===============================================================================

                       Tactics Ogre: The Knight of Lodis

                                FAQ/Walkthrough

                                 by FireLizard

===============================================================================

Japanese: タクティクスオウガ外伝 ローディスの騎士
          Tactics Ogre Gaiden: The Knight of Lodis

English: Tactics Ogre: The Knight of Lodis


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------------------------------ Table of Contents ------------------------------
###############################################################################

1.  Introduction

2.  Version History

3.  Game Basics

4.  Characters

5.  Walkthrough

6.  Sidequests 

7.  Classes

8.  Emblems

9.  Quest Mode

10. Credits

11. Legal Notices


###############################################################################
------------------------------- 1. Introduction -------------------------------
###############################################################################

This is a FAQ/Walkthrough of Tactics Ogre: The Knight of Lodis.

It will run you through the basics of the game, and also give you a complete
walkthrough through it.

This is NOT a story guide.  I will not be explaining how the story goes between
battles.  I will explain each battle, and simply go on to the next.  There's no
point in me telling you the story because the game does a pretty good job of
that.

There are also some databases down below of classes and emblems.

Enjoy!

Updated versions are available at GameFAQs.


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------------------------------ 2. Version History -----------------------------
###############################################################################

Version 1.00: First complete version. (November 11, 2004)


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-------------------------------- 3. Game Basics -------------------------------
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============
3a. Controls
============

A: Confirm choices, scroll through text, selecting things
B: Cancel choices, cancel selctions, scroll through text
L: Shortcut button
R: Displays menu
D-Pad: Yeah, well, moving around
Start: Save during battle
Select: Displays Help messages

=================
3b. Battle Basics
=================

During battle, your army and the enemy army will go through "phases."  In the
player phase, you can move your units around.

To move one of your units, select him/her.  The spaces around him/her should be
highlighted.  They indicate the range that he/she (I'm trying hard not to use
sexist language...) can move to.  Select the space where you want your unit to
move and he/she will move to that space.  Once you reach the space, you can
have your units perform actions.  He/she can use a close range attack, a ranged
attack/spell/special talent, or use items.  Once your character is done with
his/her action, his/her turn is over.  Alternatively, you can forcifully end
the unit's turn by choosing him/her to wait.

Once you move all your units around, your phase is over (or you can forcifully
end your phase by selecting End Phase from the Menu bar).  Next will be the
enemy phase, and the enemy will have its turn of performing actions.  Then it
will be your phase again, and so on until the battle ends.

A battle can end in a number of ways.  The simplest is to fulfill the objective
of the battle and win.  An objective can be to defeat the enemy leader, defeat
all enemies, defend a certain unit, etc.

Alternatively, you lose if all your units are defeated.  Also, if your leader,
Alphonse, dies, you lose automatically.

Some tips to make battles more efficient are to attack from behind, heal often,
kill ALL the enemies, and to persuade if killing will take too long.

============
3c. Elements
============

Elements play a major role in this game.  Every unit, friend or foe, in the
game, is associated to one of 6 elements: Fire, Water, Wind, Earth, Virtue, and
Bane.

During battle, in the topright of the screen you'll notice a description of the
land that the cursor is resting on.  You'll see that each type of land affects
the elements in different ways.  Grass, for example, provides a + bonus to Wind
while it gives a - disadvantage to Earth.  Wind elemented units fighting on
grass, therefore, will get boosts to their offense, defense, hit rate, and
evasion, while an Earth element will get deductions.

So always watch what element your unit is, and what kind of landscape he/she is
setting foot on to fight more effectively.

============
3d. Movement
============

How far your characters can move depends on their Agility rating and their
equipment.  Although each class has a default movement rating, it can be
greatly stretched or diminished depending on Agility and equipment.

Generally, high Agility gives more movement.

Also, equipping things will bring the unit's movement rating down.  However,
certain pieces of equipment are heavier than others.  For example, a full suit
of armor will weigh down a character much more than a robe, so equipping the
armor will reduce his/her movement more than the robe will.

You will often have to sacrifice defense for movement, and vice versa.  Think
about which is more important to you, and adjust based on your taste.

==============
3e. Landscapes
==============

Landscapes affect more things than just the elements.  They also give movement
penalties.

For example, wading through water is a lot more difficult than walking on a
paved road.  Therefore, you can move less through water than on the road.

All units that walk are affected by movement penalties.  Units that have flying
and warping abilities need not worry about it.

Also, water is a bit different.  In addition to slowing down your unit a ton,
units in water get reduced attack and defense.  The exception to this are units
that can swim, which aren't affected by water at all.

================
3f. Mental Gauge
================

Under your character portrait in battle, you'll see a gauge with a number from
-2 to +2.  That is the character's mental gauge.  It is normally at 0, but
certain effects will lower or raise that number.  For example, some units have
the Fear effect, which lowers the Mental Gauge number of enemies around it.
Still other units have the cheer factor which raises the Gauge of allies around
it.

When a unit's Mental Gauge is below 0, its attack and defense capabilities will
be lowered.  Likewise, if the Gauge is above 0, attack and defense will be
boosted.

=====================
3g. Preferred Weapons
=====================

Some classes have preferred weapons.  For example, a Knight's preferred weapons
are Swords and Thrusting Swords.

Units will do extra damage with their preferred weapons.

==============
3h. Persuading
==============

If you don't want to bother killing an enemy, you could try persuading it.
Each character has a Persuade option in their menu.  Using it, you can try to
persuade an adjacent enemy.  Persuaded enemies will be guest units until the
end of the battle, and after the battle you can choose to recruit them as
controllable units.

Often the chance of succeeding is abysmal.  So try the following tips:

Lower the target's HP as much as you can
Certain classes can persuade other classes more easily
Get the Arbitration emblem


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-------------------------------- 4. Characters --------------------------------
###############################################################################

Here's a character list.

1. Alphonse Loeher アルフォンス・レーエル
  A knight of the Lodis Empire.  He is sent to Ovis along with Rictor.
  Recruit: He's your main character.
  Class: Soldier
  Element: Varying
  Alignment: Varying
  Stats: Pretty much a melee fighter.  You'll want to keep him in a class that
         has good defense because if he dies, it's over.  His stats are all
         above average, however, so he has good potential no matter what class
         you put him in.  Knight seems to be the standard, and that's not a bad
         choice at all.  Alphonse is your leader, so like all other enemy
         leaders, he has the ability to nullify negative status effects.

2. Eleanor Oliato エレノア・オリアト
  A girl living at the church in Solea.  She rescues Alphonse when he washes up
  on shore.
  Recruit: Automatically after beating Ch 1.
  Class: Soldier
  Element: Water
  Alignment: N
  Stats: Generally an all-around character, she'll do fine as either a melee or
         magical fighter.  When her INT reaches 170, she'll obtain a move
         called Star Tiara, which is pretty powerful, so many like to use her
         as a spellcaster.  I personally often make her a Knight.

3. Rictor Lasanti レクトール・ラスナンティ
  A commander of the group sent to Ovis, and Alphonse's friend.
  Recruit: Route B, after beating Castle Ostorea
  Class: High Priest
  Element: Earth
  Alignment: L
  Stats: In a good way, Rictor's stats are well rounded, putting it badly,
         they are mediocre.  He's only got average stats for a melee fighter,
         and yet he's only got average stats for a spellcaster.  Well, he can
         use all the Virtue element spells.  Meh.

4. Cybil Alinda シビュラ・アリンダ
  A mysterious sorceress that resuces Alphonse from sure doom.
  Recruit: Route A, after beating Castle Ostorea
  Class: Sorceress
  Element: Wind
  Alignment: N
  Stats: A spellcaster that can use all the spells except the Virtue ones.
         She's great if you like magicians, but I actually don't, so I never
         use her much.

5. Ivanna Batraal イナンナ・バトラール
  Once a member of the White Fang Knights, she left due to suspicions.
  Recruit: Automatically after battle in Vespa Hills
  Class: Knight
  Element: Earth
  Alignment: L
  Stats: A Knight, but since she joins at a low level, you can pretty much
         change her into whatever you want.  She's a valuable healer early in
         the game, so take advantage of that.

6. Orson Lamies オーソンヌ・ラミー
  One of Rictor's most loyal guards.
  Recruit: Route B, first battle
  Class: Archer
  Element: Wind
  Alignment: L
  Stats: He's an Archer, and Archers aren't as great as they were in the
         original Tactics Ogre.  Put him in a different class, or bench him.

7. Shiven Verde シウェン・ベルデ
  Cybil's most loyal servant.
  Recruit: Route A, after first battle at Bison
  Class: Ninja
  Element: Fire
  Alignment: C
  Stats: Ninjas are great, and Shiven is one.  What's more, he brings along
         the Kagaribi with him.  You can start using him immediately and he'll
         remain useful throughout the game.

8. Aerial アエリアル
  A mermaid warrior living in Rana.
  Recruit: After beating her at Rana, she'll offer to join if Minverva wasn't
           killed in the previous battle at Alena.
  Class: Mermaid
  Element: Wind
  Alignment: N
  Stats: Mermaids are great in water, but there actually aren't that many maps
         with water to make use of her in.  Mermaids sort of suck on land
         because their stats aren't very impressive, so I usually bench her.

9. Glycinia グリーシナ
  A lost fairy who left the forest to look for her younger sister.
  Recruit: Various opportunities arise during your quest.  She comes with
           different equipment each time, so choose based on that.
  Class: Fairy
  Element: Wind
  Alignment: L
  Stats: Typical Fairy stats, but once you recruit Lubina, they can use an
         immensely powerful combo attack, boosting their usefulness a lot.
         Also, their healing moves are good to have.

10. Lubina ルビーナ
  Glycinia's younger sister.  She left home out of boredom.
  Recruit: Graculla Volcano.  Move Glycinia next to the Gremlin named Lubinnia
           and she'll join.
  Class: Fairy
  Element: Water
  Alignment: N
  Stats: See Glycinia.

11. Euphaire ユフィール
  A shaman and Elrik's daughter.  Elrik called the spirit of his dead wife, but
  if took over Euphaire's body.
  Recruit: Beat the Birute Village map and she'll join.
  Class: Shaman
  Element: Fire
  Alignment: C
  Stats: A capable magician, plus she comes with the Salamander spell.  She's
         definitely worth obtaining.

12. Elrik エルリック
  Euphaire's father, and a necromancer.  He called the spirit of...  Uh, yeah,
  just see above :p
  Recruit: Beat the Belleza Fort map and he'll join.
  Class: Summoner
  Element: Water
  Alignment: C
  Stats: He has Warlock-like stats, but he's a bit stronger in magic than
         Warlocks, making him relatively useful.  And of course, he comes with
         the Fenrir spell.

13. Lobelia ロベリア
  An Angel Knight that descended to the lower world.
  Recruit: Chapter 3, go to Ardea and she'll offer to join only if Saia isn't
           in your team.
  Class: Angel Knight
  Element: Virtue
  Alignment: L
  Stats: Typical Angel Knight stats, but she seems to a bit faster than most
         others.  Give her a Needle of Light or a powerful bow and she'll serve
         to be a great asset.

14. Saia ザイアン
  A Demon that ascended to the lower world.
  Recruit: Chapter 3, after beating Rimmon in Rebanada, go back and you'll find
           Saia.  Defeat him and he'll offer to join.
  Class: Lesser Daemon
  Element: Bane
  Alignment: C
  Stats: He has Soldier-like stats, which makes him kinda weak.  Lobelia is
         way better to recruit.  Still, Saia is the only character whose
         specialty is axes, so he can be of some help if you equip him the
         Blood Cleaver or something.  If you reject him, he'll give you a Ring
         of the Dead, and I'd prefer that over a mediocre fighter.

15. Deneb デネブ
  Deneb is back.
  Recruit: In Chapter 3, Recruit a female unit and name her "Deneb."  Next,
           change her into a witch and you'll have Deneb.
  Class: "Witch"
  Element: Varying
  Alignment: N or C
  Stats: This is a vastly improved version of the witch, with higher stats and
         the ability to cast summoning spells.  She's a great unit to have.


###############################################################################
-------------------------------- 5. Walkthrough -------------------------------
###############################################################################

*******************************************************************************
                                   CHAPTER 1
*******************************************************************************

As the game begins, you'll encounter a fortune teller, and she'll ask you a
bunch of questions.  Your answers will affect Alphonse's stats.
Here is what each response will do:

Q1. "Bear which burden?"               Q2. "Walk which path?"
  a) Resolve: 0, Fire                    a) Belief: -1, N, Miracle
  b) Truth: -1, Wind                     b) Freedom: 0, N, Arbitration
  c) Sacrifice: +1, Earth                c) Wealth: 0, L, Embodiment of Desires
  d) Affection: -1, Water                d) Longevity: +1, C, Fist Fight

Q3. "Design which plan?"               Q4. "Swear which oath?"
  a) Strife: +1, Wind                    a) Purity: -1, L
  b) Wisdom: +1, Water                   b) Revenge: +1, C
  c) Hatred: -1, Fire                    c) Victory: +1, N
  d) Prosperity: 0, Earth                d) Fuition: 0, C

Q5. "Share which vision?"              Q6. "Shape which future?"
  a) Sadness: 0, N                       a) Glory: +1, Fire
  b) Mercy: -1, L                        b) Peace: 0, Water
  c) Bliss: -1, C                        c) Change: 0, Wind
  d) Terror: +1, L                       d) Control: -1, Earth

Now, count up the total of the points you gained and match them below.
Alphonse's stats, your initial allies, and your initial items will change.
Alphonse's alignment and element will be the ones you chose most in your
answers.
Also, depending on your answer to Q2, Alphonse's intial Emblem will be
determined.

Total 6 to 4
  Stats: HP+10 STR+10 AGI+4
  Allies: Ninja, Archer
  Items: Longsword x1, Healing Leaf x20, Healing Seed x2, Resurrection Altar x3

Total 3 to 1
  Stats: HP+4 MP+6 STR+4 INT+4 AGI+6
  Allies: Wizard, Archer
  Items: Healing Leaf x20, Magic Leaf x2, Resurrection Altar x3

Total 0 to -3
  Stats: HP+4 MP+4 STR+6 INT+6 AGI+4
  Allies: Ninja, Cleric
  Items: Francisca x1, Healing Leaf x10, Magic Leaf x4, Resurrection Altar x3

Total -4 to -6
  Stats: MP+10 INT+10 AGI+4
  Allies: Wizard, Cleric
  Items: Healing Leaf x10, Magic Leaf x6, Resurrection Altar x3

Okay, now that we're set, let's get on with the game.

After the opening cutscene, your first mission will ensue.

=========================== MISSION 1: Lutra Islands ==========================
Objective: Kill Leader

Enemies
  Leader: Bandit
  Soldier(M) x2
  Soldier(F) x1

Guests
  Rictor, Orson, Leila, Justin

This is basically a tutorial, and the only character you can control is
Alphonse.  Your allies will give you tips, so listen to them.  The objective
here is to get used to the battle system.  Move around and attack random
targets.  You'll get more EXP if you attack the boss, so hit him when you can.
If someone just barely finishes off an enemy, move right in for the kill to
gain more EXP.  If you're lucky, you might be able to finish off the boss as
well.

Trophies
  Francisca x1
===============================================================================

After the battle ends, there will be a cutscene, and Alphonse will get thrown
into the ocean.

