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    FAQ/Walkthrough by Shotgunnova

    Updated: 05/20/10 | Printable Version | Search This Guide

          ,'ŻŻŻŻŻŻŻŻŻ\                          _,ŻŻŻŻŻŻŻŻŻŻŻŻ/
         | _,-,     /Ż                          \ ,----,   ,'Ż
         |/  / /ŻŻŻŻ                             \) ,'Ż    \
            / /                /|                 ,'        \
           / /       ____ ____/ |_   ____ ____   /  /ŻŻŻŻ\   )  /\ _,_ ___,
          / (        Ż)_ |  ,_}  _|/|  ,_)  __\ (  (      )  )ŻŻ  )   {    )
         (   \       /| || |  | | | | |   \ \   (  (      )  )|Ż| | |Ż| {) |
          \   \____/) (_)( |_/) |\| | |_/)_) )   \  \____/  / |_| | ( |  _/)
           \       / \__/\)__/|__/|_|\__/___/     \       _/\___  |\/  \__/
            \_____/      THE KNIGHT OF (( LODIS    \___,-'  /    / 
                                        \)                 {,'ŻŻŻ
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Spoiler-free FAQ/Walkthrough by Shotgunnova (P Summers) | shotgunnova@gmail |
    |_________________________________________________________|___________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
       I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
      II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
    
          Attack Elevation.................................................. ATKL
          Spears and Whips.................................................. SPRW
          Missile Attacks................................................... MSLA
          Knockback......................................................... KNBK
          Persuasion........................................................ PRSN
          Summon Spells..................................................... SMNS
          MP and SP......................................................... MNDS
          Terrain Change.................................................... TRRN
          Terrain Bonuses................................................... TRBN
          EXP & Leveling-up................................................. XLVL
          Status Abnormalities.............................................. STTS
          Element / Alignment............................................... LMNT
          Weapon Proficiency................................................ WPNF
          Mental Gauge...................................................... MTLG
          Character's Luck.................................................. CHRL
          Buried Treasure................................................... BRDT
          Quest Mode........................................................ QSTM
          Tips N Tricks .................................................... TPST
    
     III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
    
          00) Start 'Er Up.................................................. WK00
          01) Lutra Islands................................................. WK01
          02) Scabellum..................................................... WK02
          03) Vespa......................................................... WK03
          04) Formido....................................................... WK04
          05) Ardea......................................................... WK05
          06) Urodela....................................................... WK06
          07) Bison ........................................... [Path A] ... WK7a
              Sufrir .......................................... [Path B] ... WK7b
          08) Arena ........................................................ WK08
          09) Rana ......................................................... WK09
          10) Solea ........................................................ WK10
          11) Aquila ....................................................... WK11
          12) Gryllus ....................................... [Optional] ... WK12
          13) Blete ......................................... [Optional] ... WK13
          14) Vespa [II] ................................................... WK14
          15) Belleza ....................................... [Optional] ... WK15
          16) Naja ......................................................... WK16
          17) Sotavento .................................................... WK17
          18) Haena ........................................................ WK18
          19) Gracula ....................................... [Optional] ... WK19
          20) Ostorea Preparations .......................... [Optional] ... WK20
          21) Ostorea West ................................................. WK21
          22) Ostorea South ................................................ WK22
          23) Ostorea Throne Room .......................................... WK23
          24) Ostorea Crypt ................................................ WK24
          25) Rebanada ...................................... [Optional] ... WK25
          26) Harmonia ..................................................... WK26
          27) Charadrius ................................................... WK27
          28) Angel's Headstone ............................................ WK28
          29) Hall of Corruption ........................................... WK29
          30) Garden of Memories ........................................... WK30
          31) Hall of Conviction ........................................... WK31
          32) Nether Region ................................................ WK32
    
      IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    
          Class Overview ................................................... CLSS
          Equipment List ................................................... EQPT
          Emblem Guide ..................................................... MBLM
          Spell/Skill Listing .............................................. SPLK
          Buried Treasures ................................................. BRTR
          Quest Mode ....................................................... QSTM
          Endings .......................................................... NDNG
    
       V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
      VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
     VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I. CONTROLS                                                              [CNTR]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Button configs can't be changed. However, in-battle shortcuts can be made by
     using the Options menu. By "extra information," it means that button can be
     used to see extra info on stats, terrain, enemy information, and so on. It's
     a real useful tool!
      ___________ _____________________________ _________________________________
     | BUTTON    | NORMAL FUNCTION             | BATTLE FUNCTION                 |
     |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | D-Pad     | Used in navigating menus    | Used in navigating menus        |
     | Start     | --------------------------- | Bring up suspend data option    |
     | Select    | See extra information       | See extra information           |
     | A-Button  | "Select" button for menus   | "Select" button for menus       | 
     | B-Button  | "Cancel" button for menus   | "Cancel" button for menus       |
     | L-Button  | --------------------------- | Use battle-related shortcut     |
     | R-Button  | Bring up world map menu     | Use battle-related shortcut     |
     |___________|_____________________________|_________________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    II. TH' BASICS                                                           [THBS]
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    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Most of this can be found in-game, but lots of people don't harness the hints
     and such, so now it can be found here!
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         ATTACK ELEVATION                                               [ATKL]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Elevation and weapon range dictates how advantageous a position can be for
     the player. Spears and whips can reach two panels to attack an enemy, with
     restrictions being 3s (steps) up and 4s down. Swords, rapiers, and other one
     -handed weapons can only hit 2s (steps) up or 3s down.
    
     This means if an enemy has a one-handed weapon and is attacked from 3s above
     it, it won't be able to counterattack. Attacking from behind is another way
     to 'ensure' that the enemy won't counterattack, although it can still BLOCK
     the attack at times.
    
     To see if an enemy can counterattack, select an enemy as a target to bring
     up the stats menu where it shows the projected damage, Hit% and such. Look at
     the the arrow between them. If it is blue, that unit's safe and the enemy is
     not able to counterattack; if it's red, a counterattack is possible.
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         SPEARS AND WHIPS                                               [SPRW]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Spears and whips are able to hit two panels from where they stand, thus being
     able to hit up to two enemies (pierce through) and/or earn the Lancer emblem,
     which is gained through hitting two enemies with one weapon attack.
    
     Unlike one-handed weapons, their height restrictions aren't as poor, letting
     them hit 3s (steps) up and 4s downward. They can still pierce two enemies even
     at a slant, but only if both are within the 0-4s range. This is what the
     tutorial means when it says "the range may change depending on the height."
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         MISSILE ATTACKS                                                [MSLA]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Missile attacks (bows, crossbows) fire projectiles which have a certain range
     set into them. Pretend that an Archer and a target are on even (0s) ground.
     The archer attacks and the range is 4 panels. The set range ONLY applies to
     flat elevation, despite what's displayed!
    
     This means that a higher elevation, an archer can shoot outside its range due
     to the projectile falling at a slant. Using the same example above, if the
     archer moves onto a 1s panel and attacks an enemy on a 0s panel, it's range
     will still be shown as 4 but it can shoot one more panel beyond, making the
     actual range 5.
    
     For enemies that can fly (Fairies, Hawkmen) and secure the highest positions
     with ease, their range will be boosted to a high degree. The only problem with
     shooting outside the range is that obstacles are NOT taken into account in the
     displayed Hit%. If there is a pillar in between the target and shooter, it may
     show 100% hit rate but it'll be 0% in actuality, y'dig?
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         KNOCKBACK                                                      [KNBK]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Knockback (or recoil, as the game calls it) occurs when a unit is attacked in
     such a way that it's displaced from its current position, moving to another
     panel. Critical hits can make a unit move one space backwards, and shields're
     capable of doing this at a much HIGHER rate but with much LESS damage.
    
     Either way, knockback is a strategic maneuver that should be used with much
     consideration. Y'see, recoiling characters can suffer extra damage if there is
     an obstacle behind them and they bump into it; and, if knockback moves a unit
     off a large height, such as the castle wall at Ostorea West, they can suffer
     tremendous fall damage.
    
     Units that can inherently fly do not suffer fall damage, just as characters
     who are granted flight temporarily (through equipment) do not. However, units
     that can Warp, such as ghosts or those with Warp Rings/Boots on, still CAN
     suffer fall damage. Knocking people off walls may be rather cheap, but for a
     game that basks in strategic maneuvers, equipping a shield can be worth that
     extra weight.
    
     Oh, and one more thing: characters cannot be recoiled onto spaces otherwise
     untraversable to them. For instance, a Ninja can water-walk and would thus
     be able to be recoiled onto Ocean panels, unlike soldiers which would simply
     be 'knocked back'...just without moving.
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         PERSUASION                                                     [PRSN]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Persuasion is another 'passive' way of defense, in which an ally unit tries
     to recruit an enemy unit onto the team. If it's successful, that enemy unit
     can become a permanent ally member (guest for that battle). However, if the
     persuasion fails, a counterattack is suffered. Lowering the target's HP'll
     increase the chance of inviting that unit into the ranks.
    
     Ally units have easier times persuading if they are the same class as the
     target. So, a Soldier can persuade enemy soldiers better than, say, a witch.
     The 'Arbitration' emblem gives a bonus to future persuading, and the 'Vixen's
     Whisper' emblem is obtained when an ally female unit recruits an enemy male
     unit. A Vixen's Whisper is also needed to become a witch, by the way.
    
     However, some units cannot be recruited no matter the odds stacked in one's
     favor. Naturally, units marked with 'Leader' status (i.e. bosses) cannot be
     recruited under any circumstances, nor can special enemies like:
    
      • Duke Knight         • Daemon          • Dark Angel       • Bandit
      • Dark Stalker        • Predator        • Hell Gigantes
    
     I'm sure there are more non-playable characters, but the above ones are found
     naturally in the game.
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         SUMMON SPELLS                                                  [SMNS]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Summons are special spells that have high MP costs but attack multiple times
     on multiple targets. However, their usage is better for single targets since
     the damage is centralized on that one person. These magicks are special enough
     that only some certain classes can use them. I'd call them by name, but to
     preserve spoiler-free atmosphere, I'll just go by class:
    
     • Sorceress      • High Priest     • Shaman        • Summoner     • Witch <3
    
     The normal class 'Siren' can also use summons, and is restricted to females
     only, so that's another option. You'll have to go through the paeans of class
     ascension to get one, though. LICHES CANNOT SUMMON. Just thought I'd say that.
    
     Oh, and one weird thing about summons. If a summon is used and there aren't
     any enemies in range, it'll attack the summoner! Seriously, watch out!
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         MP AND SP                                                      [MNDS]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     MP and SP are the 'currency' by which abilities are used. Magic abilities and
     summons use strictly MP, and those are restricted mostly to special units.
     Some demi-human classes (Hawkman) and monsters use special skills, which is
     where SP is used. Again, they ONLY use SP.
    
     The dichotomy between MP and SP is this: MP can be recovered naturally or by
     synthetic means (items), while SP can only be recovered naturally.
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         TERRAIN CHANGE                                                 [TRRN]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Inclement weather can change the terrain, and this applies to quite a lot of
     battle sites. There are two types, being rain and snow. Here's the lowdown.
    
     • RAIN - Rain on its own doesn't affect anything; however, continuous rain
              in battlefields with bodies of water can rise 1s (step), washing out
              the previous dry land. Units that are in the water at this time will
              still be there, but if they are not a water-type creature, will have
              lowered attack power. This change is often temporary, as waterlines
              can recede eventually. When this happens, it happens between turns.
              Some terrain types, such as 'Plain', will undergo elemental changes
              at this time with any positive number gaining +5 resistance and the
              negative numbers losing 5 more resistance. Flooding can only happen
              once (1s) and no more.
    
     • SNOW - Snow is a seasonal occurance and happens on most battlefields. Note
              that this CANNOT happen during battle. Instead of attack power being
              reduced, movement is reduced. Enemies that can fly, warp, or snow-
              -walk (thanks to Snow Boots) can bypass its effect. Indoor b'fields,
              ones with lava, and towns will often now reflect this change. This
              can be a problem for treasure-hunters, since terrain underneath is
              still the same, i.e. one has to melt and then burn Plain panels to
              check underneath. The problem is, when it's snowing, panels can be
              re-covered with snow again. This makes treasure-hunting in places
              like Ostorea an exercise in annoyance. Use global weather-affecting
              spells like Clear Day to make the sun come out.
    
     One more cool thing about snow. If there is a light snowfall and the support
     ability 'Summon Tempest' is used, it changes the weather into a venerable
     blizzard! 
    
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         TERRAIN BONUSES                                                [TRBN]
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         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Terrain bonuses result in better elemental defense if you're looking out in
     that area, or can leave you with less defense against a certain element. To
     find out the defenses in-game, hover the movement cursor over a piece of the
     geography and it can tell its defenses in the upper-right corner. Also, use
     the select button to see the name of the terrain. I won't list where all the
     terrain types can be found, 'cause that'd just be overkill. Enjoy!
            _________________ ______ ______ ______ ______ ______ ______
           | NAME            | FIRE | WIND | ERTH | WATR | BANE | VIRT |
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻ|
           | Carpet          |      |  -10 |  +10 |      |      |      |
           | Channel         |  -10 |      |      |  +10 |      |      |
           | Gravel          |  +10 |  -10 |  +10 |  -10 |  +05 |  -05 |
           | Ground          |      |  -10 |  +10 |      |      |      |
           | Ice Field       |  -15 |      |      |  +15 |      |      |
           | Icy Swamp       |  -05 |  +05 |  -05 |  +05 |  +05 |  -05 |
           | Lava            |  +15 |      |      |  -10 |  +10 |  -10 |
           | Mold            |  -05 |  -05 |  +05 |  +05 |  +05 |  -05 |
           | Ocean           |  -10 |      |      |  +10 |      |      |
           | Plain           |  -10 |  +15 |  -15 |  +10 |  -10 |  +10 |
           | Plain           |  -05 |  +10 |  -10 |  +05 |  -05 |  +05 |
           | River/Lake      |  -10 |      |      |  +10 |      |      |
           | Rocks           |  +05 |  -10 |  +10 |  -05 |  +10 |  -10 |
           | Roof            |      |  -10 |  +10 |      |      |      |
           | Sand            |  +10 |      |      |  -10 |      |      |
           | Snowy Field     |  -10 |      |      |  +10 |  -05 |  +05 |
           | Snowy Pavement  |  -10 |      |      |  +10 |  -05 |  +05 |
           | Snowy Plain     |  -10 |      |      |  +10 |  -05 |  +05 |
           | Stone Floor     |      |  -10 |  +10 |      |      |      |
           | Stone Roof      |      |  -10 |  +10 |      |      |      | 
           | Swamp           |  -10 |  +15 |  -15 |  +10 |  +05 |  -05 |
           | Tar             |  +15 |      |      |  -15 |  +15 |  -15 |
           | Wooden Floor    |      |  -10 |  +10 |      |      |      |
           |_________________|______|______|______|______|______|______|
    
            Rainy weather may further increase elemental boosts/weaknesses,
            and some patches may add/subtract 5 points. The above is usually
            what the tiles will be found as.
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         EXP & LEVELING-UP                                              [XLVL]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     EXP is gained through taking action in battle, whether it be using items,
     attacking, or counterattacking. This applies to friend or foe, mind you. When
     one hundred (100) experience is obtained on a unit, s/he will go a 'level-up'
     and have augmented stats in accordance with their class. As levels increase,
     attacking low-level units results in lower EXP, which forces more action vs.
     harder units to gain better experience. The maximum level is fifty (50).
    
     In addition, new special abilities (ones that use SP) can be obtained, unlike
     normal human-type classes which never learn new class abilities. As stats rise
     and certain quotas are met, magicks will broaden their range. Some start
     at one target and raise to a plus-shaped (+) area that can hit five panels at
     once, for instance.
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         STATUS ABNORMALITIES                                           [STTS]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Status, or the current health of a unit, may change when support spells, 
     attack spells, or special abilities are used. Units marked as a 'Leader' are
     immune to all status effects, and this includes Alphonse. The following can
     be inflicted on everyone else:
    
     • PETRIFY  - The unit turns to stone and can take no further action during the
                  battle. A 'game over' occurs if all units become petrified, which
                  is a rare occurance.
    
     • PARALYZE - The character becomes temporarily incapacitated and cannot take
                  action, nor can it counterattack. Since the unit's defenses are
                  lowered, they also take damage much easier. It recovers naturally
                  and may recover quickly or slowly, depending on a random chance.
                  A character cannot recover DURING a phase, only in-between.
    
     • SLEEP    - Sleeping is, as most games have it, temporarily incapacitating
                  a character. A character cannot attack during this state and has
                  lowered defensive/evasion capabilities. When damage is incurred,
                  the unit wakes up, unlike paralysis which remains even if damage
                  is taken. There's a relatively high chance of it wearing off on
                  its own, too, at least in comparison to paralysis.
    
     • CHARM    - Moves like Fascination can inflict this status, where an enemy
                  unit (or ally, depending on who uses it) temporarily changes
                  sides and attacks its friends. It generally has a short duration
                  and can recover naturally, or after receiving damage.
    
     • CONFUSE  - Confusion makes a character's brain fall out of whack, and acts
                  like 'Charm' in a way. Unfortunately, the unit becomes out of
                  control and attacks enemy and ally alike, often randomly, until
                  it wears off or s/he receives damage.
    
     • POISON   - Poison eats at a character's HP at the ally/enemy phase's start,
                  and does not wear off naturally. Items or magic must be used to
                  remove it.
    
     • KO'd     - If a character's HP falls to zero (0), it will disappear from
                  the battle. Guests and some storyline enemies cannot be KO'd,
                  but for everyone else, they can 'die.' Only the Resurrection
                  spell or Altars of Resurrection can bring them back to life.
    
     Ending battle also removes all of these statuses. REMEMBER: If a unit ends
     the battle KO'd, s/he will be gone FOREVER. This includes special allies!!
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         ELEMENTS & ALIGNMENT                                           [LMNT]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     All units, whether they friend or foe, have an elemental alignment with one
     of six elements. They are Fire, Water, Earth, Wind, Virtue, and Bane. Opposed
     elements (fire <-> water, earth <-> wind, virtue <-> bane) do more damage to
     each other. Elements can be boosted in three ways:
    
     • Weapon
     • Equipment
     • Battlefield Panels
    
     Alignment, in the second sense, is the natural predisposition of the unit.
     This is represented by three categories, ranging from good to bad:
    
                            Lawful -> Neutral -> Chaos
    
     Although this probably won't come into play very much, some units have to
     be of a certain alignment before they can undergo a class change. Use an Urn
     of Chaos to move a unit once step closer toward 'Chaos,' and a Tomb of
     Discipline to move one step back towards 'Lawful.'
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         WEAPON PROFICIENCY                                             [WPRF]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Some classes have a built-in preference, and although the game doesn't tell
     this overtly, fighting for awhile with different weapons may make it clear.
     Fighting with these 'preferred' weapon types may make 'em perform better in
     battle, and as far as I know, here is what they are:
    
     • Soldier       - Swords           Anyway, these are the units that have the
     • Archer        - Bows             ability to equip weapons. Their weapons
     • Ninja         - Katana           preference is mostly based off of some
     • Witch         - Stave/Wand       slight testing I've done and what they'll
     • Valkyrie      - Spears           always appear with in game (99%), which
     • Mermaid       - Spears           to me is indicative of what they prefer
     • Dragoon       - Swords/Spears    to use. Ever see a Ninja with a Fan? No,
     • Knight        - Swords           didn't think so.
     • Angel Knight  - Rapier
     • Fairy         - Bows             Even so, it's not exactly the most sound
     • Cleric        - Stave/Wand       way to test, so if anyone knows formulae
     • Priest        - Stave/Wand       regarding this, do send it in and I'll
     • Lich          - Stave/Wand       stick it this section.
     • Warlock       - Sword
     • Swordmaster   - Sword/Katana     NOTE: If you choose 'Ideal Equip' from the
     • Ghost         - Stave/Wand       unit's equipment screen, it usually leans
     • Hawkman       - Hammer           towards the class' predisposition in this
     • Summoner      - Wand             area, not necessarily best equips. Useless
     • Shaman        - Wand             piece of info to be sure, but still...
     • Sorceress     - Fan
     • High Priest   - Rapiers
     • Lesser Daemon - Axes
     • Beast Tamer   - Whip
     • Swordmaster   - Swords
     • Wizard        - Stave/Wand
     • Siren         - Fan
     • Dragon Tamer  - Rapier
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         MENTAL GAUGE                                                   [MTLG]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     The Mental Gauge relates to a unit's mindset and directly influences whether
     or not that unit performs well in battle. To find it, go to their status
     screen in-battle (cannot do this out of battle!) and hit the select button
     to see the individual data. Go to that rainbow-colored bar beneath the unit's
     sprite to find the Support/Fear stat. It's set at '0' out-of-battle because
     there is nothing to support/frighten it, but in-battle, this can fluctuate
     from -2 to +2.
    
     Obviously, the negatives indicate fear and lower that unit's performance. The
     opposite increases the unit's performance, which is tantamount to more precise
     attacks, better blocking/counterattacking, evasion, etc. Here are emblems
     that can influence the gauges:
    
     • CHARISMA           (+1 to ally gauges within three panels)
     • CYCLE OF LIFE      (+1 to ally zombies within three panels)
     • BLOOD REIGN        (-1 to gauge for non-undead foes within three panels)
     • EXORCIST           (-1 to gauge for enemy zombies within three panels)
     • RELIX'S EMBLEM     (Own gauge set at +2 permanently; males only)
     • RIPPLE'S EMBLEM    (Own gauge set at +2 permanently; females only)
     • GROZZ NUY'S EMBLEM (Own gauge set at +2 permanently; dragons only)
    
     NOTE: See Emblems section for obtaining these!
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         CHARACTER'S LUCK                                               [CHRL]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     A.k.a. Biorhythm. A character's luck has some degree of influence on whether
     or not s/he does well in battle. On the character status screen, inspect the
     unit's name to find out their current fortune. This will tell how well their
     biorhythm/luck is doing. If the fortune sounds good, they'll perform better
     in battle; if it's downright bad, they'll probably do poorly despite what
     they've got to work with.
    
     To put it simply, it's a small governing force that can help or impair units.
     This is associated with the passage of time, meaning as the months roll on a
     unit's biorhythm will change. But, I really can't explain this very well past
     that. Read Terence's Biorhythm FAQ for more information.
    
       http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_biorhythm.txt
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         BURIED TREASURE                                                [BRDT]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Sometimes a buried treasure will be unearthed when a unit, friend or foe,
     moves onto a certain panel. A random treasure will then be obtained, and I
     believe luck/biorhythm factors into this. Either way, it can only be gotten
     once and some rare items come about this way.
    
     Sometimes an item will be under grass or snow, which prevents a unit from
     getting the booty. Use a fire spell to burn the terrain and cleanse it of any
     clutter in order to get to it. [Note that in snowfall, uncovered tiles can be
     re-covered by the weather.]
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         QUEST MODE                                                     [QSTM]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Sometimes after a storyline battle, you'll obtain a 'book' that won't appear
     in the inventory. In actuality, this 'book' is a new map for the Quest Mode,
     and allows a party to fight some enemy setups. This is useful for quite a few
     reasons:
    
     1) Build a party's level outside of the storyline mode
     2) Earn treasures based on how fast you fulfill the winning conditions, and
        the time limit set to do so
     3) Accumulate extra funds, which is awfully hard in the storyline
    
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         TIPS N TRICKS                                                  [TPST]
         _____________________________________________________________________
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Here's a list of tips (not covered in-depth above) that should help new and
     old players alike. If a reader has a good tip to send in here, I'll put it
     here if it's useful 'nough -- all credit, natch. Until then, all the rest are
     just ones I've thought of randomly as I play.
    
     • When using weapon attacks, positioning is key. Striking from behind gives
       the biggest chance of success and damage, not to mention the lowest chance
       of counterattacking/blocking. Striking head-on gives the opposite of the
       above, and isn't preferable in any situation save trying to get the Knight's
       Certificate emblem. Magic-users have the same situation to a degree, which
       can be important for summoners trying to hit high-AGL targets.
    
     • In Quest Mode, petrification can be a good way to quickly eliminate units
       while still achieving the "kill all enemies" goal. It won't work on the
       leaders, and foes can still cure their comrades, but in certain situations,
       it may be preferable.
    
     • Summons are powerful spells, but they work best when targeting only 1-2
       targets; any more than that dilutes the spell's damage by spreading it too
       thin to be significant. Naturally there are exceptions, particularly where
       foes have poor magic defense (like giants).
    
     • Always scan the enemy ranks for classes or equipment you might want. A
       defeated enemy only drops 1 item; an invited enemy retains all equipment
       (if s/he survives battle). Some enemies, particularly beasts, may drop
       non-equipment items like a Tome of Discipline or Urn of Chaos; these can't
       be obtained if invited. This really doesn't matter though unless they're
       able to drop, say, a Snapdragon.
    
