss should be easy.  The boss is a powerhouse.  Attack him 
    from behind, and whittle him down with magic.
    
    After the battle: 
    
    ----------
    
    Stage 11A - Aquila
    Objective: Kill all enemies
    Bonus Goth: 200
    
    *Enemy units*
    Gremlin1
    Equip:
    War Trophy:
    
    Gremlin2
    Equip:
    War Trophy:
    
    Red Dragon1
    War Trophy:
    
    Red Dragon2
    War Trophy:
    
    Hawkman1
    Equip:
    War Trophy:
    
    Hawkman2
    Equip:
    War Trophy:
    
    Cerberus
    War Trophy:
    
    *Guest units*
    Eleanor
    Class, Level, Element, Alignment: Soldier, 13, Water N
    Equip: Short Bow, Hard Leather, Pearl Necklace, Transferring Stone
    
    Battle Strategy: 
    
    After the Battle: 
    
    ----------
    
    Stage 12A - Gryllus
    Objective: Defeat all enemies
    Bonus Goth: 100
    
    *Enemy Units*
    
    Battle Strategy:
    
    After the Battle:
    
    ----------
    
    Stage 13A - Brete
    Objective: Kill the leader
    
    Euphaire (Leader)
    Class, Level, Element, Alignment: Shaman, 16, Fire, C
    Equip: Fire Wand, Robe of the Wise, Amulet 
    Talents: Slamander, Energy Transfer
    Emblem: Philosopher's Stone
    War Trophy: Salamander
    
    Undead KnightM1
    Long Sword, Chain Mail, Tower Shield
    War Trophy: None
    
    Undead KnightM2
    Long Sword, Chain Mail, Tower Shield
    War Trophy: None
    
    Undead KnightF1
    Pike, Chain Mail
    War Trophy: None
    
    Undead WizardF1
    Equip: Short Bow, Leather Armor, Firestorm
    War Trophy: None
    
    Undead WizardF2
    Equip: Short Bow, Hard Leather, Icefield
    War Trophy: None
    
    Dragon Zombie
    War Trophy: None
    
    Warlock
    Long Sword, Chain Mail, Bandanna, Fluid Magic
    War Trophy: Sword Emblem
    
    Battle Strategy: This battle should be a piece of cake.  Just plow 
    through the undead, and get 1-2 attacks on Euphaire.  I could have 
    ended the battle sooner, but I wanted to kill the Warlock for his 
    treasure.  The sooner this battle ends though, the better.  You don't 
    want Euphaire casting Salamander multiple times, because there's a 
    chance she might just kill somebody.  Don't worry, she'll be on your 
    team momentarily.
    
    After the Battle: Euphaire will ask to join.  Sign her up.
    
    ----------
    
    Stage 14A - Vespa III
    Objective: Defeat the leader
    Bonus Goth: 
    
    Surgat (leader)
    Class, Level, Element, Alignment: Beast Tamer, 16-17, Wind, C
    Equip: Beast Whip, Chain Mail, Armlet of Agility 
    War Trophy: Beast Whip
    
    Cerberus1
    War Trophy: Sword Emblem
    
    Cerberus2
    War Trophy: Wisdom Fruit
    
    Cerberus3
    War Trophy: Cup of Life
    
    Griffin1
    War Trophy: Crown of Intellect
    
    Griffin2
    War Trophy: Stone of Swiftness
    
    Cockatrice1
    War Trophy: Urn of Chaos
    
    Cockatrice2
    War Trophy: Tome of Discipline
    
    Battle Strategy: This will be a long drawn out battle.  All of the 
    enemies have high HP.  If you want to kill all the enemies, you're 
    going to take some hits from their specials in the process.  Bring 
    somebody who can relieve status effects, or else the Cockatrices can be 
    dangerous.
    
    After the battle: 
    
    ----------
     
    Stage 15A - Belleza
    Objective: Defeat the leader
    Bonus Goth: 0
    
    *Enemy units*
    Elrik (leader)
    Class, Level, Element, Alignment: Warlock, 16-17, Water, C
    Equip: Ice Wand, Ice Chain, Amulet, Fenrir 
    War Trophy: Fenrir
    
    NinjaF1
    Equip: Great Bow, Chain Mail, Bandanna
    War Trophy: Stone of Swiftness
    
    NinjaF2
    Equip: Francisca, Chain Mail, Bandanna, Air Blade
    War Trophy: Sword Emblem
    
    NinjaF3
    Equip: Pike, Chain Mail, Warp Shoes
    War Trophy: Warp Shoes
    
    Valkyrie1
    Equip: Pike, Chain Mail, Plumed Headband, Icefield
    War Trophy: Plumed Headband
    
    Valkyrie2
    Equip: Trident, Chain Mail, Plumed Headband, Thunder Flare
    War Trophy: Trident
    
    Witch1
    Equip: Scipplay's Staff, Spell Robe, Pointy Hat, Constrain, Poison 
    Squall
    War Trophy:
    
    Witch2
    Equip: Scipplay's Staff, Spell Robe, Pointy Hat, Fluid Magic, Slumber 
    Mist
    War Trophy: Spell Robe
    
    Battle Strategy:
    
    After the Battle: Elrik will ask to join.  Sign him up.
    
    ----------
    
    Stage 16 - Naja
    Objective: Defeat the leader
    Bonus Goth: 500
    
    *Enemy units*
    Grevis (leader)
    Class, Level, Element, Alignment: Siren, 18, Fire, N
    Equip: Caldia, Cloak of Authority, Armlet of Agility, Armlet of Wisdom, 
    Gnome
    War Trophy: Gnome
    
    KnightF1
    Long Sword, Plate Mail, Earth Shield, Armlet of Agility
    War Trophy: Earth Shield
    
    KnightF2
    Claymore, Plate Mail, Iron Helm, Heal
    War Trophy: Sword Emblem
    
    SoldierF
    Great Bow, Chain Mail, Leather Hat
    War Trophy: Stone of Swiftness
    
    Witch
    Scipplay's Staff, Water Garb, Pointy Hat, Ray of Paralysis, Fluid Magic
    War Trophy: Water Garb
    
    WizardF1
    Earth Wand, Spell Robe, Firestorm, Ice Javelin
    War Trophy: Earth Wand
    
    WizardF2
    Ice Wand, Spell Robe, Pointy Hat, Crag Crush, Air Blade
    War Trophy: Ice Wand
    
    ClericF
    Halt Hammer, Spell Robe, Heal Plus, Cleanse
    War Trophy: Cleanse
    
    Battle Stategy: Woah, where did this come from?  The hardest battle 
    you've faced so far.  The key is to not spread yourself out.  I only 
    brought one healer along and spread myself out, and ended up having to 
    revive 3 characters.  Another thing I learned, is that you CANNOT kill 
    these Knights when you split up.  You need to gang them, because they 
    have excellent equipment, and will just heal themselves, recovering any 
    damage you dealt them.
    
    After the Battle: 
    
    ----------
    
    Stage 17A - Sotavento
    Objective: Defeat the leader
    Bonus Goth: 1000 Goth
    
    *Enemy units*
    Nichart (leader)
    Class, Level, Element, Alignment: Esquire, 19, Water, L
    Equip: Osric's Spear, Heavy Armor, Transferring Stone, Ice Javelin
    War Trophy: 1000 Goth
    
    Valkyrie1
    Equip: Trident, Chain Mail, Plumed Headband, Firestorm
    War Trophy: Sword Emblem
    
    Valkyrie2
    Equip: Great Bow, Chain Mail, Plumed Headband
    War Trophy: Stone of Swiftness
    
    Valkyrie3
    Equip: Trident, Chain Mail, Plumed Headband, Airblade
    War Trophy: Stone of Quickness
    
    KnightM1
    Equip: Long Sword, Tower Shield, Plate Mail, Iron Helm
    War Trophy: Altar of Resurrection
    
    KnightM2
    Equip: Claymore, Plate Mail, Iron Helm, Heal
    War Trophy: Sword Emblem
    
    Witch
    Equip: Scipplay's Staff, Earth Garb, Pointy Hat, Ray of Paralysis
    War Trophy: Earth Garb
    
    PriestM
    Equip: Halt Hammer, Robe of the Wise, Heal Plus, Cleanse, Resurrection
    War Trophy: Resurrection
    
    Battle Strategy: Avoid Nichart, as he will eat you alive.  Fprtunately 
    for you, he will usually attack from 2 panels away, cutting his damage 
    in half.  If you line up your characters in a line, you're begging him 
    to wreck you.  Being able to hit the enemy from afar is essential, 
    because geographic boundaries will separate you from your powerful 
    enemies.  If you attack Nichart with Ivanna, he will talk to her.  
    Unfortunately for you, if you attack him from behind, he turns around 
    to talk to her which means he will counterattack.  Shouldn't be a 
    problem if Ivanna is still a Knight, but something to note nonetheless.
    
    After the Battle: Watch some cuts scenes
    
    ----------
    
    Stage 18A - Haena
    Objective: Defeat the leader
    Bonus Goth: 
    
    
    *Enemy units*
    Orson (leader)
    Class, Level, Element, Alignment: Archer, 20, Wind, L
    Equip: Thunder Bow, Thunder Chain, Armlet of Agility
    War Trophy: Thunder Bow
    
    ArcherM1
    Equip: Great Bow, Chain Mail, Leather Hat, Forest Boots
    War Trophy: Forest Boots
    
    ArcherM2
    Equip: Great Bow, Flame Leather, Leather Hat
    War Trophy: Flame Leather
    
    Swordmaster1
    Equip: Claymore, Chain Mail, Teleport
    War Trophy: Teleport
    
    Swordmaster2
    Equip: Claymore, Chain Mail, Ray of Paralysis
    War Trophy: Crown of Intellect
    
    NinjaM1
    Equip: Yomogi-u, Chain Mail, Bandanna, Thunder Flare
    War Trophy: Yomogi-u
    
    NinjaM2
    Equip: Trident, Thunder Chain, Bandanna, Firestorm
    War Trophy: Thunder Chain
    
    Thunder Dragon 
    War Trophy: Sorceror's Cup
    
    Battle Strategy: The enemies will start off with a major height 
    advantage.  Normally, you wouldn't care, but Orson is a damn good 
    Archer, and he has 2 fellow Archers with him.  The Ninjas also have 
    magic, giving them more ways to pick away at you from long distance.  
    Furthermore, your Trudging allies (magic users and beasts) will have to 
    take the long way up the hill, separating your party.  Fortunately for 
    you, none of the enemies, save the Thunder Dragon, are anything close 
    to having a quality defense.  It should take much to bring them down.  
    Sadly, as for Orson, they should have given him the Bare Hands emblem.  
    It pains me to see him counter attacking for 4 damage when you can deal 
    him 80.
    
    After the Battle: Equip all your neat equipment.  Gracula will open up, 
    in addition to Ostorea.  Head to Gracula, so you can get another 
    special character.
    
    ----------
    
    Stage 19A Graculla
    Objective: Defeat all enemies
    Sub Objective: Transform Lubinnya into Lubina
    Bonus Goth: 200
    
    *Enemy units*
    
    Lubinnya
    Class, Level, Element, Alignment: Gremlin, 19, Water, N
    Equip: Sherwood Bow, Hard Leather, Amulet
    War Trophy: 1000 Goth
    
    Gremlin1
    Equip: Composite Bow, Hard Leather, Glass Pumpkin
    War Trophy: Glass Pumpkin
    
    Gremlin2
    Equip: Great Bow, Hard Leather
    War Trophy: Great Bow
    
    Cerberus1
    War Trophy: Sword Emblem
    
    Cerberus2 
    War Trophy:
    
    Red Dragon1
    War Trophy: Mirror of the Gods
     
    Red Dragon2
    War Trophy: Urn of Chaos
    
    Cockatrice
    War Trophy:
    
    Battle Strategy: Bring Glycinia along if you want to get Lubina.  You 
    need to get Glycinia next to Lubinnya.  Glycinia will recognize her and 
    they'll have a short scene.  The rest of the battle should be 
    relatively simple, just gang on the slow beasts and hunt down the 
    Gremlins (not Lubinnya!) when you're done.
    
    After the Battle: If you transformed Lubina, you can get her to join 
    you now. Return to Ostorea Castle and continue on.  This next sequence 
    will be one of the game's toughest challenges.  You must split your 
    party in two to siege the castle gates.
    
    ----------
    
    Stage 20A - Ostorea Castle: South Gate
    Objective: Defeat the leader
    Bonus Goth: 1400
    
    *Enemy units*
    Nichart (leader)
    Class, Level, Element, Alignment: Esquire, 21, Water, L
    Equip: Osric's Spear, Brigandine, Snow Boots, Ice Javelin
    War Trophy: Osric's Spear
    
    Lethe
    Class, Level, Element, Alignment: Venefica, 19, Wind, C
    Equip: Wind Wand, Spell Robe, Wind Ring, Transferring Stone, Thunder 
    Flare, Fluid Magic
    War Trophy: 1000 Goth
    
    Duke Knight1
    Equip: Claymore, Heavy Armor, Iron Helm, Heal
    War Trophy: Healing Salve
    
    Duke Knight2
    Equip: Firedrake Sword, Heavy Armor, Tower Shield
    War Trophy: Firedrake Sword
    
    Witch
    Equip: Sherwood Bow, Spell Robe, Armlet of Wisdom, Constrain
    War Trophy: Stone of Swiftness
    
    Siren1
    Equip: Battle Fan, Cloak of Authority, Ice Field
    War Trophy: Cloak of Authority
    
    Siren2
    Equip: Caldia, Cloak of Authority, Firestorm
    War Trophy: Caldia
    
    PriestF
    Equip: Scipplay's Staff, Robe of the Wise, Pointy Hat, Heal Plus, 
    Cleanse, Divine Radiance
    War Trophy: Divine Radiance
    
    Battle Strategy: On a general note, no matter what your party is, don't 
    bother with Nichart until the end.  Allowing him to hit you with Ice 
    Javelin is much better than letting him poke you with the end of his 
    spear.  Take out the 2 Duke Knights, and work your way towards which 
    ever side has Lethe.  Take out him and all the surrounding enemies.  
    Head for Nichart and any remaining enemies.  Aside from the 2 Duke 
    Knights and Nichart, all the enemies in this stage are magical, so your 
    attacks should be pretty effective.  It would probably be better to use 
    your Ninjas in this stage instead of the West Gate.  While Warp Boots 
    are a big help in beating this stage, they're more of a luxury than a 
    necessity.  I would save those for the West Gate.
    