When you awaken, you will be at Solea, and you'll see Eleanor for the first
time.  After the cutscene, you will meet Ivanna, and together you will head for
Port Scabellum.

You'll be on the World Map for the first time now.  Hit R to bring up the menu,
and save your game.  Now head for your next destination.

========================== MISSION 2: Port Scabellum ==========================
Objective: Kill Leader

Enemies
  Leader: Mullin(Wizard)
  Soldier(M) x2
  Soldier(F) x1

Guests
  Ivanna, Rictor, Orson

Pretty much another tutorial.  Ivanna will tell you about the element system.
When the battle begins, try to make your way toward the center of the map, and
start attacking.  Don't worry about taking damage because Ivanna will heal you
if your HP becomes low.

Still, you are outnubmered, and beating those enemies 2 on 4 would be hard.  No
worries though.  After 2 turns, Rictor and Orson arrive to save the day.  Now
it becomes just like the first battle, so leave it up to your allies and look
to finish off enemies to gain EXP.

Trophies
  Thunder Flare x1
  Stone of Swiftness x1
  Healing Leaf x1
  Short Bow x1
===============================================================================

Cutscene.  Rictor gives you your next objective, and he gives you 3500 Goth to
use for whatever you want.

Now you'll be back on the World Map.  Your Menu options have expanded, and now
you can configure your party, use shops, and train.  If you check out your
team, you'll see that you have some new units: 2 Soldiers, and the units that
were determined in the beginning questions.  Still, it's not enough, so it's
probably best to use the money Rictor gave you on recruiting some allies.

Bring up the Menu and select Shop.  Now it's time to find some new allies to
put in your team.  Don't bother with humans, you've got enough of them already.
The best choice in my opinion would be either a Dragon or a Hawkman.  Well,
Dragons are actually pretty useless at early levels, so probably a Hawkman is
the best choice.  Anyway, recruit what you wish, or if you don't want to
recruit anything, then you can use the money on equipment.

Also, you might want to build up your characters to Lv 4 or 5, and change their
class if possible.

Head for Vespa Hills.

=========================== MISSION 3: Vespa Hills ============================
Objective: Kill Leader

Enemies
  Leader: Cressida(Archer)
  Soldier(M) x2
  Soldier(F) x2
  Bandit x2

Guests
  Ivanna

This is your first real battle, as in you have control of all of your units
except guest units.  You're on your own now.

Ivanna will heal you as necessary, so you don't have to worry about your HP.

The Bandits and male Soldiers will probably clash with you first, so prepare
for them.  They'll come charging right at you, plus they're pretty durable, so
fighting them head on might be tough.  Therefore, a good strategy is to
persuade the Soldiers to turn them to your side, and then kill off the Bandits.
This makes things much easier.

Once the Bandits are done with, focus on the pesky bow-users and the boss.
Bow-users are annoying because they keep just enough distance so as you can't
reach them in 1 turn.  Use Ninjas and Hawkmen with high movement to zero in on
the female Soldiers to take them out.  Alternatively, you can trap them and
persuade them to obtain more allies free of cost.

Now for the boss.  The boss is surprisingly powerful, and she is irritating as
she keeps sniping you at a safe distance.  Again, use Ninjas and Hawkmen to
trap her in a corner of the map, and then wait for your other, heavier units
like Alphonse to catch up.  The boss is helpless against close range combat,
so killing her is easy once you get close enough.

Trophies
  Great Bow x1
  Healing Leaf x2
  Crown of Intellect x1
  Stone of Swiftness x1
  Sword Emblem x1
  Cup of Life x1
===============================================================================

After the battle, there will be a cutscene, and Ivanna will join you.

If you go back to Vespa Hills, you will run into the first Glycinia Battle.
See 6. Sidequests for more infomation.

Formido Fortress is next.

========================= MISSION 4: Formido Fortress =========================
Objective: Kill Leader

Enemies
  Leader: Grimal(Knight)
  Solder(M) x3
  Archer(M) x1
  Archer(F) x1
  Cleric(F) x1
  Wizard(M) x1

The enemy has the advantage of being on higher ground, which means the Archers
are going to be a pain in the beginning.

Anyway, the Soldiers and the boss are the first to start heading down to meet
you.  The Soldiers are easily taken care of, but the problem is the boss.  You
generally want to leave the boss for the last because you'll miss the trophies
of the enemies you missed if you kill the boss early.  Simply ignore the boss
for now, and if he starts to look like he might die, it's a good idea to
actually heal him so he won't.

Make your way to the top, fighting the Soldiers on the way.  You probably won't
be able to kill the Soldiers in the time it takes to get up there, so the top
of the fort will be a real mess.  If an enemy Soldier steps on the very edge of
the parapet, bash him with a Shield to send him toppling over the side, dealing
critical damage AND preventing him from coming back up for a long time.

Once you get to the top, send a Ninja or Hawkman to take out the Cleric.
Healers are always an annoyance, and should be dealt with first.

Finish off the Soldiers; they should be pretty worn out by the time you get to
the top and kill the Cleric.  Your next targets are the Archers and the Wizard.

The Wizard probably should be killed first because he's easily killed in close
range, and his spells are pretty devastating once the damage starts piling on.
Send some units with lots of HP, and have some ranged attackers back them up.
Trap the Wizard and beat him to pulp.

Now for the Archers.  The Archers will stay on top of the fort because bows are
useless if you're on lower ground.  Therefore, the Archers will be in close
range, making them rather easy to kill.  Dispose of them however you wish.

Next, kill the Boss.  If he's been constantly attacking you and getting
counterattacked in the process, his HP should be farily low.  Even if it isn't,
ganging up on the boss by trapping him with melee units and hitting him with
spells by Wizards or Ninjas will make short work of him.

Trophies
  Chainmail x1
  Healing Leaf x1
  Cup of Life x1
  Sword Emblem x1
  Stone of Swiftness x1
  Crown of Intellect x1
  Crag Crush x1
  Cleanse x1
  Numida Chronology (New Quest Mode Map)
===============================================================================

Cutscene.  Alphonse gets captured and is thrown into the dungeon until Cybil
frees him, granted that he will assist her in finding a sacred spear.

Alphonse doesn't really have a choice; it's take it or die.

So now your next destination is Urodela Cape.

============================ MISSION 5: Ardea Lake ============================
Objective: Kill all enemies

Enemies
  Hawkman x3
  Fairy x2
  Griffon x2

Guests
  Cybil

Water, water, everywhere, and all the boards did shrink,
Water, water, everywhere, nor any drop to drink...

Um, yeah...anyway.

This map is covered with water.  Your units will have a hell of a time crossing
it to get to the enemy, but the enemy units have no problem whatsoever because
they can all fly.  The Fairies don't even get the water stat penalty because
they're floating.

Cybil will be helping out greatly here with her spells.

Leave some untis behind at the starting point, and send the others towards the
nearest island.  There, wait for the enemy to advance.  The Hawkmen and
Griffons will charge you, and if you have the land areas secured, the enemy
will have no choice but to land in the water.  Their strength will diminish if
they attack from the water, making them easy to kill as long as you stay on
the land and prevent them from coming onto shore.

Now, the Fairies.  Extremely annoying indeed.  They have crazy movement, and
their evasion rates are very high.  The only way to kill them is to gang up on
them one at a time.  Cybil will also pitch in, hitting them with Thunder Flare.
When you finally manage to catch up with one of the Fairies, attack it from
behind, otherwise your attacks will not hit at all.  Even from behind, you'll
only have a 60% or less chance of hitting.  Although they dodge a lot, if you
do land a hit, it'll probably knock off most of their HP.  Perserverence.  Yes.

Trophies
  Sword Emblem x1
  Crown of Intellect x1
  Sorcerer's Cup x1
  Cup of Life x1
  Stone of Swiftness x1
  Savage Bugle x1
  Healing Leaf x1
===============================================================================

Good!  The next map is much easier.

=========================== MISSION 6: Cape Urodela ===========================
Objective: Kill Leader

Enemies
  Leader: Sitri(Ninja)
  Ninja(M) x3
  Ninja(F) x2
  Witch x1

Guests
  Cybil

Almost all of your enemies are Ninjas, so their movement could be a problem.
Also, they won't just advance toward you.  They will charge you, but they'll
hit you with Shurikens on the way, making the damage pile up.

Actually, before going for the Ninjas, try to get the Witch.  A couple of well
equipped Ninjas or Hawkmen should do the trick.  If you leave her too long, her
MP will become charged, allowing her to cast status nasties on you.  Also,
Witches have high AGI, so she's suprisingly hard to hit.  Ninjas should be able
to take her out without trouble.

The male Ninjas will have reached your front lines by now.  While Ninjas are
fast and block attacks a lot, when they take damage, they take a lot of it.
Gang up on each Ninja 2 on 1 with your melee units, and they should go down
fairly easily.

The Ninjas equipped with bows are more of a problem.  They'll be moving all
over the map, keeping a safe distance.  Try to trap them in a corner and they
won't be able to do anything.

The boss is the same story as the close range Ninjas, but he is carrying a
much stronger sword.  Like most bosses, gang up on him and he shouldn't be too
tough to kill.  Actually, make sure you make short work of him because too many
hits from that sword are dangerous.

Trophies
  Matsukaze x1
  Healing Seed x1
  Magic Seed x1
  Resurrection Altar x1
  Cup of Life x1
  Sword Emblem x1
  Necklace of Resistance x1
===============================================================================

Cutscene.  Rictor and Orson appear, and Rictor seems shocked to find Alphonse
alive.  He tries to get Alphonse to go with him, but Alphonse is suspicious
and declines the offer, choosing to stay with Cybil.

The next cutscene is dilemma time.  You'll be given one of two choices:
A: "I've no better ideas."
B: "It doesn't seem right."

Choose the first option to play the A route.  Choose the latter to play the B
route.

When you get back to the world map, equip the Matsukaze on one of your Ninjas.
You're headed for Rana Sea, but depending on which route you chose, the path
will be different.

So, which route did you choose?

=========================== MISSION 7A: Bison Swamps ==========================
Objective: Kill all enemies

Enemies
  Hawkman x3
  Blue Dragon x2
  Fairy x2

More water.  Try to stay out of it.

The Hawkmen will be the first to reach you; the Dragons are much slower.  Send
some spellcasters after the Dragons, and have the rest of your team gang up on
the Hawkmen to make short work of them.

The Dragons are incredibly durable, especially with the terrain bonus they're
getting.  Thankfully, their movement is pretty limited, so chip away at them
from a distance.  Powerful melee units such as Knights can also be used to keep
them busy while your Ninjas and spellcasters hit them with magic.  While
Dragons are extremely durable against melee attacks, they are that much
vulnerable to magic.

The Fairies will be a pain again, so send Ninjas after them.  Frankly, Ninjas
are the only ones that can cope with the Fairies' high AGI and evasion.  Now
with the Matsukaze equipped, the Fairies will go down in no time.

Shiven joins you after the battle.  He's another great Ninja and he brings the
Kagaribi sword with him.  Sweet.

Trophies
  Healing Seed x1
  Antidote x1
  Tower Shield x1
  Dragon Eyes x1
  Sword Emblem x1
  Crown of Intellect x1
  Coral Harp x1
===============================================================================

=========================== MISSION 7B: Sufrir Ruins ==========================
Objective: Kill all enemies

Enemies
  Gremlin x3
  Earth Dragon x2
  Thunder Dragon x2

Guests
  Orson

Get the Dragons first before they start assaulting you with breath attacks.
Thunder Breath is especially irritating because it paralyzes targets.  Send
your melee units to take the damage while you have your spellcasters hit the
Dragons with magic.

The Gremlins will fly up to high positions and snipe you, so your melee units
on foot won't be able to reach them.  Send fliers after them and they'll be no
problem.

Orson joins you after the battle.

Trophies
  Stone of Swiftness x2
  Sorcerer's Cup x1
  Sword Emblem x1
  Crown of Intellect x1
  Cup of Life x1
  Mirror of the Gods x1
===============================================================================

Proceed towards Arena Coast.

=========================== MISSION 8A: Arena Coast ===========================
Objective: Defend Minerva

Enemies
  Leader: Damiel(Cleric)
  Cassini(Knight)
  Lendanto(Bandit)
  Knight(M) x1
  Bandit x1
  Archer(M) x2

Guests
  Minerva

You must protect Minerva, in other words, kill the leader without letting
Minerva die.

Defending Minerva isn't all that hard because she'll head for the water, which
means safety for a mermaid.  You might heal her occasionally, but other than
that, you can leave her alone.

Anyway, this map is again covered in water.  However, your enemies are mostly
weak in water as well, so you don't have to worry.

Just send your units right into the water and start making your way to the
opposite shore.  The enemy will also dive in and start moving toward you, but
rather than fight in the water, get up onto the shore and then start attacking.

Since the boss is a cleric, this battle may take a long time because you have
to leave the healer to the end, while you would normally dispose of the healer
first.  As soon as you can, trap the boss in a corner so he can't move around
casting Heal Plus on everybody.

The Bandits are easiest because their stats are rather low compared to other
units.  Kill them off first.

Next, pick off the Knights one at a time.  Knights as always are very durable,
so a spellcaster should attack them while melee units keep them busy.

Archers should be becoming less and less of a problem.  Chase them with Ninjas
to trap them and have your melee units finish them off.

Now, go after the boss.  A cleric on his own is a piece of cake, so just pound
him into the ground as he deserves it.

Trophies
  Robe of the Wise x1
  Armlet of Agility x1
  Tome of Discipline x1
  Crown of Intellect x1
  Cup of Life x1
  Stone of Swiftness x1
  Sword Emblem x1
===============================================================================

=========================== MISSION 8B: Arena Coast ===========================
Objective: Kill Leader

Enemies
  Leader: Minerva(Mermaid)
  Mermaid x3
  Hawkman x2
  Octopus x2

In Route B, you're out to kill Minerva.

The Hawkmen as usual will come rushing in first, to pick them off while they're
still flailing in the water.  Blasting them with spells and arrows from the
shore should take care of them.

The Mermaids will act somewhat randomly.  While some may come charging in
swinging their spears, others will keep their distance and wait for their SP to
charge up and cast Lullaby to put your units to sleep.  However, it seems that
even the ones that come charging at you will back off and cast Lullaby once
their SP fills up.

Either way, lure the Mermaids onto the shore and kill them there.

Octopi are insane in the water, so you'll have to lure them onto shore as well.
Blast them with spells once they're on dry land.

Minerva will linger around the back at first, keeping her distance.  When most
of her allies are dead, however, she'll start approaching you.  She actually
isn't that much tougher than the other Mermaids, but she tends to stay in the
water and will only rarely come out once her SP is depleted.  When she does
come up onto shore, surround her and she'll go down quite easily.

You have the option of not killing Minerva.  She'll surrender if you bring her
HP to below 20.  Of course, if her HP is reduced to 0, she'll die.  Whether she
lives or dies affects the next battle, and if she dies, you won't get an ally
that you'll otherwise get if she were alive.

Trophies
  Water Ring x1
  Ice Shield x1
  Cure Seed x1
  Sword Emblem x1
  Crown of Intellect x1
  Cup of Life x1
  Stone of Swiftness x1
  Urn of Chaos x1
===============================================================================

Now you've reached your destination, Rana Sea.

============================= MISSION 9A: Rana Sea ============================
*Note: This is also the map for Route B if you didn't kill Minerva.

