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.

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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

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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.

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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.

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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.

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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.

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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.  

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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.

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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.

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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.

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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.