                                                        _________________________
    ___________________________________________________/ III. WALKTHROUGH [WLKT] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    00) Start 'Er Up                                                         [WLKT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     A few notes 'fore we begin:
    
     • Like all tactics games, there are many avenues to win the battle so there
       is no reason to stick to the walkthrough 100% of the time. It's only a...
       suggestion for the most part. Don't beat yourself up if you don't have a
       certain class/emblem yet -- just go and get it!
    
     • Enemy levels shown in the walkthrough are based on the author's (SGN's)
       party average. If you're lower/higher than what's projected, the average
       will change to reflect it. Bosses will usually be a couple levels ahead
       of that average, though. So why have it at all? To show what levels are
       acceptible to stand a good chance. (Guests will not level up to the party
       average, however).
    
     • The winning objective is to defeat all enemies/the leader unless mentioned
       otherwise; the losing condition is always the death of the ally leader
       (Alphonse) unless stated otherwise. If these conditions change, the guide
       will mention 'em in someway.
    
     • Enemy stats listed in each section are approximate, just as levels may be
       slightly off depending on one's team's own levels. The difference isn't as
       impacting as it would be in Tactics Ogre (SNES) though, so it shouldn't
       matter too much. 
    
     ---
    
     Two key players are introduced in this 'prologue' type section, being Rictor
     Lasanti and Alphonse Loeher. Alphonse is the main character and can be named
     whichever the player wishes, although the guide'll be using the default for
     obvious purposes. A fortune-teller will talk to Alphonse and, per other Ogre
     Battle games, this will influence some things later on.
    
     =========================================
     #01 - THE BEARER ASKS: Bear which burden?
     =========================================
    
           ~ Resolve    (+0 Pts, Fire Element)
           ~ Truth      (-1 Pts, Wind Element)
           ~ Sacrifice  (+1 Pts, Earth Element)
           ~ Affection  (-1 Pts, Ice Element)
    
     ===========================================
     #02 - THE WANDERER ASKS: Wander which path?
     ===========================================
    
           ~ Belief    (-1 Pts, Neutral alignment, Miracle emblem)
           ~ Freedom   (+0 Pts, Neutral alignment, Arbitration emblem)
           ~ Wealth    (+0 Pts, Lawful alignment, Embodiment of Desires emblem)
           ~ Longevity (+1 Pts, Chaotic alignment, Fist Fight emblem)
    
     ==========================================
     #03 - THE BUILDER ASKS: Design which plan?
     ==========================================
    
           ~ Strife     (+1 Pts, Wind Element)
           ~ Wisdom     (+1 Pts, Ice Element)
           ~ Hatred     (+1 Pts, Fire Element)
           ~ Prosperity (+0 Pts, Earth Element)
    
     ======================================
     #04 - THE SAGE ASKS: Swear which oath?
     ======================================
    
           ~ Purity   (-1 Pts, Lawful alignment)
           ~ Revenge  (+1 Pts, Chaotic alignment)
           ~ Victory  (+1 Pts, Neutral alignment)
           ~ Fruition (+0 Pts, Chaotic alignment)
    
     ==========================================
     #05 - THE LEADER ASKS: Share which vision?
     ==========================================
    
           ~ Sadness (+0 Pts, Neutral alignment)
           ~ Mercy   (-1 Pts, Lawful alignment)
           ~ Bliss   (-1 Pts, Chaotic alignment)
           ~ Terror  (+1 Pts, Lawful alignment)
    
     ============================================
     #06 - THE ALMIGHTY ASKS: Share which future?
     ============================================
    
           ~ Glory   (+1 Pts, Fire Icement)
           ~ Peace   (+0 Pts, Ice Element)
           ~ Change  (+0 Pts, Wind Element)
           ~ Control (-1 Pts, Earth Element)
    
    
     The choices ultimately end up deciding Alphonse's starting characteristics,
     and also his initial inventory and ally units.
         ___________ _____________ ___________________________ _____________
        | PT. TOTAL | TROOPS      | ITEMS                     | STAT BOOSTS |
        |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |  6 -> 4   | Ninja   [M] | Long Sword                | HP  +10     |
        |           | Archer  [F] | Cure Leaf x 20            | STR +10     |
        |           | Soldier [M] | Cure Seed x 2             | AGI +04     |
        |           | Soldier [F] | Altar of Resurrection x 3 |             |
        |-----------+-------------+---------------------------+-------------|
        |  3 -> 1   | Wizard  [F] | Cure Leaf x 20            | HP  +04     |
        |           | Archer  [M] | Magic Leaf x 2            | MP  +06     |
        |           | Soldier [M] | Altar of Resurrection x 3 | STR +04     |
        |           | Soldier [F] |                           | INT +04     |
        |           |             |                           | AGI +06     |
        |-----------+-------------+---------------------------+-------------|
        |  0 -> -3  | Cleric  [M] | Rapier                    | HP  +04     |
        |           | Ninja   [F] | Cure Leaf x 10            | MP  +04     |
        |           | Soldier [F] | Magic Leaf x 4            | STR +06     |
        |           | Soldier [M] | Altar of Resurrection x 3 | INT +06     |
        |           |             |                           | AGI +04     |
        |-----------+-------------+---------------------------+-------------|
        | -4 -> -6  | Wizard  [M] | Cure Leaf x 10            | MP  +10     |
        |           | Cleric  [F] | Magic Leaf x 6            | INT +10     |
        |           | Soldier [M] | Altar of Resurrection x 3 | AGI +04     |
        |           | Soldier [F] |                           |             |
        |___________|_____________|___________________________|_____________|
    
     Is there any preferable choices to make in this section? Perhaps. Having Al
     start with Arbitration can make early recruiting more than a pipe dream. The
     rest of the emblems can't really compete at this stage, either. The units
     received are up to the player's style.
    
     Following, the ship sets sail, but not before running aground...encountering
     some bandits.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    01) LUTRA ISLANDS                                                        [WK01]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     NOTE: Health values are approximate and often vary slightly more/less.
    
     DIFFICULTY: 1/10                _____ _______________________
     MAP ------: 13x11              |  HP | SPOILS                |
     GOTH -----: -----              |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 1 Soldier [M]  | 130 | Leather Hat           |
                 Lv. 1 Soldier [F]  | 130 | Healing Leaf          |
                 Lv. 1 Soldier [M]  | 130 | Cup of Life           |
             [L] Lv. 3 Bandit  [M]  | 151 | Francisca             |
                                    |-----+-----------------------'
     GUESTS ---: Lv. 3 Rictor  [M]  | 173 |
                 Lv. 2 Justin  [M]  | 140 |
                 Lv. 2 Orson   [M]  | 116 |
                 Lv. 2 Lara    [F]  | 139 |
                                    |_____|
    
     As far as I know, this battle is impossible to lose. All enemies will start
     to target the leader (Stan the Bandit) if he's in range, while Rictor slings
     Lightning Bow shots and Heals when necessary. He's got the party upkeep in
     good hands, so this acts more like a tutorial battle, with hints being given
     when the first action is taken, if an emblem is earned, when friends attack,
     and so on. Just some tips for this rather easy battle:
    
     • Protect your unit's back! Enemies naturally try to attack from the most
       advantageous position, and there is less chance of counterattacks and the
       attack being guarded if struck from behind. Alphonse should try to attack
       from behind as well. There's no sense worrying about allies in this stage,
       however, as all are "special" and can escape unscathed (due to a certain
       equippable) should their HP hit zero.
    
     • The leader is Lv. 3, meaning any low-level unit that attacks him will get
       more experience than normal. Try to have Alphonse get a few hits in, 'cause
       most allies will be gunning for him as well. In comparison, Alphonse gets
       about 6 EXP for successfully attacking a Lv. 1 Unit; he'll get about 18ish
       for hitting Stan. This applies to counterattacks too, so retaliations can
       get help on this end (which is good since Al won't have enough movement to
       hit Stan until Turn 3). Dealing a killing blow to a higher-levelled unit
       gives roughly 200% bonus EXP.
    
     • If an enemy is defeated, they'll often leave an 'item bag' behind. Should
       you see one, snag it! They often contain permanent stat-raising items or
       useful curative medicines. Enemies can take them as well, so try to improve
       the inventory if you find one. Note that bags laying around at the end of
       battle are RETAINED and added to the 'War Trophy' list -- it's not like
       Tactics Ogre (SNES) where there's fear of any spoils being left behind.
    
     Some scenes later, Alphonse joins up with an ex-Rananculus Knight (Ivanna) and
     they both head towards the nearby town of...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    02) SCABELLUM                                                            [WK02]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_02.png
    
     Ivanna can give Alphonse a mini-tutorial on the elements if he wants here.
    
     DIFFICULTY: 2/10           _____ _______________________
     MAP ------: 18x16         |  HP | SPOILS                |
     GOTH -----: -----         |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 2 Soldier | 139 | Stone of Swiftness    |
                 Lv. 2 Soldier | 136 | Healing Leaf          |
                 Lv. 2 Soldier | 136 | Short Bow             |
             [L] Lv. 3 Wizard  | 115 | Thunder Flare         |
                               |-----+-----------------------'
     GUESTS ---: Lv. 3 Ivanna  | 141 |
                 Lv. 3 Orson   | 121 |
                 Lv. 4 Rictor  | 181 |
                               |_____|
    
     • Unlike in Tactics Ogre, Knights can use low-level virtue spells, making
       Ivanna a decent healer early on. She'll often hang back and take care of
       Al's upkeep, letting him be more than a little reckless if he so desires.
       Note that guests won't obtain experience or emblems, so it's just as well
       she lets the protagonist get more of the experience.
    
     • On Turn #3, Rictor and Orson show up in the eastern part of the map, which
       levels the playing field, not to mention adds another healer (although he
       mostly spams Lightning Bow due to his lame movement). Basically, these two
       may end up doing much of the dirty work!
    
     • Other advice? Stay on terrain that gives penalties to lightning-type techs,
       such as Stone Floor or Ground. Oddly enough, being in the water doesn't
       give any lightning bonuses...although it won't matter too much here.
    
     • There's a Dragon Shield buried at tile [15,2], in the eastern section near
       the barrels. It can't be gotten this early without a flying unit (fairy,
       hawkman) or water-walker (ninja).
    
     By the way, at the [7, 12] coordinate, it's possible to unearth a Claymore or
     Great Bow, so feel free to use Training for that purpose. NOTE: While most
     maps can be replayed in Training, some are one-time-only and can't be -- it's
     best to collect rarities when the chance is given. [This won't be applicable
     for awhile, though.]
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     After the battle, Rictor and Alphonse meet up and our dark-haired hero will
     be given [3500 GOTH] to recruit some troops. On the world map, the Shop,
     Organize, and Training options will now be possible. The units that were
     decided back at the fortune-teller will now be in the party as well.
    
     Other info at this time:
    
     • Lutra, a southern map dot, is now open for fighting random enemies. It's
       not the same map as the game's first battle, though. They're good for
       experience, but don't forget to have your soon-to-be priest healing people,
       or people eating stat-boost items (like Crown of Intellect) for a leg-up on
       getting to those future classes.
    
     • When hiring units, there's always male and female soldiers and a third type
       that varies. If hawkmen are available, definitely get one -- they can fly
       and are better than many early classes (like archers). However, don't buy
       any garbage units like the octopus, which sucks at land-battling. Now's a
       great time to start making Deneb, the unique witch from many Tactics Ogre
       games, too. [See her file in the class section for more info.] Just make
       sure any hawkmen invited are of the wind element, which gives 'em a bonus
       to their special ability come Lv10.
    
     • A few soldiers are obtained automatically in accordance with how the
       fortune-telling section went way back when. If there's a ninja available,
       get that Dragon Shield by training in Scabellum! If y'can get a Claymore
       from the other treasure tiles, it can be a good way to get the Berserk
       emblem early on.
    
     • Alphonse and any new male soldier should change to Beast Tamer, then back
       to whatever they were normally. The reason being that the class is available
       early but becomes permanently blocked once 5 animals are slain, which sucks
       for those who wanted to sample all classes. [Females can't be beast tamers,
       but can be dragon tamers instead, although the class isn't accessible this
       early. The same prevention strategy applies, though.]
    
     Before heading to the next destination, outfit the party with the basic equips
     that some may lack. If you need money, remember persuasion! Invite people into
     the party at the end of battle, strip them of their equipment, and kick 'em to
     the curb. Sell their basic junk to get some extra goth. Shields in particular
     will benefit some fighter units, as well as anyone who can become a Knight
     (for extra healing).
    
     When ready, head north to the grassy knoll.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    03) VESPA                                                                [WK03]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_03.png
    
     Wait, haven't I heard about a grassy knoll somewhere before...? Eek!
    
     DIFFICULTY: 3/10           _____ _______________________
     MAP ------: 14x18         |  HP | SPOILS                |
     GOTH: ----: 500           |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 5 Bandit  | 164 | Stone of Swiftness    |
                 Lv. 5 Bandit  | 163 | Cup of Life           |
                 Lv. 5 Soldier | 163 | Healing Leaf          |
                 Lv. 5 Soldier | 163 | Sword Emblem          |
                 Lv. 5 Soldier | 167 | Healing Leaf          |
                 Lv. 5 Soldier | 160 | Crown of Intellect    |
             [L] Lv. 6 Archer  | 142 | Great Bow             |
                               |-----+-----------------------'
     GUESTS ---: Lv. 4 Ivanna  | 155 |
                               |_____|
    
     • The most notable thing here is that no foes have magic-casting ability,
       so terrain won't factor in as much as previous or forthcoming stages (at
       least where elements are concerned). This means sticking together in a big
       group is actually advised, letting proximal units guard flanks/backsides,
       and also provide healing without trekking across the map.
    
     • One soldier has a Long Sword, which can good to obtain through persuasion
       in lieu of digging up a Claymore at previous maps.
    
     • Ivanna will heal if necessary but it's quite possible for one unit to get
       swamped by 4+ enemies and get in critical health. Make sure to have a good
       supply of healing items on-hand, and have any mage units keep their distance
       to avoid such a circumstance.
    
     • Archers rely on high ground to gain the advantage -- their attack ranges
       decrease if they try to shoot higher than where they stand. Driving Cressida
       and any other archer downhill, by blocking off routes back uphill and by
       pushing them with shields (etc.), while taking the high ground oneself is
       always a good strategy.
    
     Ivanna also reminds Alphonse that persuading enemy units is an alternative to
     decapitating them, and keep that in mind if you find the forces a bit
     overwhelming. Whittle their HP down and try to invite 'em with a person of
     similar class.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     After making camp, the choice to let Ivanna join the troops permanently comes
     up. Choose " Yes. Let's go together." to get her in the party; decline her
     invitation by picking the alternative. She may or may not be the first actual
     healer obtained, so it's always good to take her with. Just note that she's
     a knight by storyline purposes; she doesn't have the requisite stats to _BE_
     the class yet. Thus, if you change her from knight to something else, she
     won't be able to change back until her stats are just right.
    
     • [GLYCINIA SIGHTING #1] can now happen at Vespa, but only before going to
       Formido. She's a special fairy who happens to get in heapin' helpings of
       trouble quite often. Her equipment changes depending on when she's invited
       into the party, with her best stuff coming later, so inviting her now's
       not too useful. Her equipment now is Short Bow, Ice Chain, Dragon Gem, and
       Glass Pumpkin -- not too awesome. She always comes with a pumpkin, by the
       way. [This random battle appears 100% of the time at Vespa, so if y'don't
       want to do it, y'can't fight there until later!]
    
     • It's possible to dig up a Glass Pumpkin in Vespa at tile [06,03], which is
       a good accessory to have. It's part of a special shop quest as well, so
       having it is a lot better than, say, throwing it away or selling it to the
       wrong vendor!
    
     • Check to see if any females can become Dragon Tamers yet. This class is
       pretty useless unless you're going to have a dragoncentric party, but like
       it's "sister" class Beast Tamer, it's quite easy to get locked out of it
       without knowing. In this case, killing even one dragon prevents someone 
       from using it! Change now, change back, and rest easy that the unit hasn't
       been prevented from the try-all-classes emblem...yet?
    
     Head towards Formido when ready.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    04) FORMIDO                                                              [WK04]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_04.png
    
     DIFFICULTY: 3.5/10         _____ _______________________
     MAP ------: 13x13         |  HP | DROP:                 |
     GOTH -----: 1500          |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 6 Soldier | 171 | Healing Leaf          |
                 Lv. 6 Soldier | 170 | Cup of Life           |
                 Lv. 6 Soldier | 165 | Sword Emblem          |
                 Lv. 6 Archer  | 148 | Stone of Swiftness    |
                 Lv. 6 Archer  | 139 | Crown of Intellect    |
                 Lv. 6 Cleric  | 134 | Cleanse (S)           |
                 Lv. 6 Wizard  | 129 | Crag Crush (S)        |
             [L] Lv. 8 Knight  | 180 | Chain Mail            |
                               |_____|_______________________|
    
     This can be a fun map to play due to the height. Note that the leader is a
     knight but doesn't know Heal -- sucker!
    
     • Units travel downhill easily; going up can be quite difficulty for slower
       classes, however, like mages. Ninja, with their high movement rate, and
       hawkmen, who can fly over obstacles, are ridiculously useful on this map.
    
     • Play opportunistically! A good example is using the shield's knockback
       coupled with the castle wall where most fighting takes place. Knocking a
       unit 11s will almost assuredly kill them, which can be a good way to get
       those pesky archers, wizards, or even Grimal out of the way. If they manage
       to live (depends on levels), then they're stuck below and can be picked off
       by ranged units. 
    
     • The wizard and cleric drop the Crag Crush and Cleanse spells, respectively,
       and neither is buyable at this time. Definitely don't slay Grimal until
       they're dead! [A hawkman archer can easily claim high ground here!]
    
     • One odd thing I've seen is that the cleric seems to prioritize the leader's
       health over other comrades. If separated far enough, she may forego healing
       allies altogether and take the low route to get closer to Grimal. This is
       definitely stupid AI at work, and makes her a sitting duck. I guess they
       don't teach smarts in cleric school... [Don't have a dedicated healer yet?
       Try to invite her, then.]
    
     • There is a Dragon Gem Sword buried at tile [12,12], the high corner opposite
       the origin [0,0]. It's quite annoying to get without using a ninja or
       hawkman, but it's managable. Unfortunately it's just a thrusting sword, but
       some classes -- like knights or dragon tamers -- have them as preferable
       weapons.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Following some scenes, Alphonse will be in Cybil Alinda's employ, and the
     route east to Ardea is now open.
    
     • The Numida Chronology book obtained for defeating Formido can be accessed
       through the Quest Mode option. Here, the player can play a certain map and
       win prizes (for use in the main game) depending on the performance. It's a
       good way to get rare items, either for use or for extra cash. [N.C. has no
       usage fee, so there's no reason _not_ to try it a few times!]
    
     • Shops have been updated with new items (Long Sword!) and area-effect magic,
       so outfit the team accordingly.
    
     • Glycinia can still be recruited at Vespa at this time, but her equipment
       hasn't changed so there's no reason to pursue her yet. Her time will come...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    05) ARDEA                                                                [WK05]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: 
    
     Ugh, I hate the swamps!
    
     DIFFICULTY: 3/10           _____ _______________________
     MAP ------: 18x14         |  HP | DROP                  |
     GOTH -----: 100           |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 7 Griffin | 178 | Cup of Life           |
                 Lv. 7 Griffin | 177 | Savage Bugle          |
                 Lv. 7 Hawkman | 166 | Sorceror's Cup        |
                 Lv. 7 Hawkman | 161 | Sword Emblem          |
                 Lv. 7 Hawmkan | 156 | Crown of Intellect    |
                 Lv. 7 Fairy   | 122 | Stone of Swiftness    |
                 Lv. 7 Fairy   | 117 | Healing Leaf          |
                               |-----+-----------------------'
     GUESTS ---: Lv. 6 Cybil   | 155 | 
                               |_____|
    
     • This is a watery swamp, so characters with trudging/walking type movement
       will always lag behind, no matter how Cybil orders 'em not to. The water
       level will also rise 1s during rainstorms, making things even deeper! Only
       ninja and hawkmen will find navigation easy here.
    
     • The enemies are all flying types, which means surround-and-pound strategies
       aren't that helpful, mages always have to watch their back, and they beat a
       fast retreat (making pursuing a pain). 100%-success spells, like Thunder
       Blade and Ice Field, are quite helpful here.
    
     • Cybil's Thunder Blade skill can hit five panels thanks to her high INT, so
       she can quickly deteriorate clumped foes (like the hawkmen who advance
       first). Despite any formed strategy, it's likely she'll start murdering --
       don't let her rob everyone of experience!
    
     • One hawkman drops a Sorceror's Cup, which permanently increases a unit's
       max MP. It's unlikely another foe will steal it, but err on the side of
       caution anyway. Also, two hawkmen have yet-unbuyable Chain Mail, if inviting
       them's an option...
    
     • If one's leveled enough to make the enemies Lv10+, they'll have obtained
       their class-specific moves: Thunder Arrow (Hawkmen), Windstorm (Griffins).
       These can be quite annoying, especially the latter which may hit in a plus-
       -shaped AoE.
    
     Either way, the recommended course of action is to stay at the land's end, 
     where everyone starts out. This way, when the water rises, everyone can still
     manage to avoid the power-down effect of being in the stuff. Cybil is a guest,
     so naturally she won't follow Alphonse's command -- use everyone else to plug
     up the corner so that the flying-types can't sidle in and back-attack ya. Any
     time you can force enemies to attack from the water, remember their defensive
     powers will ALSO decrease! Human types should fight from the land always,
     unless water-walking is enabled.
    
     It's possible to just "rush" forward, using stepping stones as bases, but in
     reality, this just sets up situations where the hawkmen can surround a unit;
     or, the rising water level makes movement even harder (no preventative measure
     available yet!). Going on the warpath from the get-go just exacerbates the
     battle; let the foes seek your team out to make it all easier.
     
     One of the Hawkmen drops a 'Sorceror's Cup,' which permanently increases a
     unit's MP. Don't leave the battle without it...not like Cybil will let anyone
     out of her Thunder Flare's sights. Don't let an enemy pick it up, though...
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Nothing too important. To Urodela!
    
     • If one's obtained Deneb by now, the secret shop in Scabellum permanently
       opens (i.e. if she's killed or dismissed, it remains). It sells some rare
       items, like the candy equipment and certain accessories.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    06) URODELA                                                              [WK06]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_06.png
    
     Lots of things happen under the cover of night... Any spare Claymores you have
     should go to your Knights/Soldiers, since they can really flay some flesh off
     the enemies ahead...
    
     DIFFICULTY: 3/10         _____ _______________________
     MAP ------: 13x11       |  HP | DROP:                 |
     GOTH -----: 500         |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 7 Ninja | 154 | Sword Emblem          |
                 Lv. 7 Ninja | 151 | Cup of Life           |
                 Lv. 7 Ninja | 151 | Necklace of Resist    | 
                 Lv. 7 Ninja | 149 | Altar of Resurrection |
                 Lv. 7 Ninja | 147 | Healing Seed          |
                 Lv. 7 Witch | 140 | Magic Seed            |
             [L] Lv. 9 Ninja | 163 | Matzukaze             |
                             |-----+-----------------------'
     GUESTS ---: Lv. 7 Cybil | 159 |
                             |_____|
    
     • Ninja have high AGI and large movement areas, letting them encircle and
       gang up on weaker units. The best course of action is to hit them with a
       debilitating status effect (sleep, paralysis) and then gang up on THEM so
       they can't escape to heal -- a tactic that will start emerging as the game
       goes on. Non-projectile magic, like Thunder Blade and Crag Crush, never
       misses and is a good option, too.
    
     • The Witch here can inflict charm (Fascination) and sleep (Slumber Mist), so
       taking her out makes the battle that much easier. She also has a so-far-
       -unbuyable Spell Robe, which might be worth inviting her for. Note that
       people emulating the game may run into the Fascination glitch, where if it's
       used successfully, the game simply freezes irreperably. This applies to
       Deneb's Temptation tech, too.
    
     • One ninja has a Necklace of Resist, which turns her magical damage, both
       dealt and received, to zero (0). This is an excellent item for units that
       can't use magic, such as dragons or other beasts, so definitely kill her
       before the day's done. Since the boss Sitri rushes headlong into inevitable
       demise, it may be necessary to heal him to reach the far side.
    
     • Treasure-wise, there's a 100%-drop Hyacinth Fan at the lone [3,13] pond
       tile, which can be quite damaging. In one game, my Lv9 earth-element ninja
       was doing 100 damage with it...and it's wind-elemental! All these can be
       obtained in Training, of course.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     After battle, Cybil and Alphonse discuss their options inside a fisherman's
     shack. This is the part where the story splinters permanently into two paths,
     as the answer to Cybil's question changes the allies you get later on, as
     well as the special equipment that's available. When she asks, here is what
     to say depending on what road you wish to travel:
    
     Path A --> "I've no better ideas..."
     Path B --> "It doesn't seem right."
    