    After the Battle: 
    
    ----------
    
    Stage 21A - Ostorea Castle: West Gate
    Objective: Defeat the leader
    Bonus Goth: 600
    
    *Enemy units*
    Margret
    Class, Level, Element, Alignment: Swordmaster, 21, Wind, N
    Equip: Notos, Peregrine Mail, Atropos
    War Trophy: Notos, Atropos Special
    
    Duke Knight1
    Equip: Sum Mannus, Heavy Armor, Tower Shield, Heal Plus
    War Trophy: Sum Mannus
    
    Duke Knight2
    Equip: Long Sword, Heavy Armor, Saint's Shield, Acid Vapor
    War Trophy: Saint's Shield
    
    Warlock
    Equip: Firedrake Sword, Fire Garb, Sacred Ring, Slumber Mist
    War Trophy: Sacred Ring
    
    ArcherM1
    Equip: Great Bow, Grincer Coat, Leather Hat
    War Trophy: Grincer Coat
    
    ArcherM2
    Equip: Tundra Bow, Hard Leather, Leather Hat
    War Trophy: Stone of Swiftness
    
    Hawkman1
    Equip: Halt Hammer, Chain Mail, Tower Shield
    War Trophy: Healing Salve
    
    Hawkman2
    Equip: Halt Hammer, Chain Mail, Tower Shield
    War Trophy: Crown of Intellect
    
    Battle Strategy: The most dangerous units in this stage are the 
    Archers.  Any Wizard type character won't be able to get close without 
    being killed.  Ninjas and other low defense characters also have to 
    watch it.  The best approach for this stage is to bring all your slow 
    and steady units, as they won't mind the Archer fire, and should be 
    able to deal with the rest of the units without a problem.  You should 
    probably use your character with Warp Boots in this stage.  It's the 
    only way you'll be able to kill the Archers without going through 
    Margret.
    
    After the Battle: Give the Atropos special to one of your characters.  
    Proceed to the throne room.
    
    ----------
    
    Stage 22A - Ostorea Castle: Throne Room
    Objective: Defeat the leader
    Bonus Goth: 2500
    
    *Enemy units*
    Rictor (leader)
    Class, Level, Element, Alignment: High Priest, 22, Earth, L
    Equip: Inca Rose, Saint's Garb, Bandanna, Armlet of Wisdom, Ignis 
    Fatuus, Heal
    War Trophy: 1000
    
    KnightM (Justin)
    Equip: Claymore, Brigandine, Dragon Helm, Heal
    War Trophy: Dragon Helm
    
    KnightF (Lara)
    Equip: Long Sword, Dragon Shield, Brigandine, Heal
    War Trophy: Dragon Shield
    
    Duke Knight1
    Equip: Claymore, Heavy Armor, Iron Helm, Cleanse
    War Trophy: Sword Emblem
    
    Duke Knight2
    Equip: Claymore, Heavy Armor, Iron Helm, Warp Ring
    War Trophy: Warp Ring
    
    WizardM1
    Equip: Scipplay's Staff, Robe of the Wise, Crag Crush
    War Trophy:
     
    WizardM2
    Equip: Scipplay's Staff, Water Garb, Ice Field
    War Trophy: Water Garb
    
    Witch 
    Equip: Scipplay's Staff, Spell Robe, Armlet of Wisdom, Petrifying 
    Cloud, Fluid Magic
    War Trophy: Petrifying Cloud
     
    Battle Strategy:
    
    After the Battle: 
    
    ----------
    
    Stage 23A - Ostorea Castle: Crypt
    Objective: Defeat the leader
    Bonus Goth: 0 Goth
    
    *Enemy units*
    Rictor
    Class, Level, Element, Alignment: High Priest (evil), 23, Earth, L
    Equip: Inca Rose, Saint's Garb, Bandanna, Armlet of Wisdom, Ignis 
    Fatuus, Heal
    War Trophy: Ignis Fatuus, Cave Exploration
    
    Warlock
    Equip: Claymore, Flame Leather, Bandanna, Fluid Magic
    War Trophy: Crown of Intellect
    
    KnightM1
    Equip: Claymore, Heavy Armor, Iron Helm, Warp Ring, Cleanse
    War Trophy: Warp Ring
    
    KnightM2
    Equip: Long Sword, Heavy Armor, Iron Helm, Tower Shield, Heal
    War Trophy: Healing Salve
    
    Valkyrie1
    Equip: Trident, Chain Mail, Plumed Headband, Thunder Flare
    War Trophy: Plumed Headband
    
    Valkyrie2
    Equip: Earth Javelin, Chain Mail, Plumed Headband, Air Blade
    War Trophy: Earth Javelin
    
    Angel KnightF1
    Equip: Needle of Light, Chain Mail, Tower Shield
    War Trophy: Needle of Light
    
    Angel KnightF2
    Equip: Needle of Light, Chain Mail, Earth Shield
    War Trophy: Earth Shield
     
    Battle Strategy: The Warlock will use Fluid Magic on Rictor.  This 
    gives Rictor 2 choices in terms of what he does.  The summon spell 
    Ignis Fatuus, or Heal.  If you cripple some of his guys, he'll cast 
    Heal, so guess what your battle strategy should be?  A few well placed 
    Temptations will have the enemy Knights healing you instead of their 
    allies, and also increases the chances of Rictor casting Heal himself.
     
    After the Battle: You get the Cave Exploration Quest Book.  Thus ends 
    Chapter 2.  After watching a lot of the story unfold, Cybil will return 
    and ask to join you.  Take her, she is your reward for taking the A 
    route.  You can choose to go to Rebanada, or go straight for Harmonia.
    
    ----------
    
    Stage 24A - Rebanada
    Objective: Defeat the leader
    Bonus Goth: 200
    
    *Enemy units*
    Rimmon (leader)
    Class, Level, Element, Alignment: ??? (Unknown) 27, Bane, N/A
    Equip: Heavy Armor, Goblin Helm 
    War Trophy: Goblin Helm
    
    Undead KnightM1
    Equip: Long Sword, Chain Mail, Tower Shield
    War Trophy: None
    
    Undead KnightM2
    Equip: Long Sword, Chain Mail, Tower Shield
    War Trophy:
    
    Ghost1
    Equip: Scipplay's Staff, Spell Robe, Enfeeble
    War Trophy: None
    
    Ghost2
    Equip: Scipplay's Staff, Spell Robe, Nightmare
    War Trophy:
    
    Ghost3
    Equip: Scipplay's Staff, Spell Robe, Brain Sap
    War Trophy:
    
    Dragon Zombie1
    War Trophy: None
    
    Dragon Zombie2
    Equip: Necklace of Resist
    War Trophy: None
    
    Battle Strategy: Yep, you guessed it.  Rimmon is really an Ogre.  They 
    finally made it to the Tactics Ogre format, and they're even more 
    impressive than their OB64 counterparts.  Rimmon just can't be hurt 
    physically.  Magic is the way to go.  You should be able to run circles 
    around him casting summon spells.  Even then, you may need a little 
    more.  Unfortunately for Rimmon, he should keep better company than the 
    Undead.  The reason the Ogre Battle was such a successful campaign for 
    the Netherworlders is there were many Ogres running around, along with 
    Gorgons, Daemons, and other Abominations.  NOT the Undead.  Just 
    Exorcise them all.  Bring Glycinia and Lubina.  Their Magic Barrage 
    will work wonders here.  It can even kill the dragon with the Necklace 
    of Resistance, which makes him immune to a normal Exorcism spell.  Once 
    you kill the undead, you can pelt Rimmon with Magic Barrage safely out 
    of his movement range.  In fact, they're probably more dependable than 
    summons.  If you're afraid of taking lots of damage, Magic Missile is 
    still effective here.  Even though this battle isn't difficult, I still 
    like it as it gives a clue as to what the Ogre Battle was really like 
    (Think Rimmon and 4 other Ogres running side by side).
    
    After the Battle: Elrik will talk a bit more, and you'll get the Goblin 
    Helm for defeating Rimmon (aka the Ogre Helm, for you OB vets).  Nice 
    piece of equipment if I do say so myself.  Continue on to Harmonia.
    
    ----------
    
    Stage 25A - Harmonia
    Objective: Defeat the Twin Wizards (Cirvante and Lethe)
    Bonus Goth: 
    
    *Enemy units*
    
    ----------
    Stage 7B - Sufrir
    Objective: Defeat all enemies
    Sub Objective: Protect Orson
    Bonus Goth: 500
    
    *Enemy units*
    Gremlin1
    Equip: Short Bow, Hard Leather
    War Trophy: Stone of Swiftness
    
    Gremlin2
    Equip: Short Bow, Hard Leather
    War Trophy: Stone of Swiftness
    
    Gremlin3
    Equip: Short Bow, Hard Leather
    War Trophy: Sorceror's Cup
    
    Earth Dragon1
    War Trophy: Crown of Intellect
    
    Earth Dragon2
    War Trophy: Mirror of the Gods
    
    Thunder Dragon1
    War Trophy: Sword Emblem
    
    Thunder Dragon2
    War Trophy: Cup of Life
    
    *Guest units*
    Orson
    Class, Level, Element, Alignment: Archer, 8, Wind, L
    Equip: Great Bow, Chain Mail, Amulet
    
    Battle Strategy: It's basically your 8 Vs 4 Dragons.  You should be 
    able to take out one by the time they gain enough SP to do their breath 
    attack, and after that just Heal and continue the massacre.  After 
    that, it's just a matter of catching the Gremlins and smacking them up 
    a couple times.  
     
    After the battle: Orson will ask to join.  Sign him up.  Return here 
    and get the buried Ice Wand, as well as any other treasure you might 
    have missed.  Use the Sorceror's Cup you got from last battle on your 
    Deneb candidate if you haven't gotten Deneb already.  You should be 
    able to change into her at this point in the game.
    
    ----------
    
    Stage 8B - Arena
    Objective: Defeat the leader
    Sub Objective: Don't KILL the leader
    Bonus Goth: 200
    
    Enemy units
    Minerva (leader)
    Class, Level, Element, Alignment: Mermaid, 11-16, Water, N
    Equip: Pike, Chain Mail, Water Ring, Bandanna
    War Trophy: Water Ring
    
    Mermaid1
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Sword Emblem
    
    Mermaid2
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Crown of Intellect
    
    Mermaid3
    Equip: Pike, Chain Mail, Plumed Headband 
    War Trophy: Stone of Swiftness 
    
    Hawkman1
    Equip: Halt Hammer, Chain Mail, Ice Shield
    War Trophy: Ice Shield
    
    Hawkman2
    Equip: Halt Hammer, Chain Mail, Tower Shield
    War Trophy: Healing Seed
    
    Octopus1
    War Trophy: Cup of Life
     
    Octopus2 
    War Trophy: Urn of Chaos
    
    Battle Strategy: This battle is much more difficult than it's "A" 
    counterpart.  You must fight against Minerva in this battle, and the 
    enemy is well prepared for the terrain.  Do not fight them in the 
    water.  Their counterattacks will be better than your attacks.  Out of 
    the water, Mermaids and Octopi are much easier to kill.  Either travel 
    to their island, or draw them back to your island (for space 
    constraints, I suggest the former).  Do NOT kill Minerva.  You will 
    lose your chance at getting Aerial after the next stage.  You will 
    still get the Water Ring, regardless of whether she dies or not.  Since 
    she can cast Lullaby out of range, you may have to chase her into the 
    water.  So be it.  You might actually be better off doing so, as 
    decreased damage makes it easier to not kill her. 
     
    After the battle: If you spared Minerva, a scene will occur where she 
    runs away.  Do your treasure plundering routine.
    
    -----------------------------------------------------------------------
    
    Stage 9B - Rana
    Objective: Defeat the leader
    Bonus Goth: 
    
    *Enemy units*
    Aerial (leader)
    Class, Level, Element, Alignment: Mermaid, 12-17, Wind, N
    Equip: Trident, Thunder Chain, Amulet
    War Trophy: 2000 Goth
    
    Octopus1
    War Trophy: Cup of Life
    
    Octopus2
    War Trophy: Healing Seed
    
    Mermaid1
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Crown of Intellect
    
    Mermaid2
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Sorceror's Cup
    
    Mermaid3
    Equip: Pike, Chain Mail, Plumed Headband
    War Trophy: Sword Emblem
    
    Fairy1
    Equip: Bow Gun, Hard Leather, Cassowary Feather
    War Trophy: Cassowary Feather
    
    Fairy2
    Equip: Bow Gun, Hard Leather
    War Trophy: Stone of Swiftness
    
    Battle Strategy: I'd suggest bringing many units that move well in the 
    water here.  If you have an Octopus, you'd be a fool not to use it, 
    especially if it's at level 10 and can use it's special.  The Mermaids 
    are also tough.  Fortunately, they often use their Lullaby instead of 
    attacking.  You only need to bring the leader down to critical for this 
    battle to end.  The Octopi are to be considered very dangerous.
    
    After the Battle: You'll view the history of the Sacred Spear.  On your 
    return to Arena, Aerial will ask to join.  Sign her up.
    