Objective: Kill Leader

Enemies
  Leader: Aerial(Mermaid)
  Mermaid x3
  Fairy x2
  Octopus x2

More wonderful water to deal with.  This time, however, your enemies love it.
This will be a tough fight.

Fliers and Ninjas are a must-have in this battle.  Hawkmen of course, and
Vrtras are great to have as well.  My team for this mission consisted of
Alphonse, 2 Vrtras, 2 Hawkmen, 2 Ninjas, and a Cleric.

Try to pick off the Fairies first because they will be a nuisance if you leave
them to shoot at you.

The Mermaids will reach you next.  If at all possible, try to lure them onto
the shore where they won't be so scary.  If you can't, don't worry.  If you
gang up on them with Ninjas, they'll still go down because Mermaids don't have
very impressive stats.

So, what remains?  The Octopi.  All right, Octopi basically suck, unless
they're in water, and this map is covered with it.  Which makes the Octopi
ridiculously strong and tough.  They're practically invincible in the water,
so you're going to have to lure them onto shore.  When you do manage to get
them onto the land, they're not too tough, so cook them.  Do NOT try to fight
them in the water.  It just won't work.

Aerial isn't that tough, but she'll constantly attack from a distance, not
allowing counterattack.  Get her up on shore, and pound her with strong melee
units like your Hawkmen, or, if you have them, upgraded Dragons.

You only have to bring Aerial's HP to below 20 to win.

Trophies
  Healing Seed x1
  Cup of Life x1
  Sorcerer's Cup x1
  Crown of Intellect x1
  Sword Emblem x1
  Stone of Swiftness x1
  Cassowary Feather x1
===============================================================================

============================= MISSION 9B: Rana Sea ============================
Objective: Kill Leader

Enemies
  Leader: Aerial(Mermaid)
  Mermaid x3
  Hawkman x2
  Naga x2

This is the map you play if you killed Minerva in the earlier battle.

This is harder than the Route A map.  You have Hawkmen instead of Fairies, but,
more importantly, the enemy has Nagas.  Nagas are the upgraded Dragon class
that love water.

The Hawkman are easily disposed of because they can't swim.

The Mermaids will at first hit you with their spears, but when their SP is
charged up, they will step back and cast Lullaby.  They're much easier to kill
out of the water, so lure them out if you can.

The Nagas are going to be a problem.  You're not going to have much luck
harming them while they're in the water, so bring them up to shore.  Upgraded
Dragons have great STR, so physical attacks aren't that effective anyway.  Use
spells on them and attack them with the Fafnir.  The Fafnir will occasionally
instantly kill a Dragon.  Though rare, it's better than nothing.

Trophies
  Sorcerer's Cup x1
  Crown of Intellect x1
  Sword Emblem x1
  Dragon Stone x1
===============================================================================

Long cutscenes.  You'll be given more information on the sacred spear.

If Minerva is alive, Aerial will offer to join you.

You're headed for Solea Beach to ask Eleanor some questions.

=========================== MISSION 10: Solea Beach ===========================
Objective: Defend Eleanor

Enemies
  Leader: Karcist(Dragoon)
  Archer(F) x2
  Red Dragon x1
  Blue Dragon x1
  Earth Dragon x1
  Thunder Dragon x1

Guests
  Eleanor

The Archers must be taken out first.  Both of them carry Dragon Stones, which
give +1 bonuses to the Dragons' Mental Gauges, adding on the Dragons' already
incredible vitality.  Since the Archers will chase after Eleanor, she will draw
them toward you by fleeing to your side.  Take them out when they get close
enough.

The Dragons will charge at you.  It's probably best to meed them head-on.  But
don't cluster together; the Dragons' breath attacks will be much more
devastating if you do.  Chip away at the Dragons until they die.

The boss is very durable and he's carrying a pretty nice sword, making him a
little tough.  Your weapons won't be damaging him much, so magic is the key.
Spells and talents such as Dragon breath and Thunder Arrow will do a number on
him.  You'll want to send some units with high defense to keep him occupied.
Also, if you use Dragons, keep in mind that he MIGHT occasionally launch a one
hit kill.  However, the chances are slim, so don't be afraid of using Dragons.

Trophies
  Fafnir x1
  Sherwood Hat x1
  Dragon Eyes x1
  Sword Emblem x1
  Cup of Life x1
  Stone of Swiftness x1
  Resurrection Altar x1
===============================================================================

Cutscenes.  Eleanor will now join you as a guest unit.

We're off to Aquila.

========================== MISSION 11: Aquila Volcano =========================
Objective: Kill all enemies

Enemies
  Hawkman x2
  Gremlin x2
  Cereberus x1
  Red Dragon x2

Guests
  Eleanor

The Hawkmen will come rushing at you right from the start, so pelt them with
ranged attacks on the way and finish them off when they reach you.

Although the Gremlins are annoying, the damage they do is negligible, so leave
them for now.

Head down, hitting the Dragons and the Cereberus with magic and ranged attacks
on the way.  When you meet them, chances are the monsters will have their SP
charged up, so prepare for Fire Breath and Mesmerize.  The Cereberus is less
durable than the Dragons, so take it out first.  Strong melee units should be
sufficient.  Chip away patiently at the Dragons.

Once the monsters are dead, send Ninjas and fliers after the Gremlins and hunt
them down.  This part is easy.

Trophies
  Cure Seed x1
  Sorcerer's Cup x1
  Crown of Intellect x1
  Cup of Life x1
  Sword Emblem x1
  Stone of Swiftness x1
  Mirror of the Gods x1
  Epic of Tinea (New Quest Mode map)
===============================================================================

Cutscenes.  End of Chapter 1.


*******************************************************************************
                                   CHAPTER 2
*******************************************************************************

After more cutscenes, you'll be headed towards Sotavento Village.  You can now
choose to recruit Eleanor as a controllable character.

Off to Vespa.

============================ MISSION 12: Vespa Hills ==========================
Objective: Kill Leader

Enemies
  Leader: Surgat(Beast Teamer)
  Cereberus x3
  Cockatrice x2
  Griffin x2

A healer with the Cleanse spell is a necessity here.  It's quite obvious as to
why; the Cockatrices will be blasting you with Petro Breath, turning your units
to stone.

First off, try to make sure to keep the boss away from the monsters because he
provides a +1 Mental Gauge bonus to monsters near him.

Kill the Cockatrices first.  Their stats are rather weak, so they aren't that
hard to kill with some good melee units.

The Cereberi should be taken on next.  Cereberi have decently high stats, so
you should concentrate most of your forces on killing them.  Cereberi are
tough 1 on 1, but if you gang up on them, they'll go down pretty quickly.

The Griffins will rush you until their SP is filled up, and then they'll move
away and hit you with Windstorm.  Once the Cockatrices and Cereberi are taken
care of, chase after the Griffins and hunt them down.  They shouldn't be a
problem because their stats are pathetic.

The boss isn't that tough, either.  He's a Beast Tamer, and that's not the
best class out there.  He won't be able to do anything if you gang up on him.

Trophies
  Beast Whip x1
  Wisdom Fruit x1
  Cup of Life x1
  Sword Emblem x1
  Crown of Intellect x1
  Stone of Swiftness x1
  Urn of Chaos x1
  Tome of Discipline x1
===============================================================================

Now, you can either head straight for Sotavento, or you can do some optional
quests to gain extra characters.

I suggest that you do the extra quests; they aren't that hard, and the units
you can recruit are well worth the effort.

If you decide to do the optional missions, keep reading.  If not, skip towards
MISSION 16: Naja Forest.

========================== MISSION 13: Gryllus Forest =========================
Objective: Kill all enemies

Enemies
  Ghost(M) x2
  Rotten Soldier(M) x2
  Rotten Soldier(F) x2
  Rotten Wizard(M) x2
  - Reinforcements -
  Rotten Soldier(M) x1
  Rotten Soldier(F) x1
  Ghost(M) x2

If your levels are around 20 or so, this battle is a piece of cake because the
enemies don't get much higher than Lv 14 or 15.  On the other hand, this could
be hard if your levels are still on the low end.

Some things to prepare before the battle are a Priest with the Exorcism spell
and/or an Angel Knight with the Banish skill.  This would help greatly since
all of your enemies are undead.  If not...well, good luck.

The undead Soldiers have to cross water, so you have a chance to snipe them
while they're wading across the river.  However, this doesn't prove true with
the Ghosts.  The Ghosts teleport AND float, so water means nothing to them.
The Ghosts will reach you in no time, so you better be prepared.

Hit the Ghosts with magic and kill them.  Meanwhile, send some Hawkmen or
Vrtras to fly over the river and attack the undead Wizards.  The Soldiers
should have reached land by now, so rush them with melee units.

It doesn't sound that hard, and if they weren't undead, it wouldn't be.  But
since they are, you have to be quick because they'll keep regenerating after
they die.  Actually, Exorcism isn't just advised.  It's necessary.  While this
map is hard without the spell, with the spell it becomes a joke.

Just keep feeding your Priest Magic Seeds while he/she blasts the enemy with
Exorcism.  It's easy this way.  If you don't have a Priest with the Exorcism
spell, I suggest that you go create one.

Also, you don't want to linger around too long because reinforcements will
eventually arrive, and more undead to deal with is the last thing you need.

Trophies
  None
===============================================================================

Move on to Blete Village.

========================== MISSION 14: Blete Village ==========================
Objective: Kill Leader

Enemies
  Leader: Euphaire(Shaman)
  Warlock x1
  Rotten Knight(M) x2
  Rotten Knight(F) x1
  Rotten Wizard(F) x2
  Dragon Zombie x1

Note: Include Elrik to see some extra dialogue.

Again, Exorcism is important in this battle.

This battle is cake with Exorcism.  Just keep blasting the undead while other
units feed the Priest with Magic Seeds.

If you don't have the Exorcism spell, then prepare for a rough fight.  The
Knights will come running at you first, so take them out with spells and strong
melee units.  Send Hawkmen after the Wizards to make short work of them.

As for the Dragon Zombie, facing it head on could be difficult.  It has high
defense, and its Rotten Breath will lower your attack power.  Since it'll take
so long to kill it, the other undead that you killed earlier will pop back up
while you're trying to defeat the Dragon.  I didn't feel up take the effort to
kill the Dragon, so I simply persuaded it.  It just makes things a lot easier.

The Warlock isn't much to worry about; he doesn't have any offensive
capabilities except for his sword, which is wasted because of his low stats.
Rush him with melee units and he'll fall.

Euphaire, being a typical magician, isn't that tough to deal with either.  With
crap defense, a pack of Knights will bring her down handily.

How you deal with the undead is what makes or breaks this battle for you.

Trophies
  Salamander x1
  Sword Emblem x1
===============================================================================

After the battle, Euphaire will offer to join you.

Now, head for the remaining map for the optional quests at this time.  Go to
Belleza Fort.

=========================== MISSION 15: Belleza Fort ==========================
Objective: Kill Leader

Enemies
  Leader: Elrik(Summoner)
  Olen(Valkyrie)
  Ninja(F) x3
  Valkyrie x1
  Witch x2

Note: Include Euphaire to see some extra dialogue.

Fliers are better to have here because of the steep elevation.

One of the Witches has Fluid Magic, which she will use on Elrik to instantly
charge up his MP.  Elrik will then start bombarding you with his Fenrir summon.
However, computer players generally tend to use summons on large groups, while
they are more effective on a single target.  Therefore, Fenrir actually isn't
that much of a problem.

Still, if he keeps casting it over and over again, the damage will pile on, so
it's best to cut off his magic supply.  Send some fliers to rush the Witch with
Fluid Magic and kill her.

Next, the Ninjas.  You won't have to go after them because they'll come to you,
except for the one carrying the bow.  Send a flier after the bow Ninja and and
kill off the other two as they come.  They'll easily die if you get behind
them; although their evasion rates are very high, they sacrifice defense for
movement, so a few hits is enough to bring them down.

Kill the Valkyries next.  You're just going to have to duke it out with them,
there's no easy way to kill them off.

Fly up and take out the remaining Witch, and then focus your attacks on Elrik
himself.  Like many magicians, Elrik is helpless if gets surrounded by strong
melee units.

Trophies
  Fenrir x1
  Trident x1
  Warp Shoes x1
  Pointy Hat x1
  Plumed Headband x1
  Spell Robe x1
  Sword Emblem x1
  Stone of Swiftness x1
===============================================================================

Elrik will join your team after the battle.

Now, head towards Naja Forest and Sotavento.

============================ MISSION 16: Naja Forest ==========================
Objective: Kill Leader

Enemies
  Leader: Grevis(Siren)
  Knight(F) x2
  Wizard(F) x2
  Soldier(F) x1
  Cleric(F) x1
  Witch x1

Grevis will cast the Gnome summon spell, and she has the Witch to charge up her
MP for.  It would be ideal to kill the Witch first, but that would be difficult
because she's stationed way in the back and generally won't come near you.
You're going to have deal with the Knights first anyway because they'll be
coming at you head on, blocking your path.

Therefore, bring some fliers, preferrably Vrtras.  Send them straight toward
the Witch, ignoring the Knights and Wizards and such.  Meanwhile, have your
other units advance forward to meet the Knights.

When your fliers are done killing the Witch, have them take out the Cleric.
Once they're done, have them attack the Knights as well.  Going full force on
the Knights should bring them down farily quickly because there are only two of
them.

The other units aren't that tough to deal with.  Wizards as always will fall
quickly before melee units, and the Soldier is just a matter of constant hits.

Grevis really can't do much of anything without the Witch around except wait
for her MP to fill up.  She's easy once her allies are dead, so kill her in
whatever way you wish.

Trophies
  Gnome x1
  Cleanse x1
  Earth Shield x1
  Water Garb x1
  Ice Wand x1
  Earth Wand x1
  Sword Emblem x1
  Stone of Swiftness x1
===============================================================================

The next battle at Sotavento is a little difficult, so make sure you're well
prepared.

========================= MISSION 17: Sotavento Village =======================
Objective: Kill Leader

Enemies
  Leader: Nichart(Esquire)
  Valkyrie x2
  Knight(M) x3
  Priest(M) x1
  Witch x1

The first units to go after are the Valkyries.  Valkyries provide a +1 Mental
Gauge bonus to male units.  Since they tend to linger around the Knights and
Nichart, they'll be getting a constant +2 bonus to their Mental Gauge, making
them a lot tougher than they need to be.  Getting rid of the Valkyries is your
first priority.

Nichart, instead of charging in, will at first tend to stay back and hit you
with his spell.  The damage is negligible, so you can leave Nichart alone until
you deal with his buddies.

Once you've either killed or persuaded or done whatever with the Valkyries,
send a few towards the back to kill off the Witch and Priest while the rest of
your team concentrates on the Knights.  While the two spellcasters are easily
killed, the Knights can be a problem with their high defense.  Also, Knights
negate the Fear component, so you can't rely on Vrtras to lower their Mental
Gauges.

The best way to kill the Knights is to attack them with Summons.  A well-built
up Euphaire can work wonders with Salamander and Fenrir.  Have her cast a
summon on one of the Knights at a time; that way, they'll take more damage at
once.

By this time, Nichart will have quit casting spells and will get up close and
personal with his spear.  Duking it out is the only way here, it's a battle of
endurance.  Keep him busy with your melee units while Euphaire and other magic
users hit him with spells.