     Alphonse will head towards Bison, the "Paradise of the Beasts" if he is on
     Path A; or, if he's on Path B, will choose to head west through Sufrir near
     Solea.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    07) BISON                                                     [PATH A]   [WK7A]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_07a.png
    
     The first battle on Path A goes west of Urodela to the "Paradise of Beasts,"
     a swampy tract no one in their right mind would go through...
    
     DIFFICULTY: 3.5/10              _____ _______________________
     MAP ------: 13x19              |  HP | DROP                  |
     GOTH -----: 100                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 10 Fairy       | 128 | Sword Emblem          |
                 Lv. 10 Fairy       | 127 | Crown of Intellect    |
                 Lv. 10 Hawkman     | 181 | Healing Seed          |
                 Lv. 10 Hawkman     | 197 | Tower Shield          |
                 Lv. 10 Hawkman     | 189 | Antidote              |
                 Lv. 10 Blue Dragon | 218 | Coral Harp            |
                 Lv. 10 Blue Dragon | 217 | Dragon Eyes           |
                                    |_____|_______________________|
    
     Unlike Sufrir on Path B, this map's quite boring and unfun to replay...
    
     • The terrain here puts up more of a fight than the foes, with numerous
       water tiles to box in mages and swampy tiles that give movement penalties
       to just about everyone. Only floating/flying types will be free of the
       land's grip, making them great for surrounding or pursuits. On the flipside,
       the enemy dragons suffer penalties, too.
    
     • It's not a bad idea to hang back near the starting point, forcing the foes
       to fight on dry ground. The reasons why this is helpful should be self-
       -explanitory.
    
     • Don't fight in the water if possible -- one incurs attack/defense penalties.
       This also applies to enemies, too, making them easier to gang up on.
    
     Defeating all the foes finishes the battle.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Two things before the next fight.
    
     • Shiven, Cybil's ninja helper, asks to join the party after beating Bison.
       Pick option A ("Sorry. I said to much.") to let him help, or the alternative
       to do the opposite. While he's a special character in a way, he's won't be
       particularly powerful as a ninja, so it may help to change classes now or
       later, if y'wanna use him. He does come with the rare Kagari-bi katana,
       though, so that's always a reason to let him join.
    
     • Make sure to equip that Dragon Eyes accessory on an important unit, like a
       healer, since it prevents all status abnormalities. Remember that Alphonse's
       Leader designation already blocks negative statuses, so he won't need it.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    07) SUFRIR                                                    [PATH B]   [WK7B]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_07b.png
    
     Instead of going through Rana, west of Urodela, on Path B, Alphonse and his
     crew take the southern route through Sufrir, east of Solea. While passing
     through Eleanor's church's area, she has a conversation with Al which has
     future repercussions.
    
     A: "Of course I'll be back."
     B: "I make no promises..."
    
     Answering correctly -- in this case, to fall in love with Eleanor -- will
     result in a unique item (Circlet of Wisdom) later on. Answering incorrectly
     results (later) in a crappy Orb or Warp Ring, neither of which is unique. So,
     get those heartstrings snappin', folks. ^___^
    
     Now, onto Sufrir...
    
     DIFFICULTY: 4/10                   _____ _______________________
     MAP ------: 11x18                 |  HP | DROP                  |
     GOTH -----: 500                   |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 11 Earth Dragon   | 207 | Crown of Intellect    |
                 Lv. 11 Earth Dragon   | 214 | Mirror of the Gods    |
                 Lv. 11 Thunder Dragon | 220 | Cup of Life           |
                 Lv. 11 Thunder Dragon | 225 | Sword Emblem          |
                 Lv. 11 Gremlin        | 151 | Sorceror's Cup        |
                 Lv. 11 Gremlin        | 153 | Stone of Swiftness    |
                 Lv. 11 Gremlin        | 151 | Stone of Swiftness    |
                                       |-----+-----------------------'
     GUESTS ---: Lv. 08 Archer [Orson] | 153 |
                                       |_____|
    
     A rather fun battle in a replayable map.
    
     • Dragons are a new foe. They get great HP and STR gains, plus have a great
       elemental breath attack that inflicts a status effect. As their INT grows,
       the breath changes from one panel to four (T-shaped AoE). Because they're
       quite powerful, it helps to use magic and ranged weapons to weaken 'em
       before the close-range fighters do the coup de grace. 
    
     • Gremlins, by contrast, are less imposing and are basically "evil fairies" --
       high AGI ensures physical attacks miss a lot, and as fliers, they can get
       up to typically unreachable nooks to rain down arrows. Like usual, there's
       three good ways to deal with 'em: (1) 100%-success magic (2) status effects
       that debilitate long enough for attackers to bring the smackdown (3) other
       fliers, like hawkmen, who can be good as pursuit units.
    
     • Once the dragons' range have been identified, spread out if required, so
       that they can hit only one unit with their breath attacks. This helps
       immensely, particularly if they reach a weaker mage unit. Also, being the
       trudging type means they can't get up the cliffs -- any flying unit or
       good jumper can hide up there and take potshots!
    
     • Make sure there's a dedicated healer with Cleanse about, as poison and
       paralysis aren't going to be the life of the party. Item healing can be
       done also, if needed.
    
     • Although it's unlikely to be worthwhile, if the team's powerleveled enough
       that the Dragoon class is open, one of those can occasionally get an instant
       kill on dragons (weapon attack only). Not only is this a good elimination
       tactic but it makes getting the War God and Berserk emblems a cinch.
    
     • Remember that any female who slays a dragon is permanently blocked from the
       Dragon Tamer class! If so-and-so hasn't sampled it yet, do so before battle
       so they're not completely screwed out of the "Ripple's Emblem"!
    
     • Orson doesn't have a Transferring Stone equipped like most guests, so if
       he dies and isn't revived (Altar of Resurrection) before battle ends, he's
       permanently lost!
    
     There's also an Ice Wand buried at the clifftop [11,16] tile, although a
     flying unit will be required to get it this early.
    
    AFTERMATH [SUFRIR]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Picking "Sorry I doubted you" allows Orson to permanently join the troops,
     while "I can't allow that" dismisses him. Arena is the next stop.
    
     • Orson will be noticeably weaker than homegrown units, perhaps because he's
       got an archer build. Try to boost his STR, by the Centurion/Veteran Soldier
       emblems or Sword Emblem items, to make him more viable. If not, he'll be
       hitting 10-20 damage on most enemies...quite piddly.
    
     • Shops have updated once again to allow a bit more items and spellbooks. Of
       particular interest is the Clear Sky ability, which is typically useless but
       can be quite worthwhile in the next map.
    
     • [GLYCINIA SIGHTING #2] is now available at Sufrir, although like before,
       the main incentive for inviting her is to the rare equipment she comes with.
       She currently has a Dragon Gem Sword, Hard Leather, Cassowary Feather, and
       Glass Pumpkin -- not exactly worthwhile at this point.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    08) ARENA                                                   [PATH A/B]   [WK08]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_08a.png
    
     DIFFICULTY: 3/10            _____ ____________________ ____________________
     MAP ------: 14x12          |  HP | PATH A DROPS       | PATH B DROPS       |
     GOTH -----: 200            |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 12 Archer  | 162 | Stone of Swiftness | ------------------ |
                 Lv. 12 Archer  | 170 | Crown of Intellect | ------------------ |
                 Lv. 12 Bandit  | 201 | Cup of Life        | ------------------ |
                 Lv. 12 Bandit  | 204 | Armlet of Agility  | ------------------ |
                 Lv. 12 Knight  | 196 | Tome of Discipline | ------------------ |
                 Lv. 12 Knight  | 206 | Sword Emblem       | ------------------ |
             [L] Lv. 14 Cleric  | 175 | Robe of the Wise   | ------------------ |
                 Lv. 12 Octopus | 231 | ------------------ | Urn of Chaos       |
                 Lv. 12 Octopus | 231 | ------------------ | Cup of Life        |
                 Lv. 12 Hawkman | 195 | ------------------ | Ice Shield         |
                 Lv. 12 Hawkman | 199 | ------------------ | Healing Seed       |
                 Lv. 12 Mermaid | 181 | ------------------ | Sword Emblem       |
                 Lv. 12 Mermaid | 172 | ------------------ | Stone of Swiftness |
                 Lv. 12 Mermaid | 177 | ------------------ | Crown of Intellect |
             [L] Lv. 14 Mermaid | 187 | ------------------ | Water Ring         |
                                |-----+--------------------|--------------------|
     GUESTS ---: Lv. 09 Mermaid | 158 | Water Ring         | ------------------ |
                                |_____|____________________|____________________|
    
     The map is played differently, depending on which path the player takes. On
     Path A, a cleric and his cronies will be harassing a mermaid (Minerva), who
     then becomes a guest that assists. [Her survival isn't imperative, however,
     and if killed, she drops a Water Ring.] On Path B, Alphonse's team will fight
     a bunch of mermaids and their aquatic friends, where the goal is to simply
     slay everyone. Tips:
    
     • Bringing someone with Clear Sky magic helps a lot in this fight, especially
       on Path B -- it robs the aquatic types of extra sea panels and lets wading
       units move around better (albeit slightly). However, on Path A, where one's
       ally is Minerva, flooding can actually help -- all foes get penalized in
       the water, and fortifying near the start is a boon to allies. [The weather
       often rains constantly, so there's often no reason to induce a storm via
       Summon Tempest/Coral Harp. Flooding typically occurs after the first turn!]
    
     • [Path B:] Priority should be given to the mermaids who, at Lv10, have a
       sleep-inducing Lullaby technique that can be quite annoying (given how many
       there are). Only Minerva is likely to have enough INT to have the full panel
       effect, though, if there's any upside. Thunder Arrow & Strangling Tentacles
      (which may inflict confusion) are less important but still a threat.
    
     • On either path, the starting point is the same and all entrances can be
       blocked to prevent trudging/wading units from entering, not to mention the
       "island" is safe from flooding. Fortifying here is a good idea on Path A,
       where all enemies get an attack/defense penalty (and Minerva is in her
       natural habitat), but works more as a preemptive strategy on Path B, where
       going into the water with slow units is a bad idea.
    
     • Water units do better in their natural habitat, so the best circumstances
       have both them and the attacker on dry land. The opposite (both in water)
       is a situation to avoid, if possible. Bombarding them with ranged weapons
       and magic is always fine, though.
    
     • This is one battle where it's easy to get enemies to clump together for
       area-effect magic. This happens naturally, but by making enemies waste their
       turns curing status effects, they move into a nice proximity as well. Note
       that enemies have "infinite" healing and restorative items, so this can go
       on for quite some time. [On Path A, status effects are a good way to make
       Damiel concentrate on alleviating them, rather than using Heal Plus.]
    
     • [Path A:] Surrounding foes is a great idea, as Damiel (cleric) has the Heal
       Plus spell early, letting him heal many adjacent allies. If surrounded, he
       won't bother to help his comrade, though -- that would mean assisting the
       enemy.
    
     • [Path A:] Cassini the Knight can't be invited, because his semi-significance
       as an acquaintance of Alphonse's prevents that. This happens at least once
       more later on; just an aside, mostly.
    
     • This is just personal experience (on Path A), but I couldn't uncover any
       buried treasures during mandatory play. If this is the case for a reader,
       they should be available if Training's done there.
    
     On Path A, defeating Damiel ends battle; on Path B, killing everyone does the
     same thing. The latter has better regular enemy drops (Ice Shield) so don't
     end battle prematurely -- get those things first!
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Nothing important. Onward!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    09) RANA                                                    [PATH A/B]   [WK09]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_09.png
    
     DIFFICULTY: 4.5/10              _____ _______________________
     MAP ------: 20x16              |  HP | DROP                  |
     GOTH -----: 200                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 13 Octopus     | 237 | Cup of Life           |
                 Lv. 13 Octopus     | 233 | Healing Seed          |
                 Lv. 13 Fairy       | 134 | Stone of Swiftness    |
                 Lv. 13 Fairy       | 142 | Cassowary Feather     |
                 Lv. 13 Mermaid     | 192 | Sword Emblem          |
                 Lv. 13 Mermaid     | 178 | Sorceror's Cup        |
                 Lv. 13 Mermaid     | 191 | Crown of Intellect    |
             [L] Lv. 15 Mermaid     | 208 | 2000 Goth             |
                                    |_____|_______________________|
    
     • Like the previous battle, this map has a lot of water tiles and can be
       flooded during rainstorms (much to trudging units' chagrin). Thus, make
       sure someone has Clear Sky magic in order to change the weather, should it
       take a turn for the worst. [Unlike previous map, it doesn't start out
       rainy; pay attention for it later.]
    
     • It's not a bad idea to wait on the starting island and make the enemies
       come to everyone, hopefully drawing them on dry land to surround-and-pound
       'em. Mermaids will almost certainly have Lullaby by this point (if they're
       at Lv10) and Aerial may have Cheer as well, although it probably won't see
       much use. They'll probably have bloomed into 5-panel (plus-shaped) AoEs,
       too, so try not to stand so close to minimize their effects.
    
     • Due to the wideness between stepping stones, it's good to play this map with
       ninja and hawkmen, who can quickly reach the farther, drier cliff and use
       it as a base of operations. Mermaids are "snow-trudging" characters, so they
       can go one space up or two spaces down -- basically they suck at climbing
       rocky terrain, so they won't be as much of a problem with lots of space
       between.
    
     • Remember that being in water (or on water, in ninjas' case) gives penalties
       to attack and defense, so any land-based unit -- which should be everyone
       unless an octopus or mermaid was recruited -- should try to attack from on
       land. The inverse is true, too: water units get attack/defense penalties on
       land. Area-effect magic doesn't matter too much on this end, though.
    
     • Using status effects to make the mermaids waste their turns, or clump to-
       -gether, is a pretty fun strategy, and can buy precious time for getting
       into position. Just watch out for fairies, who'll use their long-range
       movement to quickly alleviate the statuses!
    
     • There's an awesome Ice Blade buried at tile [16,01], and it's definitely
       worth seeking out here or during Training. Even if there's no water-type
       units to use it, it's still better than Claymores and Long Swords -- AND
       it's one-handed! Shields can be back in action for those Claymore users.
    
     • Because this battle can be long -- not just due to terrain, but because of
       long attack animations -- it may be best to just cut through the crap and
       KO Aerial after the best spoils are obtained. 
    
     Battle ends when Aerial's KO'd or brought to critical health.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     • Upon reaching Arena, a conversation with Aerial can let her join the party.
       Answer "Alright" to allow her presence, or "I appreciate it, but..." to
       keep her out. It's true she won't be that useful in the plentiful land
       battles coming up, but at very least, she has some useful equipment to
       pass around on other allies.
    
     After visiting Cybil in Urodela, it's time to pay another trip to Eleanor in
     Solea...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    10) SOLEA                                                   [PATH A/B]   [WK10]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_10.png
    
     DIFFICULTY: 4.5/10                 _____ _______________________
     MAP ------: 21x12                 |  HP | DROP                  |
     GOTH -----: 1000                  |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 13 Fire Dragon    | 235 | Cup of Life           |
                 Lv. 13 Blue Dragon    | 232 | Dragon Eyes           |
                 Lv. 13 Earth Dragon   | 240 | Altar of Resurrection |
                 Lv. 13 Thunder Dragon | 240 | Sword Emblem          |
                 Lv. 13 Archer         | 170 | Stone of Swiftness    |
                 Lv. 13 Archer         | 178 | Sherwood Hat          |
             [L] Lv. 15 Dragoon        | 239 | Fafnir                |
                                       |-----+-----------------------'
     GUESTS ---: Lv. 12 Soldier        | 213 | 
                                       |_____|
    
     After all the rainy battles, there's finally another land-based one. Whee!
    
     • The map terrain plays into the allies' advantage: Alphonse starts atop the
       hill, and placed allies are on the steps leading there. Only Eleanor is
       begins away from there but will backpedal when given the chance. Because
       there's only two paths to the church's door, mages can rain destruction
       from up there without repercussion; or, waste foes' time as they endlessly
       pursue, by constantly keeping one's distance.
     
     • Dragoons can occasionally get instant-kill physical attacks on dragons, so
       any allied dragons one may have should stay clear away -- no sense in
       wasting precious Altars of Resurrection on something that can be avoided,
       aye? Also, they have great defense so using magic or attacks boosted by
       Molten Blade (support magic) can work to great effect.
    
     • Besides the mandatory Fafnir drop, two other great items can be found here:
       (1) the unique Sherwood Hat can only be obtained in this battle, and is part
       of the Sherwood equipment set (2) the Blue Dragon's "Dragon Eyes" accessory
       fortifies INT and prevents all abnormal statuses, an excellent addition
       for any unit who should always be fit for duty, like a healer. "Dragon Eyes"
       is not a unique accessory, but is still part of a Dragon equipment set that,
       when equipped, gives a unit a dragon breath attack of their element!
    
     • A funny note is that a hawkman (or other flying unit) can alight to the
       church's roof and rain down arrows on pretty much anyone. Probably won't 
       be too useful but it's still viable if battle's closer to the building than
       map's center.
    
     • Remember that any female who kills a dragon is permanently blocked from the
       (albeit lame) Dragon Tamer class, and thus Ripple's Emblem. If y'haven't
       tried the class yet just to get around this circumstance, do so before
       battle. This'll be the last time it's mentioned on this path.
    
     • One last caveat: the battle's objective isn't to defeat all foes or Karcist,
       but protect Eleanor. This means if her health bottoms out, it's game over!
       Always have someone waiting in the wing in case the dragons manage to get
       in some good hits! She typically won't get too far away from Alphonse's
       position, but y'never know... It doesn't help that she starts without a
       weapon.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Following, Eleanor can join tag along (not as playable unit) by picking "OK.
     Let's go together." instead of "If you're so serious...". As stated before,
     picking the options that kindle a relationship with her will give a great
     item down the line, so when in doubt, pick option A!
    
     • Shops now carry better equipment, with some new spellbooks (Haste, Heal
       Plus) being ones that'll pay off bigtime in the future. Faith and Exorcism
       are also usable coming up but don't have to be bought now.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    11) AQUILA                                                  [PATH A/B]   [WK11]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_11.png
    
     DIFFICULTY: 3/10               _____ _______________________
     MAP ------: 17x15             |  HP | DROP                  |
     GOTH -----: 200               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 14 Hawkman    | 224 | Sorceror's Cup        |
                 Lv. 14 Hawkman    | 210 | Healing Seed          |
                 Lv. 14 Cerberus   | 220 | Cup of Life           |
                 Lv. 14 Red Dragon | 251 | Mirror of the Gods    |
                 Lv. 14 Red Dragon | 240 | Sword Emblem          |
                 Lv. 14 Gremlin    | 164 | Stone of Swiftness    |
                 Lv. 14 Gremlin    | 160 | Crown of Intellect    |
                                   |-----+-----------------------'
     GUESTS ---: Lv. 13 Soldier    | 220 |
                                   |_____|
    
     One of the more simple mandatory battles, the allies start at the volcano's
     highest corner with the enemies starting far below. There're lava rivulets to
     use as natural borders and, better yet, nothing can land on 'em besides those
     that float. Just a few helpful hints here:
    
     • The terrain's gaps and lava rivulets ensure natural borders, with nothing
       able to cross them 'cept fliers and those who can jump the gaps. Obviously,
       standing at the border can prevent foes from leaping over, which is a good
       way to keep dragons at bay. Speaking of which, that Fafnir sword can see
       some good use here with its dragon-slaying bonus.
    
     • Eleanor will almost assuredly go off on her own down the left border and
       try to scrap with some enemies. The Hawkmen and Gremlins may go after her,
       so try to send a Knight or someone with her to act as a healer. She WON'T
       heal herself in critical condition, so she's really using that Transferring
       Stone as a crutch.
    
     • The "Grueza's Influence" support spell can help here, strengthening panels'
       water terrain bonuses and weakening fire ones. It only helps by +5, but when
       the monsters are either of fire alignment or have fire-elemental skills, you
       may find some use for it.
    
     • The Cerberus monster makes its debut here, and has a fire-type Mesmerize
       attack that can inflict sleep. Make sure to have a healer on hand in case
       someone's caught napping.
    
     • As shown previously in Sufrir, gremlins have fairylike agility and can
       move long distances, as well as float over lava. If y'wanna hit 'em, it's
       often best to use 100%-success magic.
    
     • On the subject of rarities, the fiery Volcaetus spear is buried at [02,02]
       in the corner lava pool, and one Hawkman carries a Thunder Shield. Said
       shield can be obtained in Quest Mode but there's no reason to pass it up
       now, eh? Use someone good at invitation (Arbitration emblem?) for the deed.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     • Beating this map opens the "Epic of Tinea" book for Quest Mode. Unlike the
       first book, this one has an entry fee but the rewards are greater...if y'can
       set a reasonable goal and hit it spot-on!
    
     During the scenes with Berevra, she poses a question to Alphonse about why
     he wants the spear. If one wants to obtain the Circlet of Wisdom unique item
     from Eleanor later, the 2nd (lower) option must be chosen. It's probably the
     easiest step to screw up.
    
     Following, the first chapter ends. Eleanor can join the party permanently
     (pick "I misunderstood...") or left behind ("No, I can't allow that). She's
     worth taking with, just for the fact she learns a unique skill, Star Tiara, at
     170 INT -- it does global holy damage to all enemies and banishes undead
     instantly. Pretty potent stuff, if she's raised right. There's a downside but
     y'can cross that bridge when it arrives.
    
     The mandatory map dot at Vespa is the next stop, but there's a optional quest
     to visit Blete, a town burned down 15 years prior, and that takes place past
     Gryllus.
    
     • [GLYCINIA SIGHTING #3] now occurs at Aquila, where she carries a Short Bow,
       Peregrine Mail, Dragon Gem, and Glass Pumpkin. The special mail can be won
       in Quest Mode so don't bother recruiting her now, either.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    12) GRYLLUS                                    [OPTIONAL]   [PATH A/B]   [WK12] 
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_gryllus.png
    
     This is the forest where Rictor's team went through in their attempt to reach
     Formido...and, well, we know how badly they got sent packing. Before one even
     tries to take on this place, have a Cleric/Priest on-hand. Give them these
     abilities:
    
     • Heal Plus (heal 1-5 panels)
     • Exorcism  (Instantly kill undead)
     • Faith     (Instantly kill any undead waiting to be revived)
    
     Greasy Boots also helps healers A LOT (lets them water-walk). One healer is
     recommended, although two would be best -- if y'don't have a readymade cleric
     on-hand, Eleanor fits the bill nicely, particularly since she's already immune
     to status effects.
    
     DIFFICULTY: 6/10                   _____ _______________________
     MAP ------: 13x20                 |  HP | DROP                  |
     GOTH -----: ?????                 |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 14 Ghost          | 184 | Undead units can't    |
                 Lv. 14 Ghost          | 181 | drop items, as they   |
                 Lv. 14 Undead Soldier | 188 | don't perish when HP  |
                 Lv. 14 Undead Soldier | 186 | is depleted!          |
                 Lv. 14 Undead Soldier | 185 |                       |
                 Lv. 14 Undead Soldier | 185 |                       |
                 Lv. 14 Undead Wizard  | 157 |                       |
                 Lv. 14 Undead Wizard  | 158 |                       |
                                       |_____|_______________________|
    
     Okay, you've decided to undertake this place. I wouldn't be lying if I said it
     was one of the more annoying battles for two reasons, being that undead revive
     automatically if left alone; and, that more undead enemies trickle into battle
     after awhile. So, we'll need to work quick. Two healers makes this battle more
     palatable, but with cost issues, one _should_ suffice. Here are the hints to
     make this battle easier:
    
     • The 'undead trick' where healing things do damage does not work in this
       game, sorry. It'll either heal 0 or have 0% chance of hitting, depending
       on what you use (or both!). However, item healing still has the inverse
       effect, so weaker units can simply sling a Healing Seed to deal mucho pain.
       In fact, for as degraded as the undead units' DEF is, item healing 'em to
       death may be the most viable strategy!
    
     • Flying/teleporting units are great for this level, as they can quickly get
       into enemy territory, get surrounded, and escape, leaving the foes in a
       great Exorcism formation. This level may go very fast with successful mass
       exorcisms by this method.
    
     • There is a river running through the entire map, cutting it in two. Ninja
       and those with Greasy Boots can make this thing a bit easier, but anyone
       else will probably get bogged down eventually. There's a ford spot upriver
       but that take awhile. No matter what, at all costs, DO NOT LET THE RIVER
       FLOOD! Have a Witch [etc.] use the 'Clear Sky' spell when it rains to ensure
       the battlefield remains unchanged beyond its normal capacity. It's just as
       well to bring Clear Sky and a non-status magic, since undead types are
       immune to status abnormalities!
    
     • New enemies only enter battle when old ones have been eradicated. Thus, it
       is best to weaken many and kill on the same turn, getting the most out of
       Faith. This also helps the next turn, because undead can revive themselves
       1-3 turns after their semi-demise.
    