    ----------
    
    Stage 10B - Solea
    Objective: Defeat the leader
    Sub Objective: Protect Eleanor
    Bonus Goth: 1000
    
    Enemy units
    Karcist (leader)
    Class, Level, Element, Alignment: Dragoon, 14-15, Wind, C
    Equip: Fafnir, Tower Shield, Plate Mail, Iron Helm 
    War Trophy: Fafnir
    
    ArcherF1
    Equip: Great Bow, Chain Mail, Plumed Headband, Dragon Gem
    War Trophy: Stone of Swiftness
    
    ArcherF2
    Equip: Great Bow, Chain Mail, Sherwood Hat Dragon Gem
    War Trophy: Sherwood Hat
    
    Thunder Dragon
    War Trophy: Sword Emblem
    
    Red Dragon
    War Trophy: Cup of Life
    
    Earth Dragon
    War Trophy: Altar of Resurrection
    
    Blue Dragon
    Equip: Dragon Eyes
    War Trophy: Dragon Eyes
    
    *Guest units*
    Eleanor
    Class, Level, Element, Alignment: Soldier, 12, Water N
    Equip: Hard Leather, Pearl Necklace
    
    Battle Strategy: Keep an eye on Eleanor, as she can't defend herself.  
    The dragons pack a punch, so try to spread them out.  You want to avoid 
    having a character get attacked by more than one dragon.  They only 
    move 3 spaces, so it will be hard for them to move around in this 
    stage.  Once you isolate the dragons, picking off a couple archers and 
    killing the boss should be easy.  The boss is a powerhouse.  Attack him 
    from behind, and whittle him down with magic.
    
    After the battle: 
    
    ----------
    
    Stage 11B - Aquila
    Objective: Kill all enemies
    Bonus Goth: 200
    
    *Enemy units*
    Gremlin1
    Equip:
    War Trophy:
    
    Gremlin2
    Equip:
    War Trophy:
    
    Red Dragon1
    War Trophy:
    
    Red Dragon2
    War Trophy:
    
    Hawkman1
    Equip:
    War Trophy:
    
    Hawkman2
    Equip:
    War Trophy:
    
    Cerberus
    War Trophy:
    
    *Guest units*
    Eleanor
    Class, Level, Element, Alignment: Soldier, 13, Water N
    Equip: Short Bow, Hard Leather, Pearl Necklace, Transferring Stone
    
    Battle Strategy: 
    
    After the Battle:
    
    -----------------------------------------------------------------------
    
    V. Classes
    
    A. Bi-Gender classes
    
    Soldier
    Description: The basic class where all characters begin.  With evenly 
    distributed abilities, these characters are quite versatile.
    Requirements: None
    Preferred Weapon: None
    Movement type: 5/Walking/Wading
    Talent Slots: 0  
    Level Up Bonuses
    HP: 7-9
    MP: 2-3
    STR: 4-5
    INT: 3-5
    AGI: 4-5
    Rashidi says: Change class ASAP.  While Soldiers are actually kind of 
    good, but you'll want a specialized class, because a class that's not 
    good at anything gets worse as the game goes on.
    
    Ninja
    Description: Highly trained spies who act under a veil of secrecy.  
    Ninjas are experts in martial arts and can cast low level spells.  They 
    can move up to 3 steps op or 4 steps down and can walk unrestricted on 
    water.
    Requirements: 36 STR, 37 AGI
    Preferred Weapon: Katana
    Movement type: 7/Acrobatic/Waterwalk
    Talent Slots: 2 
    Magic: Area-Effect, Missile
    Special: Shuriken Barrage
    Level Up Bonuses
    HP: 4-6
    MP: 2-4
    STR: 3-5
    INT: 4-5
    AGI: 6-9
    Rashidi says: Ninja's rock.  Their speed is just godly, especially in 
    the beginning of the game.  Their Shuriken Barrage gives them a built 
    in crossbow attack, and you can even equip an attack spell.  The only 
    problem is their lack of strength catches up to them later on in the 
    game.
    
    Archer
    Description: Skilled rear support characters who excel at shooting 
    arrows.  Useful in many situations.
    Requirements: 37 AGI
    Preferred Weapon: Bow
    Movement type: 6/Walking/Semiaquatic
    Talent Slots: 0
    Level Up Bonuses
    HP: 5-7
    MP: 1-3
    STR: 3-5
    INT: 2-4
    AGI: 5-7
    Rashidi says: While not the powerhouses they were in TO (thankfully), 
    Archers are still serviceable.  They specialize whittling the enemy 
    down from out of range.  While there are plenty of classes that can 
    deal more damage, you'll find that the Archer doesn't have to take 
    damage to dish it out.  With excellent movement and weapon range, you 
    should always be too far away for the enemy to deal significant damage 
    to your Archer.  Unfortunately, an Archer is only as good as his 
    weapon.  In the beginning of the game, when you can only use Short Bows 
    and other weak weapons, which doesn't make them very effective.  Once 
    you start getting better bows the offense starts picking up, but by 
    that time, Swordmasters and other better classes will be available.  So 
    while the Archer isn't a bad class, it is outclassed for most of the 
    game.
    
    Wizard
    Description: 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: N or C Alignment, 16 MP, 26 INT
    Preferred Weapon: None
    Movement type: 4/Trudging/Wading
    Talent Slots: 3 
    Magic: Area-Effect, Missile
    Level Up Bonuses
    HP: 5
    MP: 5-7
    STR: 3-4
    INT: 5-7
    AGI: 3-5
    Rashidi says:
    
    Cleric
    Description: 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: N or L Alignment, 18 MP, 28 INT
    Preferred Weapon: None
    Movement type: 4/Trudging/Wading
    Talent Slots: 3
    Magic: Virtue
    Level Up Bonuses
    HP: 4-6
    MP: 4-7
    STR: 3-5
    INT: 6-8
    AGI: 4-5
    Rashidi says: You need a healer.  These guys heal.  Change them to 
    Priests when you get a chance.
    
    Knight
    Description: Knights display unwavering courage and value courtesy, 
    honor, and pride.  They surpass normal soldiers in ability and can cast 
    certain spells of virtue.
    Requirements: N or L Alignment, 51 STR, 53 AGI, Knight's Certificate
    Preferred Weapon: Sword, Thrusting Sword
    Movement type: 5/Walking/Wading
    Talent Slots: 1 
    Magic: Virtue
    Special: 
    Level Up Bonuses
    HP: 6-9
    MP: 2-4
    STR: 5-7
    INT: 3-5
    AGI: 4-5
    Rashidi says: In TO, Knights were the worst human class.  Just as bad 
    as Soldiers.  Now that they can cast magic, I'm still trying to figure 
    out how to actually lose one in battle.  They have great defense, and 
    can heal themselves and their teammates.  I am convinced that a whole 
    team of Knights would be able to plow through this game.  The healing 
    factor is that big.  Still, their offense is only average, and movement 
    can be a pain sometimes.  All in all, a nicely improved class.
    
    Priest
    Description: 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 and revives their flesh.
    Requirements: N or L Alignment, 76 MP, 96 INT, Heavenly Spirit, Under 
    10 killings.
    Preferred Weapon: None
    Movement type: 4/Trudging/Wading
    Talent Slots: 3 
    Magic: Virtue
    Level Up Bonuses
    HP: 5-6
    MP: 5-6
    STR: 4
    INT: 5
    AGI: 4
    Rashidi says: 
    
    Angel Knight
    Description: 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: L Alignment, 215 HP, 66 MP, 89 STR, 81 INT, 88 AGI, 
    Archangel's Feather Emblem, Die in battle and depending on your 
    biorhythm there is a chance the character will transmigrate (high 
    Biorhythm increases the chances).
    Preferred Weapon: Thrusting Sword
    Movement Type: Fly/
    Talent Slots: 2 
    Special: Poignant Melody, Banish
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: 
    
    Lich
    Description:
    Requirements: C Alignment, 118 MP, 134 INT, Die in battle with Ring of 
    the Dead equipped.
    Preferred Weapon:
    Movement type:  
    Talent Slots: 3 
    Magic:
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: While I haven't gotten this class yet, I can honestly say 
    that it is better than your basic Wizard.
    
    B. Male classes
     
    Sword Master
    Description: Sword Masters can swiftly strike down opponents with 
    blindingly fast sword-handling, and they can also use support spells.
    Requirements: 95 STR, 111 AGI, Book of Initiation
    Preferred Weapon: Sword, Katana
    Movement type: 6/Walking/Wading
    Talent Slots: 2 
    Magic: Support
    Special: Pelting Fury, Swallow's Daze (level 20 w/katana)
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: Sword Masters were probably the best human class in TO.  
    They probably still retain that title in this game.  Pelting Fury is 
    much improved, and is deadly against magic type characters.
    
    Beast Tamer 
    Description: 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 STR, No more than 1 beast killed
    Preferred Weapon: Whip
    Movement type: 6/Fast, Wading
    Talent Slots: 0
    Level Up Bonuses
    HP: 4-7
    MP: 2
    STR: 4-6
    INT: 2-4
    AGI: 4-6
    Rashidi says: Beast Tamers were pretty good fighters in TO.  The 
    problem was, all whips were unique weapons, and there were only 4 of 
    them in the game.  Of those 4, only 1 could be attainable before late 
    chapter 3.  Now that you can purchase whips in the shop, Beast Tamers 
    are even better.  Having a ranged attack comes in handy when you want 
    to gang up on an enemy or when you want to attack without fear of a 
    counterattack.
    
    Warlock
    Description: 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:  N or L Alignment, 78 MP, 90 STR, 76 INT, The Pen and the 
    Sword
    Preferred Weapon: Sword
    Movement type: 4/Walking/Wading
    Talent Slots: 3 
    Magic: Support
    Special: Barren Soul
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: Little known secret.  In TO, Warlocks were the most 
    versatile class.  If you trained as a Sword Master, and changed into a 
    Warlock when your level capped, you could cast THREE very effective 
    Supplemental magics instead of ONE as a Sword Master, as well as cast 
    Dragon Magic.  Unfortunately, if you trained AS a Warlock, chances were 
    you'd just be an inferior Witch.  Well, no more!  They seem to have 
    combined the two classes here.  You can run around and kill like a 
    Sword Master, or you can run around and hit people with supplemental 
    magic like a Sword Master.  Vastly improved from the original TO. 
    
    Dragoon
    Description: Also known as dragon slayers, these powerful male warriors 
    can overwhelm dragons, or any creature, for that matter.  They can only 
    use missile type spells.
    Requirements: N or C Alignment, 215 HP, 109 STR, 94 AGI, Dragon Scale
    Preferred Weapon: Sword, Spear
    Movement type: Walking/Wading
    Talent Slots: 1 
    Magic: Missile
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: 
    
    C. Female Classes
    
    Valkyrie
    Description: Valkyries are versatile female warriors who fight well 
    both on land and water.  They supplement their physical abilities with 
    low level attack magic.  Their gallant attitudes give comrades courage.
    Requirements: N or L Alignment, 48 STR, 41 INT, Lancer
    Preferred Weapon: Spear
    Movement type: 6/Walking/Semiaquatic
    Talent Slots: 2 
    Magic: Missile, Area-Effect
    Level Up Bonuses
    HP: 5-7
    MP: 2
    STR: 5-6
    INT: 5-6
    AGI: 5-6
    Rashidi says:
    
    Witch
    Description: Witches specialize in using supportive 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: N or C Alignment, 38 MP, 35 INT, Vixen's Whisper.
    Preferred Weapon: None
    Movement type: 4/Trudging/Wading
    Talent Slots: 3 
    Magic: Support
    Special: Fascination
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI:
    Rashidi says:
    
    Dragon Tamer
    Description: Dragon Tamers handle dragons gently and will enhance the 
    power of any dragons within the 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, 14 MP, No more than 1 dragon killed
    Preferred Weapon: Thrusting Sword
    Movement type: 6/Walking/Semiaquatic
    Talent Slots: 1 
    Magic: Missile
    Special: Raises the power of your Dragons within a 3 panel range
    Level Up Bonuses
    HP: 5-6
    MP: 2-3
    STR: 3-4
    INT: 4-5
    AGI: 5
    Rashidi says:
    
    Siren
    Description: 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 INT, Philosopher's Stone
    Preferred Weapon: Fan
    Movement type: 4/Truding/Wading
    Talent Slots: 3 
    Magic: Missile, Area-Effect, Summon
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI:  
    Rashidi says: 
    
    D. Demi-Human classes
    
    Hawkman
    Description: These violent, winged fighters crave battle.  They live 
    much longer than humans, but maintain a youthful appearance.  Because 
    of their wings, terrain is not a factor.
    Preferred Weapon: Hammer
    Movement type: 6/Fly/Wading
    Talent Slots: 1
    Special: Thunder Arrow (level 10)
    Level Up Bonuses
    HP: 6-9
    SP: 2-3
    STR: 5-7
    INT: 3
    AGI: 4-5
    Rashidi says: Their hammer proficiency and Thunder Arrow makes them a 
    threat from melee range and from afar.  Their flight means you'll be 
    able to get into position to do each one effectively.  Very useful in 
    the beginning.  Kind of like a junior Angel Knight.
    
    Mermaid
    Description: 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.
    Preferred Weapon: Spear
    Movement type: 4/Snow-Trudging/Aquatic
    Talent Slots: 2
    Special: Lullaby (level 10), Cheer (level 15)
    Level Up Bonuses
    HP: 6
    SP: 4-6
    STR: 4 
    INT: 5-6
    AGI: 5
    Rashidi says: This is an excellent representation of the Mermaid in TO 
    format.  Unfortunately, they are supposed to suck.  They make great 
    water units, and are really lacking on land.  Very weak in all 
    statistical categories, although their 2 specials make up for it a bit.
    