When his HP is reduced to 20, Nichart will bail out.

Trophies
  Earth Garb x1
  Resurrection x1
  Altar of Resurrection x1
  Sword Emblem x2
  Stone of Swiftness x2
===============================================================================

Cutscenes.  Alphonse releases a rumor that he has the Sacred Spear to find out
what Rictor's intentions are.

You're headed for Castle Ostorea, where Rictor resides.

=========================== MISSION 18A: Haena Hills ==========================
Objective: Kill Leader

Enemies
  Leader: Orson(Archer)
  Archer(M) x2
  Ninja(M) x2
  Swordmaster x2
  Thunder Dragon x1

The Archers will all be sniping you from the top of the hill, but there's
nothing you can do about it at first because of the elevation difference.
Instead. focus on the units that come advancing towards you, the Ninjas and
the Swordmasters.

The Ninjas are easily taken care of.  The Swordmasters are the problem.
Swordmasters have high attack power, and they're fast and accurate.  Gang up
on them with your melee units while having your spellcasters hit them from
afar.

One of the Swordmasters is carrying the Teleport spell, and one of the Ninjas
is carrying the Yomogiu sword.  These two you definitely want to kill or
persuade to get the items.

Send some magicians after the Dragon, and have the rest of your team proceed
up the hill to get the Archers.  Once you get close enough, the Archers should
not be particularly tough.

Orson himself is rather strong.  He can pack quite a punch with his powerful
bow and high terrain bonus.  Just don't let him keep his distance; make sure
you can always close in on him and hit him down.  Since he's only carrying a
bow, Orson won't be able to do much in close range combat.  But if you let him
keep his distance, he'll be quite a pain indeed.

Trophies
  Thunder Bow x1
  Yomogiu x1
  Forest Boots x1
  Flame Leather x1
  Thunder Chain x1
  Teleport x1
  Sorcerer's Cup x1
  Crown of Intellect x1
===============================================================================

=========================== MISSION 18B: Haena Hills ==========================
Objective: Kill Leader

Enemies
  Leader: Khodar(Duke Knight)
  Duke Knight x3
  Dragoon x2
  Dragon Tamer x1
  Earth Dragon x1

Here you'll be introduced to the Duke Knight class, a very strong enemy-only
class.  They're extremely durable, and they are formidable opponents with their
weapons and ability to cast all spells.

Duke Knights are strong against both weapons and magic, so you're just going to
have to chip away at them patiently.  There's no easy way to get rid of them.
It's likely to end up in a slugfest, so make sure to keep your HP up.

There are also two Dragoons, another powerful class.  Just in case, you might
want to keep Dragons out of this battle.  Hit the Dragoons with summons and
other spells while your melee units act as decoys.  Don't let them target your
magicians or healers because they will do critical damage if they do.

They're easy to forget, but there are also a Dragon Tamer and an Earth Dragon.
Take out the Dragon Tamer first; she's a lot weaker, and she adds a +2 bonus
to the Dragon's Mental Gauge with the sword she's carrying.  Then you can
attack the Dragon with ease.  Earth Dragons are easier to deal with than the
other types because their breath attacks only cause poison, which isn't that
bad compared to the other Dragons' attacks.

The boss is a Duke Knight, making him a tough opponent to kill.  Slugfest.
It's the only way, I'm afraid.

Trophies
  Gram x1
  Ice Blade x1
  Dragon Gem Sword x1
  Heavy Armor x1
  Dragon Armor x1
  Ice Shield x1
  Winged Shoes x1
  Dragon Eyes x1
===============================================================================

You've reached Castle Ostorea.

Make sure you save before you enter.  There'll be no saving once you enter the
castle, except for in-battle saving.

Also, before entering the castle, you have the option of going back to Rana
Sea to collect the Zephyrus Spear, which is very powerful.  You can always
come back later, however, so if you feel you don't need it just yet, you can
just go on towards the castle.

When you enter, you'll be given 2 routes, both of which you have to beat.  One
is entering from the south end, and the other is entering from the west.  It
doesn't matter which you start from, but note that you can't use the same units
in each.  If you start from the south and use Alphonse, then you won't be able
to use him in the other map.

Decide how to divide up your team, and attack the castle when you're ready.

==================== MISSION 19: Castle Ostorea, South Gate ===================
Objective: Kill Leader

Enemies
  Leader: Nichart(Esquire)
  Lethe(Venefica)
  Duke Knight x2
  Siren x2
  Witch x1
  Priest(F) x1

Note: Include Alphonse to see some extra dialogue.

First, send a flier toward the Priest and take it out.  Save yourself the
trouble of having to deal with healing.

The Sirens and the Witch can be dealt with later; they don't have particularly
dangerous spells.  The same actually goes with Lethe.  All she has is Thunder
Flare and Fluid Magic.  She'll occasionally use Fluid Magic on the Sirens,
sacrificing her own magic for that of lesser power.  Therefore, Lethe isn't
that much of a threat.

Now, the Duke Knights and Nichart himself are a threat.  The Duke Knights are
very durable as usual, so you're just to going to have keep chipping away at
them until they die.  Dragon Breath is pretty useful against them, so use it
if you have it.

Next, go ahead and kill Lethe.  She's a lot more durable than the average
magician, so it might be tougher than you think.  If you treat her like an
average Knight or Soldier, she won't be a problem.  Surround her and kill her
off.  She'll bail out when you defeat her.

Send a few units to go after the Sirens, and focus your remaining troops on
Nichart.  You're going to pretty much have to duke it out with Nichart.  He
tends to target Alphonse and those with low defense, particularly magicians.
Make sure he can't reach your Priests and so on, because if he can, he will go
attack them.  Make a wall or surround him with your melee units and pound him
until he dies.  It'll take a while, but as long as you have him outnumbered,
you can't lose.

Trophies
  Osric's Spear x1
  Firedrake Sword x1
  Caldia x1
  Divine Radiance x1
  Cloak of Authority x1
  Healing Salve x1
  Stone of Swiftness x1
===============================================================================

The West Gate is next (or first, if you chose to come here first).

===================== MISSION 20: Castle Ostorea, West Gate ===================
Objective: Kill Leader

Enemies
  Leader: Margaret(Swordmaster)
  Duke Knight x2
  Archer(M) x2
  Warlock x1
  Hawkman x2

Note: Include Ivanna to see some extra dialogue.

Watch out for your magicians in this map.  The Archers on top of the gate have
incredible range and can hit you after you advance only a few steps.  They
won't be able to hit you if you have your units hug the castle wall, however.

The Hawkmen as usual will come flying in at you first, so kill them off.

Next you have to deal with the Duke Knights.  They are tough as always, and one
of them has a healing spell, making him even more durable.  Focus on the one
with the healing spell first and take it out.  No more healing for them.

The other Duke Knight is just annoying because of his high defense, but not a
real threat.  Just be patient and kill him off.

Send fliers up to the gate and take out the Archers.  Note that one of the
Archers has a Tundra Bow, so if you want it, you'll have to persuade him.  Now
all that remain are the Warlock and Margaret herself.

The Warlock shouldn't much of a problem.  He's subpar as both a magician and
a swordsman, making him rather easy to deal with.  Dispose of him and focus on
Margaret.

Now, Margaret is a so-called "Swordmaster," but that's just a name.  Her stats
will blow your typical Swordmaster out of the water, with much higher vitality
and power.  She also has the Atropos skill, which is fairly powerful.

However, Atropos is Margaret's strongest weapon and also her greatest weakness.
Sicne using Atropos will inflict self-damage, her HP will keep getting lower
and lower without you having to do much of anything.  Thus, she actually isn't
that hard to kill.  Just make sure to keep your HP up to deal with the heavy
damage that Atropos does.

Trophies
  Notos x1
  Sum Manuus x1
  Saint's Shield x1
  Grincer Coat x1
  Sacred Ring x1
  Stone of Swiftness x1
  Crown of Intellect x1
  Healing Salve x1
  Atropos

You'll get the Atropos skill book from Margaret.  You have to choose NOW who
you want to teach it to.  Give it to your best sword user, who for me always
seems to be Alpohonse.
===============================================================================

You've broken through!

Now, let's charge the inside.

==================== MISSION 21: Castle Ostorea, Throne Room ==================
Objective: Kill Leader

Enemies
  Leader: Rictor(High Priest)
  Justin(Knight)
  Leila(Knight)
  Duke Knight x2
  Witch x1
  Wizard(M) x2

Heal Plus is a must-have here.

The Witch will use Fluid Magic to charge up Rictor for his summon spell, Ignis
Fatus.  Try to take her out as quickly as you can, because not only does she
cast Fluid Magic, she also has Petro Cloud.  Very dangerous.  You can probably
take her out before she gets a chance to cast Petro Cloud by sending powerful
fliers like Vrtras straight up to her and killing her off.

While you're at it, after you take out the Witch, kill the Wizards as well.
They're a joke at close range combat; a few hits from a strong melee fighter
and they'll go down.

It'll probably take a few turns to kill off the magicians completely, meaning
Rictor will get enough rounds of Ignis Fatus to damage your team severely.
That combined with the Knights and Duke Knights bashing you with their swords
will pile on the damage quicker than you think.

As for the Knights and Duke Knights, they have the usual annoyingly high
defense.  You'll just have to chip away at them patiently.  You might want to
kill the Knights first because they each have the Heal spell, which is a
nuisance.  Also, if you like using Dragon Breath like I do, you'll want to
know that the male Knight has the Dragon Helm equipped, which blocks Dragon
Breath entirely.  By the way, do you remember who these Knights are?  They were
guests in the very first battle, but they were still Soldiers back then.

Rictor will eventually run out of MP with the Witch gone, and when he does,
he'll resort to hitting you with his sword, which is a joke compared to the
spell.  He's weak on his own because his defense isn't too impressive, so
surround him and kill him.  However, don't take too much time because he'll
heal himself when he gets badly wounded.  Knock him down quickly and he won't
have the chance.

Trophies
  Dragon Helm x1
  Dragon Shield x1
  Water Garb x1
  Warp Ring x1
  Petro Cloud x1
  Sorcerer's Cup x1
  Sword Emblem x1
===============================================================================

After some cutscenes, you'll be headed down towards the underground crypt.

====================== MISSION 22A: Castle Ostorea, Crypt =====================
Objective: Kill Leader

Enemies
  Leader: Rictor(High Priest)
  Angel Knight(F) x2
  Valkyrie x2
  Knight(M) x2
  Warlock x1

First off, the Angel Knights can be persuaded, so I suggest you do so.  Angel
Knights are great allies, and they are hard to create.  You're given two free
ones to recruit here, so why not take the offer?  Even if you don't like Angel
Knights, they happen to be pretty annoying as enemies, so persuading them is an
easy way to get rid of them.

Kill the Valkyries first.  Their ability to give a +1 bonus to male units'
mental gauges is something you could do without, especially while the Knights
are so darn durable already.

While your melee units on foot clash with the Knights next, try to take out
the Warlock.  By the time you reach the Knights, Rictor will have a nice store
of MP charged up, so he will blast you with Ignis Fatus if you come close.  It
might be hard reaching the Warlock because Rictor will be in the way, but
sending Vrtras with their Fear effect will lessen Rictor's power somewhat.  Get
the Warlock in the meantime.

Kill off the Knights, and go for Rictor.  Rictor is the same as before, and he
isn't too tough at close range.

There's a Ring of the Dead hidden near one of the coffins, so don't miss it.

This isn't a particularly difficult map.  The B Route map is considerably
harder.

Trophies
  Ignis Fatus x1
  Earth Javelin x1
  Needle of Light x1
  Earth Shield x1
  Plumed Headband x1
  Warp Ring x1
  Crown of Intellect x1
  Healing Salve x1
  Cave Exploration (New Quest Mode map)
===============================================================================

====================== MISSION 22B: Castle Ostorea, Crypt =====================
Objective: Kill Leader

Enemies
  Leader: Naris(General)
  Knight(F) x2
  Duke Knight x4
  Priest(F) x1

4 Duke Knights and 2 Knights.  You have 6 melee units with high defense to go
up against, so prepare for a long fight.  Plus the fact that Naris himself is
also a heavy infantry type unit, so you're actually up against 7.

Take out the Priest first.  That will speed up things.  A little.

Next, locate the Knight with the Heal spell, and kill her.  Cutting off the
enemy's healing supply will sort of make things go faster.

All you can do with the remaining Knight and Duke Knights is to simply duke it
out.  A slugfest will most surely result here, so your endurance will be the
key.  Keep a healer handy, and perhaps 1 spellcaster would help as well.  Other
than that, however, it's best to use melee units that can withstand a lot of
damage from physical attacks.  Vrtras are great, as are Dragoons and Knights.

One of the Duke Knights is equipped with a bow, so you can leave him until
later because he'll keep his distance, and a bow's damage is negligible anyway.

Once you finally manage to kill off all the Knights and Duke Knights, you can
focus on Naris, who will surely have already been attacking you by now.  His
special attack will cause sleep, and even instant death at times.  Having a
Priest with the Ressurection spell might be a good idea.  Treat Naris like a
typical melee unit with high defense, and you'll be fine.  He'll just take
longer to kill than typical melee units because his stats are a lot higher, and
he has great equipment.

Trophies
  Blood Cleaver x1
  Laevantein x1
  Sword of Tiamat x1
  Reincarnate x1
  Healing Salve x1
  Magic Salve x1
  Tome of Discipline x1
  Sword Emblem x1
  Cave Exploration (New Quest Mode Map)
===============================================================================

More cutscenes.  You'll be introduced to Shaher here.  Looks like your real
enemy has shown up now...

End of Chapter 2.

*******************************************************************************
                                   CHAPTER 3
*******************************************************************************

Some more cutscenes.  If you're on the A Route, Cybil will now join your team
as a controllable character.  On the B Route, Rictor will join you.  After more
scenes, you'll be back on the world map.

Your next destination is Harmonia Plains, but there are some sidequests you can
do before you head there.

First, the non-battle sidequests:
1. Head to Solea Beach.  There will be a scene between Alphonse and Eleanor.
   You'll be given a choice in the dialogue, but whichever you choose, you'll
   get a decent item.
2. Go to Lake Ardea, and an Angel Knight named Lobelia will offer to join
   your team.  If you decline the offer, she'll give you a Seraph Plume
   instead.  Note that if Saia is already in your team, she won't offer to
   join at all; she'll just give you the item and leave.
3. If you haven't already, you can go to Rana Sea and obtain the Zephyrus
   spear.
4. You might want to go through the Glycinnia sidequest if haven't done so
   already.  See 6. Sidequests for more information.

Now, for the sidequest battles.  If you don't want to play the sidequests, skip
down to MISSION 25.

========================= MISSION 23: Rebanada Caverns ========================
Objective: Kill Leader

Enemies
  Leader: Rimmon(???)
  Rotten Knight(M) x2
  Ghost(F) x3
  Dragon Zombie x2

Note: Include Elrik to see some extra dialogue.

Exorcism and Banish work wonders here.  With these two spells, the undead will
be gone in no time.

Note that one of the Dragon Zombies has a Necklace of Resistance equipped, so
it will be immune to Exorcism.  You're going to have to kill it manually and
hope it doesn't regenerate until you kill Rimmon.  Therefore, the most
effective way to ensure that it won't be a problem is simply to persuade it.