     • To be honest, I found 'Faith' a lot more useful in this battle than any
       other spell. Exorcism works in a small 1-5 area panel, and with enemies
       'dying' all over the place, this eradicates them before they can rise up
       again. When an undead unit has its HP reduced to 0, they quit being able
       to register as a 'target,' thus making Exorcism unable to work on 'em.
    
     • Only Ghosts can be persuaded; don't bother with the rest. Inviting a ghost
       doesn't count as a "death," so its presence won't be replaced with someone
       else. This can make cutting through this level a bit easier...although it's
       probably not necessary with a good cleric/priest setup.
    
     • Eleanor learns the ability 'Star Tiara' at 170 INT. It's a Virtue spell w/
       60 ATK power backing it. Plus, it has the global (hit all) effect that can
       banish undead units. This means you can win the battle in one turn, if she
       knows it! Chances are she won't and you won't want to wait that long, but
       this is always an option.
    
     • Killing an undead actually counts as a 'kill' even if they don't fully
       die! This means the dishonorable 'Gibe of the Fallen Angel' can be gotten
       accidentally, and the 'Blood Reign' emblem is easily obtained! Exorcising
       undead counts only as an 'exorcism kill,' not a regular one, meaning
       a crappy healer unit can get Centurion w/o getting Gibe of Fallen Angel!
    
     • Enemy reinforcements always arrive after the allies' turn but before the
       enemies act. This means killing foes with counterattacks on their turn
       works into the allies' favor more than usual.
    
     • A Glass Pumpkin is always buried at tile [5,7], deep in the river.
    
     Anywho, the enemies all have HP less than their normal 'living' classes, so
     the problem lies more in killing them off faster than they can regenerate. I
     hope the tips above can help, 'cause if they don't...you may be joining the
     dead soon. There are actually two ways to win the battle, though:
    
     1) Destroy (eradicate) all enemies on map
     2) Reduce all eight enemies' HP to 0, thus un-registering them as targets 
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Blete is now available in the southeast.
    
     • Replaying Gryllus typically gives a battle with a witch and some ghosts.
       The witch seems to drop a Sorceror's Cup (Max MP +5) with astounding
       frequency, making it a good map to replay and pad that stat, especially if
       one's aiming to get a Priest/Siren early.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    13) BLETE                                      [OPTIONAL]   [PATH A/B]   [WK13]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_blete.png
    
     DIFFICULTY: 4/10                  _____ _______________________
     MAP ------: 17x13                |  HP | DROP                  |
     GOTH -----: -----                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 14 Warlock       | 215 | Sword Emblem          |
                 Lv. 14 Undead Wizard | 160 | --------------------- |
                 Lv. 14 Undead Wizard | 159 | --------------------- |
                 Lv. 14 Dragon Zombie | 243 | --------------------- |
                 Lv. 14 Undead Knight | 204 | --------------------- |
                 Lv. 14 Undead Knight | 202 | --------------------- |
                 Lv. 14 Undead Knight | 197 | --------------------- |
                 Lv. 16 Shaman        | 172 | Salamander (Summon)   |
                                      |_____|_______________________|
    
     • The leader Euphaire (Shaman) looks like a girl in pudgy overalls, but she
       hides fearsome abilities: Energy Transfer and the Salamander summon. The
       former gives one-fourth of her HP to another unit as MP, which weakens her
       but provides quick casting -- basically an early Fluid Magic spell. The
       latter inflicts repeated fire damage on its target(s), but unlike other
       games' summons, the damage isn't fixed on an area. This means summons work
       best when they target 1 person, as all hits are concentrated on him/her.
       Clumping together ensures Salamander doesn't reach its full potential.
    
     • Speaking of magic, the Warlock has it as his support spell and will use it
       to feed gobs of MP to Euphaire (for summoning). It's best to either take
       him out early on, to break the cycle, or try to invite him. Fluid Magic's
       not available until Sotavento, making it an early spell worth obtaining.
    
     • This is one of the few times when there's a Dragon Zombie present, and it's
       such a great unit, don't pass up this chance to invite one! Its Rotting
       Breath attack degrades equipment power (like an anti-Molten Blade) so they
       incur more damage.
    
     • One pitfall here is that trudging mage units (witches, clerics, etc.) can
       get 'trapped' in-between houses, forcing them to go south and around if
       they want to rejoin the fray. Do this beforehand or you can pay for it
       later, especially since it cuts into Exorcism's range.
    
     Defeating Euphaire finishes battle.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Following, Euphaire can join the party ("Alright.") or be left behind ("I'm
     afraid not."). The choices differ depending on if Elrik was invited at the
     other optional map, Belleza, prior to this, but either way, option A lets
     her into the fold. Either way, Euphaire is probably the first truly special
     unit obtained -- her Shaman class can use two of any spell, attack or
     otherwise, EXCEPT Virtue/Bane (although Necromancy is fine). She's quite a
     gal and you'd have to be a fool to pass 'er up! Note that the Shaman class
     replaces Siren in her lineup.
    
     • If you invited the Dragon Zombie, give it the Necklace of Resist from back
       in Urodela -- this makes it impervious to magic! The only way it can die
       is by banishment and the maps where that's possible are few and far between.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    14) VESPA [II]                                              [PATH A/B]   [WK14] 
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_12.png
    
     Ugh...not one of...th-th-THOSE!! Don't start without Cleanse and/or Purify!
    
     DIFFICULTY: 3/10                _____ _______________________
     MAP ------: 14x18              |  HP | DROP                  |
     GOTH -----: 500                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 15 Griffin     | 242 | Stone of Swiftness    |
                 Lv. 15 Griffin     | 241 | Crown of Intellect    |
                 Lv. 15 Cockatrice  | 230 | Urn of Chaos          |
                 Lv. 15 Cockatrice  | 228 | Tome of Discipline    |
                 Lv. 15 Cerberus    | 229 | Wisdom Fruit          |
                 Lv. 15 Cerberus    | 226 | Sword Emblem          |
                 Lv. 15 Cerberus    | 225 | Cup of Life           |
             [L] Lv. 17 Beast Tamer | 224 | Beast Whip            |
                                    |_____|_______________________|
    
     • Surgat, the Beast Tamer leader, himself sucks, but mostly exists as an
       augment to his beastie friends -- anyone with three panels gets +2 on their
       mental gauge! Having the Blood Reign emblem kicks that down to +1, but
       either way, it ain't the end of the world.
    
     • Cockatrices debut in this fight and are the first foes who can inflict that
       annoying status...petrification! Their AoE is T-shaped like normal breath
       attacks, and they can fly, making them the number one priorities in this
       battle. If yer not gonna invite one, turn it into KFC pronto!
    
     • Monsters often don't pay attention to their comrades' upkeep, so using a
       lot of status effects can put the kibosh on their offensive strategy. It's
       not pretty when 7-8 monsters all use their special attacks on the same turn!
       Keep spread out to (hopefully) avoid a few people getting ganged up on.
    
     • If Fluid Magic was picked up off the warlock in Blete, it can be used to
       continuously fuel Euphaire's summoning strategy. Just remember to target
       1-2 monsters per spell to avoid spreading the damage too thinly.
    
     Surgat has a movement of 6.6 (!) and often rushes headlong towards his foes,
     which sets up an easy surround-and-pound strategy. It's worth prolonging the
     battle to get some of the better spoils (Urn of Chaos, Tome of Discipline,
     Wisdom Fruit, Cup of Life) however.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Naja is the new target, but a pitstop in Belleza is worth your time... Oh,
     and Glycinia will now (re)appear at Vespa again. She'll have a Glass Pumpkin,
     Cassowary Feather, Hard Leather, and the great Holy Comet (whip). If you're a
     fan of that weapon, this may be right up your alley. She'll appear here until
     you've passed the Haena stage.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    15) BELLEZA                                    [OPTIONAL]   [PATH A/B]   [WK15] 
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_belleza.png
    
     NOTE: If Euphaire is with you currently, you do NOT have to use her, despite
     her appearing in the initial lineup!
    
     DIFFICULTY: 4/10                _____ _______________________
     MAP ------: 14x12              |  HP | DROP                  |
     GOTH -----: -----              |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 15 Valkyrie    | 198 | Trident               |
                 Lv. 15 Valkyrie    | 196 | Plumed Headband       |
                 Lv. 15 Ninja       | 191 | Warp Shoes            |
                 Lv. 15 Ninja       | 191 | Sword Emblem          |
                 Lv. 15 Ninja       | 190 | Stone of Swiftness    |
                 Lv. 15 Witch       | 179 | Spell Robe            |
                 Lv. 15 Witch       | 176 | Pointy Hat            |
             [L] Lv. 17 Summoner    | 202 | Fenrir (Summon)       |
                                    |_____|_______________________|
     Let's muss up this harem!
    
     • This battle's basically the same as Euphaire's invitation "test," except
       the terrain spires upward and is a hard climb for trudging classes. It's
       a good idea to use some ninja/hawkmen to quickly get into position.
    
     • One ninja has Warp Shoes, which changes movement type to teleportation. It
       need not be said that it's a great addition to any trudging class, factoring
       out height in their movement equation.
    
     • Speaking of which, slow-moving mages aren't going to get very far in this
       map. It's best to say towards the base and try to use whatever range is
       available to slap the ninja/valkyries around.
    
     • Elrik stays mostly towards the top, dropping his Fenrir summon down on
       whoever's coming up. The battle in Blete was mostly flat ground so clumping
       together was a cinch; here, the ranks may be thinner and give the summon a
       bit more bite. Have Heal Plus (etc.) ready! [Naturally, taking out Elrik's
       Fluid Magic witch makes this fight ridiculously easier. Hawkmen should be
       able to get up there pretty quick.]
    
     • Tile [0,11] contains a Snapdragon item, which can be used to turn a living
       character into a sword! Of course, doing this permamently loses the unit
       involved, so it's not to be taken lightly. See the Snapdragon section for
       more info on the subject. [This is the 1st location to find one, by the way]
    
     • Taking out the Fluid Magic witch -- such as by getting a first-turn Ray of
       Paralysis and letting a hawkman beat on her -- basically prevents Elrik from
       summoning Fenrir. Instead, he'll use his special skill 'Summon Golem' when
       it becomes available, since it's MP cost is lower. It's also funny to see
       him wait turns to use it, only to have the golem blow up prematurely en
       route... :)
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Elrik can join afterwards, although the options change a bit depending on if
     Euphaire was recruited (option A invites, option B dismisses). Is there any
     reason to leave him behind? Not really. Summoners are basically male Shamans,
     and he gets the same magic-equip pros/cons that Euphaire does, namely anything
     is fair game except Virtue/Bane (sans Necromancy). Since he's water type, the
     Fenrir summon is in good hands...
    
     The next destination's Naja.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    16) NAJA                                                    [PATH A/B]   [WK16]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_13.png
    
     DIFFICULTY: 3.5/10           _____ _______________________
     MAP ------: 22x16           |  HP | DROP                  |
     GOTH -----: 500             |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 16 Wizard   | 173 | Earth Wand            |
                 Lv. 16 Wizard   | 172 | Ice Wand              |
                 Lv. 16 Knight   | 234 | Earth Shield          |
                 Lv. 16 Knight   | 234 | Sword Emblem          |
                 Lv. 16 Soldier  | 248 | Stone of Swiftness    |
                 Lv. 16 Cleric   | 185 | Cleanse (spell)       |
                 Lv. 16 Witch    | 186 | Water Garb            |
             [L] Lv. 18 Siren    | 203 | Gnome (summon)        |
                                 |_____|_______________________|
    
     Grevis (Leader, Siren) has the Gnome summon so if you've done Belleza already,
     you'll be familiar with how the surround-'n'-pound strategy works. The far-off
     witch knows Fluid Magic and should be killed pronto, which is a double whammy
     'cause she knows Ray of Paralysis as well. It helps that Grevis has no other
     spells to fall back on, making her do nothing for turns on end. Other than
     that, power in numbers! Summons' damage is diluted when a crowd's targeted,
     and the enemy AI will almost always try to hit the most people.
    
     Just a few more tidbits:
    
     • The Cleric only has Heal Plus, so if you surround units one-by-one, she'll
       refrain from healing that person due to healing enemies as well. Also, by
       endangering the cleric's life -- such as sending a hawkman to back-attack
       her each turn -- she may prioritize her own health over comrades', making
       it easier to slay them. [Of course the knights can still heal, but those
       are single-serve.]
    
     • Grevis' Caldia (fan) weapon may inflict Charm if it lands a hit. Attack from
       behind or long-range to avoid this incredibly annoying occurance.
    
     • The leader is a fire-type using an earth-elemental summon. This mismatch'll
       mean it's not as powerful as it could be initially. But, if you wander onto
       panels that give earth boosts, it can do 20+ per hit or more. Stay on grass
       'Plain' tiles! Of course, each hit misses quite a lot, even on trudging
       low-AGI characters. ;)
    
     • Speaking of which, any allied summon user can hedge their damage by hitting
       debilitated units (sleep, petrify, paralysis, etc.) as their evasion is
       always zero percent.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Nothin' to speak of. Sotavento's right down the yellow brick road...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    17) SOTAVENTO                                               [PATH A/B]   [WK17]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_14.png
    
     The boys are back in town!
    
     DIFFICULTY: 4/10                _____ _______________________
     MAP ------: 14x13              |  HP | DROP                  |
     GOTH -----: 1000               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 17 Knight      | 245 | Sword Emblem          |
                 Lv. 17 Knight      | 237 | Sword Emblem          |
                 Lv. 17 Valkyrie    | 207 | Altar of Resurrection |
                 Lv. 17 Valkyrie    | 200 | Stone of Swiftness    |
                 Lv. 17 Valkyrie    | 200 | Stone of Swiftness    |
                 Lv. 17 Priest      | 193 | Resurrection (spell)  |
                 Lv. 19 Esquire     | 265 | 1000 Goth             |
                                    |_____|_______________________|
    
     Ah, town battles are always the most interesting. Nichart (leader, Esquire)
     usually refrains from close-range fighting unless his AI is tipped off to a
     low-HP ally, so he goes for Ice Javelin missiles quite a lot. The rest of the
     crowd (valkyries, knights) will rush down to meet everyone while the Priest
     holds back at midfield to dole out the curatives.
    
     The witch here has no support role and often casts Fascination -- beware,
     especially if you're playing on an emulator where it can freeze the game if
     successful. Take her out ASAP! The other 'main mark' to look out for is the
     Priest, which is handy with a Heal Plus. This one has the 'Resurrection'
     spell, a one-of-a-kind ability and unique to Path A. Couple of other tidbits:
    
     • The Priest won't use Heal Plus on an enemy if it's surrounded, due to the
       AI healing the player's allies. Those pesky knights will then have to fend
       for themselves! Also, the Priest never uses Resurrection, although this may
       have roots as a gameplay mechanism (repeatedly obtaining dropped items).
       It's not a bad idea to invite instead of slaying him, so one can have an
       extra priest for the upcoming party-dividing portion (two battles from now).
    
     • There is a 'Snapdragon' item buried at [12,0] and is one of only four in the
       game. I won't go in-depth for what they do, but make sure that an ally unit
       claims it before an enemy stumbles upon it. (NOTE: You can get this in the
       training mode as well).
    
     • Random asides: The witch has a Knight's Certificate. This isn't important,
       it's just a weird emblem for a mage class... Also, if Ivanna attacks the
       leader, there's a short scene talking about her disgraced knighthood.
    
     If you're using Elrik/Deneb, Euphaire's Energy Transfer ability allows for 
     quick summoning, and this skirmish is pretty standard as a stalling battle.
     When Nichart's defeated, he flees and tells Alphonse to follow him to Ostorea
     Castle where he "won't leave in one piece."
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Once the reminiscing is done, Eleanor gives Alphonse her Pearl Necklace, which
     prevents status effects on the wearer. [If one tried to remove it from her
     earlier, she wouldn't allow it.] Unfortunately, Alphonse, as the Leader, is
     immune to status effects like that so it should be put on someone else who's
     vital to the frontline. Can't look a gift horse in the mouth! Additionally,
     Fluid Magic and Full Heal can now be bought in every shop. Yayee!
    
     March off to Haena, to the sound of war drums...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    18) HAENA                                                   [PATH A/B]   [WK18]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_15a.png
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_15b.png
    
     DIFFCULTY: 5/10                 _____ ____________________ __________________
     MAP -----: 18x12               |  HP | PATH A DROPS       | PATH B DROPS     |
     GOTH ----: 700 (1000 Path B)   |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES -: Lv. 19 Thun. Dragon | 281 | Sorceror's Cup     | ---------------- |
                Lv. 19 Swordmaster  | 219 | Teleport (Spell)   | ---------------- |
                Lv. 19 Swordmaster  | 221 | Crown of Intellect | ---------------- |
                Lv. 19 Ninja        | 203 | Yomogi-u           | ---------------- |
                Lv. 19 Ninja        | 210 | Thunder Chain      | ---------------- |
                Lv. 19 Archer       | 217 | Forest Boots       | ---------------- |
                Lv. 19 Archer       | 203 | Flame Leather      | ---------------- |
            [L] Lv. 21 Archer       | 229 | Thunder Bow        | ---------------- |
                Lv. 19 Dragon Tamer | 235 | ------------------ | Dragon Gem Sword |
                Lv. 19 Earth Dragon | 290 | ------------------ | Dragon Eyes      |
                Lv. 19 Dragoon      | 273 | ------------------ | Ice Blade        |
                Lv. 19 Dragoon      | 266 | ------------------ | Dragon Armor     |
                Lv. 19 Duke Knight  | 281 | ------------------ | Heavy Armor      |
                Lv. 19 Duke Knight  | 276 | ------------------ | Ice Shield       |
                Lv. 19 Duke Knight  | 270 | ------------------ | Winged Shoes     |
            [L] Lv. 21 Duke Knight  | 279 | ------------------ | Gram             |
                                    |_____|____________________|__________________|
    
     This hilly place is the site of the 15th battle, whose enemy lineups change
     depending on the path taken back at Urodela. On Path A, the team faces off
     against Orson and his band of weak-DEF units; on Path B, the opposition's
     composed of DEF-heavy knight types, including Duke Knights [special foe-only
     unit who get 2 spell slots.] Obviously, Path B's is innately harder, but
     neither's pull-your-hair-out hard.
    
     • [Path B] Most units are DEF-heavy, battle-hardened vets in addition to
       spells (Duke Knights) or possible instakill physical attacks versus dragons
       (Dragoons). Because of this, using summons -or- the surround-n'-pound
       strategy helps to quickly dispose of targets, preventing them from escaping
       to heal. Use Molten Blade, too, if able.
    
     • If y'think the enemies will fall for the trick of advancing down to the
       lower plateau's base, think again -- they're smarter than that! That means
       a team must take the initiative in advancing since the foes simply idle
       around where they start otherwise.
    
     • The terrain works against mage units here, and if they want to get into the
       map's middle -- where battle no doubt centralizes -- they've got to circle
       the lower plateau. Alternately, they can stay down below and trade safety
       for flexible spell range. [Jumpier units can leap right up the cliffside.]
    
     • [Path B] Normally, undead units can be great distractions for the real
       threats, but here, Khodar can use Exorcism to banish them. The Necklace of
       Resist will stifle that threat but cripples most undead types...except
       Dragon Zombies. [Their skills aren't affected by the no-magic-damage rule.]
    
       On that subject, Dragon Zombies are the only dragons worth bringing to the
       fight -- with dragoons and their instakill physical attacks, they're 
       ineffectual at best, liabilities at worst. [DZs get by with self-reviving
       trait, but still have horrible move and might not be worth bringing either.]
    
     • Every unit here has a rare or yet-unbuyable drop, so it's worth slaying the
       entire team! Out of everything, only the Dragon Armor [Path B] and Forest
       Boots & Teleport spell [Path A] are truly unique, however. Basically, don't
       leave those treasure sacks laying around where an enemy can accidentally
       grab one. [Forest Boots can technically be obtained in Vs. Mode, but that's
       usually not viable for most players, so it's counted as unique in this
       walkthrough.]
    
     Defeat Orson or Khodar to end the fight.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Two maps now open: Ostorea Castle, the destination, and Gracula, an optional
     dot on an eastern island. Like in Tactics Ogre (SNES), castles are home to
     consecutive maps -- in this case, four! One has to prepare thoroughly before
     committing, as there's no saving inside and it would be a shame to reach the
     end and have to redo everything! Gracula is part of Glycinia's sidequest, so
     if she's not invited yet, don't bother.
    
     • Speaking of which, Glycinia now appears at Haena, with her penultimate
       setup: Ripple's Staff, Glass Pumpkin, Dragon Gem, Hard Leather. The player
       should make a choice at this time: should I invite Glycinia now and get
       the unique staff, or wait until later and get the best bow (Crescente)? The
       bow isn't unique because another can technically be obtained during the
       last set of dungeons via invitation, but there's no saving during then so
       it's not permanent. The deciding factors typically come down to the staff's
       item ability (casts Divine Radiance) and the Crescente being used with the
       special bow ability Lachesis, obtainable later.
    
     Anyway, now's the time to prepare for Ostorea!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    19) GRACULA                                    [OPTIONAL]   [PATH A/B]   [WK19]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_gracula.png
    
    DIFFICULTY: 1/10 -or- 2/10     _____ ____________________ ____________________
    MAP ------: 16x22             |  HP | DROP (w/o Glycin.) | (With Glycinia)    |
    GOTH -----: 200               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    ENEMIES --: Lv. 19 Gremlin    | 181 | Tome of Discipline | ------------------ |
                Lv. 19 Gremlin    | 185 | Sacrificial Doll   | ------------------ |
                Lv. 19 Gremlin    | 182 | Sacrificial Doll   | ------------------ |
                Lv. 19 Gremlin    | 187 | Sacrificial Doll   | ------------------ |
                Lv. 19 Gremlin    | 175 | Sword Emblem       | ------------------ |
                Lv. 19 Gremlin    | 180 | Sword Emblem       | ------------------ |
                Lv. 19 Gremlin    | 183 | Sacrificial Doll   | ------------------ |
                Lv. 19 Gremlin    | 179 | Sword Emblem       | ------------------ |
    ENEMIES --: Lv. 19 Gremlin    | 181 | ------------------ | Great Bow          |
                Lv. 19 Gremlin    | 185 | ------------------ | Glass Pumpkin      |
                Lv. 19 Gremlin    | 182 | ------------------ | 1000 Goth          |
                Lv. 19 Red Dragon | 285 | ------------------ | Mirror of the Gods |
                Lv. 19 Red Dragon | 280 | ------------------ | Urn of Chaos       |
                Lv. 19 Cerberus   | 262 | ------------------ | Sword Emblem       |
                Lv. 19 Cerberus   | 253 | ------------------ | Cup of Life        |
                Lv. 19 Cockatrice | 258 | ------------------ | Tome of Discipline |
                                  |_____|____________________|____________________|
    
     There's nothing difficult about fighting a bunch of measly Gremlins, besides
     the obvious pursuit in catching them. The terrain here is composed of lava
     and ocean, a weird mish-mash you'll find nowhere else, so said pursuit can be
     a bit annoying if it goes to extremes.
    
     • The reason to play this map is part of Glycinia's quest. If she's been
       recruited, she'll have a quote about Lubina being around somewhere. Bring
       her along in battle and move adjacent to the gremlin "Lubinnya" to uncover
       Glycinia's incognito sister. Simply beat the map and Lubina can join the
       party, too. [NOTE: Lubina does not appear in the map if Glycinia hasn't
       been invited, and the event only happens when Gracula's first played, so
       the sis can be permanently missed.]
    
     • Even without foreknowledge, it'd be easy to figure out where Lubina is --
       she's the only gremlin who doesn't attack at all, not to mention the alias
       is a dead giveaway. If murdered, she drops 1000 goth...but it shouldn't be
       worth it, you meanie!
    
     • Note that battle ends when all foes are destroyed, not when Lubina's guise
       is revealed. It may be best to kill all regular enemies and let Glycinia
       do her unveiling act then -- this allows the fairies to safely finish
       battle without being targeted.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     If Lubina isn't invited at first, Glycinia will want to leave to escort her
     back to "the forest," so both fairies can end up leaving here (worst-case
     scenario). Is it worth getting Lubina anyway? Perhaps. She and her sis have a
     double attack (i.e. move adjacent to one another) called Magic Missile that
     does magic damage with a banishing effect. It self-damages too, expectedly.
    
     Lubina joins with: Sherwood Bow, Hard Leather, Amulet
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    20) OSTOREA PREPARATIONS                       [OPTIONAL]   [PATH A/B]   [WK20]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     This will be the hardest series (4) of fights you'll fight for awhile. The
     first two will be fought with the troops SEPARATED, meaning you'll have to
     divide 'em as they attack two fronts (like Bethla Garrison in FFT). Saving
     is impossible until every last battle has been completed, which can make
     this stretch of sword-clashing horribly annoying for people barely winning
     by the skin on their teeth.
    