    Fairy
    Description: Tiny, flying demi-humans.  Though they're not very 
    impressive at fighting, Fairies make cute mascots on the battlefield.
    Preferred Weapon: None
    Movement type: 6/Fly/Float
    Talent Slots: 3
    Special: Cute Kiss (level 10), Fairy's Kiss (level 15), Magic Missile 
    (level 20)
    Level Up Bonuses
    HP: 3-4
    SP: 5-7
    STR: 3
    INT: 5-6
    AGI: 6-10
    Rashidi says: 
    
    Giant
    Description: Giants, while not intelligent enough to equip weapons, can 
    swing their arms like logs and their fists like rocks to wreck havoc 
    among the enemy.
    Movement type: 3/Trudging-Snow/Wading
    Talent Slots: 1
    Special: Titan Crush (level 10)
    Level Up Bonuses
    HP: 8-11
    SP: 3-4
    STR: 6-10
    INT: 2-3
    AGI: 3-4
    Rashidi says: 
    
    E. Undead classes
    
    Ghost
    Description: 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: Cast Necromancy on a dead Male or Female.
    Preferred Weapon: None
    Movement type: 6/Warp/Float
    Talent Slots: 3 
    Magic: Area-Effect
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI:  
    Rashidi says: 
    
    Undead Soldier
    Description: Undead Soldiers 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: 
    Preferred Weapon: None
    Movement type: 5/Walking/Wading
    Talent Slots: 0 
    Special: 
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI:
    Rashidi says:
    
    Undead Wizard
    Description: 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: 
    Preferred Weapon: 
    Movement type: 4/Trudging/Wading
    Talent Slots: 3 
    Magic: 
    Special: 
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI:
    Rashidi says:
    
    Undead Knight
    Description: Undead Knights 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: 
    Preferred Weapon: 
    Movement type: 5/Walking/Wading
    Talent Slots:  
    Magic: 
    Special: 
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI:
    Rashidi says:
    
    Dragon Zombie
    Description: 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: Cast Necromancy on a dead Dragon, Element Bane.
    Movement type: 3/Trudging/Wading
    Talent Slots: 1
    Special: Rotten Breath
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says:
    
    F. Beast Classes
    
    Griffin
    Description: A magical winged beast with the body of a lion and head of 
    aneagle.  Though 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.
    Movement type: 4/Fly/Wading
    Talent Slots: 1
    Special: Windstorm (level 10)
    Level Up Bonuses
    HP: 6-9
    SP: 3-4
    STR: 3-4 
    INT: 4-5
    AGI: 4-5
    Rashidi says: Too slow to make good use out of it's flying ability.  
    Worthless until it gets Windstorm, and even then you're just better off 
    using a Wizard for area-effect damage.
    
    Cockatrice
    Description: 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 turns foes to stone.
    Movement type: 4/Fly/Wading
    Talent Slots: 1
    Special: Petrifying Breath (level 10)
    Level Up Bonuses
    HP: 7-9
    SP: 3
    STR: 4
    INT: 4
    AGI: 4-6
    Rashidi says:
    
    Cerberus
    Description: A mythical two-headed, four-legged canine whose Breath can 
    put foes to sleep.
    Movement type: 4
    Talent Slots: 1
    Special: Mesmerize (level 10)
    Level Up Bonuses
    HP: 
    SP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    Octopus
    Description:
    Movement type: 3/Trudging/Aquatic
    Talent Slots: 1
    Special: Strangling Tentacles (level 10)
    Level Up Bonuses
    HP: 6-9
    SP: 1-2
    STR: 6-7
    INT: 2-3
    AGI: 2-3
    Rashidi says: While an Octopus is strong, it's far, far too slow.  They 
    make great water units, which only make them useless in 90% of the 
    stages.  The ability is improvement, but it's too expensive.  On second 
    thought, you'll probably acquire a fresh 25 SP just trying to get close 
    enough to use it each time.
    
    G. Dragon Classes
    
    Red Dragon
    Description: A dragon with the fire element.  Fire Dragons confuse 
    enemies with their Fire Breath and have no equals in physical battle.  
    Their STR and HP increase at an astounding rate.
    Requirements: Fire Element
    Movement type: 3/ Trudging/Wading
    Talent Slots: 1
    Special: Fire Breath
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    
    Earth Dragon
    Description: A dragon with the earth element.  Earth Dragons poison 
    enemies with their Poison Breath and have no equals in physical battle.  
    Their STR and HP increase at an astounding rate.
    Requirements: Earth Element
    Movement type: 3/Trudging/Wading
    Talent Slots: 1
    Special: Poison Breath
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says:
    
    Thunder Dragon
    Description: A dragon with the wind element.  Thunder Dragons paralyze 
    foes with their Thunder Breath and have no equals in physical battle.  
    Their STR and HP increase at an astounding rate.
    Requirements: Wind Element
    Movement type: 3/Truding/Wading
    Talent Slots: 1
    Special: Thunder Breath
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says:
    
    Blue Dragon
    Description: Relying on the water element, Blue Dragons use their Cold 
    Breath to put enemies to sleep.  Their strength is unmatched and their 
    HP increase at an astounding rate.
    Requirements: Water Element
    Movement type: 3/Trudging/Wading
    Talent Slots: 1
    Special: Cold Breath
    Level Up Bonuses
    HP: 
    SP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says:
    
    Mushu
    Description:
    Requirements: L Alignment, 130 STR, 69 AGI
    Movement type: 
    Talent Slots: 
    Special:
    Level Up Bonuses
    HP: 
    SP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    Naga
    Description:
    Requirements: N Alignment, 130 STR, 69 AGI
    Movement type: 
    Talent Slots: 0
    Special:
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    Vrtra
    Description:
    Requirements: C Alignment, 130 STR, 69 AGI
    Movement type: 
    Talent Slots: 
    Special:
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    H. Netherworld Classes
    
    Gremlin
    Small flying demons with evil blood flowing through their veins.  
    Contrary to their appearance, they are friendly and playful, just like 
    mischievous little kids.
    Preferred Weapon: None
    Movement type: 6/Fly/Float
    Talent Slots: 3
    Special: Cute Kiss (Bane), Fairy Kiss (Bane)
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    Gorgon
    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.
    Preferred Weapon: None
    Movement type:
    Talent Slots: 1
    Special: Evil Eyes
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: 
    
    Daemon
    Denizens of the Netherworld that can be summoned by wizards.  Their 
    evil spirited nature, rather than their grotesque appearance, causes 
    aversion.
    Preferred Weapon: Axe, Hammer
    Movement type: 
    Talent Slots: 3
    Special: Summon Darkness
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    I. Enemy Character Classes
    
    Bandit
    Description: An outlaw that attacks ships and plunders treasure.  Many 
    pirates operate near Ovis because of the area's flourishing sea trade.
    Preferred Weapon: Axe
    Movement type: 5/Walking/Semiaquatic
    Talent Slots: 0
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: The artist formerly known as the Berserker.  Don't fret 
    though, he's been toned down a lot.  His biggest strength used to be 
    his defense.  Now his biggest weakness is his defense.  Not much better 
    than a Soldier really.  Don't worry, you won't be fighting many of 
    these after Chapter 1 (for the sake of the difficulty level).
    
    Duke Knight
    Description: 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 spellcasting.  They cannot be persuaded.
    Movement type: 5/Walking/Wading
    Preferred Weapon: Sword 
    Talent Slots: 3 
    Magic: All spells
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    Esquire
    A servant of Naris Batraal, this knight is a master of the spear, which 
    he proudly uses to salute his lord.
    Movement type: 6/Walking/Wading
    Preferred Weapon: Spear
    Talent Slots: 3 
    Magic: Missile
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says: Nichart is pretty good.  He'll easily be the most 
    difficult character you've had to face once you meet him.
    
    Swordmaster (female)
    Because of her rare talent with the sword, she has been educated in 
    even the most coveted sword techniques.  A swordswoman like her only 
    comes along once in a generation.
    Movement type: 6/Snow Walking/Wading
    Preferred Weapon: Sword
    Talent Slots: 2 
    Magic: Support
    Special: Atropos
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says: I never thought I'd see the day... looks like Sixx is gonna 
    get some competition from the opposite sex now.
    
    Venefic
    A deceptive, two-faced sorcerer who only acts in his own best interest.  
    He is an intelligent and powerful foe.
    Movement type: 4/Trudging/Wading
    Preferred Weapon: None
    Talent Slots: 3 
    Magic: Area-Effect, Support
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says:
    
    Venefica
    An intelligent and deceptive sorceress with a brazen attitude.  It 
    seems she only uses her power for her own gain.
    Movement type: 4/Trudging/Wading
    Preferred Weapon: None
    Talent Slots: 3 
    Magic: Area-Effect, Support
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT: 
    AGI: 
    Rashidi says: 
    
    High Priest (evil)
    A former disciple of Filarhh who still retains his High Priest 
    abilities, he can cast attack and recovery spells of virtue.  However, 
    his spirit has been tainted by evil.
    Movement type: 4/Trudging/Wading
    Preferred Weapon: Thrusting Sword
    Talent Slots: 3 
    Magic: All virtue
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says: 
    
    ??? (Unknown)
    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: 3/Snow-Trudging/Wading
    Preferred Weapon: None
    Talent Slots: 0
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI: 
    Rashidi says: Yeah, you guessed it.  It's an Ogre.  They finally made 
    it to the TO format.
    
    ----------
    
    J. Special Character Classes
    
    High Priest
    Description: High-ranking priests who have dedicated themselves 
    absolutely to the teachings of the god Filarhh, from whom they receive 
    protection.  High Priests can use all spells of virtue, plus some 
    recovery and attack spells.
    Preferred Weapon: Thrusting Sword
    Movement type: 4/Trudging/Wading
    Talent Slots: 3 
    Magic: All Virtue spells
    Level Up Bonuses
    HP: 5
    MP: 4
    STR: 6
    INT: 6
    AGI: 6
    Rashidi says: Rictor is a bad ass.  He's really a Paladin in disguise, 
    so don't be surprised when you get flashbacks of Lans Hamilton in those 
    beginning stages.
    
    Witch <3
    Description: 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: 
    Preferred Weapon: None
    Movement type: 4/Trudging/Wading
    Talent Slots: 3 
    Magic: Support, Summon
    Special: Temptation
    Level Up Bonuses
    HP: 5
    MP: 5-7
    STR: 3
    INT: 6-7
    AGI: 5-7
    Rashidi says: And once again, my love Deneb graces an Ogre Battle game 
    with an appearance, her third time as a playable character (fourth, if 
    you count OB64's tutorial as "playable").  Check the Special Character 
    or Secrets section for info on how to obtain this beauty... err... class.
    
    Sorceress
    Description: Beautiful, solitary, and wise, a Sorceress is experienced 
    in casting elemental and high level bane spells.
    Preferred Weapon: Fan
    Movement type: 
    Talent Slots: 3 
    Magic: Missile, Area-Effect, Summon
    Level Up Bonuses
    HP: 
    MP: 
    STR: 
    INT:  
    AGI:
    Rashidi says: Cybil can use a large variety of magic.  And kill you 
    with it too.
    
    Shaman
    Description: One who can hear the voices of the spirits that dwell in 
    nature.  Shaman are born with the ability to use elemental and summon 
    spells.
    Requirements: MP 54, INT 70, Philosopher Stone, Euphaire only.
    Preferred Weapon: None
    Movement type: 4/Walking/Wading
    Talent Slots: 3 
    Magic: Missile, Area-Effect, Summon
    Special: Energy Transfer
    Level Up Bonuses
    HP: 4
    MP: 6
    STR: 5
    INT: 6
    AGI: 4
    Rashidi says:
    
    Summoner
    Description: By meticulously researching spells, Summoners can call on 
    the power of many entities, including spirits and demons.  They can use 
    all elemental and summons spells.
    Requirements: MP 63, STR 100, INT 88, Elrik only, The Pen and the Sword 
    emblem.
    Movement type: 4/Walking/Wading
    Preferred Weapon: 
    Talent Slots: 3 
    Magic: Summon, Support, Area-Effect, Missile
    Special: Summon Golem
    Level Up Bonuses
    HP: 5-6
    MP: 5
    STR: 5
    INT: 6
    AGI: 5
    Rashidi says: 
    
    -----------------------------------------------------------------------
    
    VI. Emblems
    
    1. Blood Reign 
    Requirement: Kill 25 enemies 
    Effect: Decreases the Mental Gauge for all enemies within a 3-panel 
    range
    Tips on acquiring: Just have one character kill lots of guys.  You'll 
    be there before you know it.
    
    2. Dragon's Scale 
    Requirement: Kill 5 Dragons 
    Effect: Required for the Dragoon class, 50% penalty when persuading 
    Beasts
    Tips on acquiring: Try to have the same character kill off all the 
    dragons you fight in story battles, and hunting for dragons in random 
    encounters wouldn't hurt either.
    
    3. Animal Hunter 
    Requirement: Kill 5 Beasts 
    Effect: 50% penalty when persuading Beasts
    Tips on acquiring: Kill lots of Beasts
    
    4. Exorcist 
    Requirement: Exorcise 5 Undeads 
    Effect: Decreases the Mental Gauge for all Undead within a 3-panel 
    range
    Tips on acquiring: Try to have the same character kill off all the 
    undead characters you face.
    
    5. The Pen and the Sword
    Requirement: Kill 4 enemies with physical attacks, and kill 4 enemies 
    with spells/specials.
    Effect: Required for the Warlock class.
    Tips on acquiring: Make sure your class is any physical class that can 
    cast attack magic.  Ninjas, Dragon Tamers, and Valkyries will have the 
    easiest time.  Knights can do it if you give them Lightning Bow.
    
    6. Gibe of the Fallen Angel
    Requirement: Kill 3 enemies with physical attacks as a Cleric or 
    Priest.
    Effect: Alignment leans toward C by one level.
    Tips on acquiring:
    
    7. Lancer 
    Requirement: Damage 2 characters at the same time with a piercing 
    attack. 
    Effect: Required for the Valkyrie class
    Tips on acquiring: Equip a spear on a character, and line 2 other 
    characters up in training.  That's the easiest way.
    
    8. Philosopher's Stone  
    Requirement: kill 2 enemies at the same time with a spell/special. 
    Effect: Required for the siren class
    Tips on acquiring: Once you can cast area-effect spells, go to training 
    and set it up so you're guaranteed to kill 2 people with the spell.
    
    9. Self Preservation 
    Requirement: Kill an enemy with a counterattack. 
    Effect: Increases counterattack damage.
    Tips on acquiring: Do this in training.  When your characters get low 
    HP, just attack your other characters.
    