Rimmon is THE most powerful melee enemy you'll ever face.  He has the highest
physical defense of any enemy, including the final boss.  On the other hand,
his INT is rather sad, making him suceptible to magic.  Still, his magic
defense is also well above average; it's just that magic will damage him more
than physical attacks.  Atropos will is one of the few ways to deal somewhat
on-par damage to him, so use it effectively combined with summons.

Trophies
  Goblin Helm x1
===============================================================================

Once you defeat Rimmon, you can go back to Rebanada for another sidequest.

========================= MISSION 24: Rebanada Caverns ========================
Objective: Kill Leader

Enemies
  Leader: Saia(Lesser Daemon)
  Gorgon x3
  Hawkman x2
  Vrtra x2

Note: Include Lobelia to see some dialogue between Lobelia and Saia.

Shields are recommended on this map for obvious reasons: the Gorgons.  They
have a mass petrification skill called Evil Eye that has infinite range in the
direction that the Gorgon is facing.  Any units that are facing the Gorgon will
be turned to stone unless they have shields equipped.

The Gorgons aren't too tough, except you just have to watch out for Evil Eye.
They also won't be using it much anyway because it takes 30 SP to use, and it
will take time to charge up.  So basically they'll usually be hitting you with
their weapons, which don't do much damage due to their mediocre stats.  They
aren't that difficult to kill.

There are 2 Hawkmen, one with a spear and one with a bow.  The one with the
spear is easy to kill because he comes rushing in without thinking.  As for
the one with the bow, you might want to wait until you do something about the
Vrtras.  Bows do negligible damage anyway.

The Vrtras are strong, no doubt about it.  Not only are their stats incredibly
strong, but they also have the Fear effect which lowers the mental gauges of
those around them by 1.  I suggest using Knights against them because Knights
negate the Fear effect.  Dragoons are always nice as well because they just
might launch an instant kill attack.  Hitting them with magic from afar is also
good, if you're more a magician type.

Saia isn't particularly tough.  His stats aren't too impressive, and he's
weaker than the average Knight or Dragoon.  You should be able to bring him
down handily.

When the battle finishes, Saia will offer to join you, only if Lobelia isn't
already in your team.  If you decline the offer, he'll give you a Ring of the
Dead(!) and leave.  If you ask me, a Ring of the Dead has more value than Saia.
I typically choose Lobelia and get the Ring of the Dead from Saia to make a
much more useful unit: the LICH!

Trophies
  Earth Dragon Axe x1
  Rapture Rose x1
  Flame Bow x1
  Earth Leather x1
  Ring of Floatation x1
  Snapdragon x1
  Sword Emblem x1
  Stone of Swiftness x1
===============================================================================

Now, you've finished the sidequests.  Head for Harmonia to get on with the
story.

========================== MISSION 25: Harmonia Plains ========================
Objective: Kill the Twins

Enemies
  Leader: Cirvante(Venefic)
  Leader: Lethe(Venefica)
  Gorgon x2
  Daemon x2
  Giant x2

Gorgon alert!  Shields should be equipped here.

The Daemons shouldn't be that much of a problem, so take them out first.
They'll charge in at you, making them rather easy to kill.  Although they have
a Summon Darkness skill that summons undead onto the map as reinforcements,
they won't use it very often here.  One of the Daemons will drop a Ring of the
Dead, so make sure you kill him.

The Giants have hellish HP and STR, making them very durable against physical
attacks.  However, due to their lack of speed, they'll have trouble hitting
things.  But if they do land a hit, expect it to hurt.  Chipping away at them
with magic is a sure way to bring them down.  Watch out if they use Titan
Crush.  While it only has a 50% or so chance to hit, if it does, it will
severely injure any unit; a spellcaster especially may suffer fatal damage.

Gorgons aren't a threat as long as you can block their Evil Eye skill.  Kill
them however you want to.  They both have bows equipped, so close range combat
will easily finish them off.

Now, for the bosses, Cirvante and Lethe.  Lethe doesn't do much offensively.
She basically lingers around the back and casts Fluid Magic on Cirvante.  She
will occasionally cast Thunder Flare, but it's not half as scary as Fiend's
Grip, which Cirvante has.

Cirvante will get periodic MP charge-ups from Lethe, allowing him to constantly
cast Fiend's Grip, a powerful Bane element spell.  It will easily do up to 60
or 70 points of damage, plus it hits multiple targets.  However, when his
allies start running short, he'll pause for a moment and use Summon Darkness to
call on Gorgons and Daemons for reinforcement.  That in itself is annoying, but
frankly an average Gorgon or Daemon is easier to deal with than Fiend's Grip.
So use Cirvante's attack pattern and focus your strength on him when he's busy
casting Summon Darkness.

Both Cirvante and Lethe are no ordinary magicians.  Of course they have insane
INT, but their STR and AGI are also rather high.  They are much more durable
than the ordinary spellcaster, so be patient.  Also, units with low accuracy
will have a hell of a time trying to land hits on them because of their high
AGI.  Skills like Dragon Breath which doesn't rely on accuracy are good attacks
to use on them.  Try to kill off Lethe first so she won't be able to cast Fluid
Magic, and then focus on Cirvante.

When the magicians are killed, they'll change form into what looks like a
blackened Angel Knight and fly off.

Trophies
  Sugar Cane x1
  Boreas x1
  Sandstorm Bow x1
  Wind Ring x1
  Ring of the Dead x1
  Fiend's Grip x1
  Snapdragon x1
  Urn of Chaos x1
===============================================================================

Getting closer...

Head for Lake Charadrius.

========================= MISSION 26A: Lake Charadrius ========================
Objective: Kill Leader

Enemies
  Leader: Naris(General)
  Duke Knight x3
  Priest(F) x2
  Dragon Tamer x1
  Mushus x1

Probably your first priority will be to kill the Mushus to get rid of its +1
mental gauge bonus to ANY units around it.  However, there's a Dragon Tamer
accompanying it, so you'll have to kill her first to get rid of the mental
gauge bonus she gives to the Dragon.  The Dragon Tamer is easily killed, but
the Mushus, like any other upgraded Dragon, is very durable and take a few hits
more than the Dragon Tamer.

There are 2 Priests, but thankfully only one of them has the Heal Plus spell.
Instead, one of the Duke Knights has the Heal spell equipped.  Kill off the
Priest and the Duke Knight to get rid of the healers.

The remaining Priest isn't much of a threat, so you can leave her for now.  The
Duke Knights as always have high durability and will take patience to kill.
Follow the usual tactics, IOW, chip away with close range units and hit them
with spells while the melee units keep them busy.

Go ahead and kill the last Priest now.  It should be easy.

If he hasn't reached you already, Naris will be assaulting you by now.  His
Hell's Gate move causes sleep, and sometimes instant death, so keep the
Resurrection spell ready just in case.  Naris is even more durable than his
Duke Knight buddies, so be prepared.  Chip away at him with patience.

Trophies
  Blood Cleaver x1
  Sum Manuus x1
  Freude Helm x1
  Flame Shield x1
  Amulet x1
  Dragon Gem x1
  Tome of Discipline x1
  Crown of Intellect x1
===============================================================================

========================= MISSION 26B: Lake Charadrius ========================
Objective: Kill Leader

Enemies
  Leader: Cybil(Sorceress)
  Angel Knight(M) x2
  Daemon x2
  Wizard(F) x1
  Witch x1
  Vrtra x1

The Angel Knights will reach you first, so kill them or persuade them or
whatever.  It's not too hard either way.  Also, watch out if you have undead
in your team.  I personally like to have Dragon Zombies in my party, and I got
a nasty shock when one of the Angel Knights cast Banish on it and my Dragon
Zombie was eradicated for good.

Similarly, the Daemons shouldn't be too hard to take care of either.  They'll
start casting Summon Darkness if their allies run short, so it's best not to
leave them for later.  Smack them down early on so they won't be a nuisance
later.

Try to get the Witch quickly because she'll use the typical Witch tactics of
casting Fluid Magic on a spellcaster type boss.  The Witch will charge up
Cybil's Thunderbird summon, which is actually pretty frightening considering
Cybil's very high INT.  Kill off the Witch as quickly as you can.

Use Knights to go up against the Vrtra.  As you know, Knights negate the Fear
effect, allowing them to suffer no handicap while fighting the Vrtra.  The
Vrtra is very durable as all upgraded Dragons are, so it'll take a while before
it goes down.

The Wizard is nothing to worry about.  Just kill it off.

Cybil's Thunderbird summon will deal a hefty amount of damage because her INT
is so high.  If you kill off the Witch, Cybil's MP will drain out pretty
quickly, however.  Then all she'll cast is Thunder Flare.  Either way, she's
not nearly as tough as Cirvante and Lethe without her summon.  Cybil suffers
"typical magician syndrome" and is weak against physical attacks, so you know
how to attack her.

Trophies
  Needle of Light x1
  Euros x1
  Nathalork Mail x1
  Leviathan Mail x1
  Earth Ring x1
  Thunderbird x1
  Time Flux x1
  Sword Emblem x1
===============================================================================

After MISSION 26, you'll finally obtain the Sacred Spear, the Longicolnis as an
equippable weapon.

Now, off to the final battles!

There won't be any saving (except during battles) once you proceed to the next
battle, so if you've forgotten anything or left anything behind, or if you just
want to train your characters some more, recruit more allies, etc, do it now.

When you're ready, proceed towards the last battles.

========================= MISSION 27: Angel's Headstone =======================
Objective: Kill Leader

Enemies
  Leader: Mycale(Lich)
  Rotten Knight(M) x2
  Rotten Wizard(F) x1
  Ghost(M) x2
  Daemon x1
  Dragon Zombie x1

If Eleanor has learned Star Tiara, this map is a joke.  Star Tiara does holy
damage to all enemies on the map and eradicates any undead.  One catch though:
you can only use it once per map.

You might be tempted to use it right from the start, but remember that there's
a Daemon with Summon Darkness.  Even if you get rid of all the undead now, the
Daemon will just bring in more.  Therefore, go up and kill the Daemon first
before attempting annihilation of the undead.

Once the Daemon is gone, unleash Star Tiara and watch those undead fade away
one after another.  You might miss a few, but those you can just pick off
later with Exorcism or Banish.

The boss is a bit of a problem.  He has Fiend's Grip, but more annoying than
his offense is his defense.  Liches have hellishly high natural defense, so you
should treat it like a strong melee unit.  Surround it and beat it down with
patience.

Trophies
  Urn of Chaos x1
===============================================================================

The path splits off into 2 routes here, and you have to beat both of them.

It doesn't matter which you choose first, but whichever units you use in the
first battle are unusable in the second.

======================== MISSION 28: Garden of Memories =======================
Objective: Kill Leader

Enemies
  Leader: Judecca(Angel Knight)
  Angel Knight(M) x2
  Daemon x2
  Warlock x2
  Giant x1

Note: Include Lobelia to see some extra dialogue.

The Angel Knights will reach you first, but since one has a bow and the other
has a sword, only one will come up for close range combat.  Kill it off as it
reaches you; no point in letting it run loose and be a nuisance later.

Probably the Daemons should be dealt with next.  Since they again have the
Summon Darkness spell, leaving them for later will just result in them calling
for backup.  Send some Vrtras to pick them off early on.

Proceed up and attack the Warlocks and the Giant.  The Giant just takes a lot
of hits and isn't too difficult because he can't hit anything.  Warlocks are
easy to kill as usual; just go right up to them and kill them in close range
combat.

Send some fliers to go after the remaining Angel Knight.  Some well placed hits
should bring it down fairly quickly.

The boss is a bit tougher than the other Angel Knights, but not much.  Since
she's not carrying a shield and has a robe instead of armor, her defense is
weak.  Powerful melee units should be able to bring her down without much
difficulty.

Trophies
  Amulet x1
  Cure Essence x1
  Spirit Fruit x1
  Resurrection Altar x1
  Sword Emblem x1
  Cup of Life x1
  Sorcerer's Cup x1
===============================================================================

======================== MISSION 29: Hall of Corruption =======================
Objective: Kill Leader

Enemies
  Leader: Rahouart(Daemon)
  Dark Angel(F) x1
  Dark Angel(M) x1
  Swordmaster x2
  Gorgon x2
  Vrtra x1

Note: Include Lobelia to see some extra dialogue.

Gorgons.  Shields up now.

The Dark Angels will mostly likely reach you first, with the Swordmasters not
far behind.  Dark Angels are a bit tougher than Angel Knights, with more STR as
opposed to less AGI.  Still, since they aren't wearing heavy armor or carrying
shields because it would slow them down, their defense remains weak.  Go right
up to them and beat them down.  They'll occasionally cast spells, but they are
weak.

The Swordmasters have high evasion, but that's about it.  They're not fast
enough to block an attack from behind, so get behind them and kill them off.

Use Knights against the Vrtra while spellcasters hit it from afar, where its
Fear effect doesn't reach.  It'll take a while, but it's the safest way.

The Gorgons aren't much to worry about as long as you have shields.  They have
weak stats and low movement, so they're taken out easily.

The boss isn't much to worry about.  He's only a Daemon, and Daemons aren't
too tough.  However, you'll want to kill him off quickly because he'll start
casting Summon Darkness to call Gorgons and Ghosts and stuff, which we don't
need to deal with.

Trophies
  Angel's Fruit x1
  Spirit Fruit x1
  Cure Essence x1
  Crown of Intellect x2
  Stone of Swiftness x1
  Sword Emblem x1
===============================================================================

Now, prepare for the final battle.  There are two more battles, but keep in
mind that you cannot change members between them.  So the members you choose
for the next battle will be the ones you'll be using for the battle after that.

My suggestion is to bring at least 1 Priest, and units that are fast and/or
durable.  Also, bring the characters that have all the special moves (Atropos,
Lachesis, Clotho) with you.  You probably won't be needing many spellcasters.
Also, bring along a Ghost with the Enfeeble spell equipped (trust me, you'll
be glad you brought it along).

When you've chosen your units, proceed to the final battles!

======================== MISSION 31: Hall of Conviction =======================
Objective: Kill Leader

Enemies
  Leader: Shaher(Fallen Angel)
  Lethe(Dark Angel)
  Cirvante(Dark Angel)
  Angel Knight(F) x1
  Angel Knight(M) x1
  Daemon x3

Note: Include Eleanor, Cybil, Rictor, Shiven, Ivanna, and/or Lobelia to see
      some extra dialogue.

Finally, you face Shaher himself.

Defeat the Daemons first.  Three Daemons casting Summon Darkness is ridiculous,
so save yourself the trouble and get rid of them as soon as you can.

The Angel Knights are rather easy to kill because they, like many others,
sacrifice defense for movement.  Plus they'll come charging in at you, making
them easy targets.  Kill them off handily.

Lethe and Cirvante might be a problem.  Lethe is carrying the Fiend's Grip
spell.  However, since their INT and AGI are far lower than they were when they
were in their spellcaster class, frankly they aren't too great as magicians.
Rather, their weapon attacks will be more of a problem.  One has a bow and the
other will be hitting you with a sword.  Still, like Angel Knights, they don't
have decent defensive equipment, so they'll take a surprisingly large amount
of damage from a simple weapon hit.  If you are able to gang up on them, they
could be defeated before they get a chance to cast their spells.  However, if
they do, watch out.  Fiend's Grip IS still a powerful spell, and it would be
better if you didn't have to deal with it.