     There is a trick, though. If your ranks are small enough to put everyone in
     one battle, the other gate battle will be skipped completely. This is not a
     recommended tactic as it misses items and, worse, the Atropos special skill
     (if you take the Ostorea South route). This aside, the walkthrough's duty is
     to go the 'normal' route that most will go.
    
     Think about visiting Quest Mode to stock up on rare equipment and such -- it
     can really help here.
    
     <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
     For those with few allies, or those who will just have a poor time splitting
     the party up evenly, there's a way to 'pad' one side a bit: undead allies! No
     enemies within Ostorea will be able to banish (i.e. completely irreversably
     destroy) these types in the first three battles on Path A. Plus:
    
     • They are immune to status effects
     • Ghosts can teleport (no movement penalties)
     • They automatically revive themselves with ample HP
     • Ghosts can use nagging bane spells
     • With Cursed Existence (revives w/ full HP), you'll never be short-handed
    
     This is the most obvious way, since ghosts are the only undeads that are easy
     to find. If you have not been to Blete yet (must clear Gryllus), there's one
     more undead to get: a Dragon Zombie! These CAN have their status changed but
     with a Necklace of Resist, be completely invincible in a sense. Their Rotting
     Breath ability can also lowers equipment power. You may not want undeadies
     after the first two battles, but they ARE a very good way to get troops that
     are completely self-sufficient and need no real strategies.
    
     Ghosts can only be encountered in Gryllus, though, and can't be hired by the
     normal means. After clearing the forest (see strategy far above) just find a
     few ghosts and invite 'em. The Arbitration ability helps to get the first;
     ghosts persuade fellow ghosts easier, too. Just remember to invite ghosts who
     start with the Enfeeble spell since it's not buyable and will be more useful
     than, say, Brain Sap in the long run.
    
     Cursed Existence is alright, but if you've got an Angel Knight, they're not
     too bad a supplement. "Poignant Melody" allows them to return HP and MP/SP
     to the above two classes, which normally are unable to be healed by normal
     methods. One Angel Knight should suffice.
    
     As always, this is just a RECOMMENDATION, but the possibilities are great if
     you bring four or five ghosts into battle. It's really a flawless, near-cheap
     strategy. =)
    
     <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
     So, which allies should you send where? It's really up for grabs, but here's
     a good guideline:
    
     [OSTOREA WEST]                       [OSTOREA SOUTH]
    
      • Alphonse                           • Ally w/ Heal Plus
      • Knight w/ Heal                     • Priest
      • Knight w/ Heal                     • Knight/Swordmaster
      • Ally w/ summons                    • Knight/Swordmaster
      • Ally w/ Heal Plus                  • Ally w/ support spells
      • Ally w/ Hurdle Wall?               • Knight/Swordmaster
      • ?????                              • ?????
      • ?????                              • ?????
    
     This is what I consider the 'essentials.' Hurdle Wall is useful here, unlike
     most maps, because the castle wall is impassable except for flying/warping
     units. Hurdle Wall ignores elevation and places a unit up above, allowing
     a unit to ambush the archers. Fill in the "?????" blanks with units of your
     choice, which I suggest ghosts/dragon zombies. >___>   Don't forget to bring
     someone with fire-elemental spells if you want to find treasure -- snow will
     be covering lots of spaces. NOTE: Use Teleport instead of Hurdle Wall if
     you have it.
    
     Equip a Necklace of Resist on those undeads and watch 'em rattle down the
     street!
    
     <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
     Both gates are open at once, but Ostorea West can get tackled first. As long
     as you know that sending troops to one makes those unavailable for the 2nd...
     Onward, Lodis Soldiers!
    
     NOTE: If you haven't revisited Rana to get the Zephyrus spear, that can help!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    21) OSTOREA WEST                                            [PATH A/B]   [WK21]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_16.png
    
     DIFFICULTY: 7/10                _____ _______________________
     MAP ------: 23x16              |  HP | DROP                  |
     GOTH -----: 600                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 19 Archer      | 218 | Grincer Coat          |
                 Lv. 19 Archer      | 215 | Stone of Swiftness    |
                 Lv. 19 Warlock     | 242 | Sacred Ring           |
                 Lv. 19 Duke Knight | 270 | Saint's Shield        |
                 Lv. 19 Duke Knight | 274 | Sum Mannus            |
                 Lv. 19 Hawkman     | 245 | Healing Salve         |
                 Lv. 19 Hawkman     | 238 | Crown of Intellect    |
                 Lv. 21 Swordmaster | 264 | Notos                 |
                                    |_____|_______________________|
    
     Ahh, one of the harder battles yet fought, and the harder of the two gate
     battles. Margret (Leader, Swordmaster) has the Atropos spell and uses it to
     inflict 100+ damage to a target, thus why anyone with even a regular heal
     spell does good here. This also damages her, though, making her not so hard
     of a target to bring down. Just make sure to keep mage units away 'cause she
     may OHKO some of them, no joke. If you want to defeat everyone and get the
     rare items, here's the 'order of operations':
    
    1: Bring Down Duke Knights!
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     These are the 'closest' technically, so the player'll probably tango with one
     or two of these while trying to accomplish the first objective. They loiter
     by the gate and don't stray until enemies approach; they're drawing you into
     the archers' sights, y'see. Try to draw them into the water ('Channel' panels)
     to reduce their defensive capabilities, 'cause they are pretty decent on that
     end, and incapacitate them in some manner. Surround the one that knows Heal
     Plus first because he won't cure himself at the expense of doing the same to
     the allies; when he's gone, surround-'n'-pound the second Duke Knight. [Using
     ghosts to surround helps since the terrain is hard on units without the
     snow-walking ability.] These feats will net the Sum Mannus & Saint's Shield
     rarities, both useful.
    
    2: Slay the Hawkmen! And a Warlock?
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     If you have Teleport, and you should if you're on Path A, sending in a lone
     unit up on the castle wall makes little sense since these guys will gang up
     on it. They're the only flying units, and have pretty crappy defense to boot.
     Once they're dead, give the Swordmaster (or bowman) a clear target at the
     enemies below. I gave my swordmaster Orson's Thunder Bow and it worked to
     great effect. [Once they're gone, teleporting mage units to the upper wall is
     an awesome tactic, though.]
    
     NOTE: The warlock may be close enough to die. He's inconsequential in the
           grand scheme of the battle
    
    3: March to the Archers!
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Archers stay up top on the wall, and gain tremendous range due to the height
     of the dang thing. Hurdle Wall places a character up there but only if s/he's
     standing adjacent; Teleport lets anyone teleport anywhere. Bows work horribly
     when shooting at an uphill level, meaning a unit with a bow can get the upper
     (no pun intended!) hand by getting on the even HIGHER spots (29s). Margret's
     ability can't reach up there, so they'll be safe. Start plugging the archers
     from there, and maybe that warlock, too, which isn't of any consequence to be
     honest (Sacred Rings can be won in Quest Mode). Maybe persuade him for to get
     an extra ally...? :D
    
     That Grincer Coat is part of the 'Enchanted Hunting Wares' set, and although
     it's very good, it's NOT one-of-a-kind. More can be won in Quest Mode, so if
     you want to skip it, go ahead. Same goes for the Tundra Bow, which is /not/
     dropped.
    
    4: Death to Margret!
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     NOTE: Margret doesn't seem to heal herself...?
    
     With only Margret and maybe the warlock left, long-range attacks can really
     pay off. Throughout the battle she'll keep her distance as long as allies are
     not too close to the castle wall, and she often idles near the righthand-side
     stairway. Use Teleport to get bowmen/Swordmasters in position for their long-
     -range attacks, and use the unit with the highest HP/defense to eat Atropos'
     damage. This weakens her as well, remember? Better yet, use an undead enemy
     as bait to make her weaken herself. It's really ingenious.
    
     If you want to find treasure on the map, make sure you do so before Margret
     gets on your tail, 'cause she can't be Teleport-ed around. However, the spell
     I just mentioned is good for evading her illustrious sword talents for awhile,
     at least. In a snowstorm, panels can be turned into 'Snowy Plain' types so be
     sure to bring a 'Clear Sky' spell to change the weather! (A 'Coral Harp has
     the same effect as Clear Sky, remember).
    
     Oh, and if you still don't have a leg-up, Margret's movement only has an up/
     down ratio of 2:3, meaning you can stall her with undeads if you have some,
     like I did here:
    
         http://img.photobucket.com/albums/v242/Shotgunnova/Margretmove.png
    
     If she kills one, just use Cursed Existence to bring her back. Those undeads
     are really expendible, but so lovable, too. =p
    
    OTHER TIPS
    ŻŻŻŻŻŻŻŻŻŻ
     • If you want to be a badass, wait for an archer to stand on the outcropping
       of the castle wall and teleport a unit (or have an innately teleporting
       unit) onto the wall. Remember that hitting someone with a shield produces
       knockback? Doing that to an archer on the edge will send them off, killing
       them from the ridiculous fall damage. Another method how those "disposable"
       ghosts can earn their battle stripes!
    
     • If you're looking for treasure, remember that snowfall will re-cover the
       burnt tiles. Make sure to use Clear Sky/Coral Harp to keep the weather
       clement (although besides the Phoenix Mail, the tiles are normal ones).
       And as a curio, summoning a tempest in snowy weather produces a snowstorm,
       so if you wanted to make some kind of silly flooding tactic, that ain't
       gonna fly.
    
     • Bringing a swordmaster in with Molten Blade can pay off in spades just on
       counterattacks alone (particularly in the early going). Although, if it's
       between that and Teleport, go with the latter.
    
     • Tile [20,5] is a crucial point for units ascending/descending the upper
       wall -- putting an ally here, prevents Margret from getting back up or
       keeps her up there, securing safe passage for ascending allies. It's not
       that feasable without teleporting/flying units, but can certainly be useful
       in the right situations.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     When Margret's defeated, she'll pass on her 'Atropos' special skill to one
     human unit of the player's choice. It can be ANYONE in EITHER party that can
     learn it -- there is no restriction besides the normal ones (monster units
     cannot learn it, fr'instance). Alphonse is probably the best target, although
     Ivanna, a Swordmaster, or such would be a prime candidate, too. Let me iterate
     this in case you didn't catch it:
    
        YOU CAN ONLY LEARN THIS NOW AND HAVE ONE CHANCE TO TEACH IT TO SOMEBODY!
    
     Note that anyone in your team can learn the ability -- including those not
     in the battle party, such as those at the other gate (if you did it already)
     -- provided they fulfill the requirements.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    22) OSTOREA SOUTH                                           [PATH A/B]   [WK22]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_17.png
    
     DIFFICULTY: 4/10                _____ _________________________
     MAP ------: 22x15              |  HP | DROP                    |
     GOTH -----: 1400               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 20 Siren       | 202 | Cloak of Authority      |
                 Lv. 20 Siren       | 201 | Caldia                  |
                 Lv. 20 Witch       | 201 | Stone of Swiftness      |
                 Lv. 20 Priest      | 201 | Divine Radiance (spell) |
                 Lv. 20 Duke Knight | 280 | Healing Salve           |
                 Lv. 20 Duke Knight | 268 | Firedrake Sword         |
                 Lv. 20 Venefica    | 240 | 1000 Goth               |
             [L] Lv. 22 Esquire     | 298 | Osric's Spear           |
                                    |_____|_________________________|
    
     Defeating Nichart will end the battle, but there's SO much to do before then!
     The Priest has the one-of-a-kind 'Divine Radiance' spell, a powerful offensive
     VIRTUE spell for healers. The Venefic (Lethe) often ignores using Fluid Magic
     on the priest if you mount the stairs from the right side, so that's what you
     should do.
    
     ...But, before that, taking out those Duke Knights is well worth it. They're
     the only physical fighters besides Nichart and can be a thorn in the side if
     they're let run rampant. Surround-'n'-pound the one with a Heal spell and use
     summons (Euphaire has Energy Transfer, remember) to take it out of the picture
     before the Priest can heal it; which, if it's surrounded, she won't. Drawing
     the Dukes towards the party is as easy as staying put for three turns. (NOTE:
     If you're playing on an emulator, you'll want to kill that witch first since
     Fascination can freeze up the game and make the player reset!). If you can
     inflict paralysis/sleep, summons will never miss! Abuse Energy Transfer and
     Fluid Magic to really drive the nearby enemies into the ground, stake-style.
     This is an easy way to take out the sirens/witch appearing on either side of
     the field. Lethe teleports out when her HP is depleted (no spoils).
    
     Nichart's an agile opponent, doing 50+ often enough due to the terrain and
     his weapon/innate element bonuses -- ice! Basically none of the panels give
     a negative impact to water/ice, so standing on normal ground is good enough.
     Surround him so he can only hit one ally with his two-panel attack, and chip
     away. Be sure to keep a Heal Plus'r on-hand since he can really damage those
     of the opposite element (or with crap defense). When his HP dips below 100,
     he starts to heal. Interestingly enough, he's already got a 'Don Quixote'
     emblem which gives him -10 INT. Laff!
    
     Other things:
    
     • There's a buried Leviathan Mail at tile [0,15], which is an isolated space
       covered by snow -- it'll require a flying or warping character to get it
       once the preparations are done. This can be won in Quest Mode, too, so no
       reason to get bent out of shape if y'can't get it.
    
     When he's defeated, he drops an Osric's Spear and 1000 Goth, which must be a
     kicker 'cause no one leaves behind two spoils in the game. The parties will
     now rejoin into a solitary collective now, meaning the worst is over.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     The party rejoins to assault the throne room. Remember to equip the team with
     new stuff once y'get there!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    23) OSTOREA THRONE ROOM                                     [PATH A/B]   [WK23]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_18.png
    
     Hey, even those allies from the very first battle in the game are back! Kewl!
    
     DIFFCLTY: 3/10                _____ __________________________
     MAP     : 12x19              |  HP | DROPS                    |
     GOTH    : 2500               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES : Lv. 20 Wizard      | 195 | Water Garb               |
               Lv. 20 Wizard      | 195 | Sorceror's Cup           |
               Lv. 20 Witch       | 204 | Petrifying Cloud (spell) |
               Lv. 20 Knight      | 259 | Dragon Helm              |
               Lv. 20 Knight      | 268 | Dragon Shield            |
               Lv. 20 Duke Knight | 280 | Warp Ring                |
               Lv. 20 Duke Knight | 282 | Sword Emblem             |
           [L] Lv. 22 High Priest | 294 | 1000 Goth                |
                                  |_____|__________________________|
    
     Although it may look a little grim, this battle's really not as hard as it
     seems...if you want to just get on with it. The Witch has the one-of-a-kind
     Petrifying Cloud spell, the male knight has the only Dragon Helm in the game,
     and, of course, Rictor has the game's only virtue summon: Ignis Fatuus. These
     (except for last, which is obtained automatically) are what should be sought
     after. A Duke Knight has a Warp Ring, too, but that can be obtained in Quest
     Mode. If you choose to go after it, though, it'll probably one of the last to
     get gork'd.
    
     Going after the mages first is recommended, as Atropos should be able to OHKO
     them pretty easily...at most, two attacks. The Witch feeds MP through Fluid
     Magic to Rictor -- a strategy we're all familiar with -- so taking her out is
     very recommended, not to mention her petrification magic will be her prime
     attack once /her/ MP gets higher. To boot, Rictor himself is an pushover; he
     only carries a simple Heal spell, which while doing 100+, is no match for
     Atropos. He's got decent magic defense, though, so physical attacks are the
     best avenue o' destruction.
    
     Collecting the other objects is harder, though. Because so many units have
     single-serve healing capabilities, much damage has to be done per turn. Using
     status effects is recommended (especially on the Duke Knight who warps around
     and can't be surrounded) to waste opponent turns. There are no useful terrain
     bonuses indoors, either... One at a time, surround-'n'-pound the units since
     this is the only sure way to victory. Preface that strategy with a dose of
     summoning for that extra boost of damage. Other things:
    
     • The unit with the Dragon Helm is immune to dragon breath attacks, but this
       doesn't apply to the female knight with the Dragon Shield!
    
     • [Path A] The Atropos-user can immediately start wreaking havoc by having
       someone teleport him/her to the enemy mages' area. Since the foes are so
       piddly, and the user isn't really in any life-threatening danger (at least
       until Ignis Fatuus becomes available), it's a good way to get a leg-up on
       the competition.
    
     • Random aside: Lara and Justin can't be invited, probably because they have
       loyalty issues to Rictor. A similar situation happened back at Arena [Path
       A] too, if y'remember.
    
     Defeat Rictor to end battle.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Only one chamber left...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    24) OSTOREA CRYPT                                           [PATH A/B]   [WK24]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_19a.png
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_19b.png
    
     DFFCLTY: 4.5/10               _____ ____________________ ____________________
     MAP ---: 17x14               |  HP | DROP               | PATH B DROPS       |
     GOTH --: -----               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES: Lv. 23 Angel Knight | 270 | Needle of Light    | ------------------ |
              Lv. 23 Angel Knight | 266 | Earth Shield       | ------------------ |
              Lv. 23 Knight       | 280 | Healing Salve      | ------------------ |
              Lv. 23 Knight       | 277 | Warp Ring          | ------------------ |
              Lv. 23 Valkyrie     | 238 | Plumed Headband    | ------------------ |
              Lv. 23 Valkyrie     | 241 | Earth Javelin      | ------------------ |
              Lv. 23 Warlock      | 255 | Crown of Intellect | ------------------ |
          [L] Lv. 25 High Priest  | 302 | Ignis Fatuus       | ------------------ |
              Lv. 23 Duke Knight  | 303 | ------------------ | Laevateinn         |
              Lv. 23 Duke Knight  | 306 | ------------------ | Sword of Tiamat    |
              Lv. 23 Duke Knight  | 300 | ------------------ | Healing Salve      |
              Lv. 23 Duke Knight  | 294 | ------------------ | Sword Emblem       |
              Lv. 23 Knight       | 289 | ------------------ | Magic Salve        |
              Lv. 23 Knight       | 272 | ------------------ | Tome of Discipline |
              Lv. 23 Priest       | 232 | ------------------ | Reincarnation      |
          [L] Lv. 25 General      | 339 | ------------------ | Bloody Cleaver     |
                                  |_____|____________________|____________________|
    
     The chapter's nightcap battle can be quite a fun one! Naris Batraal himself
     will take up arms on Path B, surrounding himself with some trusted allies.
     Except for that guy he killed. He was a meanie. [Can you believe Naris is of
     lawful alignment? What a crock!] On Path A, Rictor and his lackeys put up a
     last stand...unfortunately, most of the units are DEF-weak meaning Alphonse's
     powerhouse team should be able to steamroll 'em.
    
     • [Path A] Like the previous fight, Teleport can quickly tip the scales in
       the allies' favor. Rictor's Ignis Fatuus spell is the main damage-dealer
       on his end, but slaying his Fluid-Magicking Warlock with Atropos puts the
       kibosh on that. [Warlocks have better DEF than normal mages, so one may
       need to use Molten Blade first.]
    
     • [Path A] Obviously don't bring any undead units with unless you've got a
       plan to take out those Angel Knights and their Banish skill! Necklaces of
       Resist don't block skills, remember.
    
     • [Path B] Naris has mammoth DEF/STR, a powerful weapon (Bloody Cleaver), and
       can use Ray of Paralysis to annoy everyone. Additionally, he's got a no-MP
       special ability "Hell's Gate" that may instantly slay the unit(s) it
       targets. He's no slouch, so make sure mages stay far, far away.
       
       The rest of the units are pretty average, just Duke Knights -- who should
       now be easy pickins with summons, Atropos, and Divine Radiance on the table
       -- and a few others. The priest will babysit Naris, so it helps to get her
       out of the way early in the battle to avoid her presence's prolonging
       effect. [She only has Heal Plus, though, so any surrounded unit will never
       get her powers' attention...!]
    
     • There's a Ring of the Dead buried at tile [12,8], one of the few available
       in the game. It's part of the method to make a character a Lich, so don't
       leave this crypt without it!
    
     Defeat Naris to end the battle.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Once the crypt segment is done, the second chapter comes to a close. Ostorea
     Castle is now in Alphonse's hands, which means it's open for Training and
     the shop's available, too. Cybil and Rictor can now join permanently, on Path
     A and Path B, respectively. [Pick the first option to accept, the other to
     decline.] Cybil's basically a trumped-up siren with access to all spells but
     virtue, while Rictor's a priest who can cast only (3) virtue spells but any
     within that skillset. Neither special character can change class, however --
     there's no substitution like with Euphaire's Siren and Elrik's Warlock jobs.
     
     NOTE: Thunderbird and Ignis Fatuus are equipped to Cybil and Rictor,
           respectively. Not allowing them to join means the summon is permanently
           missed!
    
     • Beating the Crypt earns the 'Cave Exploration' map for Quest Mode, which
       in turn opens up new item gain possibilities! See the appropriate section
       for more details.
    
     • Sufrir or Bison, whichever wasn't accessible on the current path, will now
       be available in southern Anser. Shouldn't be too important but Sufrir's a
       good place to fight dragons, for instance.
    
     • Shops have updated again, with new things like Snow Boots and Plate Mail
       available.
    
     • Revisiting Solea gives a special scene with Eleanor, if she's still in the
       party, and she gives an item to Alphonse depending on previous answers he'd
       given her. The Circlet of Wisdom can be gotten on either path but only if
       certain answers were given during 3 (4 if on Path B) past conversations.
       See the equipment section for more info.
    
     • Visiting Ardea gives the option to let Lobelia the Angel Knight join the
       party (pick option A). She comes with a Needle of Light, Cloak of Oath,
       Snow Boots, and an Amulet. Note that you cannot get Saia (at Rebanada's
       2nd battle) if she's currently in the party. However, dismissing her -- or
       using a Snapdragon on her, which is a popular choice -- is fine if you want
       Saia.
    
     Two maps are open: Rebanada and Harmonia. The former is an optional map that
     can be played twice (not consecutive battles); the latter is the compulsary
     destination.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    25) REBANADA                                   [OPTIONAL]   [PATH A/B]   [WK25]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_rebanada_1st.png
    
     Dark and damp, this murky cave faces the northern Rananculus sea. And, once
     inside, we learn that someone who went insane over his sister's illness still
     wanders the shadows... Don't enter battle without the means to permanently
     eliminate undead types (Exorcism, Faith, Banish, and/or Star Tiara).
    
     DIFFICULTY: 3/10                  _____ _______________________
     MAP ------: 16x13                |  HP | DROP                  |
     GOTH -----: 200                  |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 25 Ghost         | 239 | --------------------- |
                 Lv. 25 Ghost         | 239 | --------------------- |
                 Lv. 25 Ghost         | 237 | --------------------- |
                 Lv. 25 Undead Knight | 268 | --------------------- |
                 Lv. 25 Undead Knight | 268 | --------------------- |
                 Lv. 25 Dragon Zombie | 343 | --------------------- |
                 Lv. 25 Dragon Zombie | 329 | --------------------- |
             [L] Lv. ?? (Unknown)     | 320 | Goblin Helm           |
                                      |_____|_______________________|
    
     Obviously, since undead types don't 'die' there's no drops to be found. One
     Dragon Zombie has a Necklace of Resist, however; persuade it to join and it
     will bring it with. This battle's relatively simple on the normal front --
     just use Exorcism/Faith and destroy the undeads as they approach.
    
     Rimmon (Unknown, Leader) is a different story. His physical defense will be
     higher than anything you've ever seen, topping in at 700+ even at these mid-
     -ranged levels. In comparison, his magic defense and attack're horrible, with
     the former being the main route of damage (Atropos can do below 50!). Because
     His movement type is also snow-walking, which means he can go down two steps
     or up one -- he's a fatty! If you can manage to get him up on a ledge, it's
     really quite easy to make him take some fall damage. It's really a battle of
     attrition when it gets down to it; just keep him away from the mages. His
     two emblems (War God, Berserk) may aid him a bit here...
    
     Oh, and there's a buried 'Tathlum' crossbow at the [15,02] panel. It's the
     only one in the game, but can be gotten later, too. It's bane-elemental, so
     that's appealing, yeah?
    
    AFTERMATH [BATTLE #1]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Defeating this map opens up a special event next time it's entered, where a
     new character (Saia, Lesser Daemon) can be obtained. This goes hand in hand
     with events relating to getting Lobelia, an Angel Knight. Only one can be
     obtained (at least in original form), so you'll have to make the decision.
     If you choose not to invite her, she gives a Seraph's Plume as a reward. =/
    
     Visit Ardea and accept Lobelia's help to get her in the party; re-enter the
     map to enter the battle below (remember, this is OPTIONAL)...
    
     MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_rebanada_2nd.png
    
     DIFFICULTY: 3/10                  _____ _______________________
     MAP ------: 16x13                |  HP | DROP                  |
     GOTH -----: 200                  |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 25 Vrtra         | 312 | Snapdragon            |
                 Lv. 25 Vrtra         | 321 | Sword Emblem          |
                 Lv. 25 Hawkman       | 284 | Ring of Flotation     |
                 Lv. 25 Hawkman       | 287 | Earth Leather         |
                 Lv. 25 Gorgon        | 258 | Flame Bow             |
                 Lv. 25 Gorgon        | 263 | Rapture Rose          |
                 Lv. 25 Gorgon        | 264 | Stone of Swiftness    |
                 Lv. 27 Lesser Daemon | 299 | Earth Dragon Axe      |
                                      |_____|_______________________|
    
     Out of all the new enemies, the Gorgons are probably the ones that need to
     be defeated first. Their 'Evil Eye' spell inflicts petrification on allies
     who do not have shields, and this is especially annoying because the ones
     who don't carry shields often are mage types (bye, Cleanse). The other enemy
     that's probably new is the Vrtra. They have normal breath attacks but inspire
     fear (-1 to mental gauge) in those within a range of three. These are great
     ones to persuade, if possible. The Vrtra nearest the party drops a Snapdragon
     (finite item) upon defeat, so invite the OTHER one if you have to.
    
     This is a regular old fight besides that, although the enemies may heal 100
     damage instead of the normal 50. There's just no complex strategies to do
     ever since Atropos came to town...
    
    AFTERMATH [BATTLE #2]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     After defeating Saia, he'll pose a question to Alphonse.
    
     "I fight for myself" -> Saia joins party (with Amulet, Chain Mail, Enfeeble)
     "I fight for peace " -> Saia does not join party; obtain Ring of the Dead
    
     If you get Saia, you CANNOT get Lobelia the Angel Knight. But, Saia is great
     as a character who prefers axes and can use two minor bane spells. That Ring
     of the Dead is useful, too, so choose wisely! It's possible to get Saia, take
     all of his stuff, dismiss him, and still get Lobelia (this works vice versa
     too, if you already got Lobelia).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    26) HARMONIA                                   [OPTIONAL]   [PATH A/B]   [WK26]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_20.png
    
     Finally, some vindication. And two leaders, to boot! Make sure to put shields
     on units to protect against petrification (or Amulet accessories)!
    
     DIFFCLTY: 4.5/10           _____ _______________________
     MAP     : 17x21           |  HP | DROP:                 |
     GOTH    : 500             |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES : Lv. 25 Giant    | 341 | Snapdragon            |
               Lv. 25 Giant    | 346 | Wind Ring             |
               Lv. 25 Daemon   | 279 | Boreas                |
               Lv. 25 Daemon   | 282 | Ring of the Dead      |
               Lv. 25 Gorgon   | 259 | Sandstorm Bow         |
               Lv. 25 Gorgon   | 267 | Urn of Chaos          |
           [L] Lv. 27 Venefic  | 283 | Fiend's Grip (S)      |
           [L] Lv. 27 Venefica | 276 | Sugar Cane            |
                               |_____|_______________________|
    
     Both Cirvante and Lethe (Venefic and Venefica, respectively) have to be done
     in here to complete the objective. Because the entire field is designed just
     for snow-walker types -- which your party won't be full of, I guarantee -- it
     can be quite a nuisance for any trudging types. Thus, using warping / flying
     types here is the best way to get around (and Teleport. Can't forget that).
     At least snow-covered panels give slight plus-five bane resistance...
    
     The two new units here are the Giant and Venefic. Giants get colossal growth
     in the strength and physical defense departments, but end up having very poor
     accuracy for their only skill 'Titan Crush.' It's got 90 ATK power but rarely
     hits, thus making them a bit lop-sided (they can't equip weapons either). The
     Venefic is like Lethe, but has the powerful Fiend's Grip AOE spell. Unlike
     his 'sister' he can also use Summon Darkness to bring more undead human types
     into battle.
    
     Speaking of which, there's quite a few spoils worth seeking out. One daemon
     has the unique Boreas axe, while two other enemies drop a Ring of the Dead &
     Snapdragon, both available in finite quantities. If you're going to get three
     drops, those are the ones to snag -- the others are available through other
     avenues of gameplay.
    
     Because both leaders are trudging types, it's incredibly easy to pick off the
     enemies nearby. Fluid Magic and summons work on Turn 2, after all, and that's
     without moving from the SW corner the party starts in. Some stray too close?
     Just kick out Atropos. After about 5~6 turns, the leaders will be in range
     to use their spells, so make sure Fiend's Grip is unable to hit more than a
     few people at a time -- it's 55 ATK, the most powerful AOE one in the game!
    
     One 'small' difference here, that you've seen before probably, is that enemy
     units will start to heal 100 HP when in critical condition. Nothing big, but
     if any Gorgon gets away from the pack, Evil Eye's unlimited range will come
     into play. Teleport really rules the battlefield here, hands-down. Use it on
     the unit who has Atropos and go to town. [Without Teleport, warping will have
     to suffice.]
    
     Order of operations? Take out Cirvante first to prevent more Daemons from
     being summoned into battle. He's got decent defense so you'll have to gang
     up on him or at least corral him (w/ Atropos) towards where the allies are.
     After that (or during), the Gorgons have to go. No other enemy provides much
     of a challenge, but boy, those bosses have 200+ AGI making physical accuracy
     a bust for the most part. 100%-hitting spells will work well here, but not
     that well due to magical defense.
    
     So what to do? Attacking from behind gives the highest hit percentage, and
     is basically the chink in their annoying armor. Stick him on a snow panel (so
     he doesn't get a bane bonus) and use Atropos from behind a few times. Should
     not be too hard to take him down if you get the advantageous positioning.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Afterwards, the route creeps closer to the mountains. The base of the range
     is at Charadrius...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    27) CHARADRIUS                                              [PATH A/B]   [WK26]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_21a.png
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_21b.png
    
     DFFCLTY: 4.5/10               _____ ____________________ ___________________
     MAP ---: 14x19               |  HP | PATH A DROPS       | PATH B DROPS      |
     GOTH --: 1000                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES: Lv. 27 Duke Knight  | 339 | Flame Shield       | ----------------- |
              Lv. 27 Duke Knight  | 333 | Freude Helm        | ----------------- |
              Lv. 27 Duke Knight  | 319 | Sum Mannus         | ----------------- |
              Lv. 27 Dragon Tamer | 297 | Amulet             | ----------------- |
              Lv. 27 Priest       | 249 | Crown of Intellect | ----------------- |
              Lv. 27 Priest       | 244 | Tome of Discipline | ----------------- |
              Lv. 27 Mushus       | 332 | Dragon Gem         | ----------------- |
          [L] Lv. 29 General      | 369 | Bloody Cleaver     | ----------------- |
              Lv. 27 Angel Knight | 306 | ------------------ | Needle of Light   |
              Lv. 27 Angel Knight | 288 | ------------------ | Nathalork Mail    |
              Lv. 27 Daemon       | 297 | ------------------ | Euros             |
              Lv. 27 Daemon       | 282 | ------------------ | Leviathan Mail    |
              Lv. 27 Vrtra        | 341 | ------------------ | Sword Emblem      |
              Lv. 27 Witch        | 238 | ------------------ | Time Flux (Spell) |
              Lv. 27 Wizard       | 227 | ------------------ | Earth Ring        |
          [L] Lv. 29 Sorceress    | 267 | ------------------ | Thunderbird (Su.) |
                                  |_____|____________________|___________________|
    
     On Path A, Naris Batraal and his cronies put up a last stand on the lake.
     Naris has great attack and all-around defense, not to mention the harrowing
     Hell's Gate skill (spearlike range) that can inflict sleep or outright death
     on those it targets. He's not to be trifled with; keep mages far, far away!
     The rest of the units aren't that hard, although this is the only time a
     Mushus appears in mandatory play -- its +1 mental gauge to friendlies might
     be enough reason to invite it!
    
     The Path B version of Charadrius features an old friend turned betrayor, who
     will have a cadre of evil beings to defeat. This will probably be the first
     time an Angel Knight's seen (discounting Lobelia), and they can be formidable,
     although a little underpowered for all their laurels. Since they can instantly
     defeat undead creatures with their Banish skill, don't bring any of your fave
     zombie types here or y'risk losing 'em forever! Other things:
    
     • [Path A] This is the only time two priests are found, and they can back up
       Naris' evil ambitions! It's not a bad idea to Teleport the Atropos-user
       (or anyone with Clotho/Lachesis) behind them and start slaying! Note that
       one priest has Divine Radiance, one of only two obtainable in the game (and
       exclusive to Path A), so it's worth inviting her instead of the alternative,
       particularly if one didn't get Ripple's Staff as Glycinia.
    
     • [Path A] This may just be a fluke, but man, I had more spoils stolen in
       this fight than the entire game combined. Those Duke Knights will often be
       able to move right into position in this respect, so if y'want their stuff
       -- most of which is rare but can be gotten in Quest Mode -- prepare ahead!
    
     • [Path B] The cheap shot done pre-battle leaves Alphonse poisoned coming into
       the fight regardless of status prevention (which should be everything, since
       he's leader). Cure it early so it's not a nagging problem.
    
     • [Path B] Hanging back towards the start draws the flying units (Vrtra, Angel
       Knights) forward, setting up their demise early in the fight. Remember that
       Vrtras give an automatic -1 Fear Gauge within three panels, so it's good to
       get them out of the way.
    
     • [Path B] There are two particular unique items to obtain here, besides the
       mandatory Thunderbird summon: the Euros hammer and Time Flux spell. The
       latter is unique to Path B and by expending 25 MP, allows the target to have
       a second turn! Yes, that is insanely awesome, almost making up for not
       getting Teleport on this path.
    
     • [Path B] Daemons' Summon Darkness ability lets them call undead types into
       battle, complicating things further. [However, they only do this when
       there's less than 8 allies available, and usually when their team's
       dwindling.] Defeating them early on can save hassle later.
    
     Defeating the leader ends the battle.
    
    AFTERMATH [PATH B]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Immediately after, the fabled Longicolnis spear is obtained, the most powerful
     of its type, too. It's necessary for one of the endings, so don't throw it
     away or anything stoopid like that, eh?
    
     • Glycinia finally settles at Charadrius for the rest of the game, and can
       be invited there after being saved. She carries a Crescente along with her
       usual stuff (Dragon Gem, Glass Pumpkin, Hard Leather).
    
     Once Angel's Headstone is started, there's no leaving until the events are
     all finished, so come prepared. It's not a bad idea to run through Quest Mode
     and get great items/skills, or even just buy Firecrests from Pumpkinhead's
     shop in Scabellum (as part of Deneb's quest).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    28) ANGEL'S HEADSTONE                                       [PATH A/B]   [WK28]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_22.png
    
     DIFFICULTY: 3/10                  _____ _______________________
     MAP ------: 23x13                |  HP | DROP                  |
     GOTH -----: -----                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 29 Daemon        | 317 | Urn of Chaos          |
                 Lv. 29 Undead Knight | 291 | --------------------- |
                 Lv. 29 Undead Knight | 290 | --------------------- |
                 Lv. 29 Undead Wizard | 199 | --------------------- |
                 Lv. 29 Ghost         | 250 | --------------------- |
                 Lv. 29 Ghost         | 251 | --------------------- |
                 Lv. 29 Dragon Zombie | 349 | --------------------- |
             [L] Lv. 30 Lich          | 256 | --------------------- |
                                      |_____|_______________________|
    
     It took awhile, but the game finally broke an enemy Lich out. Mycale (leader)
     is an undead wizard transmigrated via a Ring of the Dead, giving him insane
     defense of both types and three spell slots. He also brought some like-minded
     cronies with...but none that know Fluid Magic, unfortunately for him!
    
     • Besides the leader and Daemon, everyone's undead and can be eliminated via
       normal means. However, the Dragon Zombie has a Necklace of Resist, making
       his only achilles' heel Banish (Angel Knight) or Star Tiara (Eleanor). And
       although the boss is undead, he isn't subject to any instakill methods like
       the others -- no liches are, even ally ones. It's a good idea to take out
       the Daemon early so he can't call any other zombies in via Summon Darkness.
    
     • If y'want buried treasures, they're all buried under snow, so bring someone
       with non-summon fire magic.
    
     • The left hand "stairway" by the abyss tiles can't be bypassed by trudging
       characters, which can be a problem if stronger units warped/flew ahead to
       corner Mycale. Keep the battle local, if possible, or go all the way around
       (ugh).
    
     • If Mycale ends up curing 100 HP each turn, and no one has the strength to
       do more than that, even when ganging up, use Time Flux to give an extra turn
       to the strongest character! Even Mycale can't smooth over two Atropos hits
       a turn, for instance!
    
     Overall, the lich's presence does little to disguise the normality of this
     battle, which is probably less stressful than the one at Gryllus. Because no
     enemy drops anything important, including the boss, it's not a bad idea to
     just gun for him -- surround-n'-pound and all that.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     Like at Ostorea, Alphonse is determined to split the team again: one party
     goes to the Hall of Corruption, the other the Garden of Memories. Those going
     to the latter should bring a good healer and status-inflictor, while the
     former should get units with shields (blocks petrify) and another healer.
     If y'haven't been using Rictor, now's a good time to let him quit warming the
     bench. [Also, whichever map is picked first, Alphonse has to be the leader of
     it!]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    29) HALL OF CORRUPTION                                      [PATH A/B]   [WK29]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_23.png
    
     DIFFICULTY: 3/10                _____ _______________________
     MAP ------: 15x21              |  HP | DROP                  |
     GOTH -----: -----              |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 29 Dark Angel  | 302 | Healing Essence       |
                 Lv. 29 Dark Angel  | 317 | Angel Fruit           |
                 Lv. 29 Gorgon      | 290 | Crown of Intellect    |
                 Lv. 29 Gorgon      | 284 | Crown of Intellect    |
                 Lv. 29 Swordmaster | 289 | Stone of Swiftness    |
                 Lv. 29 Swordmaster | 292 | Spirit Fruit          |
                 Lv. 29 Vrtra       | 368 | Sword Emblem          |
             [L] Lv. 31 Daemon      | 317 | --------------------- |
                                    |_____|_______________________|
    
     Probably the easier of the two battles, this is the one that should get only
     a few awesome units with some others to pad the ranks (ghosts?). Remember to
     bring everyone with a shield to prevent the gorgons' Evil Eye attack! They'll
     try to "snipe" the party with it and it's rather annoying. Other things:
    
     • Undead units are recommended highly for this fight because, unlike their
       holy counterparts, Dark Angels don't get any special skills like Banish to
       heckle the ranks; instead, they get a few slots to use an assortment of
       magics. [Dragon Zombies can't use shields however, so they're not that great
       to bring here.]
    
     • The foes' drops in this level are pretty much crap, with only the Healing
       Essence being of any real use. Because of this, it's not a bad idea to just
       skip the foreplay and kill the boss first thing, getting this level over
       with. [However, a few foes do have rare items equipped, like the Robe of
       Abyss, so inviting them's still an option.]
    
     Battle ends when Rahouart's slain.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     The units that weren't picked for this battle can then proceed to do the
     other route's (or vice versa).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    30) GARDEN OF MEMORIES                                      [PATH A/B]   [WK30]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_24.png
    
     DIFFICULTY: 4/10                 _____ _______________________
     MAP ------: 18x18               |  HP | DROP                  |
     GOTH -----: -----               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 29 Daemon       | 302 | Cup of Life           |
                 Lv. 29 Daemon       | 310 | Sword Emblem          |
                 Lv. 29 Giant        | 380 | Altar of Resurrection |
                 Lv. 29 Warlock      | 315 | Amulet                |
                 Lv. 29 Warlock      | 306 | Healing Essence       |
                 Lv. 29 Angel Knight | 321 | Spirit Fruit          |
                 Lv. 29 Angel Knight | 321 | Sorceror's Cup        |
             [L] Lv. 31 Angel Knight | 323 | --------------------- |
                                     |_____|_______________________|
    
     This battle's only harder than the Hall of Corruption by a hairbreadth,
     really. The leader Judecca (Angel Knight) is the target to defeat here, and
     he makes it rather easy, flying down to the fray without much hesitation.
     Other things of note:
    
     • The enemies here all carry decent-to-rare equipment and while their drops
       are nothing spectacular, it can be worth it to invite them in the party.
       Of particular interest is the Angel Knight with a Crescente longbow, which
       is the best type in the game. Most of the other rarities can be obtained
       via Quest Mode, luckily. [NOTE: Crescente can't be permanently obtained in
       this matter, as it's not saved following the dungeon's end. This applies to
       all curios obtained during Angel's Headstone events, actually.]
    
     • Don't bring undead units to this fight 'less you want them eradicated via
       Banish. Avoiding this scenario should be reflexive by now, hopefully.
    
     • The snowy landscape can be rather hard on trudging characters, so if there
       isn't a lot of Snow Boots to pass around, and flying/warping isn't an
       option, do the next-best thing: stick in a group for mass healing purposes.
    
     • The enemies here can be wily, able to pop into range to attack or retreat
       to heal 100 health -- such tactics prolong battle quite a lot. Because of
       this, make sure to use debilitating attacks (paralysis/petrify work best)
       to make summons' accuracy 100%!
    
     • Remember to use the Divine Radiance spell if you get in a bind! It does
       ridiculously powerful percentage-based damage, and while it won't work on
       the leader or debilitated foes, it can be great for taking foes out in a
       flash. Time Flux helps since its success rate's rather mediocre.
    
     • Bringing Saia to this fight gives a special dialogue between him and the
       leader...it's kinda funny.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     The paths rejoin in order to assault Shaher's resting place...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    31) HALL OF CONVICTION                                      [PATH A/B]   [WK31]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     NOTE: The units used in this battle have to be used in the final, so choose
     wisely and don't forget to keep everyone alive! Fatalities leave one quite
     short-handed coming up...
    
     DIFFICULTY: 6/10                 _____ _______________________
     MAP ------: 22x14               |  HP | DROP                  |
     GOTH -----: -----               |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 29 Angel Knight | 303 | Healing Salve         |
                 Lv. 29 Angel Knight | 315 | Healing Essence       |
                 Lv. 29 Daemon       | 302 | Crown of Intellect    |
                 Lv. 29 Daemon       | 300 | Orb                   |
                 Lv. 29 Daemon       | 306 | Revive Stone          |
                 Lv. 29 Dark Angel   | 321 | Angel Fruit           |
                 Lv. 29 Dark Angel   | 326 | Spirit Fruit          |
             [L] Lv. 31 Fallen Angel | 454 | Anbicion              |
                                     |_____|_______________________|
    
     This should be an interesting fight. Shaher himself takes up arms here and
     he's quite formidable, indeed. He has three abilities: (1) Ice Requiem, a 30-
     -SP, 50-power, water-type global skill that damages all his foes and may add
     sleep (2) Anbicion, a 90-power, single-target, virtue-elemental spell that
     just does damage (3) Descent, a bane-type spell that summons another ally to
     battle when his cronies' numbers start dwindling. Summoned units are either
     Dark Angels or Angel Knights.
    
     Other things about this battle:
    
     • If you've been going straight for the boss' jugular recently, that tactic
       blows here -- there's a lot of flighty foes that can quickly muck up that
       strategy. It's best to take it slow and pick off the nearest foes (daemons)
       and work forward, killing the angel types as they come. Shaher will get in
       some annoying Ice Requiems en route, even with Teleport, so have the allies
       ready to Heal Plus. [One reason why it's good to clump together.]
    
     • Speaking of which, any important units should have accessories that guard
       against status abnormalities (priests, for instance). Remember that Alphonse
       is immune to them automatically as Leader, so he doesn't need one.
    
     • Descent is used when Shaher's ranks start depleting, and there's two things
       about this: (1) petrified units still count towards his side, so if they're
       far enough away from the others, they can become deadweight in the allies'
       favor (2) killing foes fast enough forces Shaher to Descent each turn, an
       easy way to make him waste time. Divine Radiance can help slay foes quickly
       in this manner.
    
       Note that Descent-summoned units act immediately, meaning the petrify-and-
       -leave-to-rot strategy can backfire, as the foe almost always cures the
       comrade upon action. In the late battle, it's best to kill each unit
       summoned, keeping Shaher using Descent, rather than petrifying or whatnot.
    
     • Like most angel types, if put in a life-threatening condition, Shaher will
       fly far away and heal (if his allies don't do it for him!) If on Path B,
       pairing Time Flux with Atropos -- or other skills learned in Quest Mode --
       can be a great help. Just make sure to attack from behind if possible, as
       he'll counterattack for ~70 damage and that's about how much self-damage
       is incurred usually. [This doesn't count Firecrests or the like.]
    
     • Allies summoned by Descent either drop Angel Fruits (fully restore HP/MP)
       or Altars of Resurrection, for Dark Angels and Angel Knights, respectively.
       Prolonging battle to get a few extra Angel Fruits isn't a bad idea, really.
    
     Shaher's defenses are quite good, and even with a double turn of Atropos,
     it's likely to only knock off 120-150. Because of this, it's best to slowly
     weaken him, forcing him to Descent all the while, and when he's almost in
     critical HP, do a huge strike against him: Atropos and other skills, summons,
     regular attacks, etc. With some strategizing and a li'l luck, he should fall.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     The next battle starts immediately, using the same units that participated in
     this one. Make sure everyone has a shield!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    32) NETHER REGION                                           [PATH A/B]   [WK32]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_26.png
    
     DIFFICULTY: 7/10                  _____ ______________________
     MAP ------: 11x11                |  HP | DROP                 |
     GOTH -----: -----                |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ENEMIES --: Lv. 30 Hell Gigantes | 415 | -------------------- | 
                 Lv. 30 Hell Gigantes | 418 | -------------------- |
                 Lv. 30 Dark Stalker  | 260 | -------------------- |
                 Lv. 30 Dark Stalker  | 265 | -------------------- |
             [L] Lv. 32 Sacred Demon  | 617 | -------------------- |
                                      |_____|______________________|
    
     The immobile final boss picks a corner to take root in, and from there, the
     remaining allies will have to advance and take him out. Two new foes are
     introduced here: Dark Stalkers and Hell Gigantes. The former are basically
     evil ninja, except they're easily killed, while the latter are "evil giants,"
     who are a bit harder to slay. They're not that important in the long run
     besides nagging the foes. Shaher has four (!) attacks he uses:
    
     • DAY OF RECKONING: [Global] This skill inflicts status effects on all the
       allies...or, rather, those without shields! Make sure everyone has a shield
       or is immune to status changes before coming into battle, and render this
       attack harmless all-around.
    
     • APOCALYPSE: [Single] One target is struck by a bolt of negative energy. It
       hurts, but since it's single-target, it's easily smoothed over. Definitely
       one of the better attacks to be struck with, if there's such a thing. [PWR:
       90]
    
     • CATACLYSM: [Global] Hits all units for about 100 damage and gives knockback,
       annoyingly. The thing about this skill is that it hits even the foes, doing
       some of the allies' work for 'em. [PWR: 60]
    
     • DESCENT: [Single] This was seen in the previous battle as a technique for
       summoning another ally into battle. However, in this case, it summons up to
       FOUR allies who act immediately! [Predators, similar to evil dragoons, can
       also be summoned in this way.] Max enemy limit: 4.
    
     • SHEAR: [Adjacent] This ability isn't in his file, but he has it. This is
       only used when there's an ally within one panel of his -- Shaher viciously
       swipes at 'em to cause damage. Normally this would be an alright event but
       it DOESN'T count as his action for that turn! Avoid this needless damage
       by not getting close to him; or, getting close and Time Fluxing out after.
    
     FIRST OFF, Shaher cannot be damaged until he's struck with the Longicolnis
     spear -- this breaks his barrier and allows him to be damaged by normal types
     of abilities.
    
     Regarding enemies, it's highly suggested to just ignore Hell Gigantes and
     Dark Stalkers. Despite their stats, they typically suck and end up as a mere
     nuisance instead of a real threat. However, when Descent is used, it can bring
     a "Predator" into battle. These shouldn't be much of a threat, but they come
     with a Brionac spear which has an instant death effect -- definitely take them
     out immediately if one appears! [If left alone, Cataclysm will probably take
     foes out itself, making it a double-edged sword.]
    
     Basically, with preparation, two of Shaher's attacks can be non-issues. The
     best setup for this fight is to make a "blockade" of allies two spaces away,
     with one behind the middle person to make a T-shape -- this is for healing
     purposes. [Since HP values are the same from the previous fight, it's best not
     to wait until advancing to take care of upkeep, however.] The formation leaves
     one person out but serves its basic purpose: preventing foes from approaching
     to heal, and even "barricading" weaker units in.
    
     Now, Shaher has pretty good defenses, so it pays to strike from long range:
     this means Clotho, summons, 100% magic, and especially ENFEEBLE! Yes, that
     measly little bane spell is ridiculously powerful in this battle. Why? Because
     it ignores defense and does consistant damage. The wonderful thing is that
     there's no need to gimp one's offense to bring in ghosts (etc.) to use it --
     it's the item effect of the Bloody Cleaver! That means on Path A, the person
     holding it can be Time Flux'd to use it twice a turn.
    