    10. Berserk 
    Requirement: Kill an enemy at full HP with one weapon attack. An 
    Instant-Kill also applies here.
    Effect: Lengthens the period of Biorhythm.
    Tips on acquiring: After acquiring Centurion, Alphonse w/Matsukaze 
    walked up to a Fairy and killed her in one blow.  I suggest you do the 
    same.
    
    11. Arbitration 
    Requirement: Persuade 5 enemies. 
    Effect: 30% bonus when persuading.
    Tips on acquiring: Persuade enemies whenever they are at critical.  
    Bring the enemies' HP down to critical to improve your chances.  Best 
    done in random encounters, as the war trophies are worse than story 
    battle trophies.
    
    12. Vixen's Whisper (female characters only) 
    Requirement: Persuade a male character 
    Effect: Required for the Witch class
    Tips on acquiring: Just persuade any male character in a story or 
    random battle.  Bring the enemies' HP down to critical to improve your 
    chances.
    
    13. Broken Heart (male characters only) 
    Requirement: Fail to persuade female enemies 10 times 
    Effect: Decreases average Biorhythm
    Tips on acquiring: Attempt to persuade when females are at full health.  
    You don't really want this emblem though.
    
    14. War God 
    Requirement: Deal 200+ damage with a physical attack. 
    Effect: STR+30, INT-30
    Tips on acquiring: Cast Molten Blade on your candidate.  Make him 
    attack a Fairy of opposite element where you have a terrain advantage.  
    I did this at level 12 (I also got Berserk in tandem with this one).
    
    15. Knight's Certificate 
    Requirements: Perform 15 physical non-back, non-ranged attacks.
    Effect: Required for the Knight class
    Tips on acquiring: Just attack a lot.  You'll get it eventually.
    
    16. Book of Initiation 
    Requirement: Block or Evade 3 physical attacks in a row 
    Effect: Required for the Sword Master class
    Tips on acquiring: Make a slow character like an Octopus attack 
    character from the front.  It'll happen eventually.
    
    17. Miracle 
    Requirement: dodge an attack with 5% HP or less remaining 
    Effect: Increases critical hit rate, negates Bogus Hero Emblem
    Tips on acquiring: To be safe, do this in training.  If you attack with 
    a slow and weak character (like a level 1 soldier if you're attacking a 
    level 5 ninja), chances are the character wont die even if he does get 
    hit, so you can just try again.
    
    18. Sniper
    Requirement: Successful attack with a Bow/Crossbow 5 times in a row. 
    Effect: AGI+10
    Tips on acquiring: Do this in training for an easy AGI boost.
    
    19. Fist Fight 
    Requirement: Kill an enemy without using any equipment. 
    Effect: Unarmed damage increased.
    Tips on acquiring: Do this in training.  While you might be wondering 
    why you'd want this emblem, it's good for Archers and other characters 
    with Bows.  They actually become similar to what they were in TO.  
    Combine that with Self Preservation and all of a sudden an Archer is 
    deadly attacking and defending.
    
    20.Heavenly Spirit 
    Requirement: Perform a healing spell/special 20 times.
    Effect: Required for the Priest class.
    Tips on acquiring: If a character spends time as a Cleric or Knight, 
    they'll probably walk away with this emblem.
    
    21. Don Quixote 
    Requirement: Receive 66% of Max HP damage from a counterattack. 
    Effect: INT-10.
    Tips on acquiring: Since you can see how much damage you'll take from a 
    counterattack, I pity the person who actually gets this emblem.  
    Physically attack as a Wizard or other magical character and you'll get 
    this in no time.
    
    22. Embodiment of Desire
    Requirement: Find buried treasure 5 times.
    Effect: Increase buried treasure rank by 1.
    Tips on acquiring: Have this character pick up War Trophies for 2-3 
    stages.
    
    23. Archangel's Feather
    Requirement: Be resurrected via Resurrection spell or Altar of 
    Resurrection.
    Effect: Required for the Angel Knight class.
    Tips on acquiring: Die in battle on purpose (the enemy sucks to much 
    for you to die as part of battle).  Revive with Altar of Resurrection.  
    Wow.
    
    24. The Cycle of Life 
    Requirement: receive the bad ending 
    Effect: undead within 3 spaces increase in power
    Tips on acquiring:
    
    25. Mark of the Elite 
    Requirement: win a battle with 2 or less characters 
    Effect: receive an automatic level up
    Tips on acquiring: Fight a random encounter with few dangerous enemies.  
    Pick 2 characters that complement each other well (I chose Alphonse as 
    a Ninja with Crag Crush for hit and run, and Deneb when she could cast 
    area-effect Temptation).
    
    26. Centurion 
    Requirement: have one character kill all enemies on screen 
    Effect: STR+20
    Tips on acquiring: Actually, you should get this in tandem with Mark of 
    the Elite and kill 2 birds with one stone.  Another way to get this is 
    to fight a battle against only the undead.  Have the same character 
    cast Exorcism for the entire battle.  Since they are the only unit to 
    have actually "killed" somebody, they will pick up the Centurion emblem 
    in the process.
    
    27. Charisma 
    Requirement: Have 350 STR, INT, or AGI
    Effect: Increases the Mental Gauge of your characters within a 3-panel 
    range.
    Tips on acquiring: Play the game for a long time.  Get to a high level.  
    Choose a class that gets a high level bonus in one of these categories.
    
    28. Bullpen Ace 
    Requirement: kill 20 characters in training 
    Effect: Increases training damage by 25%
    Tips on acquiring: Train a lot.  Kill a lot.
    
    29. Bogus Hero 
    Requirement: Gain 20 levels in training. 
    Effect: Cannot perform critical hits, canceled out by Miracle.
    Tips on acquiring:  Train a lot.  I don't recommend trying to get this 
    one.
    
    30. Lucky Soldier 
    Requirement: go through a VS battle without taking damage 
    Effect: luck increased
    Tips on acquiring:
    
    31. Mark of Valor 
    Requirement: receive a good ending 
    Effect: Decreases amplitude of biorhythm
    Tips on acquiring:
    
    32. Veteran Soldier 
    Requirement: win a linked battle 
    Effect: STR+15, INT+15, INT+15
    Tips on acquiring:
    
    33. Relix's Emblem (Males only) 
    Requirement: Experience all Male classes. 
    Effect: Mental Gauge permanently becomes +2
    Tips on acquiring:
    
    34. Ripple's Emblem (Females only) 
    Requirement: Experience all Female classes. 
    Effect: Mental Gauge permanently becomes +2
    Tips on acquiring:
    
    35. Grozz Nuy's Emblem (Dragons only) 
    Requirement: Experience all Dragon classes. 
    Effect: Mental Gauge permanently becomes +2
    Tips on acquiring:
    
    -----------------------------------------------------------------------
    
    VII. Items
    
    A. Headgear
    Bandanna
    Cloth headwrap.  
    PHYS DEF 3, Spell DEF 2.  INT+5, PHYS RES+1.
    Goth: 220
    
    Candy Helm
    Sweet Helm of hardened honey.  Not for those on a diet!  
    Phys Def 21, Spell Def 2.  PHYS RES+7
    Goth: 2200
    
    Dragon Helm
    Helmet crafted from the skull of a dragon.  Repels Dragon Breath and 
    transforms wearer into a dragon.  Phys Def 30, Spell Def 5.  PHYS 
    RES+10.
    Goth: 1440
    
    Goblin Helm
    Helmet worn by a legendary sword master who defeated 100 foes.  (Bane) 
    Phys Def 21.  PHYS RES+7, STR+20, AGI+5, Virtue RES+5
    Goth:
    
    Leather Hat
    Common tanned leather hat.  
    Phys Def 6, Spell Def 2. PHYS RES+2
    Goth: 180
    
    Iron Helm 
    Iron Helmet that leaves portions of the head unprotected.  
    Phys Def 30, Spell Def 2.  PHYS RES+10.
    Goth: 800
    
    Plumed Headband
    Lucky plumed headband.  
    AGI+5, PHYS RES+2, Bane RES+4.  PHYS DEF 6, Spell DEF 5
    Goth: 480
    
    Pointy Hat
    Wide-brimmed, conical hat.  Phys Def 6, Spell Def 10.  INT+5.  PHYS 
    RES+2
    Goth: 1440
    
    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
    Goth: 1440
    
    ----------
    
    B. Weapons
    (Swords) 
    Short Sword
    One -handed weapon.  Power 30.  Good sword for beginners.
    Goth: 360
    
    Long Sword
    One-handed weapon.  Power 40.  A large hacking sword.
    Goth: 700
    
    Claymore
    A large, two-handed sword with a V-shaped hilt.  Power 48.  A ring is 
    attached to the hilt.
    Goth: 1200
    
    Ice Blade
    One-handed frozen sword (Water). Power 52.  Fire RES+5
    Goth: 1440
    
    Sum Mannus
    One-handed lightning sword.  (Wind) PWR 52.  Earth RES+5.
    Goth: 1440
    
    Firedrake Sword
    One-handed flaming sword (Fire).  Power 56.  Water RES+5.
    Goth: 1440
    
    Fafnir
    One-handed weapon.  Power 58.  Attack power up VS dragons.  Used by 
    Sigurd to defeat the dragon Fafnir
    Goth: 1600
    
    Notos
    Two-handed WPN.  PWR 62.  Double-edged sword of Notos, god of the South 
    Wind.  1 of 4 Relics of Wind.  Earth RES+5.
    Goth: 3120
    
    (Thrusting Swords)
    Rapier
    One-handed weapon.  Power 35.  Slender, flexible sword designed to 
    pierce armor joints.
    Goth: 420
    
    Estoc
    One-handed weapon.  Power 40.  Slender thrusting sword with a knuckle 
    guard on the hilt to protect user's hand.
    Goth: 640
    
    Dragon Gem Sword
    One-handed weapon.  Power 48.  Dragon Handling effect.  Sword with 
    jeweled hilt adorned with a dragon's gem.  Enables communication with 
    dragons.
    Goth: 880
    
    Inca Rose
    One-handed weapon (Fire).  Power 52.  Water RES+5.  Thrusting sword 
    known as the 'Rose of the Desert'.
    Goth: 
    
    Needle of Light
    One-handed weapon (Virtue).  Power 60.  Bane RES+5.  Thrusting sword 
    that draws on sacred energy and light.
    Goth: 1440
    
    (Katanas)
    Matsukaze
    Two-handed weapon (Wind). Power 52.  AGI+4, Earth RES+5.  Far Eastern 
    katana that produces blades of wind.
    Goth: 1440
    
    Yu-Giri
    Two-handed weapon (Water).  Power 52, AGI+4, Fire RES+5.  Far Eastern 
    katana that gleams with dew.
    Goth: 1440
    
    Kagari-bi
    Two-handed weapon (Fire).  Power 52.  AGI+4, Water RES+5.  Far Eastern 
    katana that glows with searing flames.
    Goth: 1440
    
    Yumogi-u
    Two-handed weapon (Earth).  Power 52.  AGI+4, Wind RES+5.  Far Eastern 
    katana that intensifies the user's power.
    Goth: 1440
    
    (Axes)
    Francisca: One-handed Weapon.  Power 40.  Small, light axe
    Goth: 460
    
    (Hammers)
    Halt Hammer
    One-handed weapon.  Power 40.  Stone-crushing hammer.  
    Goth: 720
    
    Flame Flail
    Two-handed chain flail.  PWR 60.  Emits heat/light.  Water RES+5.
    Goth: 
    
    (Spears)
    Pike
    Two-handed weapon.  Piercing.  Power 42.  Metal spear with high attack 
    power despite its slenderness.
    Goth: 760
    
    Trident
    Two-handed weapon.  Power 55.  Spear with 3-pronged tip.  Piercing.  
    AGI+3.
    Goth: 1100
    
    Volcaetus
    Goth:
    
    Osric's Spear
    Two-handed piercing WPN (Water).  PWR 66.  King Zamora's Ice spear.
    Goth: 1620
    
    Earth Javelin
    Two-handed piercing WPN (Earth).  Power 68.  Wind RES+5.  Spear that 
    draws power from the Earth.
    Goth: 1620
    
    (Whips)
    Leather Whip
    Two-handed weapon.  Power 45.  Range 2.  Leather whip.
    Goth: 780
    
    Beast Whip
    Two-handed weapon.  Power 52.  Beast Handling effect.  Range 2.  Whip 
    that allows communication with beasts.
    Goth: 1440
    
    (Bow)
    Short Bow
    One-handed weapon for missile attack.  Range 5, Power 20.  Wooden bow.  
    Not very powerful, but lightweight.
    Goth: 480
    
    Great Bow
    Two-handed missile weapon.  RNG 5, PWR 35.  Yak horn bow.
    Goth: 500
    
    Thunder Bow
    Two-handed weapon for missil attack (Wind).  RNG 6, PWR 50.  Bow of 
    Thor, god of thunder. Earth RES+5.
    Goth: 1440
    
    Flame Bow
    Two-handed missile weapon (Fire) Range 6, Power 52.  Arrows so fast 
    that they burst into flame.  Water RES+5.
    Goth: 1440
    
    Tundra Bow
    Two-handed missile weapon.
    (Water) Range 6, Power 54.  Bow found in a pillar of ice.  Freezes foes 
    instantly.  FIRE RES+5
    Goth: 1440
    
    Sherwood Bow
    Two-handed missile weapon.  RNG 7, PWR 54.  Mysterious bow that masks 
    the bowman's presence, leaving targets offguard.  1 of 4 Enchanted 
    Hunting Wares.  PWR up VS beasts & dragons.
    Goth: 2850
    
    (Crossbow)
    Bow Gun
    One-handed weapon for missile attack.  Range 6, Power 30.  Short-range, 
    accurate wooden bow.  AGI+1
    Goth: 540
    
    Composite Bow
    Two-handed weapon for missile attack.  Range 7, Power 44.
    Compostie bow reinforced by flexible metal.  AGI+1
    Goth: 1280
    