Shaher has 3 moves.  One is the Anbicion sword skill, which does decent damage.
However, its range is rather limited, so it isn't much of a problem.  His
second move is much more dangerous: Ice Requiem.  It does water based damage
to ALL of your allies, plus the damage is considerably high.  Keep your
Priest's MP charged up because you'll need a lot of rounds of Heal Plus.
Shaher's last move is Descent, which will summon Daemons, Dark Angels, and
Angel Knights onto the map.  He'll use it more often when his allies run low.

Shaher is surprisingly agile and durable, so it's going to take a lot of hits
to bring him down.  Make good use of your Atropos, Clotho, and Lachesis moves
to deal good damage.  Just make sure you keep your HP up, and you should be
all right.

Before you make the final blow on Shaher, make sure your party is close to
fully healed.  You'll go directly into the next fight with no healing.

Trophies
  Anbicion x1
  Angel's Fruit x1
  Spirit Fruit x1
  Orb x1
  Revive Stone x1
  Cure Essence x1
  Crown of Intellect x1
===============================================================================

The last battle awaits.

========================== LAST MISSION: Netherworld ==========================
Objective: Kill Leader

Enemies
  Leader: Shaher(Sacred Demon)
  Dark Stalker x2
  Hell Gigantes x2
  Predator(May appear as reinforcement)

Shaher at first has a barrier, making him invincible.  Hitting him with the
sacred spear Longicolnis will break the barrier, making him damageable.  If
you didn't bring the spear with you, then you'll lose automatically after a
few turns.

Do NOT position your units adjacent to Shaher.  He will use the ability Shear
which damages all units next to him for massive damage AND knocks them away 1
block.

Surround Shaher, leaving a 1-block space.  Have your party in two layers.

              U U . S         S = Shaher
                U . .         . = Empty space
              U U U U         U = Your units
                  U

Have your attackers and healers in the inner layer, protected by another unit
guarding his/her back.  Have the outer layer be facing outwards to fend off
attacks from the Dark Stalkers, Predators, and Hell Gigantes.  With the
defenders guarding the attackers' backs, the attackers will be able to focus
fully on offense.

Shaher has a nasty move called Day of Judgment which inflicts negative status
effects on all of your members.  It's scary, but those with shields equipped
have a chance to block it.  Shaher's other attacks incluce Apocalypse, which
hits a single unit for massive damage, and Cataclysm, which damages everything
on the map, including enemies.

From afar, hit Shaher with Lachesis, Clotho, and Enfeeble.  All right, Clotho
and Lachesis I can understand, but why Enfeeble, you ask.  Enfeeble is greatly
useful here.  Enfeeble doesn't just drain HP, it drains 10% OF ITS TARGET'S
MAX HP.  So each time you use Enfeeble, you'll knock off 10% of Shaher's max
HP.  Since Shaher has around 700-800 HP, Enfeeble will be doing 70-80 damage
with each hit, which is equal to and often more than Lachesis or Clotho will
do.

Casting Enfeeble 10 times on Shaher will kill him.  If you also add on the
damage from Lachesis and Clotho, it'll require less hits.

Also, if you keep killing the Dark Stalkers and Predators, etc, Shaher will
cast Descent to summon more.  Therefore, if you keep killing the enemies, all
Shaher will do is use Descent, so in a way, you can control what he does.  Use
it effectively.

Good luck, and have fun.

Trophies
  None
===============================================================================

Congratulations!  You've beaten the game!

Sit back and enjoy the ending...is what I'd like to say, but there are multiple
endings to this game.

Here's a list of the endings and they're requirements.

Ending A: A Route ending.  Eleanor has to be alive and in the last battle.
Ending B: B Route ending.  Eleanor has to be alive and in the last battle.
Ending C: Don't include Eleanor in the last battle.  But she has to be alive.
Ending D: You'll go to this ending if Eleanor is dead or if you didn't recruit
          her in the first place.

Bad Ending: Alphonse dies in the last battle, or you didn't bring the sacred
            spear Longicolnis with you to the last battle.

Hidden Ending: This is an addition to the A Route ending.  However, you must
               meet the following requirements as well:
               a)Under 26:00 playing time
               b)Under 5 of your members dead
               c)Over 50 kills for Alphonse

Now, sit back and enjoy the ending :p


###############################################################################
-------------------------------- 6. Sidequests --------------------------------
###############################################################################

Welcome to the Sidequests section!

...Well, for now there's only the Glycinna battle section because the other
sidequests are covered in the walkthrough.

=================
GLYCINNIA BATTLES
=================

You'll have a chance to encounter the Fairy, Glycinna, at various points in the
game.  What you may not know is that her equipment changes each time.
Therefore, you might want to recruit her when she's carrying the best equipment
in your own standards.

Here's a list of when/where she appears, and what she's carrying.

"When" implies from the time you beat the first map listed until right after
you beat the second map listed.


   When                                    Where              Equipment
   ----                                    -----              ---------
A  Vespa Hills - Cape Urodela              Vespa Hills        Short Bow
                                                              Ice Chain
                                                              Dragon Gem
                                                              Glass Pumpkin
B  Cape Urodela - Aquilla Volcano (A Rt)   Bison Swamps       Tundra Bow
                                                              Hard Leather
                                                              Cassowary Feather
                                                              Glass Pumpkin
C  Cape Urodela - Aquilla Volcano (B Rt)   Sufrir Ruins       Dragon Gem Sword
                                                              Hard Leather
                                                              Cassowary Feather
                                                              Glass Pumpkin
D  Aquilla Volcano - Haena Hills           Vespa Hills        Holy Comet
                                                              Hard Leather
                                                              Cassowary Feather
                                                              Glass Pumpkin
E  Haena Hills - Lake Charadrius           Haena Hills        Ripple's Staff
                                                              Hard Leather
                                                              Dragon Gem
                                                              Glass Pumpkin
F  After beating Lake Charadrius           Lutra Islands      Crescente
                                                              Hard Leather
                                                              Dragon Gem
                                                              Glass Pumpkin

Here are the enemies that you have to fight at each map.
A: Fairy x2, Gremlin x2, Griffin x3
B: Gremlin x2, Griffin x2, Blue Dragon x3
C: Gremlin x2, Hawkman x2, Thunder Dragon x3
D: Fairy x2, Gremlin x2, Earth Dragon x3
E: Hawkman x2, Cereberus x2, Giant x3
F: Mermaid x2, Hawkman x2, Octopus x3

Once you recruit Glycinnia and are able to go to Graculla Volcano, you can
recruit her sister, Lubina.  Go to Graculla Volcano. You'll have to include
Glycinna in the battle.
The enemies are: Gremlin x3, Cereberus x2, Red Dragon x2, Cockatrice x1

One of the Gremlins is named Lubinnia, and that's Lubina in disguise.  Have
Glycinnia station herself next to Lubinnia, and she'll join as a guest.  After
the battle, Lubina will join your team as a controllable character.

Now, if the two Fairies are in battle and are next to each other, they can use
a special move called Magic Bomb.  It deals good damage and eradicates any
undead.  Useful enough, I suppose, but the Angel Knight's Banish does the same
thing and an Angel Knight can do it on her own, so I'm not sure if it's worth
filling up 2 spaces with Fairies.


###############################################################################
---------------------------------- 7. Classes ---------------------------------
###############################################################################

Here's a class list.

LEGEND
#. Class Name
  Requirements: Class change requirements
  Movement: Base movment
            Movement Type
  Weapon: Preferred weapon
  Talents: Usable spells and speical abilities
  Resistances
    How much damage the unit will take from attacks of each type.  100% means
    it won't take any extra damage.  Something like 110% means it will take
    10% more damage from that particular element, while 90% means it will take
    10% less damage.
  Power Bonuses
    Percentage bonuses that the unit will get to its physical and magical
    attack power.  Again, 100% means no bonus, while 105% means it gets a 5%
    bonus to damage, and 95% would mean that it gets a 5% reduction.
  Stat Gains
    How well each stat grows when the unit gains a level in this class.  The
    gains will range from 80% to 120% of the given number.

-------------------
MALE/FEMALE CLASSES
-------------------

1. Soldier
  Requirements: None
  Movement: Base move 5
            Walking/Wading
  Weapon: None
  Talents: None
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     100%    Bane:   100%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   55%
  Stat Gains
    HP: +8    STR +4
    MP: +2    INT +4
              AGI +5

2. Ninja
  Requirements: STR 36, AGI 37
  Movement: Base move 7
            Acrobatic/Water walking
  Weapon: Katana
  Talents: Shuriken
           Attack spell x1
  Resistances
    Physical: 110%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     100%    Bane:   100%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   90%
  Stat Gains
    HP: +5    STR +4
    MP: +3    INT +4
              AGI +7

3. Archer
  Requirements: AGI 37
  Movement: Base move 6
            Walking/Semiaquatic
  Weapon: Bow
  Talents: None
  Resistances
    Physical: 110%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     100%    Bane:    95%
    Water:    100%
  Power Bonuses
    Physical:  95%
    Magical:   55%
  Stat Gains
    HP: +6    STR +4
    MP: +2    INT +3
              AGI +6

4. Wizard
  Requirements: MP 16, INT 26
                ALI N/C
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Attack spell x3
  Resistances
    Physical: 120%    Earth:   90%
    Wind:      90%    Virtue: 100%
    Fire:      90%    Bane:    90%
    Water:     90%
  Power Bonuses
    Physical:  65%
    Magical:  100%
  Stat Gains
    HP: +5    STR +3
    MP: +6    INT +6
              AGI +4

5. Cleric
  Requirements: MP 18, INT 28
                ALI L/N
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Virtue spell x3
  Resistances
    Physical: 120%    Earth:   95%
    Wind:      95%    Virtue:  90%
    Fire:      95%    Bane:   100%
    Water:     95%
  Power Bonuses
    Physical:  65%
    Magical:  100%
  Stat Gains
    HP: +5    STR +3
    MP: +5    INT +7
              AGI +4

6. Knight
  Requirements: STR 51, AGI 53
                ALI L/N
                Emblem: Knight's Certificate
  Movement: Base move 5
            Walking/Wading
  Weapon: Sword, Thrusting sword
  Talents: Limited Virtue spell x1
  Resistances
    Physical:  95%    Earth:  100%
    Wind:     100%    Virtue:  90%
    Fire:     100%    Bane:   105%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   90%
  Stat Gains
    HP: +7    STR +6
    MP: +3    INT +4
              AGI +5

7. Priest
  Requirements: MP 76, INT 96
                ALI L/N
                Emblem: Heavenly Spirit
                No more than 10 Kills
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Most any Virtue spell x3
  Resistances
    Physical: 120%    Earth:   90%
    Wind:      90%    Virtue:  70%
    Fire:      90%    Bane:   115%
    Water:     90%
  Power Bonuses
    Physical:  95%
    Magical:   55%
  Stat Gains
    HP: +5    STR +4
    MP: +6    INT +6
              AGI +4

------------
MALE CLASSES
------------

8. Swordmaster
  Requirements: STR 95, AGI 111
                Emblem: Book of Initiation
  Movement: Base move 6
            Walking/Wading
  Weapon: Sword, Katana
  Talents: Pelting Fury, Swallow's Daze
           Support spell x1
  Resistances
    Physical: 105%    Earth:   95%
    Wind:      95%    Virtue:  85%
    Fire:      95%    Bane:   100%
    Water:     95%
  Power Bonuses
    Physical: 115%
    Magical:   90%
  Stat Gains
    HP: +6    STR +5
    MP: +3    INT +3
              AGI +6

9. Dragoon
  Requirements: HP 215, STR 109, AGI 94
                ALI: N/C
                Emblem: Dragon's Scales
  Movement: Base move 5
            Walking/Wading
  Weapon: Sword, Spear
  Talents: Missile type attack spell x1
           Can occasionally kill a Dragon in a single hit
  Resistances
    Physical:  95%    Earth:  100%
    Wind:     100%    Virtue:  90%
    Fire:     100%    Bane:   105%
    Water:    100%
  Power Bonuses
    Physical: 105%
    Magical:   55%
  Stat Gains
    HP: +7    STR +6
    MP: +2    INT +3
              AGI +5

10. Warlock
  Requirements: MP 78, STR 90, INT 76
                ALI: L/N
                Emblem: The Pen and the Sword
  Movement: Base move 4
            Walking/Wading
  Weapon: Sword
  Talents: Barren Soul
           Support spell x2
  Resistances
    Physical: 105%    Earth:   95%
    Wind:      95%    Virtue:  90%
    Fire:      95%    Bane:    90%
    Water:     95%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +6    STR +5
    MP: +5    INT +5
              AGI +5

11. Beast Tamer
  Requirements: HP 142, STR 34
                No beast kills
  Movement: Base move 6
            Walking/Wading
  Weapon: Whip
  Talents: +1 Mental Gauge for beasts within 3 spaces
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     100%    Bane:   100%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   55%
  Stat Gains
    HP: +6    STR +5
    MP: +2    INT +3
              AGI +5

--------------
FEMALE CLASSES
--------------

12. Valkyrie
  Requirements: STR 48, INT 41
                ALI: L/N
                Emblem: Lancer
  Movement: Base move 6
            Walking(snow)/Semiaquatic
  Weapon: Spear
  Talents: Attack spell x2
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue:  95%
    Fire:     100%    Bane:   105%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +6    STR +5
    MP: +2    INT +5
              AGI +5

13. Siren
  Requirements: MP 60, INT 60
                Emblem: Philosopher's Stone
  Movement: Base move 4
            Trudging/Wading
  Weapon: Fan
  Talents: Attack spell x3
  Resistances
    Physical: 125%    Earth:   95%
    Wind:      95%    Virtue:  90%
    Fire:      95%    Bane:    90%
    Water:     95%
  Power Bonuses
    Physical:  70%
    Magical:  115%
  Stat Gains
    HP: +5    STR +3
    MP: +7    INT +7
              AGI +3

14. Witch
  Requirements: MP 38, INT 35
                ALI: N/C
                Emblem: Vixen's Whisper
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Fascination
           Support spell x2
  Resistances
    Physical: 120%    Earth:   95%
    Wind:      95%    Virtue: 100%
    Fire:      95%    Bane:    90%
    Water:     95%
  Power Bonuses
    Physical:  70%
    Magical:  115%
  Stat Gains
    HP: +5    STR +3
    MP: +6    INT +4
              AGI +6

15. Dragon Tamer
  Requirements: HP 140, MP 14
                No Dragon kills
  Movement: Base move 6
            Walking/Semiaquatic
  Weapon: Thrusting Sword
  Talents: +1 Mental Gauge for Dragons within 3 spaces
           Missile type attack spell x1
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue:  95%
    Fire:     100%    Bane:   105%
    Water:    100%
  Power Bonuses
    Physical:  95%
    Magical:   90%
  Stat Gains
    HP: +6    STR +4
    MP: +3    INT +4
              AGI +5

------------------
DEMI-HUMAN CLASSES
------------------

16. Hawkman
  Movement: Base move 6
            Flying/Wading
  Weapon: Club
  Talents: Thunder Arrow
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     100%    Bane:   100%
    Water:    100%
  Power Bonuses
    Physical: 105%
    Magical:   90%
  Stat Gains
    HP: +7    STR +6
    SP: +2    INT +3
              AGI +5