     SUMMARY: Enfeeble will be the single-most damaging attack in this fight, so
     anyone with it or the Bloody Cleaver should be on offense; everyone else
     heals HP/MP and attacks the remaining foes. Baiting Shaher into using Descent
     is often as simple as eliminating half the foes.
    
     And of course, HEAL EVERYONE (HEAL PLUS) EVERY TURN IF YOU LIKE LIVING! :)
    
     Aside: Shaher is an aquatic type in this battle...which is good, since your
     team's deep-six him! Ahahaha...water humor.
    
    AFTERMATH
    ŻŻŻŻŻŻŻŻŻ
     The final battle is finalized! Following the credits, the obtained ending
     plays -- which one is found is based off certain choices made (see Ending
     section for details). Also, post-ending, the game autosaves over the last
     save with the Angel's Headstone items, like the Anbicion, so the player can
     keep playing. Angel's Headstone is accessible again, if one wants to tackle
     it again.
              _________          _______    _______  _        ______   _ 
              \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
                 ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
                 | |   | (___) || (__      | (__    |   \ | || |   ) || |
                 | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
                 | |   | (   ) || (        | (      | | \   || |   ) |(_)
                 | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
                 )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
    
                                                          _______________________
    _____________________________________________________/ IV. APPENDICES [APND] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    CLASS OVERVIEW                                                           [CLSS]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Before the in-depth stuff, here's a quick chart of the prerequisite stats &
     emblems for the "main" classes and dragons, which are set apart from the rest
     because animals (beasts) cannot change classes. This information won't be
     included in the in-depth portions for overlap reasons, so eat it up, y'all!
     ________________ _____ ______________________________ ______________________
    | CLASS          | SEX | HP   MP   STR  INT  AGI  ALI | EMBLEM               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Angel Knight   | MF- | 215  66   89   81   88   L-- | Archangel's Feather  |
    | Archer         | MF- | ---  ---  ---  ---  37   --- | -------------------- |
    | Beast Tamer    | M-- | 142  ---  ---  ---  34   --- | -------------------- |
    | Blue Dragon    | --D | ---  ---  ---  ---  ---  --- | -------------------- |
    | Cleric         | MF- | ---  18   ---  28   ---  LN- | -------------------- |
    | Dragon Tamer   | -F- | 142  12   ---  ---  ---  --- | -------------------- |
    | Dragon Zombie  | --D | ---  ---  ---  ---  ---  --- | -------------------- |
    | Dragoon        | M-- | 215  ---  109  ---  ---  -NC | Dragon's Scale       |
    | Earth Dragon   | --D | ---  ---  ---  ---  ---  --- | -------------------- |
    | Ghost          | MF- | ---  ---  ---  ---  ---  --- | -------------------- |
    | Knight         | MF- | ---  ---  51   ---  53   --- | Knight's Certificate |
    | Lich           | MF- | ---  118  ---  134  ---  --C | -------------------- |
    | Mushus         | --D | 259  ---  130  ---  69   L-- | -------------------- |
    | Naga           | --D | 259  ---  130  ---  69   -N- | -------------------- |
    | Ninja          | MF- | ---  ---  36   ---  37   --- | -------------------- |
    | Priest         | MF- | ---  76   ---  96   ---  LN  | Heavenly Spirit      |
    | Red Dragon     | --D | ---  ---  ---  ---  ---  --- | -------------------- |
    | Siren          | -F- | ---  60   ---  60   ---  --- | Philosopher's Stone  |
    | Swordmaster    | M-- | ---  ---  95   ---  111  --- | Book of Initiation   |
    | Thunder Dragon | --D | ---  ---  ---  ---  ---  --- | -------------------- |
    | Valkyrie       | -F- | ---  ---  48   41   ---  LN- | Lancer               |
    | Vrtra          | --D | 259  ---  130  ---  69   --C | -------------------- |
    | Warlock        | M-- | ---  78   90   76   ---  LN- | The Pen & the Sword  |
    | Witch          | -F- | ---  38   ---  35   ---  -NC | Vixen's Whisper      |
    | Wizard         | MF- | ---  16   ---  26   ---  -NC | -------------------- |
    |________________|_____|______________________________|______________________|
    
     NOTES:
    
     - PATK, PDF, MATK, MDF aren't listed -- they're based off stats that are.
    
     - Movement ratings are based off units I tested, but fluctuate a bit. However
       the whole number matters more than the decimals, meaning 5.1 and 5.9 MOV
       will still give only 5 panels in-battle
    
     - Stat gains usually have a base value that fluctuates 20% on either side,
       meaning 80% or 120%. I rounded up when calculating.
    
     - Remember that entering a map from different locations may cause the enemy
       formations to differ. Advancing the chapters has this effect, too. For
       instance, in Chapter 2, one can find witches in Gryllus; in Chapter 3,
       those are replaced by sirens.
    
     - There WILL be spoilers beyond, naturally.
    
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | ANGEL KNIGHT                                            [ELEMENT: Virtue]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 215 HP, 66 MP, 81 INT, 88 AGL, Lawful ALI
    | HP  : 5 ~ 8 | EMBLEM: Archangel's Feather
    | SP  : 2 ~ 4 | EQUIPS: Thrusting Sword, Shield, Heavy Mail, Helmets
    | STR : 4 ~ 6 | SKILLS: Poignant Melody, Banish
    | INT : 4 ~ 6 | MAGICS: ---
    | AGL : 5 ~ 7 | MOVMNT: 7.x [Flying/Wading]
    |_____________| UNIQUE: No
    
     Angel Knights are human units with flight capabilities, plus two great skills
     to their name. Poignant Melody (Virtue; 20 SP, RNG 6, AOE 1-5) is one of the
     only ways to make undead units recover HP/MP/SP, while Banish (Virtue; 25 SP,
     RNG 7, AOE 1-5) has the main purpose of eradicating the undead instantly.
     They're one of the few classes of the Virtue element, making them rather
     special in that regard.
    
     Getting Angel Knights can be a bit harder. The first step is obtaining the
     Archangel's Feather emblem by "dying" and being brought back to life, either
     through an Altar of Resurrection or the Resurrection spell. This must be done
     during battle; units remain dead permanently if battle finishes when they're
     still KO'd. The 2nd and final step is transmigrating, done by dying AGAIN --
     there is a certain chance of automatically changing into the class if all
     prerequisites have been filled. The higher the unit's biorhythm, the higher
     the chance of transmigration.
    
     Two notes about this process:
    
     - The character must be LAWFUL to start out with, THEN change to Angel Knight
     - Special characters who turn into Angel Knights are considered "dead" for
       storyline purposes, so keep that in mind.
    
     Lobelia is the only "special" Angel Knight who can join, obtainable by
     visiting Ardea after clearing Ostorea Castle events. She asks to join here
     (if Saia is not in the party) and gives a Seraph's Plume if her company is
     refused. If the event plays while Saia is in the party, she gives advice and
     leaves without doing anything.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #19: Ostorea Crypt [Path A]
      • Battle #21: Charadrius [Path B]
      • Battle #24: Garden of Memories [Path A/B]
      • Battle #25: Hall of Conviction [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | ARCHER                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 37 AGL
    | HP  : 6 ~ 7 | EMBLEM: ---
    | MP  : 2 ~ 4 | EQUIPS: Bowgun/Longbow/Light Armor/Boots/Light Headgear
    | STR : 3 ~ 5 | SKILLS: ---
    | INT : 3 ~ 4 | MAGICS: ---
    | AGL : 5 ~ 7 | MOVMNT: 7.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     Archers are one of the first classes available, and once longbows start to be
     available, a bit better. Their AGL growth is decent but they're mostly for
     physical supporting as they can't use any magic. Their movement range is very
     good and coupled with teleportation equipment, they can quickly get out of
     harm's way and to the high ground. Like all longbows, the higher up a unit
     becomes, the larger range one gets. Give one the Lachesis spell and things'll
     be hunky dory.
    
     The downside to this class is that they have weak counters (semi-fixable with
     Fist Fight emblem), aren't that powerful innately, and are quickly outclassed
     by stronger units. For instance, a Swordmaster with a bow would be better in
     almost any category, while a Hawkman with a bow would suffice on that same
     end, plus it has a special ability. I believe Archers' damage formulae factor
     in SPD or AGL.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #01: Lutra Islands [Guest]
      • Battle #03: Vespa
      • Battle #04: Formido
      • Battle #08: Arena [Path A]
      • Battle #10: Solea [Path A/B]
      • Battle #15: Haena [Path A]
      • Battle #16: Ostorea West [Path A/B]
    
      • Randomized: Ardea, Lutra, Naja
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | BANDIT                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: Don Quixote, Embodiment of Desires
    | MP  : ----- | EQUIPS: Axes, Swords, Light Armor, Helmets
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: ---
    | AGL : ----- | MOVMNT: 5.x [Walking/Semi-Aquatic]
    |_____________| UNIQUE: Yes
    
     This enemy-only class only inhabits two seaside maps in the game, which is
     why they are of the rarer "Semi-Aquatic" movement type. They specialize in
     axes but will appear with upgraded armor & swords toward the late game. As
     they have no spell slots and aren't particularly difficult, they pose little
     challenge in general. All enemies of this class have the "Don Quixote" and
     "Embodiment of Desires" emblems but have no other slots.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #01: Lutra Islands
      • Battle #03: Vespa
      • Randomized: Arena, Lutra
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | BEAST TAMER                                    [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 142 HP, 34 STR, No more than 1 beast killed
    | HP  : 5 ~ 7 | EMBLEM: ---
    | MP  : 2 ~ 2 | EQUIPS: Whips, Light Armor, Light Headwear, Boots
    | STR : 4 ~ 6 | SKILLS: ---
    | INT : 3 ~ 4 | MAGICS: ---
    | AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     Roughly the male-only equivalent of the Dragon Tamer, Beast Tamers are useful
     for teams with lots of beast units...but not too much else, since they can't
     use magic. Beast units are classified as non-demonic, non-dragon, non-humans,
     meaning anything from a Griffon to Cerberus but discounting demihumans like
     Hawkmen and Fairies. The power up surfaces in a +1 mental gauge to monsters
     within three panels, which helps them fight better. All in all, not too
     different from the similar unit from Ogre Battle 64.
    
     This unit is also known for having a drawback to its usage, being that as
     soon as so-and-so kills 2 beast-type monsters, he can't become this class. 
     The long-term effect is it prevents the class from getting the Relix's Emblem
     (permanent +2 mental gauge), so it's wise to experience the class as soon as
     possible -- which is just changing into it and then changing back.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #12: Vespa [Path A/B]
      • Randomized: Ardea, Arena
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | BLUE DRAGON                                              [ELEMENT: Water]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~ 8 | SKILLS: Cold Breath
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     A basic dragon of the water element, this creature excels at STR & HP gains,
     as well as having a skill that matches its element. Cold Breath (Water; 20 SP,
     AOE 1-4) has the ability to put its targets to sleep sometimes, which is one
     of the worst of the dragon abilities. To expound, all enemies have infinite
     "Spirit Fruit" that alleviate statuses, and since sleep is the worst of the
     inconveniences possible, there's no accolades to give. It doesn't help that
     the breath attacks themselves do lame damage, often in the mid double digits.
    
     To change a dragon into another basic type, a Mirror of the Gods must be used
     on it. So, if a dragon wants to become water-elemental, the mirror must be
     used by a unit that's already water-elemental. Note that Virtue/Bane elements
     cannot be transferred to a dragon in this way.
    
     NOTE: Blue Dragons can't get the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #07: Bison [Path A]
      • Battle #10: Solea [Path A/B]
    
      • Randomized: Bison, Charadrius, Haena, Harmonia
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | CERBERUS                                       [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~ 8 | EMBLEM: ---
    | MP  : 3 ~ 4 | EQUIPS: Accessories
    | STR : 5 ~ 7 | SKILLS: Mesmerize [Lv. 10]
    | INT : 4 ~ 6 | MAGICS: ---
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     The cerberus is a multi-headed, fire-elemental dog that appears in a select
     few maps. Their main attack Mesmerize is basically the same as a Red Dragon's
     Fire Breath, except it inflicts sleep instead of confusion. Because of their
     scarcity and inability to chance classes, the class isn't that useful outside
     of theme parties.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #11: Aquila [Path A/B]
      • Battle #12: Vespa [Path A/B]
      • Optional -: Gracula [Path A/B]
      • Randomized: Aquila
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | CLERIC                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 18 MP, 28 INT, L/N ALI
    | HP  : 4 ~ 6 | EMBLEM: ---
    | MP  : 4 ~ 6 | EQUIPS: Robes
    | STR : 5 ~ 7 | SKILLS: ---
    | INT : 6 ~ 8 | MAGICS: x3 Virtue [non-summon, plus a few exceptions]
    | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     In a strategy games, any healing unit will be beneficial; luckily, Clerics're
     available from the get-go. These healers specialize in Virtue-type spells --
     HP restoration ones in particular -- and are crucial for certain levels like
     Gryllus. Because they never lose their usefulness throughout the game, they
     are often at equal level as Alphonse (the most-used unit) due to all the
     healing possible.
    
     The class' magic abilities are somewhat restricted, through. They can't use
     the Ignus Fatuus summon, Divine Radiance, the awesome Resurrection, or (for
     some reason) the Tranquillize spell. Everything else, from Heal to Exorcism
     to Full Heal, is fair game. 
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #04: Formido
      • Battle #08: Arena [Path A]
      • Battle #13: Naja [Path A/B]
    
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | COCKATRICE                                     [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | MP  : 3 ~ 4 | EQUIPS: Accessories
    | STR : 3 ~ 5 | SKILLS: Petrifying Breath [Lv. 10]
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 4 ~ 6 | MOVMNT: 4.x [Flying/Wading]
    |_____________| UNIQUE: No
    
     If you've played an RPG before, you probably already know of this bird and
     already fear its power! They're pretty pathetic until they learn their only
     technique Petrifying Breath (25 SP, AOE 1-4) which, as the name implies, can
     petrify its targets. Like all breath attacks, its AOE turns from 1 to 4 by
     increasing INT. It can fly as well, which means terrain penalties don't get
     in the way. However, the downside is mostly the petrification itself: those
     enemies affected don't drop items! Although they get pushed to the side in
     the face of the Gorgons' incredible Evil Eye skill, they're beast-type and
     fit into thematic parties as such. Make sure to prioritize when facing them
     and go for the jugular before all else!
    
     NOTE: These birds can't get the following emblems: Exorcist, The Pen and the
           Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight, The Cycle of Life, or any
           race-specific one.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #12: Vespa [Path A/B]
      • Optional -: Gracula [Path A/B]
      • Randomized: Ardea, Aquila, Gracula, Harmonia
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | DAEMON                                                    [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: ---
    | MP  : ----- | EQUIPS: Axes, Hammers, Heavy Armor
    | STR : ----- | SKILLS: Summon Darkness
    | INT : ----- | MAGICS: x2 Any
    | AGL : ----- | MOVMNT: 6.x [Snow-Walking/Wading]
    |_____________| UNIQUE: Yes
    
     Daemons are a special enemy-only class that appears towards the endgame.
     They're not particularly difficult but carry powerful weapons, as well as
     owning the Summon Darkness (Bane) ability, which can suck another Gorgon or
     Daemon into battle. Their HP growth is decent and they're used as tanks,
     simple as. Expect to see late-game versions carrying the Fiend's Grip spell,
     too.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #20: Harmonia [Path A/B]
      • Battle #22: Angel's Headstone [Path A/B]
      • Battle #23: Hall of Corruption [Path A/B]
      • Battle #24: Garden of Memories [Path A/B]
      • Battle #25: Hall of Conviction [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | DARK ANGEL                                                [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: Gibe of Fallen Angel
    | MP  : ----- | EQUIPS: Thrusting Swords, Bows, Light Armor
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: x3 Any [often Support types]
    | AGL : ----- | MOVMNT: 5.x [Flying/Wading]
    |_____________| UNIQUE: Yes [Enemy-Only]
    
     Dark Angels are the equivalent of evil Angel Knights, and they're not much
     different except for trading in virtue skills for three magic slots. Since
     they only appear in a couple battles, and their spells are fixed, they don't
     get to show off their stuff too much. 
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #23: Hall of Corruption [Path A/B]
      • Battle #25: Hall of Conviction [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | DARK STALKER                                              [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: Blood Reign, Sniper
    | MP  : ----- | EQUIPS: Swords, Armor, Armlets
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: ---
    | AGL : ----- | MOVMNT: 8.x [Acrobatic/Water-Walking]
    |_____________| UNIQUE: Yes [Enemy-Only]
    
     Best described as an "evil ninja" with ridiculous base movement, this class
     mostly serves to annoy the party when facing off against the last boss. Good
     thing anyone with half-decent DEF takes little damage from their attacks!
     They're quite easy to defeat, just like their playable counterparts.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #26: Nether Region [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | DRAGON TAMER                                   [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 140 HP, 14 MP, 1 or fewer dragons killed
    | HP  : 5 ~ 7 | EMBLEM: ---
    | MP  : 3 ~ 4 | EQUIPS: Thrusting Sword, Shield, Light Armor, Light Headwear
    | STR : 3 ~ 5 | SKILLS: ---
    | INT : 3 ~ 5 | MAGICS: x1 Elemental [projectile-type only, non-Virtue/Bane]
    | AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Semi-Aquatic]
    |_____________| UNIQUE: No
    
     Arguably one of the more useless specialty classes, Dragon Tamers are open
     to females only. They use thrusting swords and light armor, and can use a
     single projectile spell (Fireball, Acid Vapor, etc.) to some effect. Their
     main purpose is giving +1 to allied dragons' mental gauges if they're within
     three panels. This helps dragon units perform better in battle, but that's
     the only thing going for this class.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #15: Haena [Path B]
      • Battle #21: Charadrius [Path A]
    
      • Randomized: Bison, Harmonia
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | DRAGON ZOMBIE                                             [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: Use 'Necromancy' on defeated dragon enemy
    | HP  : 6 ~10 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~ 8 | SKILLS: Rotten Breath
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 3 ~ 4 | MOVMNT: 3.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     Dragon Zombies are great to have, but are thwarted by a two main things: the
     horrible innate move and movement type, and how often they appear. On the
     first point, 3.9 is pretty crappy on flat ground, and with elevation
     factored in, it's far less stellar. One of the accessories it equips should
     be some kind that changes its movement to teleporting (such as Warp Ring).
     The other point is that Dragon Zombies rarely appear in-game for capture,
     and finding Necromancy in Quest Mode can be a pain as well -- it's just all-
     -around scarcity.
    
     However, they're one of my favorite units because they're undead (which has
     a long-lasting trait to it) and do well as attackers. They're a bit weaker
     than their elemental counterparts, but Rotten Breath (Bane; 20 SP; AOE 1-4)
     has a chance of reducing all the target's equipment's stats, which makes it
     easier to do damage. Naturally, this attack is cut off at the knees when it
     faces enemies who have no equipment (primarily animals). Did I mention their
     physical attacks can inflict Poison sometimes? No? They do.
    
     NOTE: Dragon Zombies can't get the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #22: Angel's Headstone [Path A/B]
      • Optional -: Blete [Path A/B]
      • Optional -: Rebanada [Path A/B] - 1st Battle
    
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | DRAGOON                                        [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 215 HP, 109 STR, 94 AGL, N/C ALI
    | HP  : 6 ~ 8 | EMBLEM: Dragon's Scale
    | MP  : 2 ~ 2 | EQUIPS: Spears, Heavy Armor, Helmets
    | STR : 5 ~ 7 | SKILLS: ---
    | INT : 3 ~ 4 | MAGICS: x1 Elemental [projectile only, non-Virtue/Bane]
    | AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     Unlike Ogre Battle 64, there's little rigamarole in order to obtain this
     beefy class. They excel mostly at DEF but are great sword- and spear-handlers
     as well. Like some other fighting classes, they can use a single elemental
     projectile spell (Fireball, Acid Vapor, etc.) but don't excel on this end.
     Their special ability is being able to sometimes instantly KO dragons, which
     they do by throwing their sword in the air and slashing. This is great on its
     own, but it also earns the Berserk emblem with ease. Some people like to
     knock this class in comparison to Liches or Swordmasters, but it can hold its
     own easily...just don't use it for its magic capabilities...
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #10: Solea [Path A/B]
      • Battle #15: Haena [Path B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | DUKE KNIGHT                                    [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: Charisma, Knight's Certificate
    | MP  : ----- | EQUIPS: Swords, Heavy Armor, Helmets
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: x3 Healing/Offensive
    | AGL : ----- | MOVMNT: 5.x [Walking/Wading]
    |_____________| UNIQUE: Yes
    
     One of the special units that serves the Duke of Rananculus, this enemy-only
     class is well-acquainted with spells and attacks. Their HP growth is pretty
     good and they can become quite an annoyance in later chapters since they're
     always decked out with special equipment. They have three slots for healing
     and offensive spells (Heal Plus, Crag Crush, etc.) but usually carry one into
     battle, at least as far as my observations have shown. All have the Charisma
     and Knight's Certificate emblems innately.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #15: Haena [Path B]
      • Battle #16: Ostorea West [Path A/B]
      • Battle #17: Ostorea South [Path A/B]
      • Battle #18: Ostorea Throne Room [Path A/B]
      • Battle #19: Ostorea Crypt [Path B]
      • Battle #21: Charadrius [Path A]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | EARTH DRAGON                                             [ELEMENT: Earth]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~ 8 | SKILLS: Poison Breath [Lv. 5]
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     A basic dragon of the earth element, this creature excels at STR & HP gains,
     as well as having a skill that matches its element. Poison Breath (Earth; 20
     SP, AOE 1-4) has the ability sometimes poison its targets, which makes it
     better than Cold Breath but worse than Thunder Breath -- middle of the pack,
     status-wise. Like all normal dragons, its movement is typically poor to
     offset its "tank" build, and it's not well-suited to environments with large
     height differentials.
    
     To change a dragon into another basic type, a Mirror of the Gods must be used
     on it. So, if a dragon wants to become earth-elemental, the mirror must be
     used by a unit that's already earth-elemental. Note that Virtue/Bane elements
     cannot be transferred to a dragon in this way.
    
     NOTE: Earth Dragons can't get the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #07: Sufrir [Path B]
      • Battle #10: Solea [Path A/B]
      • Battle #15: Haena [Path B]
    
      • Randomized: Ardea, Charadrius, Sufrir
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | ESQUIRE                                                  [ELEMENT: Water]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: Knight's Certificate
    | MP  : ----- | EQUIPS: Spears, Heavy Armor
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: x1 Projectile [non-Virtue/Bane]
    | AGL : ----- | MOVMNT: 6.x [Walking/Wading]
    |_____________| UNIQUE: Yes
    
     A special class used only by Nichart, this class is very good HP- and STR-wise
     and decent in everything else. Because his INT isn't that good, his projectile
     magic attacks are easily tolerable. There's not much to say about him since
     he only appears twice in-battle, but he's definitely formidable. Keep mages
     away from his spear!
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #14: Sotavento [Path A/B]
      • Battle #17: Ostorea South [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | FAIRY                                          [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 3 ~ 4 | EMBLEM: ---
    | SP  : 5 ~ 7 | EQUIPS: Bows, Robes, Boots, Helmets
    | STR : 3 ~ 4 | SKILLS: Fairy's Kiss, Fairy's Embrance, Magic Missile 
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 6 ~10 | MOVMNT: 7.x [Flying/Floating]
    |_____________| UNIQUE: No
    
     Fairies are tiny floating units with little battle prowess, but they get
     insane agility and movement, not to mention some rather cool special skills
     that can make them worth keeping around (...maybe). Fairy's Kiss (learned at
     Lv10) refreshes a unit's status and heals HP numbering the user's level;
     Fairy's Embrace (learned at Lv15) gives the target a second turn, not unlike
     the unique Time Flux spell. Finally, Magic Missile (learned at Lv20) does
     straight virtue damage.
    
     Normal fairies aren't much to worry about, but Glycinia is a special fairy
     that can be stumbled upon constantly. Throughout the game, as long as she
     hasn't been encountered, she appears at certain places with different item
     setups. Glycinia is necessary to get the character Lubina in Chapter 2-3,
     also.
    
     - Battle #03-07a/b -----------> Vespa
     - Battle #07a/b-11 -----------> Bison or Sufrir (whichever's available)
     - Battle #11-12 --------------> Aquila
     - Battle #12-15a/b -----------> Vespa
     - Battle #15a/b-21a/b --------> Haena
     - Battle #21a/b-22 -----------> Lutra
    
     It's advised to put off getting her until Haena or Lutra, where she can come
     with the rare Ripple's Staff and Crescente longbow, respectively. Getting her
     early has little payoff since her equipment's pretty lame.
    
