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    FAQ/Walkthrough by FireLizard

    Version: 1.00 | Updated: 11/11/04 | Search Guide | Bookmark Guide

    ===============================================================================
    
                           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
    
    
    ###############################################################################
    ------------------------------ 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.
    
    
    ###############################################################################
    ------------------------------ 2. Version History -----------------------------
    ###############################################################################
    
    Version 1.00: First complete version. (November 11, 2004)
    
    
    ###############################################################################
    -------------------------------- 3. Game Basics -------------------------------
    ###############################################################################
    
    ============
    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
    
    
    ###############################################################################
    -------------------------------- 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/
    
    
    ###############################################################################
    ---------------------------------- 11. Legal ----------------------------------
    ###############################################################################
    
    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>

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