17. Mermaid
  Movement: Base move 4
            Trudging(snow)/Aquatic
  Weapon: Spear
  Talents: Lullaby, Cheer
  Resistances
    Physical: 105%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     110%    Bane:   100%
    Water:     90%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +6    STR +4
    SP: +5    INT +5
              AGI +5

18. Fairy
  Movement: Base move 6
            Flying/Floating
  Weapon: None
  Talents: Fairy's Kiss, Fairy's Embrace, Magic Missile
  Resistances
    Physical: 125%    Earth:   90%
    Wind:      90%    Virtue:  90%
    Fire:      90%    Bane:    90%
    Water:     90%
  Power Bonuses
    Physical:  65%
    Magical:  100%
  Stat Gains
    HP: +3    STR +3
    SP: +6    INT +4
              AGI +8

19. Giant
  Movement: Base move 3
            Trudging(snow)/Wading
  Weapon: None
  Talents: Titan Crush
  Resistances
    Physical:  80%    Earth:  110%
    Wind:     110%    Virtue: 110%
    Fire:     110%    Bane:   110%
    Water:    110%
  Power Bonuses
    Physical: 100%
    Magical:   50%
  Stat Gains
    HP: +9    STR +8
    SP: +3    INT +2
              AGI +4

20. Gremlin
  Movement: Base move 6
            Flying/Floating
  Weapon: None
  Talents: Fairy's Kiss, Fairy's Embrace
  Resistances
    Physical: 115%    Earth:  100%
    Wind:     100%    Virtue: 125%
    Fire:     100%    Bane:    85%
    Water:    100%
  Power Bonuses
    Physical:  95%
    Magical:   95%
  Stat Gains
    HP: +4    STR +4
    SP: +6    INT +4
              AGI +7

21. Gorgon
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Evil Eye
  Resistances
    Physical: 110%    Earth:  100%
    Wind:     100%    Virtue: 125%
    Fire:     100%    Bane:    85%
    Water:    100%
  Power Bonuses
    Physical:  95%
    Magical:   95%
  Stat Gains
    HP: +6    STR +5
    SP: +4    INT +6
              AGI +4

-------------
BEAST CLASSES
-------------

22. Griffin
  Movement: Base move 4
            Flying/Wading
  Talents: Wind Storm
  Resistances
    Physical: 105%    Earth:  105%
    Wind:      95%    Virtue: 105%
    Fire:     105%    Bane:   105%
    Water:    105%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +4
    SP: +3    INT +5
              AGI +4

23. Cockatrice
  Movement: Base move 4
            Flying/Wading
  Talents: Petro Breath
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     100%    Bane:   100%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +4
    SP: +3    INT +4
              AGI +5

24. Octopus
  Movement: Base move 3
            Trudging/Aquatic
  Talents: Strangling Tentacles
  Resistances
    Physical:  95%    Earth:  100%
    Wind:     100%    Virtue: 100%
    Fire:     110%    Bane:   100%
    Water:     90%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +6
    SP: +1    INT +3
              AGI +3

25. Cereberus
  Movement: Base move 4
            Walking/Wading
  Talents: Mesmerize
  Resistances
    Physical:  90%    Earth:  100%
    Wind:     100%    Virtue: 110%
    Fire:     100%    Bane:    90%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +7    STR +6
    SP: +3    INT +5
              AGI +5

--------------
DRAGON CLASSES
--------------

26. Thunder Dragon
  Movement: Base move 3
            Trudging/Wading
  Talents: Thunder Breath
  Resistances
    Physical:  95%    Earth:  105%
    Wind:      75%    Virtue: 105%
    Fire:     105%    Bane:   105%
    Water:    105%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +7
    SP: +4    INT +4
              AGI +3

27. Red Dragon
  Movement: Base move 3
            Trudging/Wading
  Talents: Fire Breath
  Resistances
    Physical:  95%    Earth:  105%
    Wind:     105%    Virtue: 105%
    Fire:      75%    Bane:   105%
    Water:    105%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +7
    SP: +4    INT +4
              AGI +3
28. Blue Dragon
  Movement: Base move 3
            Trudging/Wading
  Talents: Ice Breath
  Resistances
    Physical:  95%    Earth:  105%
    Wind:     105%    Virtue: 105%
    Fire:     105%    Bane:   105%
    Water:     75%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +7
    SP: +4    INT +4
              AGI +3

29. Earth Dragon
  Movement: Base move 3
            Trudging/Wading
  Talents: Poison Breath
  Resistances
    Physical:  95%    Earth:   75%
    Wind:     105%    Virtue: 105%
    Fire:     105%    Bane:   105%
    Water:    105%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +7
    SP: +4    INT +4
              AGI +3

30. Vrtra
  Requirements: HP 259, STR 130, AGI 69
                ALI C
  Movement: Base move 4
            Flying/Wading
  Talents: -1 Mental Gauge for all enemies within 3 spaces
           Breath attack corresponding to element
  Resistances
    Physical:  90%    Earth:   95%
    Wind:      95%    Virtue: 110%
    Fire:      95%    Bane:    75%
    Water:     95%
  Power Bonuses
    Physical: 100%
    Magical:   90%
  Stat Gains
    HP: +9    STR +8
    SP: +4    INT +5
              AGI +4

31. Mushus
  Requirements: HP 259, STR 130, AGI 69
                ALI L
  Movement: Base move 4
            Trudging(snow)/Wading
  Talents: +1 Mental Gauge for all allies within 3 spaces
           Breath attack corresponding to element
  Resistances
    Physical:  90%    Earth:   95%
    Wind:      95%    Virtue:  75%
    Fire:      95%    Bane:   110%
    Water:     95%
  Power Bonuses
    Physical: 100%
    Magical:   90%
  Stat Gains
    HP: +9    STR +8
    SP: +4    INT +5
              AGI +4

32. Naga
  Requirements: HP 259, STR 130, AGI 69
                ALI N
  Movement: Base move 4
            Trudging/Aquatic
  Talents: Breath attack corresponding to element
  Resistances
    Physical:  90%    Earth:   95%
    Wind:      95%    Virtue:  95%
    Fire:      95%    Bane:    95%
    Water:     95%
  Power Bonuses
    Physical: 100%
    Magical:   90%
  Stat Gains
    HP: +9    STR +8
    SP: +4    INT +5
              AGI +4

--------------------------
UNDEAD/RESURRECTED CLASSES
--------------------------

33. Ghost
  Requirements: Cast Necromancy on a dead human unit
  Movement: Base move 6
            Warping/Floating
  Weapon: None
  Talents: Bane spell x3
  Resistances
    Physical:  80%    Earth:  110%
    Wind:     110%    Virtue: 135%
    Fire:     110%    Bane:    85%
    Water:    110%
  Power Bonuses
    Physical:  90%
    Magical:  100%
  Stat Gains
    HP: +5    STR +4
    MP: +5    INT +6
              AGI +4

34. Dragon Zombie
  Requirements: Cast Necromancy on a dead Dragon
  Movement: Base move 3
            Trudging/Wading
  Talents: None
  Resistances
    Physical:  95%    Earth:  105%
    Wind:     105%    Virtue: 150%
    Fire:     105%    Bane:    75%
    Water:    105%
  Power Bonuses
    Physical: 100%
    Magical:   85%
  Stat Gains
    HP: +8    STR +7
    SP: +4    INT +4
              AGI +3

35. Lich
  Requirements: MP 118, INT 134
                ALI C
                Die with the Ring of the Dead equipped
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Any spell except Virtue and summon x3
  Resistances
    Physical:  30%    Earth:   70%
    Wind:      70%    Virtue:  85%
    Fire:      70%    Bane:    85%
    Water:     70%
  Power Bonuses
    Physical:  65%
    Magical:  120%
  Stat Gains
    HP: +5    STR +2
    MP: +7    INT +7
              AGI +5

36. Angel Knight
  Requirements: HP 215, MP 66, STR 89, INT 81, AGI 88
                ALI L
                Emblem: Archangel's Feather
                Die
  Movement: Base move 6
            Flying/Wading
  Weapon: Thrusting Sword
  Talents: Poignant Melody, Banish
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue:  50%
    Fire:     100%    Bane:   125%
    Water:    100%
  Power Bonuses
    Physical: 105%
    Magical:  105%
  Stat Gains
    HP: +7    STR +5
    SP: +3    INT +5
              AGI +6

---------------
SPECIAL CLASSES
---------------

37. High Priest
  Movement: Base move 4
            Trudging/Wading
  Weapon: Thrusting Sword
  Talents: Virtue spell x3
  Resistances
    Physical: 110%    Earth:   90%
    Wind:      90%    Virtue:  70%
    Fire:      90%    Bane:   115%
    Water:     90%
  Power Bonuses
    Physical:  90%
    Magical:  120%
  Stat Gains
    HP: +6    STR +5
    MP: +6    INT +5
              AGI +5

38. Sorceress
  Movement: Base move 4
            Trudging/Wading
  Weapon: Fan
  Talents: Any spell except Virtue x3
  Resistances
    Physical: 120%    Earth:   95%
    Wind:      95%    Virtue:  80%
    Fire:      95%    Bane:    80%
    Water:     95%
  Power Bonuses
    Physical:  80%
    Magical:  120%
  Stat Gains
    HP: +5    STR +4
    MP: +7    INT +7
              AGI +5

39. Shaman
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Energy Transfer
           Any spell except Virtue/Bane x2
  Resistances
    Physical: 120%    Earth:   95%
    Wind:      95%    Virtue:  90%
    Fire:      95%    Bane:    90%
    Water:     95%
  Power Bonuses
    Physical:  80%
    Magical:  115%
  Stat Gains
    HP: +4    STR +4
    MP: +7    INT +7
              AGI +5

40. Summoner
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Summon Golem
           Any spell except Virtue/Bane x2
  Resistances
    Physical: 105%    Earth:   90%
    Wind:      90%    Virtue:  90%
    Fire:      90%    Bane:    90%
    Water:     90%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +6    STR +5
    MP: +5    INT +6
              AGI +5

41. Lesser Daemon
  Movement: Base move 5
            Walking/Wading
  Weapon: Axe
  Talents: Bane spell x3
  Resistances
    Physical: 105%    Earth:   95%
    Wind:      95%    Virtue: 115%
    Fire:      95%    Bane:    80%
    Water:     95%
  Power Bonuses
    Physical: 105%
    Magical:   95%
  Stat Gains
    HP: +7    STR +5
    MP: +4    INT +5
              AGI +5

42. Witch (heart)
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Temptation
           Support/summon spell x2
  Resistances
    Physical: 115%    Earth:   95%
    Wind:      95%    Virtue: 100%
    Fire:      95%    Bane:    90%
    Water:     95%
  Power Bonuses
    Physical:  70%
    Magical:  120%
  Stat Gains
    HP: +5    STR +3
    MP: +6    INT +6
              AGI +6

-------------
ENEMY CLASSES
-------------

43. Bandit
  Movement: Base move 5
            Walking/Semiaquatic
  Weapon: Axe
  Talents: None
  Resistances
    Physical: 115%    Earth:  105%
    Wind:      95%    Virtue: 105%
    Fire:     105%    Bane:    95%
    Water:     90%
  Power Bonuses
    Physical: 100%
    Magical:   50%
  Stat Gains
    HP: +6    STR +4
    MP: +2    INT +4
              AGI +4

44. Duke Knight
  Movement: Base move 5
            Walking/Wading
  Weapon: Sword
  Talents: Any spell x3
  Resistances
    Physical:  95%    Earth:  100%
    Wind:     100%    Virtue:  95%
    Fire:     100%    Bane:   105%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   90%
  Stat Gains
    HP: +8    STR +6
    MP: +4    INT +5
              AGI +4

45. Venefic/Venefica
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Summon Darkness (Venefic only)
           Any spell x3
  Resistances
    Physical:  95%    Earth:   90%
    Wind:      90%    Virtue:  80%
    Fire:      90%    Bane:    80%
    Water:     90%
  Power Bonuses
    Physical:  85%
    Magical:  120%
  Stat Gains
    HP: +6    STR +6
    MP: +5    INT +7
              AGI +7

46. Esquire
  Movement: Base move 6
            Walking/Wading
  Weapon: Spear
  Talents: Attack spell x1
  Resistances
    Physical: 100%    Earth:   95%
    Wind:      95%    Virtue:  95%
    Fire:      95%    Bane:    95%
    Water:     95%
  Power Bonuses
    Physical: 100%
    Magical:   95%
  Stat Gains
    HP: +8    STR +7
    MP: +4    INT +4
              AGI +6

47. Swordmaster (Margaret)
  Movement: Base move 6
            Walking/Wading
  Weapon: Sword
  Talents: None
  Resistances
    Physical:  95%    Earth:   95%
    Wind:      95%    Virtue:  85%
    Fire:      95%    Bane:   100%
    Water:     95%
  Power Bonuses
    Physical: 110%
    Magical:  100%
  Stat Gains
    HP: +7    STR +7
    MP: +6    INT +5
              AGI +7

48. General
  Movement: Base move 5
            Walking/Wading
  Weapon: Axe
  Talents: Hell's Gate
  Resistances
    Physical:  80%    Earth:   90%
    Wind:      90%    Virtue:  90%
    Fire:      90%    Bane:    90%
    Water:     90%
  Power Bonuses
    Physical: 110%
    Magical:  100%
  Stat Gains
    HP: +8    STR +8
    MP: +4    INT +4
              AGI +6

49. Rotten Soldier
  Movement: Base move 5
            Walking/Wading
  Weapon: None
  Talents: None
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue: 115%
    Fire:     100%    Bane:    90%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   55%
  Stat Gains
    HP: +5    STR +4
    MP: +5    INT +4
              AGI +4

50. Rotten Wizard
  Movement: Base move 4
            Trudging/Wading
  Weapon: None
  Talents: Attack spell x3
  Resistances
    Physical: 120%    Earth:   95%
    Wind:      95%    Virtue: 115%
    Fire:      95%    Bane:    85%
    Water:     95%
  Power Bonuses
    Physical:  65%
    Magical:  100%
  Stat Gains
    HP: +3    STR +4
    MP: +5    INT +5
              AGI +4

51. Rotten Knight
  Movement: Base move 5
            Walking/Wading
  Weapon: Sword
  Talents: None
  Resistances
    Physical:  95%    Earth:  100%
    Wind:     100%    Virtue: 115%
    Fire:     100%    Bane:    90%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:   90%
  Stat Gains
    HP: +5    STR +5
    MP: +5    INT +4
              AGI +4

52. Daemon
  Movement: Base move 5
            Walking(snow)/Wading
  Weapon: Axe, Club
  Talents: Summon Darkness
           Any spell x2
  Resistances
    Physical: 105%    Earth:   95%
    Wind:      95%    Virtue: 115%
    Fire:      95%    Bane:    80%
    Water:     95%
  Power Bonuses
    Physical: 105%
    Magical:   95%
  Stat Gains
    HP: +7    STR +5
    MP: +4    INT +5
              AGI +5

53. Dark Angel
  Movement: Base move 6
            Flying/Wading
  Weapon: Thrusting Sword
  Talents: Any spell x3
  Resistances
    Physical: 100%    Earth:  100%
    Wind:     100%    Virtue: 125%
    Fire:     100%    Bane:    50%
    Water:    100%
  Power Bonuses
    Physical: 105%
    Magical:  105%
  Stat Gains
    HP: +7    STR +6
    MP: +5    INT +5
              AGI +5