    (Staff)
    Scipplay's Staff
    One-handed weapon.  Power 20.  INT+10.  Staff made from wood of the 
    Scipplay Cypress.
    Goth: 270
    
    Wind Wand
    One-handed weapon (Wind).  Power 24.  Magic staff, used by mischievous 
    fairies.  INT+19, Earth RES+5.  Thunder Flare effect.  Fixed chance of 
    breaking.
    Goth: 1200
    
    Fire Wand
    One-handed weapon (Fire).  PWR 26.  INT+17, Water RES+5.  Magical staff 
    that Firebird, the spirit of fire, is sealed in.  Firestorm effect.  
    Fixed chance of breaking.
    Goth: 1200
    
    Ice Wand
    One-handed weapon (Water).  PWR 20, INT+20, Fire RES+5.  Magic staff 
    that Ice King Horribus is sealed in.  Ice field effect.  Fixed chance 
    of breaking.
    Goth: 1200
    
    Earth Wand
    One-handed weapon (Earth), PWR 26, INT+18, Wind RES+5.  Staff that 
    draws on the spiritual power of the Earth.  Crag Crush effect.  Fixed 
    chance of breaking.
    Goth: 1200
    
    (Fans)
    Battle Fan
    One-handed weapon.  Power 44.  Iron-plated fan.
    Goth: 320
    
    Hycanith Fan
    One-handed weapon.  (Wind)  Power 52.  Earth RES+5.  Translucent 
    hycanith metal fan that shines gold in sunshine.
    Goth: 1000
    
    Caldia
    One-handed weapon (Virtue).  Power 52.  AGI+8.  Bane RES+5.  Charm 
    effect.  Protection from Charm.  Heart-shaped fan used by dancing 
    maidens to worship the goddess of beauty.
    Goth: 1200
    
    Gypsy Queen
    Caldia that has been tainted with evil (Bane).  One-handed.  Power 52.  
    Confusion effect.  AGI+4, Virtue RES+5.  Bane RES-2.
    Goth: 1440
    
    (Shields)
    Tower Shield: One-handed rectangular shield.  PHYS DEF 15, SPELL DEF 5  
    High defensive power, but slows movement.  PHYS RES+10.
    Goth: 650
    
    Ice Shield
    One-handed shield of the frost gian, Firbolg (Water).  PHYS DEF 20, 
    Spell DEF 10.  PHYS RES+25, Fire RES+20.
    Goth: 2500
    
    Chocolate Shield
    One-handed shield made from sugar and cocoa beans.  PHYS DEF 10, Spell 
    DEF 5.  PHYS RES+15.  Careful those of you with a sweet tooth!
    Goth: 2200
    
    Dragon Shield
    One-handed shield of layered dragon scales.
    PHYS RES+20.  Phys Def 20, Spell Def 5.  DEF up VS Dragons.  When 
    equipped, user is transformed into a dragon.
    Goth: 2500
    
    Earth Shield
    One-handed shield of Dryad, the forest nymph (Earth).  Phys Def 20, 
    Spell Def 10.  PHYS RES+25, Wind RES+20.
    Goth: 2500
    
    Saint's Shield
    One-handed shield protected by Oberon (Virtue).  1 of 4 Divine 
    Armaments.  Phys Def 20, Spell Def 15.  PHYS RES+25, Bane RES+20.
    Goth: 2500
    
    ----------
    
    D. Body Armor
    
    Brigandine
    Armor made of leather and plate, but lighter than plate.  Phys Def 30, 
    Spell Def 10.  AGI+5, PHYS RES+10
    Goth: 
    
    Candy Armor
    Delectable armor made from hardened sugar.  PHYS RES+10.  Don't be 
    tempted by its sweet pleasures!
    Goth: 2200
    
    Chain Mail
    Armor made of woven chain links and reinforced with iron plates.  PHYS 
    DEF 18, Spell DEF 5.  PHYS RES+6 
    Goth: 550
    
    Cloak of Authority
    Cloak designed to resist the effects of the elements.
    Phys Def 15, Spell Def 30.  PHYS RES+5, Wind RES+5, Fire RES+5, Earth 
    RES+5, Water RES+5.
    Goth: 2460
    
    Earth Garb
    Robe with the power of the earth (Earth).  INT+5, PHYS RES+5, Wind 
    RES+10.  Phys Def 15, Spell Def 20.
    Goth: 2460
    
    Earth Leather
    Enchanted hard leather bearing the emblem of earth (Earth).  Phys Def 
    18, Spell Def 10, Phys RES+6, Wind RES+10
    Goth: 1440
    
    Flame Leather
    Enchanted hard leather armor bearing the mark of fire (Fire). PHYS DEF 
    18, Spell DEF 10.  PHYS RES+6, Water RES+10.
    Goth: 1440
    
    Fur Coat
    Expensive coat made from animal pelts.  PHYS DEF 15, Spell DEF 5.  
    INT+5, PHYS RES+5.
    Goth: 4800
    
    Grincer Coat
    Camouflage cloak dyed in the colors of the forest.  1 of 4 Enchanted 
    Hunting Wares.  DEF up VS beasts.  PHYS DEF 18, Spell DEF 5.  PHYS 
    RES+6, Earth RES+2.
    Goth: 3200
    
    Hard Leather
    Animal Hide.  PHYS DEF 9, Spell DEF 5.  PHYS RES+3
    Goth: 540
    
    Heavy Armor
    Heavy plate armor reinforced with additional plates.  Phys Def 39, 
    Spell Def 10.
    Goth: 
    
    Ice Chain
    Enchanted chain mail that uses the strength of ice (Water).  PHYS DEF 
    18, Spell DEF 10.  PHYS RES+6, Fire RES+10
    Goth: 1440
    
    Leviathan Mail
    Armor modeled after Leviathan, an enormous creature of the Oberro Sea 
    (Water) PHYS DEF 39, Spell DEF 15.  PHYS RES+13, Fire RES+15.
    Goth: 2460
    
    Peregrine Mail
    Armor made of the feathers of the eagle Hraesvelg.  Phys Def 39, Spell 
    Def 15.  PHYS RES+13, Earth RES+15
    Goth: 2460
    
    Phoenix Mail
    Armor hewned from the legendary Phoenix (Fire).  Phys Def 39, Spell Def 
    15.  PHYS RES+13, Water RES+15. 
    Goth: 2460
    
    Plate Mail
    Upper-body armor composed of iron plates.
    Phys Def 30, Spell Def 10.  PHYS RES+10
    Goth: 1960
    
    Robe
    Light robe.  Not very durable.  PHYS DEF 3, Spell DEF 10.  PHYS RES+1
    Goth: 320
    
    Robe of Abyss
    Robe of vast darkness (Bane). Phys Def 15, Spell Def 20.  INT+10, Phys 
    RES+5, Virtue RES+10, Bane RES-5.
    Goth: 2460
    
    Robe of the Wise
    Cloak that enhances spell PWR with its interwoven crystals.  PHYS DEF 
    18, Spell DEF 25.  INT+5, PHYS RES+6.
    Goth: 2460
    
    Saint's Garb
    Blessed clothing tailored by disciples of light (Virtue).  Phys Def 18, 
    Spell Def 10.  PHYS RES+6, Bane RES+10.
    Goth: 2460
    
    Spell Robe
    Heavy cloak woven with metal fibers.  Enhances spell PWR.  PHYS DEF 12, 
    Spell DEF 15.  INT+5, PHYS RES+4.
    Goth:  2460
    
    Thunder Chain
    Enchanted chain mail with the power of lightning (Wind).  PHYS DEF 18, 
    Spell DEF 10.  PHYS RES+6, Earth RES+10.
    Goth: 1440
    
    Water Garb
    Garment worn by priests of Titania, queen of the fairies.  Protected by 
    the spirit of water (Water).  INT+5, PHYS RES+5, Fire RES+10.  Phys Def 
    15, Spell Def 20.
    Goth: 2460
    
    D. Boots
    
    Greasy Boots
    Boots known as 'black beetle feet' Enable water walking.
    Phys Def 9, Spell Def 2.  AGI+4, PHYS RES+3
    Goth: 850
    
    Snow Boots
    Leather-soled boots that prevent slipping on ice.  Phys Def 9, Spell 
    Def 2.  AGI+4, PHYS RES+3.
    Goth: 850
    
    Warp Shoes
    Shoes crafted by mischievous fairies, Allow movment between dimensions.  
    AGI+4, RES+3.  Phys Def 9, Spell Def 2.
    Goth: 850
    
    Forest Boots
    Silent walking boots.  1 of 4 Enchanted Hunting Wares.  Phys Def 9, 
    Spell Def 2.  AGI+4, PHYS RES+3.
    Goth: 850
    
    E. Accessories
    Amulet
    Necklace known as the 'Eye of the Basilisk'.  Prevents petrification.  
    Spell Def 20.  INT+7.
    Goth:  1440
    
    Armlet of Agility
    Bracelet that grants heroic speed.  
    Spell Def 10.  AGI+10
    Goth: 2800
    
    Armlet of Wisdom
    Bracelet that enlightens its wearer
    Spell Def 10.  INT+15
    Goth: 2800
    
    Cassowary Feather
    Feather of extinct Cassowary.  
    Beast Handling effect.  Spell DEF 10.
    Goth: 1440
    
    Dragon Eyes
    Gem ring resembling dragon eyes.  
    Prevents abnormal statuses.  Wearer transforms into a dragon.  Spell 
    DEF 15.  INT+8.
    Goth: 3600
    
    Dragon Gem
    Orb created by the ancient Drakonites.  Used to communicate with 
    dragons.  
    Dragon Handling effect.  Spell DEF 10.
    Goth: 1440
    
    Glass Pumpkin 
    The witch Deneb's lucky magic pumpkin.  Rumor has it that oneshop in 
    particular will buy it for a good price, and... 
    PHYS RES+5, WIND RES+5, Fire RES+5, PHYS DEF 15, Spell DEF 15.  Earth 
    RES+5, Water RES+5, Virtue RES+5, Bane RES+5
    Goth: 4000
    
    Necklace of Resist
    Far Eastern pearl necklace said to resist spell effects. 
    (Virtue) INT+10, Bane RES+5
    Goth: 80
    
    Pearl Necklace
    Rare lavender pearl necklace that gleams softly.
    (Water) Prevents abnormal statuses, Spell Def 20.  FIRE RES+10
    Goth: N/A
    
    Ring of the Dead
    Ring granting immortality.  (Bane) Spell Def 10.  INT+8.
    Goth: 80
    
    Sacred Ring
    Healing ring blessed by the Archangel Eustus (Virtue).  Healing effect.  
    Spell Def 10.  INT+8, Bane RES+5.
    Goth: 800
    
    Sacred Stone of Bliss
    Expendable.  Sacred gem that retrieves the wearer's soul upon death.
    (Virtue).  Recover full HP.  PHYS DEF 5.
    Goth: 6400
    
    Sacrificial Doll
    Expendable that can be equipped to prevent Instant Death.
    Goth: 1200
    
    Warp Ring
    Ring made by mischievous fairies that enables movement between 
    dimensions.  INT+3, AGI+4.
    Goth: 2800
    
    Water Ring
    Water crystal ring 
    (Water).  Spell DEF 10.  INT+4, AGI+4, Fire RES+5. 
    Ice Field effect.  Fixed chance of breaking.
    Goth: 800
    
    F. Expendables
    Healing Leaf
    Curative herb leaf.  
    Restores 50 HP to a character.
    Goth: 150
    
    Magic Leaf
    Curative herb leaf.  
    Restores 25 MP to a character.
    Goth: 150
     
    Revive Stone
    Chimera tall/dragon fang pill.  
    Cures Petrification.
    Goth: 500
    
    Antidote
    Medicinal herbs used to cure poison status.
    Goth: 500
    
    Altar of Resurrection
    Ancient altar for resurrecting the dead.
    Goth: 2200
    
    Transferring Stone
    Gem that allows the user to exit a battle.
    Goth:
    
    Healing Seed
    Curative herb seed.  
    Restores 100 HP to a character.
    Goth: 300
    
    Magic Seed
    Curative herb seed.  
    Restores 50 MP to a character.
    Goth: 300
    
    Cup of Life
    Cup that increases the max HP of the user.
    Goth: 1000
    
    Stone of Swiftness
    Magic stone that promotes speed and raises AGI.
    Goth: 1000
    
    Sword Emblem
    Emblem that compels owner's spirt and raises STR.
    Goth: 1000
    
    Crown of Intellect
    Crown that touches the soul and raises user's INT.
    Goth: 1000
    
    Sorceror's Cup
    Cup that increases the max MP of the user.
    Goth: 1000
    
    Savage Bugle
    Bugle of barbaric Gallaba Tribe.  Summons storm.
    Goth: 1000
    
    Orb
    Crystal orb containing the formidable power of the elements.
    Goth: 2200
    
    Mirror of the Gods
    Mirror that reflects user's element on the target.
    Goth: 1000
    
    Urn of Chaos
    Causes pandemonium and lowers user's alignment.
    Goth: 1000
    
    Tome of Discipline
    Lawful scroll that raises alignment of its reader.
    Goth: 1000
    
    Coral Harp
    Harp of Basque, god of the sea.  For calming a storm.
    Goth: 1000
    
    Angel Fruit
    Fruit of Archangel Mizar.  Restores full HP and MP.
    Goth: 1000
    
    Wisdom Fruit
    Wiseman's fruit.  Restores 100HP and 100 MP
    Goth: 1000
     
    Healing Essence
    Herb extract that restores full HP to a character.
    Goth: 
    
    Healing Salve
    Curative herb salve.  Restores 150 HP to a character.
    Goth: 400
    
    Magic Salve 
    Curative herb salve.  Restores 100 MP to a character.
    Goth: 400
    