54. Dark Stalker
  Movement: Base move 7
            Acrobatic/Waterwalking
  Weapon: Katana
  Talents: None
  Resistances
    Physical: 130%    Earth:  100%
    Wind:     100%    Virtue: 115%
    Fire:     100%    Bane:    90%
    Water:    100%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +5    STR +3
    MP: +3    INT +4
              AGI +8

55. Predator
  Movement: Base move 5
            Walking/Wading
  Weapon: Sword, Spear
  Talents: Chance to kill Dragons in a single hit
  Resistances
    Physical:  95%    Earth:  100%
    Wind:     100%    Virtue: 115%
    Fire:     100%    Bane:    90%
    Water:    100%
  Power Bonuses
    Physical: 110%
    Magical:  100%
  Stat Gains
    HP: +8    STR +7
    MP: +1    INT +4
              AGI +6

56. Hell Gigantes
  Movement: Base move 3
            Trudging/Wading
  Weapon: None
  Talents: None
  Resistances
    Physical:  80%    Earth:  110%
    Wind:     110%    Virtue: 115%
    Fire:     110%    Bane:    90%
    Water:    110%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +10   STR +10
    SP: +3    INT +3
              AGI +2

57. ???
  Movement: Base move 3
            Trudging/Wading
  Weapon: None
  Talents: None
  Resistances
    Physical:  70%    Earth:   90%
    Wind:      90%    Virtue: 110%
    Fire:      90%    Bane:    80%
    Water:     90%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +8    STR +9
    MP: +4    INT +4
              AGI +6

58. Fallen Angel
  Movement: Base move 5
            Warping/Floating
  Weapon: Sword
  Talents: Ice Reqiuem, Descent, Anbicion
  Resistances
    Physical:  65%    Earth:   75%
    Wind:      75%    Virtue:  85%
    Fire:      75%    Bane:    85%
    Water:     75%
  Power Bonuses
    Physical: 100%
    Magical:  100%
  Stat Gains
    HP: +9    STR +7
    MP: +6    INT +7
              AGI +7

59. Sacred Demon
  Movement: Base move 11
            Warping/Aquatic
  Weapon: None
  Talents: Shear, Day of Judgment, Apocalypse, Cataclysm, Descent
  Resistances
    Physical: ?    Earth:  ?
    Wind:     ?    Virtue: ?
    Fire:     ?    Bane:   ?
    Water:    ?
  Power Bonuses
    Physical: ?
    Magical:  ?
  Stat Gains
    HP: +15   STR +8
    MP: +6    INT +7
              AGI +6


###############################################################################
---------------------------------- 8. Emblems ---------------------------------
###############################################################################

Confused about the Emblems, how to get them, and what they do?

Well, here's a complete list.

1. Blood Reign
  Requirements: Kill 25 enemies
  Training: No
  Effect: -1 to Mental Gauges of all enemies within 3 spaces

2. Dragon's Scale
  Requirements: Kill 5 Dragons
  Training: No
  Effect: Lowered chance to persuade Dragons
          Required for Dragoon class

3. Animal Hunter
  Requirements: Kill 5 beasts
  Training: No
  Effect: Lowered chance to persuade beasts

4. Exorcist
  Requirements: Eradicate 5 undead
  Training: No
  Effect: -1 to Mental Gauges of undead enemies within 3 spaces

5. Self Preservation
  Requirements: Kill an enemy in a counterattack
  Training: Yes
  Effect: Increased damage in counterattacks

6. Berserker
  Requirements: Kill an enemy in a single hit
  Training: No
  Effect: +10 biorhythm

7. Arbitration
  Requirements: Persuade 5 enemies
  Training: No
  Effect: Increased chance at persuasion

8. Vixen's Whisper
  Requirements: A female unit persuades a male unit
  Training: No
  Effect: Required for Witch class

9. Broken Heart
  Requirements: A male unit fails to persuade a female unit 5 times
  Training: No
  Effect: -10 biorhythm

10. Fist Fight
  Requirements: Kill an enemy with nothing equipped
  Training: Yes
  Effect: Increased damage when using fists

11. Heavenly Spirit
  Requirements: Use a healing spell 20 times
  Training: Yes
  Effect: Required for Priest class

12. Don Quixote
  Requirements: Get counterattacked and lose over 67% of max HP
  Training: Yes
  Effect: INT -10

13. Centurion
  Requirements: Kill all enemies in a battle with a single character
  Training: No
  Effect: STR +20

14. Charisma
  Requirements: Get over 350 in STR, INT, or AGI
  Training: n/a
  Effect: +1 to Mental Gauges of all allies within 3 spaces

15. Bullpen Ace
  Requirements: Kill 20 enemies in training
  Training: Yes
  Effect: Increased damage during training

16. Bogus Hero
  Requirements: Gain 20 levels in training
  Training: Yes
  Effect: Unable to land critical hits (negated by Miracle)

17. The Pen and the Sword
  Requirements: Use magic and physical attacks to kill 4 enemies each
  Training: Yes
  Effect: Required for Warlock class

18. Gibe of the Fallen Angel
  Requirements: Kill 3 enemies as a Cleric/Priest/High Priest
  Training: No
  Effect: Alignment moves 1 level toward C

19. Lancer
  Requirements: Hit 2 enemies at once with a spear
  Training: Yes
  Effect: Required for Valkyrie class

20. Philosopher's Stone
  Requirements: Kill 2 enemies at once with a spell
  Training: Yes
  Effect: Required for Siren class

21. War God
  Requirements: Do over 200 damage with a single physical attack
  Training: Yes
  Effect: STR +30, INT -30

22. Knight's Certificate
  Requirements: Hit an enemy 15 times, but not from behind
  Training: Yes
  Effect: Required for Knight class

23. Book of Initiation
  Requirements: Evade 3 attacks in a row
  Training: Yes
  Effect: Required for Swordmaster class

24. Miracle
  Requirements: Evade an attack with less than 5% HP left
  Training: Yes
  Effect: Increased chance of landing a critical hit (negates Bogus Hero)

25. Embodiment of Desires
  Requirements: Collect 5 treasures
  Training: No
  Effect: Better quality hidden treasures

26. Sniper
  Requirements: Hit an enemy with a bow 5 times
  Training: Yes
  Effect: AGI +10

27. Archangel's Feather
  Requirements: Get revived with the Resurrection spell
  Training: Yes
  Effect: Required for Angel Knight class

28. The Cycle of Life
  Requirements: Get reincarnated with the Reincarnation scroll
  Training: No
  Effect: +1 to Mental Gauges of undead allies within 3 spaces

29. Mark of the Elite
  Requirements: Win a battle with 2 or less members
  Training: No
  Effect: Gain 1 level (can only be obtained once)

30. Lucky Soldier
  Requirements: Don't get hit in a VS battle
  Training: n/a
  Effect: Biorhythm bonus

31. Veteran Soldier
  Requirements: Win a VS battle
  Training: n/a
  Effect: STR +15, INT +15, AGI +15

32. Relix's Emblem
  Requirements: Male unit becomes all the classes
  Training: n/a
  Effect: Constant +2 to Mental Gauge

33. Ripple's Emblem
  Requirements: Female unit becomes all the classes
  Training: n/a
  Effect: Constant +2 to Mental Gauge

34. Grozz Nuy's Emblem
  Requirements: Dragon becomes all the classes
  Training: n/a
  Effect: Constant +2 to Mental Gauge


###############################################################################
-------------------------------- 9. Quest Mode --------------------------------
###############################################################################

Ah, the Quest Mode.

Quest Mode is an extra mode in which you can grab items depending on how well
you perform in battle.  You choose a certain number of units to fight against
an enemy team, and depending on how quickly you can fulfill the victory
condition, you get items of varying quality.  No experience is gained in Quest
Mode maps.

You can unlock new Quest Mode maps when you obtain scrolls during the mainline
game.

The same rules apply to most of the maps.  Always, always include fliers.
Hawkmen, Angel Knights, Vrtras, and Ninjas are the way to go.  Also, have bows
equipped, so you can start attacking your enemies as quickly as possible.

Here's a rundown of each map.  The letters under "Items" indicate the rank of
the item.  There's a list of items for each rank lower down.

============================== Numida Chronology ==============================
Cost: 0

Enemy Level: 15

Enemy Leader: Calais (Ninja)

Trophies:
DEFEAT LEADER
  Turns          Items              Goth
  1-3            F x1               1200
  4-5            F x1               1000
  6-7            F x1                700
  8-9            G x1                500
  10-11          H x1                400
  12-15          H x1                300
  16-20          H x1                200
  21-25          I x1                100
  26-30          J x1                 50
  30+            J x1                 50

DEFEAT ALL ENEMIES
  Turns          Items              Goth
  1-9            G x2, H x1         1200
  10-12          G x2, H x1         1000
  13-15          G x1, H x2          700
  16-18          H x2, I x1          500
  19-21          H x1, I x2          400
  22-25          I x2, J x1          300
  26-30          I x1, J x2          200
  30+            I x1, J x2          150
===============================================================================

================================ Epic of Tinea ================================
Cost: 3000

Enemy Level: 20

Enemy Leader: Khiel (Valkyrie)

Trophies:
DEFEAT LEADER
  Turns          Items              Goth
  1-3            E x1               5000
  4-5            E x1               4500
  6-7            E x1               3500
  8-9            F x1               3000
  10-11          F x1               2500
  12-15          G x1               2000
  16-20          G x1               1500
  21-25          H x1               1000
  26-30          H x1                800
  30+            I x1                600

DEFEAT ALL ENEMIES
  Turns          Items              Goth
  1-9            E x2, F x1         5000
  10-12          E x2, F x1         4500
  13-15          F x2, G x1         3500
  16-18          F x2, G x1         3000
  19-21          F x1, G x1, H x1   2500
  22-25          G x2, H x1         2000
  26-30          G x1, H x1, I x1   1500
  30+            H x1, I x2         1000
===============================================================================

============================== Cave Exploration ===============================
Cost: 6000

Enemy Level: 25

Enemy Leader: Zweig (Warlock)

You'll obtain a Necromancy scroll and the Batraal Chronology after you beat
this map.

Trophies:
DEFEAT LEADER
  Turns          Items              Goth
  1-3            C x1              10000
  4-5            C x1               9000
  6-7            C x1               7500
  8-9            D x1               6000
  10-11          D x1               5500
  12-15          E x1               5000
  16-20          E x1               4000
  21-25          F x1               3500
  26-30          F x1               3000
  30+            G x1               2500

DEFEAT ALL ENEMIES
  Turns          Items              Goth
  1-9            C x2, D x1        10000
  10-12          C x2, D x1         9000
  13-15          C x1, D x1, E x1   7500
  16-18          D x2, E x1         6000
  19-21          D x1, E x1, F x1   5500
  22-25          E x2, F x1         5000
  26-30          E x1, F x1, G x1   4000
  30+            F x1, G x2         3500
===============================================================================

=============================== Batraal Chronlogy =============================
Cost: 15000

Enemy Level: 30

Enemy Leader: Byron (Swordmaster)

You'll obtain the Lachesis skill book and the Tundra Geneology after you beat
this map.

Trophies:
DEFEAT LEADER
  Turns          Items              Goth
  1-3            B x1              22000
  4-5            B x1              20000
  6-7            B x1              18000
  8-9            C x1              15000
  10-11          C x1              12000
  12-15          C x1              10000
  16-20          D x1               9000
  21-25          E x1               8000
  26-30          E x1               7500
  30+            F x1               7000

DEFEAT ALL ENEMIES
  Turns          Items              Goth
  1-9            B x2, C x1        22000
  10-12          B x2, C x1        20000
  13-15          B x1, C x1, D x1  18000
  16-18          C x2, D x1        15000
  19-21          C x1, D x1, E x1  12000
  22-25          D x2, E x1        10000
  26-30          D x1, E x1, F x1   9000
  30+            E x1, F x2         8000
===============================================================================

=============================== Tundra Geneology ==============================
Cost: 28000

Enemy Level: 35

Enemy Leader: Dionyde (Priest)

You'll obtain the Clotho skill book after you beat this map.

Trophies:
DEFEAT LEADER
  Turns          Items              Goth
  1-3            A x1              38000
  4-5            A x1              34000
  6-7            A x1              30000
  8-9            B x1              28000
  10-11          B x1              26000
  12-15          C x1              24000
  16-20          C x1              22000
  21-25          D x1              20000
  26-30          D x1              19000
  30+            E x1              18000

DEFEAT ALL ENEMIES
  Turns          Items              Goth
  1-9            A x2, B x1        38000
  10-12          A x2, B x1        34000
  13-15          A x1, B x1, C x1  30000
  16-18          B x2, C x1        28000
  19-21          B x1, C x1, D x1  26000
  22-25          C x2, D x1        24000
  26-30          C x1, D x1, E x1  22000
  30+            D x1, E x2        20000
===============================================================================

Item Rank Chart

Rank A
  Angel Fruit       Sain't Shield
  Orb               Southern Cross
  Kerykeion         Brionac
  Oracion           Sorcerer's Cup

Rank B
  Sacred Stone of Bliss       Freude Helm
  Dowsing Rod                 Reincarnate
  Holy Crown                  Balmung
  Cup of Life                 Sherwood Bow

Rank C
  Pure White Dress            Warp Ring
  Grincer Coat                Firedrake Sword
  Warp Shoes                  Yomogiu
  Ring of Flight              Yugiri

Rank D
  Sword Emblem                Thunder Shield
  Crown of Intellect          Earth Shield
  Stone of Swiftness          Flame Shield
  Earth Dragon Axe            Ice Shield

Rank E
  Prox                    Needle of Light
  Glass Pumpkin           Flame Flail
  Rapture Rose            Hammer of Tears
  Peridot Sword           Caldia

Rank F
  Peregrine Mail          Volcaetus
  Nathalork Mail          Dragon Gem Sword
  Phoenix Mail            Flame Bow
  Ice Wand                Sandstorm Bow

Rank G
  Tundra Bow              Flame Leather
  Leviathan Mail          Beast Whip
  Brigandine              Hyacinth Fan
  Earth Leather           Earth Wand

Rank H
  Thunder Chain           Earth Garb
  Ice Chain               Wind Wand
  Wind Garb               Robe of Abyss
  Fire Garb               Fire Wand

Rank I
  Water Garb              Water Ring
  Wind Ring               Sacrificial Doll
  Firedrake Ring          Seraph Plume
  Earth Ring              Pointy Hat

Rank J
  Ring of Floatation      Magic Essence
  Wisdom Fruit            Tome of Discipline
  Spirit Fruit            Urn of Chaos
  Healing Essence         Pointy Hat


###############################################################################
--------------------------------- 10. Credits ---------------------------------
###############################################################################

CJayC: Obviously...

Gusha no Kyuden 愚者の宮殿: Class data taken from here.
   http://www.gusya.com/

Ogre Lord オウガロード: Quest Mode information taken from here.
   http://ogrelord.cside.com/


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---------------------------------- 11. Legal ----------------------------------
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Copyright 2004 by FireLizard.  All rights reserved.

This guide may not be reproduced in whole or in part under any circumstances
except for private use.  It may not be distributed publicly in ANY FORM without
prior written permission from me.  Use of this guide on any other web site or
as a part of any public display is strictly prohibited, and a violation of 
copyright.

All trademarks and copyrights in this document belong to their respective
owners.


                                <End of Document>