    -----------------------------------------------------------------------
    
    VIII. Magic
    
    A. Wind Magic
    Air Blade
    Type, MP, RNG, AOE: Missile, 6, 7, 1
    Spinning ring of wind.
    Goth: 400
    
    Harnella's Infulence
    Type, MP, RNG, AOE: Global Support, 10, -, -
    Strengthen's wind, weakens earth.
    Goth: 400
    
    Thunder Flare
    Type, MP, RNG, AOE: Area-Effect, 12, 6, 1-5
    Lightning strikes to damage foes.  AOE increases with user's INT.
    Goth: 800
    
    Summon Tempest
    Type, MP, RNG, AOE: Global Support, 15, -, -
    Summons storm.
    Goth: 600
    
    Haste
    Type, MP, RNG, AOE: Support, 20, 7, 1
    Temporary.  Increases speed and allows movement beyond normal range.
    Goth: 1000
    
    Teleport
    Type, MP, RNG, AOE: Support, 25, 1, 1
    Teleports ally.
    Goth: 1250
    
    Thunderbird
    Type, MP, RNG, AOE: Summon, 35, 5, 13.  
    Summons Thunderbird, the spirit of lightning.  Number of summons 
    depends on user's INT.
    Goth: 2500
    
    B. Fire Magic
    Fireball
    Type, MP, RNG, AOE: Missile, 6, 7, 1
    Fireball that damages a foe, burns fields, and melts snow.
    Goth: 400
    
    Ray of Paralysis
    Type, MP, RNG, AOE: Support, 15, 7, 1-5
    Paralyzing ray.  AOE broadens as user's INT goes up.
    Goth: 800
    
    Zoshonel's Infulence
    Type, MP, RNG, AOE: Global Support, 10, -, -
    Strengthens fire, weakens water.
    Goth: 400
    
    Firestorm
    Type, MP, RNG, AOE: Area-Effect, 12, 6, 1-5
    Pillars of fire that damage foes, burn fields, melt snow.  AOE broadens 
    with INT.
    Goth: 800
    
    Clear Sky
    Type, MP, RNG, AOE:Global Support, 15, -, -
    Drives away wind and rain.
    Goth: 600
    
    Molten Blade
    Type, MP, RNG, AOE: Support, 20, 7, 1
    Temporarily strengthens ally's weapon.
    Goth: 600
    
    Salamander
    Type, MP, RNG, AOE: Summon, 35, 5, 13
    Summons Salamander, spirt of fire.  Number of summons depends on user's 
    INT.
    Goth: 2500
    
    C. Earth Magic
    Acid Vapor
    Type, MP, RNG, AOE: Missile, 6, 7, 1
    Vapor that corrodes target.
    Goth: 400
    
    Berthe's Infulence
    Type, MP, RNG, AOE: Global Support, 10, -, -
    Strengthens earth, weakens wind.
    Goth: 400
    
    Crag Crush
    Type, MP, RNG, AOE: Area-Effect, 12, 6, 1-5
    Damages foes with falling boulder.  AOE broadens as user's INT goes up.
    Goth: 800
    
    Constrain
    Type, MP, RNG, AOE: Support, 20, 7, 1-5
    Temporarily lowers speed and restricts movement by changing target's 
    movement type.
    Goth: 800
    
    Hurdle Wall
    Type, MP, RNG, AOE: Support, 20, 7, 1
    Moves ally to adjacent panel regardless of elevation.
    Goth: 800
    
    Gnome
    Type, MP, RNG, AOE: Summon, 35, 5, 13, Power 55
    Summons Gnome, the spirit of earth.  Number of summons depends on 
    user's INT.
    Goth: 2500
    
    Petrifying Cloud
    Type, MP, RNG, AOE: Support, 25, 7, 1-5, Power 0
    Petrifying gas creeps from the earth, turning foes to stone.  AOE 
    broadens as user's INT goes up.
    Goth: 4000
    
    D. Water Magic
    Ice Javelin
    Type, MP, RNG, AOE: Missile, 6, 7, 1
    Piercing ice spear.
    Goth: 400
    
    Slumber Mist
    Type, MP, RNG, AOE: Support, 20, 7, 1-5
    Foes are lured into sleep by a chilling breeze.  AOE broadens as user's 
    INT goes up.
    Goth: 800
    
    Grueza's Influence
    Type, MP, RNG, AOE: Global Support, 10, -, -
    Strengthens water, weakens fire.
    Goth: 400
    
    Purify
    Type, MP, RNG, AOE: Support, 10, 7, 1
    Recovers target from abnormal status (paralysis, sleep, charm, 
    confusion, poison).
    Goth: 600
    
    Ice Field
    Type, MP, RNG, AOE: Area-Effect, 12, 6, 1-5
    Damages foes by freezing the air.  AOE broadens as user's INT goes up.
    Goth: 800
    
    Poison Squall
    Type, MP, RNG, AOE: Support, 20, 6, 1-5
    Saturates the air with toxic elements, damaging and poisoning foes.  
    AOE broadens as user's INT goes up.
    Goth: 600
    
    Fenrir
    Type, MP, RNG, AOE: Summon, 35, 5, 13, Power 55
    Summons Fenrir, the spirit of ice.  Number of summons depends on user's 
    INT.
    Goth: 2500
    
    E. Virtue Magic
    Heal
    Type, MP, RNG, AOE: Support, 8, 7, 1, Power 25
    Recovers HP (not undead).
    Goth: 400
    
    Lightning Bow
    Type, MP, RNG, AOE: Missile, 6, 7, 1, Power 35
    Bolt of electrical energy.
    Goth: 500
    
    Cleanse
    Type, MP, RNG, AOE: Support, 10, 7, 1, Power 0
    Recover from abnormal status (stone, paralysis, asleep, charm, 
    confusion).
    Goth: 1000
    
    Faith
    Type, MP, RNG, AOE: Global Support, 15, -, -, Power 0
    Hearts are purified by God's grace and the undead that are about to 
    revive are banished.
    Goth: 400
    
    Tranquilize
    Type, MP, RNG, AOE: Global Support, 15, -, -, Power 0
    Negates support/fear effects.
    Goth: 600
    
    Heal Plus
    Type, MP, RNG, AOE: Area-Effect, 12, 6, 1-5, Power 35
    Multiple characters recover HP (not undead).  AOE broadens as user's 
    INT goes up.
    Goth: 1000
    
    Exorcism
    Type, MP, RNG, AOE: Area-Effect, 25, 5, 1-5, Power 0
    Banishes undead (can't resurrect).  Spell does not affect undead that 
    are reviving.  AOE broadens as user's INT increases
    Goth: 1250
    
    Full Heal
    Type, MP, RNG, AOE: Support, 18, 1, 1, Power 0
    Recovers target's HP fully (not undead).
    Goth: 1250
    
    Divine Radiance
    Type, MP, RNG, AOE: Effect, 30, 7, 1, Power 0
    Delivers massive damage.
    Goth: 1750
    
    Resurrection
    Type, MP, RNG, AOE: Support, 25, -, -, Power 0
    The soul is returned by prayer.
    Goth: 9000
    
    Ignis Fatuus
    Type, MP, RNG, AOE: Summon, 35, 5, 13, Power 55
    Summons Ignis Fatuus, the spirit of light.  Number of summons depends 
    on user's INT.
    Goth: 2500
    
    F. Bane Magic
    Nightmare
    Type, MP, RNG, AOE: Area-Effect, 8, 7, 1.  Power 20
    Foe drifts into unconsciousness and suffers from malignant visions.
    Goth: 500
    
    Cursed Existence
    Type, MP, RNG, AOE: Global Support, 15, -, -
    The undead are immediately resurrected by the evil god, Asmodee.
    Goth: 400
    
    Brain Sap
    Type, MP, RNG, AOE: Area-Effect, 15, 4, 1
    Absorbs MP.
    Goth: 800
    
    Enfeeble
    Type, MP, RNG, AOE: Area-Effect, 15, 4, 1.  Power 0
    Absorbs HP
    Goth:
    
    Fluid Magic
    Type, MP, RNG, AOE: Support, 8, 7, 1
    Transfers MP to ally.
    Goth: 
    
    Constrain
    Type, MP, RNG, AOE:
    Goth:
    
    G. Special Techniques
    
    Atropos
    Type, MP, RNG, AOE: Direct attack, Forfeit HP, 1, 1, Power 60
    Special sword techniquie (sword/katana/axe) in exchange for HP. 
    Acquired: Defeat Margret.
    
    Banish
    Type, MP, RNG, AOE: Area-Effect (Virtue), 25, 7, 1-5, Power 35
    Sacred prayer that damages foes mentally and banishes the unnatural.  
    AOE broadens as user's INT goes up.
    
    Barren Soul
    Type, MP, RNG, AOE: Direct attack (All Elements), 25, 1, 1
    Attacks with a sword that has materialized from the element opposite of 
    your foe's.
    Class/level required: Warlock/1
    
    Cheer
    Type, MP, RNG, AOE: Effect (Wind), 22, 5, 1
    Listeners are temporarily uplifted by this lively, booming voice.
    Class/level required: Mermaid/15
    
    Cold Breath
    Type, MP, RNG, AOE: Breath Attack (Water), 20, 1, 1-4, Power 55
    Damages foes with breath of cold.  Fixed chance of Asleep.  AOE 
    broadens as user's INT goes up.
    Class/level required: Blue Dragon/1
    
    Energy Transfer
    Type, MP, RNG, AOE: Effect (Bane), 0, 7, 1.  Power 0
    Recover MP in exchange for HP.
    Class/Level required: Shaman/1
    
    Fairy's Embrace
    Type, MP, RNG, AOE: Effect (Virtue), 25, 1, 1
    Allows second turn.  Recovers HP with the healing power of a fairy.
    Class/Level required: Fairy/15
    
    Fairy's Kiss
    Type, MP, RNG, AOE: Effect (Virtue), 15, 1, 1
    Cures abnormal statuses.  Recovers HP with the healing power of a 
    fairy.
    Class/Level required: Fairy/10
    
    Fascination
    Type, MP, RNG, AOE: Area-Effect (Bane), 15, 7, 1-5
    Charms enemies with a little flirtatious batting of the eye lashes so 
    that they join your troops.  AOE broadens as user's INT goes up.
    Class/Level required: Witch/1
    
    Fire Breath
    Type, MP, RNG, AOE: Breath Attack (Fire), 20, 1, 1-4, Power 55
    Damages foes with breath of fire.  Fixed chance of Confusion.  AOE 
    broadens as INTO goes up.
    Class/level required: Red Dragon/1
    
    Lullaby
    Type, MP, RNG, AOE: Area-Effect (Wind), 15, 6, 1-5
    Listeners will be lulled to sleep by this peaceful melody.  AOE 
    broadens as user's INT goes up.
    Class/level required: Mermaid/10
    
    Magic Barrage
    Type, MP, RNG, AOE: Attack (Virtue), HP loss, 7, 5
    Fairy sisters' combo.  Sacred light damages foes and banishes undead 
    (fairies take damage)
    Class/level required: Glycinia and Lubina in adjacent panels.
    
    Magic Missile
    Type, MP, RNG, AOE: Missile (Virtue), 15, 7, 1 Power 45
    Sacred pellet.
    Class/level required: Fairy/20
    
    Mesmerize
    Type, MP, RNG, AOE: Breath Attack (Fire) 20, -, 1-4.  Power 55.
    Damages foes with dark fire.  Fixed chance of Asleep.  AOE broadens as 
    INT goes up.
    Class/level required: Cerberus/10
    
    Pelting Fury
    Type, MP, RNG, AOE: Missile, 0, 7, 1
    Hurls a stone at the enemy.
    Class/Level required: Swordmaster/1
    
    Petrifying Breath
    Type, MP, RNG, AOE: Breath Attack (Earth) 25, -, 1-4.  Power 55.
    Damages foes with petrifying breath.  AOE broadens as user's INT goes 
    up.  Fixed chance of Stone.
    Class/level required:Cockatrice/10
    
    Poignant Melody
    Type, MP, RNG, AOE: Area-Effect (Virtue), 20, 6, 1-5.  Power 45
    A requiem in the language of angels.  Undead will recover HP/MP/SP.  
    AOE broadens as user's INT goes up.
    
    Poison Breath
    Type, MP, RNG, AOE: Breath Attack (Earth), 20, 1, 1-4, Power 55
    Damages foes with toxic breath.  AOE broadens as INTO goes up.  Fixed 
    chance of Poison.
    Class/level required: Earth Dragon/1
    
    Rotten Breath
    Type, MP, RNG, AOE: Missile (Bane), 20, 1, 1-4.  Power 55
    Damages foes with putrid breath.  Fixed chance of decreased equipment 
    ability.  AOE broadens as INT goes up.  
    Class/level required: Dragon Zombie/1
    
    Shuriken Barrage: Missle Attack.  RNG 7, AOE 1.  Small weapons thrown 
    at a foe.
    Range/Element/SP: ?/Physical/0
    Class/level required: Ninja/1
    
    Strangling Tentacles
    Type, MP, RNG, AOE: 25, 2  Power 60
    Furious 8 appendage attack.  Fixed chance of Confusion.
    Class/level required: Octopus/10
    
    Summon Golem
    Type, MP, RNG, AOE: Summon (Earth) 20, 7, 1, Power 60
    Summons Golem, an enchanted mud doll that can be unleashed on the 
    enemy.
    
    Swallow's Daze
    Type, MP, RNG, AOE: Direct attack (Physical), Forfeit HP, 1, 1
    Topples and paralyzes foe with the force of sword-wind.
    Class/level required: Swordmaster/20 (Katana only)
    
    Temptation
    Type, MP, RNG, AOE: Deneb's special skill, 15, 7, 1-5, Power 0
    Being in the service of Deneb is a dream come true, no matter how 
    brief!
    Class/Level required: Witch<3/1
    
    Thunder Arrow
    Type, MP, RNG, AOE: Missile (Wind), 15, 7, 1
    Bolt of lightning.
    Class/level required: Hawkman/10
    
    Thunder Breath
    Type, MP, RNG, AOE: Breath Attack (Wind), 20, 1, 1-4, Power 55
    Damages foes with breath of lightning.  Fixed chance of Paralysis.
    Class/level required: Thunder Dragon/1
    
    Titan Crush
    Type, MP, RNG, AOE: Missile (Physical), 20, 7, 1.  Power 90.
    Crushes foe with gigantic bouler.  Powerful, but not always accurate.
    Class/level required: Giant/10
    
    Windstorm
    Type, MP, RNG, AOE: Area-Effect (Wind), 20, 7, 1-5.  Power 40.
    Tiny tornado.
    Class/level required: Griffin/10
    
    Fairy's Kiss
    Type, MP, RNG, AOE: Effect (Bane), 15, 1, 1
    Class/Level required: Gremlin/10
    
    
    
    -----------------------------------------------------------------------
    
    IX. Special Characters
    
    Alphonse Loeher
    Class: Solider
    Element/Alignment: You choose
    How to acquire: Start a new game
    A member of the Order of the Sacred Flame.  Lodisian.
    
    Ivanna Batraal
    Class: Knight
    Element/Alignment: Earth/L
    How to acquire:  After stage 3, Ivanna will offer to join your party.  
    The niece of Naris Batraal.
    
    Deneb Rhode 
    Class: Witch <3
    Element/Alignment: You choose (though her true element is Fire)/C or N 
    How to acquire: Recruit a Female Soldier with C or N Alignment and from 
    the shop and name her Deneb.  Fight a battle and persuade a male enemy 
    character to get her the Vixen's Whisper Emblem. Change her into a 
    Witch, and she will transform into Deneb.
    Story: Zenobian witch who originally appeared in MotBQ.  After 
    suffering defeat at the hands of the Zenobian Revolution, she re-opened 
    her traveling shop.  She joined forces with Denim Mown in Valeria after 
    he became a frequent customer at her shop.  Also took time off from her 
    work to host Ogre Battle 64's Tutorial Mode.  Her true age is unknown, 
    as she keeps her appearance young with magic.   
    
    Glycinia
    Class: Fairy
    Element/Alignment: Wind/L
    How to acquire: Return to Vespa after meeting Cybil for the first time, 
    and you will have to save her from the enemy.  Allow her to join after 
    the battle.
    Story: A fairy saved from monsters by Alphonse, searching for her 
    sister Lubina
    
    Shiven Verde
    Class: Ninja
    Element/Alignment: Fire, C
    How to acquire: After Stage 7A, he will ask to join.
    Story: A member of the Hand of the Pope.  Works for Cybil, but joins 
    you to keep an eye on your activities.
    
    Orson Lamies
    Class: Archer
    Element/Alignment: Wind, L
    How to acquire: After Stage 7B, he will ask to join.
    
    Aerial
    Class: Mermaid
    Element/Alignment: Wind/N
    How to acquire: She will ask to join after Stage 9 if Minerva did not 
    die in Stage 8.
    
    Eleanor Olato
    Class: Soldier
    Element/Alignment: Water/N
    How to acquire: Will ask to join at the beginning of chapter 2.
    Girl that rescued Alphonse when he was washed ashore on Ovis.
    
    Euphaire
    Class: Shaman 
    How to acquire: Will ask to join after defeating her at Brete in 
    chapter 2.
    Story: The daughter of Elrik.  Born in the city of Brete.  Was 
    possessed by her mother's spirit.
    
    Elrik
    Class: Summoner
    How to acquire: Will ask to join after defeating him at Bereza in 
    chapter 2.
    Story: The father of Euphaire.  Born in the city of Brete.
    
    Lubina
    Class: Fairy
    How to acquire: Bring Glycinia to Graculla.  Move her next to the 
    Story: Gremlin character Lubinyaa, and there will be a short scene 
    where the Gremlin transforms into Lubina.
    
    Rictor Lasanti
    Class: High Priest
    Element/Alignment: Earth/L
    How to acquire: Take the B route.  He will ask to join you at the 
    beginning of Chapter 3.
    Story: A member of the Order of the Sacred Flame.  Lodisian.
    
    Cybil Alinda
    Class: Sorceress
    Element/Alignment: Wind/N
    How to acquire: Take the A route.  She will ask to join at the 
    beginning of Chapter 3.
    Story: A member of the Hand of the Pope.  Is working in Ovis to uncover 
    the location of the Sacred Spear Longiculnis.
    
    Saia
    Class: 
    Element/Alignment: 
    How to acquire: 
    
    Lobelia
    Class: Angel Knight
    Element/Alignment:
    How to acquire: 
    
    -----------------------------------------------------------------------
    
    X. Buried Treasure
    
    Group 1
    BR Low: Short Sword, Short Bow, Scipplay's Staff, Leather Whip, 
    Francisca, Magic Leaf, Healing Leaf, Altar of Resurrection.
    BR Medium: Halt Hammer, Rapier, Pike, Great Bow, Leather Whip, Healing 
    Leaf, Magic Seed, Antidote, Healing Seed, Altar of Resurrection
    BR High: Great Bow, Estoc, Trident, Battle Fan, Claymore, Leather Whip, 
    Magic Salve, Healing Salve, Altar of Resurrection.
    
    Group 2
    BR Low: Composite Bow, Estoc, Revive Stone, Wisdom Fruit, Magic Seed, 
    Healing Seed, Altar of Resurrection.
    BR Medium: Great Bow, Claymore, Antidote, Magic Salve, Sword Emblem, 
    Wisdom Fruit, Crown of Intellect, Cup of Life, Sorcerer's Cup, Stone of 
    Swiftness, Altar of Resurrection.
    BR High: Trident, Angel Fruit, Magic Essence, Healing Essence, Sword 
    Emblem, Crown of Intellect, Stone of Swiftness, Sorcerer's Cup, Cup of 
    Life, Altar of Resurrection
    
    Group 3
    BR Low: Magic Seed, Magic Salve, Healing Seed, Healing Salve, Coral 
    Harp, Savage Bugle, Wisdom Fruit, Urn of Chaos, Mirror of the Gods
    BR Medium: Coral Harp, Orb, Seraph's Plume, Sacrificial Doll, Healing 
    Salve, Magic Essence, Angel Fruit, Savage Bugle, Spirit Fruit, Mirror 
    of the Gods, Tome of Discipline
    BR High: Orb, Sacrificial Doll, Seraph's Plume, Sacred Stone of Bliss, 
    Savage Bugle, Mirror of the Gods, Urn of Chaos, Tome of Discipline, 
    Spirit Fruit, Coral Harp
    
    The coordinate grid system works like this.  (0,0) Is the bottom most 
    corner on the map.  Get there by pressing down and right.  The first 
    number is the X-axis.  Press up, and the cursor will along it.  Then 
    press left to go along the 2nd number, the Y-axis.  Each number 
    represents a gridpoint.  Just go to the numbers I have and you'll get 
    treasure.  If the word BURN is next to a location, it means that you'll 
    need to cast firemagic on that space in order to get the treasure 
    underneath the grass/snow that resides in that location.  This is how 
    it was done in the original TO buried treasure FAQ.
    
    Lutra
    Magic Salve (2,1)
    Leather Whip (7,7)
    Leather Whip (13,4)
    Glass Pumpkin (13,10)
    
    Solea
    Altar of Resurrection (13,1)
    (15, 7)
    Healing Salve (19,0)
    
    Scabellum
    Group 2 (6, 12)
    Group 1 (8, 2)
    Group 1 (12, 6)
    Dragon Shield (15, 2)
    
    Vespa
    Group 2 (2,11) BURN
    Glass Pumpkin (6,3)
    Group 2 (11,9) BURN
    
    Formido
    Group 2 (0,6) BURN
    Group 1 (3,1)
    Group 1 (9,6)
    Dragon Gem Sword (12,12)
    
    Ardea
    Group 1 (2,10)
    Group 2 (4,0) BURN
    Group 1 (17,5)
    
    Urodela
    Hycanith Fan (3,13)
    Group 3 ( )
    Group 1 (7,5)
    Group 1 (12,0)
    
    Bison
    Group 1 (0,1)
    Group 1 (0,7)
    Group 3 (0,12) BURN
    Group 1 (1,18)
    Group 2 (13,14) BURN
    
    Sufrir
    Spirit Fruit (0,10)
    Healing Salve (1,13)
    Magic Salve (3,6)
    Altar of Resurrection (8,9)
    Ice Wand (11,16)
    
    Arena
    Group 1 (7,1)
    Stone of Swiftness (2,11)
    
    Rana
    Ice Blade (16,1)
    
    Aquila
    Volcaetus
    
    Gryllus
    (6, 2)
    (7, 6) - Leather Whip 
    Glass Pumpkin (5,7)
    
    Ostorea (West)
    Phoenix Mail (20,1)
    
    Ostorea (Crypt)
    Ring of the Dead
    
    -----------------------------------------------------------------------
    
    XI. Random Encounters
    
    Enemy units that appear in random encounters.
    Vespa - Beast Tamer, Griffin, Hawkman, Fairy, Thunder Dragon, Earth 
    Dragon
    Ardea - Witch, Ninja, Soldier, Fairy, Hawkman
    Bison - Ninja, Hawkman, Blue Dragon, Fairy, Dragon Tamer
    Arena - 
    Aquila - 
    Gryllus - Witch, Ghost
    Haena - Siren, Griffin, Hawkman, Blue Dragon, Witch, Giant
    
    -----------------------------------------------------------------------
    
    XII. Quest Mode
     
    Prizes
    Level 1
    
    Level 2
    
    Level 3
    Earth Leather, Thunder Chain
    
    Level 4
    Beast Whip
    
    Level 5
    Volcaetus, Ice Wand, Phoenix Mail
    
    Numida Chronology
    "...once fruitful land swallowed by swamp." -NUMIDA CHRONOLOGY
    Level 15, Swamp, Cost 0 Goth
    
    Enemy units
    Calais(Leader)
    Class, Level, Element, Alignment: Ninja, 15, Water, N
    190 HP, 48 SP, 75 STR, 62 INT, 119 AGI
    Equip: Yu-girl, Ice Chain, Leather Hat, Ice Field
    Random cohorts: Soldier, Cleric, Griffin, Wizard, Archer
    
    *Rewards*
    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
    
    
    Epic of Tinea
    "...golden place in the highlands...dragon..."
    -EPIC OF TINEA
    Level 20, Volcano, 3000 Goth
    
    Khiel
    Class, Level, Element, Alignment: Valkyrie, 20, Fire, N
    190 HP, 48 SP, 75 STR, 62 INT, 119 AGI
    Equip: Earth Javelin, Flame Leather, Plumed Headband, Greasy Boots, 
    Firestorm
    Random Cohorts: Cerberus, Wizard, Hawkman
    
    Cave Exploration
    
    -----------------------------------------------------------------------
    
    XIII. Secrets
    
    Enter these codes as one of your character's names to enable these 
    features.
    
    DEL_DATA - Enter this and all data saved on the cart will be removed.
    MUSIC_ON - Enter this and you can access the Sound Test
     
    -----------------------------------------------------------------------
    
    XIV. Endings
    
    MEGA-SPOILERS!!!
    DO NOT READ IF YOU WANT THE GAME RUINED FOR YOU!
    I can only remember 4 endings.  There may be about 6, I don't 
    rememeber.  Looks like I have to get them before I can post them.
    There are 4 known endings, commonly referred to by letter.
    Ending A - Choice A to Cybil at Urodela, have Eleanor in party for 
    final battle.
    Ending B - Choice B to Cybil at Urodela, have Eleanor in party for 
    final battle.
    Ending C - Do not have Eleanor in party for final battle
    Ending D - Lose the final battle
    
    -----------------------------------------------------------------------
    
    XV. Legal
    
    This FAQ was made 100% by me, Rashidi, aka *dum dum dum* John Markisch.  
    You may not take it in whole or in part and claim it as your own.  You 
    may not alter it in any way, even if you ask me first, and that 
    includes putting it in HTML format.  Please don't post this on your 
    site unless you have express consent by me.  I've put a lot of time 
    into this.  Give me some credit... besides, if you don't, you'll just 
    end up looking like a fool.  If anybody sees this FAQ on a website that 
    does not have permission to have it up, please notify me.  The 
    following websites have my permission to post my FAQ.
    
    www.gamefaqs.com
    
    
    -----------------------------------------------------------------------
    
    XVI. Credits (in ABC order)
    
    bearsman6: For giving me a means to play TO: tKoL before it was 
    released in English (and thus start this earlier than I'd hoped)
    
    CJayC: Well... he does own GameFAQs.  Gotta give him a shout out, else my 
    ego will blow out of proportion even further.
    
    CyricZ: My FAQ layout is based on his OB64 FAQ.  (Ironically, I 
    canceled the development of my OB64 FAQ because his had a better layout 
    and was a full chapter ahead of mine).  Also, I fear if I don't give 
    ol' Cyrious any credit, he'll moderate me.
    
    goukei: Information on Quest mode
    
    jackofknaves: For preventing me from wasting time on a "Training FAQ" 
    for OB64.  I think this FAQ makes a better first impression, easily 
    (and just might actually be useful).
    
    King Magnus: For ruining my chances with GRL.  Fewer girls mean more 
    Ogre Battle!
    
    Nintendo Power: For the Emblem List, and for most of the Buried 
    Treasure Info.
    
    Rashidi: I did this.  
    
    Some guy who showed up a long time ago: For revealing one of the 
    endings to me, and also on how to get the endings, and how to get 
    Deneb.
    
    The artist formerly known as "Wind Rider": Also, for ruining my chances 
    with GRL.
    
    -----------------------------------------------------------------------
    
    XVII. A word from the author
    
    This is my first FAQ.  Hopefully, you found it useful.  If you have 
    anything you think could/should be added to this FAQ, e-mail me at 
    Rashidi@aol.com.  Please visit my website, the Ogre Battle Encyclopedia 
    at www.ogrebattle.vze.com if you want extensive coverage on the Ogre 
    Battle Saga and it's story.