     Note: Because fairies can't change class, they can't get Gibe of Fallen Angel,
           The Cycle of Life, or Ripple's Emblem.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #05: Ardea
      • Battle #07: Bison [Path A]
      • Battle #09: Rana [Path A/B]
      • Optional -: Gracula [Path A/B] -- Only if Glycinia's been invited
    
      • Randomized: Ardea, Arena, Bison, Naja
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | GENERAL                                                   [ELEMENT: Fire]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: See below
    | MP  : ----- | EQUIPS: Axes, Heavy Armor, Boots
    | STR : ----- | SKILLS: Hell's Gate
    | INT : ----- | MAGICS: x3 Supportive 
    | AGL : ----- | MOVMNT: 6.x [Snow-Walking?/Wading]
    |_____________| UNIQUE: Yes
    
     Naris Batraal's class is exceptional indeed, having a special ability that
     can kill targets instantly and owning a Blood Cleaver, a special unbreakable
     weapon that can cast Enfeeble on a target. He also has a slew of emblems to
     his name: Centurion, War God, Knight's Certificate, Lucky Soldier, Mark of
     Valor, Veteran Soldier. To boot, his mental gauge is permanently fixed at +2.
     His HP and STR are incredible, while his other stats are, at worst, decent.
     Very formidable and not to be trifled with.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #19: Ostorea Crypt [Path B]
      • Battle #21: Charadrius [Path A]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | GHOST                                                     [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: Use 'Necromancy' on defeated unit
    | HP  : 4 ~ 6 | EMBLEM: ---
    | MP  : 4 ~ 6 | EQUIPS: Wands, Robes + Can't use Boots
    | STR : 3 ~ 5 | SKILLS: ---
    | INT : 5 ~ 7 | MAGICS: x3 Bane [except Fiend's Grip]
    | AGL : 3 ~ 5 | MOVMNT: 7.3 [Teleporting/Floating]
    |_____________| UNIQUE: No
    
     Ghosts aren't one of the best classes in the game strength-wise, but when it
     comes to durability and fortitude, these guys have staying power. This is due
     to a few things: they're undead and revive infinitely, they can teleport and
     float to avoid terrain effects, and use annoying bane spells that drain HP &
     MP. The "Cursed Existence" spell can raise all defeated ghostly units (this
     includes Dragon Zombies) automatically, which means anyone who fancies the
     idea of an undead army will find the upkeep is very easy. 
    
     Like all undead units, the only weakness is being eradicated completely. This
     applies almost primarily to Angel Knights, whose Banish spell has that effect.
     The good news is they appear mostly toward the endgame stages, so 'til then,
     feel free to use ghosts to pad the army (particularly for Ostorea chapters,
     if you're short on allies).
    
     NOTE: Special characters turned into ghosts via Necromancy are considered to
           be 'dead' storywise, for all intents and purposes. Obviously don't do
           this without knowing the consequences.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #22: Angel's Headstone [Path A/B]
      • Optional -: Gryllus [Path A/B]
      • Optional -: Rebanada [Path A/B]
    
      • Randomized: Gracula, Gryllus, Rebanada, Sufrir
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | GIANT                                          [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 7 ~11 | EMBLEM: ---
    | SP  : 3 ~ 4 | EQUIPS: Accessories
    | STR : 6 ~10 | SKILLS: Titan Crush [Lv. 10]
    | INT : 2 ~ 2 | MAGICS: ---
    | AGL : 3 ~ 5 | MOVMNT: 4.x [Snow-Walking/Wading]
    |_____________| UNIQUE: No
    
     Giants appear towards the end of the game, and are basically the embodiment
     of meat-headed units specializing in brute strength. Their attack and defense
     are typically good but their magic defense redlines hard, letting them get
     walloped whenever they appear. Its Titan Crush ability has one of the highest
     base powers (90) in the game but it's so inaccurate that it's more of a con
     than a pro. Many people raise giants, not as an awesomely useful unit, but as
     a snapdragon candidate.
    
     NOTE: Giants can't get the following emblems: Exorcist, The Pen and the
           Sword, Gibe of Fallen Angel, Lancer, Berserk, Vixen's Whisper or Broken
           Heart, Sniper, Fist Fight, The Cycle of Life, or any race-specific one.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #20: Harmonia [Path A/B]
      • Battle #24: Garden of Memories [Path A/B]
      • Randomized: Charadrius, Harmonia
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | GORGON                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 5 ~ 7 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Bows, Spears, Mail
    | STR : 4 ~ 6 | SKILLS: Evil Eye
    | INT : 5 ~ 7 | MAGICS: ---
    | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     Although some demihumans are useful for attacking (Hawkmen, primarily), if
     there is one unit who typifies how good they can be, it's the Gorgon. Why?
     The Evil Eye ability (Bane; 30 SP) which can petrify any enemy without a
     shield. Its range is unlimited, which doesn't mean a "global" effect, just
     that it extends all the way across the screen. The diagram describes the
     range, with the [G] being the gorgon and the [X] being the panels affected
     in the direction she looks.
    
                   [X]     ...and so on. Think of it as a breath attack that only
                [X][X]     gets larger as it goes. There are some downsides to
             [X][X][X]     this incredible ability, though. It can petrify allies
       [G][X][X][X][X]     as well as enemies, petrified enemies don't leave
             [X][X][X]     battle spoils, and it can STILL miss even under the
                [X][X]     most opportune of circumstances. Obviously a shield'll
                   [X]     rend the attack useless (this tactic comes into play
                           for another skill in the game) so always equip one!
    
     Gorgons also have a natural immunity to petrification, another thing that
     sets 'em apart from normal monsters.
    
     NOTE: Gorgon's cannot get Gibe of Fallen Angel, The Cycle of Life, or any
           race-specific emblem.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #20: Harmonia [Path A/B]
      • Battle #21: Charadrius [Path A]
      • Battle #23: Hall of Corruption [Path A/B]
      • Optional -: Rebanada [Path A/B]
      • Randomized: Rebanada, Sufrir
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | GREMLIN                                                   [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 3 ~ 5 | EMBLEM: ---
    | SP  : 5 ~ 7 | EQUIPS: Bows, Heavy/Light Armor
    | STR : 3 ~ 5 | SKILLS: Fairy's Kiss [Lv. 10], Fairy's Embrace [Lv. 15]
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 6 ~ 8 | MOVMNT: 7.x [Flying/Floating]
    |_____________| UNIQUE: No
    
     If fairies represent the forces of good, these guys are their polar opposite.
     Of similar stature and weapon affinities, they can't use any spells but have
     two abilities instead. Fairy's Kiss (Bane; 15 SP, RNG 1, AOE 1) will do small
     damage and confuse its target, while Fairy's Embrace (Bane; 25 SP, RNG 1,
     AOE 1) damages & petrifies its target. These enemies actually have decent HP
     growth and fairy-like evasion, which makes them semi-useful as ally archers
     and very annoying as enemies. However, since their SP skills are close-range,
     they don't get used to often on Alphonse's crew.
    
     NOTE: Gremlins cannot get the Gibe of Fallen Angel, Vixen's Whisper/Broken
           Heart, The Cycle of Life, or any race-specific emblem.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #07: Sufrir [Path B]
      • Battle #11: Aquila [Path A/B]
      • Optional -: Gracula [Path A/B]
      • Randomized: Aquila, Gryllus, Sufrir 
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | GRIFFIN                                        [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | SP  : 3 ~ 4 | EQUIPS: Accessories
    | STR : 3 ~ 5 | SKILLS: Windstorm
    | INT : 4 ~ 6 | MAGICS: ---
    | AGL : 3 ~ 5 | MOVMNT: 5.x [Flying/Wading]
    |_____________| UNIQUE: No
    
     Griffins are flying beasts that appear almost everywhere, making them easy
     to find should one want to recruit 'em. At Lv10, they get the Windstorm
     ability [Wind; 40 PWR, Range 7, AoE 1-5] that lets 'em drop a magical tornado
     on an enemy. Unfortunately, this class is too generic to be of much use in
     the long run -- dragons like the Vrtra or Dragon Zombie have more staying
     power.
    
     NOTE: Griffins can't get the following emblems: Exorcist, The Pen and the
           Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight, The Cycle of Life, or any
           race-specific emblem.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #05: Ardea
      • Battle #12: Vespa [Path A/B]
      • Randomized: Ardea, Arena, Aquila, Bison, Charadrius, Gracula, Haena, Lutra
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | HAWKMAN                                        [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~ 8 | EMBLEM: ---
    | SP  : 2 ~ 2 | EQUIPS: Hammers, Heavy Armor, Helmets
    | STR : 5 ~ 7 | SKILLS: Thunder Arrow [Lv. 10]
    | INT : 3 ~ 4 | MAGICS: ---
    | AGL : 4 ~ 6 | MOVMNT: 8.x [Flying/Wading]
    |_____________| UNIQUE: No
    
     Hawkmen are one of the game's demi-human classes, and are obtainable fairly
     early into the game, whether hired and raised from scratch or encountered in
     the wild. Their most defining feature is their wings, which unlike Cockatrice
     units, can actually be used for flying. They're best with hammers or longbows,
     but can handle themselves with sword types as well. Their special skill
     Thunder Arrow (Wind; 15 SP, RNG 7, AOE 1) plays off their long-ranged skills,
     and isn't so shabby -- it is, however, STR-based which makes it even better.
     Like all demi-humans, Hawkmen can collect most emblems but can't change their
     class. Gender-wise, they're always male.
    
     NOTE: Hawkmen can't obtain Gibe of Fallen Angel, The Cycle of Life, or Relix's
           Emblem, for obvious reasons.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #05: Ardea
      • Battle #07: Bison [Path A]
      • Battle #08: Arena [Path B]
      • Battle #11: Aquila [Path A/B]
      • Battle #16: Ostorea West [Path A/B]
      • Optional -: Rebanada [Path A/B] -- 2nd Battle
    
      • Randomized: Ardea, Arena, Aquila, Bison, Gracula, Lutra
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | HELL GIGANTES                                             [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: Blood Reign, Berserk
    | MP  : ----- | EQUIPS: Armlets
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: ---
    | AGL : ----- | MOVMNT: 4.x [Trudging/Wading]
    |_____________| UNIQUE: Yes [Enemy-Only]
    
     Best described as an "evil giant," this beefcake appears only in the final
     battle in the game. Unlike his counterpart, this one gets more HP and STR
     at the expense of a usable skill, making it quite useless and not even that
     powerful (against a team with decent DEF). Overall, it's a waste of time.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #26: Nether Region [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | HIGH PRIEST                                             [Element: Virtue]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 5 ~ 7 | EMBLEM: Heavenly Spirit
    | MP  : 5 ~ 7 | EQUIPS: Thrusting Sword, Robes
    | STR : 4 ~ 6 | SKILLS: ---
    | INT : 4 ~ 6 | MAGICS: x3 Virtue [any]
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: Yes
    
     Rictor Lasanti is the only High Priest in the game, obtainable on "Path B"
     from Urodela. He's like a typical generic Priest, able to use any Virtue
     spell in the game. This gives him a large versitility, not to mention it's
     always good to get a free Priest character. His stat growth is rather even
     and adequate for fighting or magic usage. Besides Deneb and Euphaire, he's
     the only one able to use the Ignis Fatuus summon (which works better since he
     is of the same element).
    
     The raging debate is whether Cybil or Rictor is the best specialty mage. The
     former gets access to more spells, including the best Fiend's Grip, but can't
     use Virtue types; Rictor only has access to Virtue types, but this includes
     some of the most useful in the game, like Resurrection and Divine Radiance.
     Stat-wise, Cybil gets better MP and INT growth while Rictor gets better HP
     and STR (they're even in other areas). In this case, it's more wise to judge
     which path to take on the whole rather than just the person obtained.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #01: Lutra Islands [Guest]
      • Battle #02: Scabellum [Guest]
      • Battle #18: Ostorea Throne Room [Path A/B]
      • Battle #19: Ostorea Crypt [Path A]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | KNIGHT                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 51 STR, 53 AGL, L/N ALI
    | HP  : 6 ~ 8 | EMBLEM: Knight's Certificate
    | MP  : 3 ~ 4 | EQUIPS: Swords, Thrusting Swords, Heavy Armor
    | STR : 5 ~ 7 | SKILLS: ---
    | INT : 3 ~ 5 | MAGICS: x1 Virtue [Heal, Cleanse, Lightning Bow]
    | AGL : 4 ~ 6 | MOVMNT: 6.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     Knights are one of the most durable classes in the game, and one of the only
     physically-inclined units to have Virtue-spell healing capabilities. They're
     obtained fairly early into the game, and until it's possible to switch to
     Swordmasters, it's always good to keep someone as one in a pinch. Because
     they're so useful and "even" in their fields, it's not surprising that the
     opposition employs a few of them.
    
     Because the best swords in the game are normal type, it's usually recommended
     to abstain from thrusting types (which aren't that good anyway).
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #04: Formido
      • Battle #08: Arena [Path A]
      • Battle #13: Naja [Path A/B]
      • Battle #14: Sotavento [Path A/B]
      • Battle #18: Ostorea Throne Room [Path A/B]
      • Battle #19: Ostorea Crypt [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | LESSER DAEMON                                             [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: Let him join at Rebanada II (Lobelia cannot be with)
    | HP  : 6 ~ 8 | EMBLEM: ---
    | MP  : 3 ~ 5 | EQUIPS: Axes/Hammers
    | STR : 4 ~ 6 | SKILLS: ---
    | INT : 4 ~ 6 | MAGICS: x2 Bane [except Fiend's Grip]
    | AGL : 4 ~ 6 | MOVMNT: 6.x [Snow-walking/Wading]
    |_____________| UNIQUE: Yes
    
     Saia is the only Lesser Daemon in the game. After defeating Ostorea Castle's
     events, visit Rebanada and complete the optional battle. Thereafter, return
     once more and Saia will be there. Defeat him and the option to have him join
     is given -- agree to get him, disagree to get a Ring of the Dead (a finite
     item used for Lich class, mind you). The only caveat is that if Lobelia has
     already been invited, and is still considered 'alive', he can't enter the
     party. This counts for likewise, too.
    
     As his description states, this class is about as smart as a human and there
     isn't much to differentiate the two besides the predisposition for axes and
     hammers.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Optional -: Rebanada [Path A/B] -- 2nd Battle
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | LICH                                                      [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 118 MP, 134 INT, Chaotic ALI
    | HP  : 4 ~ 6 | EMBLEM: ---
    | MP  : 6 ~ 8 | EQUIPS: Wands, Robes
    | STR : 2 ~ 2 | SKILLS: ---
    | INT : 6 ~ 8 | MAGICS: x3 Elemental [non-summon, non-Virtue]
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: Semi
    
     Liches are the most powerful mages in the game, able to use the best spell
     (Fiend's Grip) and any non-summon elemental magic. And as a surprise upset,
     they have GREAT DEF/MDEF, putting any other mage to shame. To obtain one
     of these hellions, equip a Ring of the Dead to a unit and die in battle (it
     must be for real; training doesn't count!) to automatically resurrect as the
     undead mage, assuming all prerequisites are met. The rings are destroyed when
     the transmigration occurs, however -- because of that, I'd classify them as
     semi-unique since the accessory needed is in finite quantity.
    
     One more great thing about the Lich: even though it's technically undead,
     its battle classification is like a normal unit. In layman's terms, it means
     Banish, Exorcism, and other nasty spells don't work. On the flipside, it's
     subject to normal KO conditions and must be revived with Resurrection or an
     altar. Other notes:
    
     - Units who become liches are considered "dead" for storyline purposes
     - Units who become liches cannot change to any other class ever again!
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #22: Angel's Headstone [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | MERMAID                                       [ELEMENT: Non-Virtue/Bane]   /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 5 ~ 7 | EMBLEM: ---
    | SP  : 4 ~ 6 | EQUIPS: Spears, Light Armor, Light Headgear [no footwear]
    | STR : 3 ~ 5 | SKILLS: Lullaby [Lv. 10], Cheer [Lv. 15]
    | INT : 4 ~ 6 | MAGICS: ----
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Snow-Trudging/Aquatic]
    |_____________| UNIQUE: No
    
     The only other class well-suited to water movement inherently besides octopi,
     these half-human, half-fish units can actually put up a decent fight if given
     a chance. Naturally they do better in coastal maps -- Rana, Arena, Gracula --
     but these are in short supply and out-of-the-way normally. Lullaby (Wind; 15
     SP, RNG 6, AOE 1-5) can inflict mass sleep on enemy groups, while Cheer (Wind;
     22 SP, RNG 5, AOE 1) will increase a unit's AGI a lot. And although it's not
     that important, because the game's maps take place in the Winter Campaign,
     the rare "Snow-Trudging" type is a bit more well-suited for those battles.
     This class can't equip footwear for obvious reasons.
    
     Aerial is a special mermaid who can join the party following the battle at
     Arena. There's little special about her except the portrait, but she does
     come with an Eye of the Basilisk and Thunder Chain, which is reason enough
     to invite her.
    
     NOTE: Mermaids can't get Gibe of Fallen Angel, The Cycle of Life, or Ripple's
           Emblem, for obvious reasons.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #08: Arena [Path B]
      • Battle #09: Rana [Path A/B]
      • Randomized: Arena
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | MUSHUS                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 259 HP, 130 STR, 69 AGL, Lawful ALI
    | HP  : 7 ~11 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~10 | SKILLS: Breath attack (depending on element)
    | INT : 4 ~ 6 | MAGICS: ---
    | AGL : 3 ~ 5 | MOVMNT: 5.x [Snow-Trudging/Wading]
    |_____________| UNIQUE: No
    
     A Mushus is a silvery dragon of the rare snow-trudging variety (works better
     on snow). It has wings but is classified as flightless, meaning one can
     simply surround and gang up on it should the need arise. Like the Vrtra, it
     has an effect on mental gauges, this time a +1 to allied units. Other than
     that, its single breath attack is based off its element. Oddly enough, it's
     seen in mandatory combat only once.
    
     NOTE: A mushus can't get any of the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #21: Charadrius [Path A]
      • Randomized: Harmonia
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | NAGA                                          [ELEMENT: Non-Virtue/Bane]   /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 259 HP, 130 STR, 69 AGL, Neutral ALI
    | HP  : 7 ~11 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~10 | SKILLS: Breath attack (based on element)
    | INT : 4 ~ 6 | MAGICS: ---
    | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Aquatic]
    |_____________| UNIQUE: No
    
     Like the ham in a Mushus-Vrtra sandwich, Naga represents the middle ground,
     a compromise on the abilities. And, like all compromises, they end up decent
     but without a special trait. While they are expected to have a breath attack
     based off its element, and the aquatic type is special among the dragons,
     it has no affect on the mental gauges like the other two upgraded dragons
     (not counting Dragon Zombie here). Since levels with bodies of water aren't
     in abundance, this may just become a pitstop before changing to the Vrtra or
     Mushus class. The one true saving grace to this class is its DEF growth, the
     best among the dragons and rivalling even most human units. Aesthetically,
     it may be the best also, but no one's counting that...
    
     NOTE: Nagas can't get any of the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Randomized: Arena
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | NINJA                                          [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 36 STR, 37 AGL
    | HP  : 4 ~ 6 | EMBLEM: ---
    | MP  : 3 ~ 4 | EQUIPS: Katana, Light Armor
    | STR : 3 ~ 5 | SKILLS: Shuriken Barrage
    | INT : 3 ~ 5 | MAGICS: x1 elemental projectile/area [Fireball, Firestorm, etc]
    | AGL : 6 ~ 8 | MOVMNT: 9.x [Acrobatic/Water-walking]
    |_____________| UNIQUE: No
    
     Ninja are one of the best classes to get early, not because they dominate with
     their strength (mediocre compared to classes like Knights or Swordmasters),
     but because they have great AGL and movement, plus can use projectile magic.
     Shuriken Barrage is a long-range physical attack that usually does paltry
     damage to armored classes, but it makes a difference for mage types. 
    
     The other cool thing about Ninja is that they're one of the few classes who
     can water-walk, meaning their movement isn't impeded on water tiles even if
     their ATK/DEF decreases a bit (although it may not be noticeable if attacked
     by someone who is waist-deep). They're masters of terrain movement and not too
     bad in a pinch, either -- evasion's pretty decent. The only special ninja who
     can join is Shiven on the Path A route, but he only carries a semi-rare katana
     and has a unique portrait.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #06: Urodela
      • Battle #15: Haena [Path A]
      • Optional -: Belleza [Path A/B]
    
      • Randomized: Bison, Naja
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | OCTOPUS                                        [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | SP  : 1 ~ 2 | EQUIPS: Accessories
    | STR : 5 ~ 7 | SKILLS: Strangling Tentacles [Lv. 10]
    | INT : 3 ~ 4 | MAGICS: ---
    | AGL : 3 ~ 4 | MOVMNT: 3.x [Trudging/Aquatic]
    |_____________| UNIQUE: No
    
     Octopi are another one of the water-dwelling creatures who excel at ocean
     maps and less so on land. They get fantastic HP growth and decent strength,
     but really aren't that spectacular besides. Their Strangling Tentacles skill
     (25 SP, AOE 2) is competent though, and has a fixed chance of inflicting
     Confusion...which is usually doesn't. Still, for a theme party or just for
     a lark, these guys can be fun to have around.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #08: Arena [Path B]
      • Battle #09: Rana [Path A/B]
    
      • Randomized: Arena, Lutra
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | PREDATOR                                                  [ELEMENT: Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: War God, Knight's Certificate, Blood Reign
    | MP  : ----- | EQUIPS: Brionac, Black Armor
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: ---
    | AGL : ----- | MOVMNT: 6.0
    |_____________| UNIQUE: Yes [Enemy-Only]
    
     Essentially an "evil dragoon," this killer isn't known for his skill per se,
     but rather his equipment choice. Predators come with the Brionac spear which
     carries a chance of instant death, making it quite a nuisance in the final
     battle should it work. On the flipside, this class only makes an appearance
     via the Descent skill so it's quite possible no debut's made at all.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #26: Nether Region [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | PRIEST                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 76 MP, 96 INT, Lawful/Neutral ALI
    | HP  : 4 ~ 6 | EMBLEM: Heavenly Spirit
    | MP  : 5 ~ 7 | EQUIPS: Hammers, Robes
    | STR : 3 ~ 5 | SKILLS: ---
    | INT : 5 ~ 7 | MAGICS: x3 Virtue (except Ignus Fatuus)
    | AGL : 3 ~ 5 | MOVMNT: 5.x [Walking/Wading] 
    |_____________| UNIQUE: No
    
     Priests are one of the most dignified classes in the game, and are able to use
     any non-summon Virtue spell, and are the only generic units who can use the
     lauded Resurrection and Divine Radiance spells. The most prominent downside to
     the class isn't even about the class itself: it's unlocking it!
    
     To become a priest, a unit must not have the 'Gibe of Fallen Angel' emblem
     awarded to clergymen who slay living beings. Killing three units with normal
     attacks earns it, and prevents further development -- oops! The upside to
     this, if any, is that undead enemies don't count towards the dishonorable
     emblem, so using Faith/Exorcism is perfectly fine. It's amazing how many
     people end up having their first cleric(s) shut out of this class because
     they can't stop their warring ways past the switch-over.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #14: Sotavento [PATH A/B]
      • Battle #17: Ostorea South [PATH A/B]
    
      Because the main draw to this class _IS_ the Resurrection spell, it's worth
      noting that the only one in the game is carried by the enemy Priest fought
      at Sotavento. It will always drop the spell upon death, but many people will
      opt to invite the guy into the party. Similarly, the only Divine Radiance
      spellbook in the game is carried by the priest at Ostorea South.
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | RED DRAGON                                    [ELEMENT: Non-Virtue/Bane]   /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~ 8 | SKILLS: Fire Breath [Lv. 5]
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     A basic dragon of the fire element, this creature excels at STR & HP gains,
     as well as having a skill that matches its element. Fire Breath (Fire; 20 SP,
     AOE 1-4) has the ability to confuse its targets sometimes, which makes it one
     of the better statuses dragons can inflict. Like all of the normal elemental
     dragons, their movement is typically substandard.
    
     To change a dragon into another basic type, a Mirror of the Gods must be used
     on it. So, if a dragon wants to become fire-elemental, the mirror must be
     used by a unit that's already fire-elemental. Note that Virtue/Bane elements
     cannot be transferred to a dragon in this way.
    
     NOTE: Red Dragons can't get the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #10: Solea [Path A/B]
      • Battle #11: Aquila [Path A/B]
      • Optional -: Gracula [Path A/B] -- Only if Glycinia's been invited
      • Randomized: Aquila, Gracula
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | SHAMAN                                        [ELEMENT: Non-Virtue/Bane]   /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 3 ~ 5 | EMBLEM: Philosopher's Stone
    | MP  : 6 ~ 8 | EQUIPS: Wands, Robes
    | STR : 3 ~ 5 | SKILLS: Energy Transfer
    | INT : 6 ~ 8 | MAGICS: x2 Elemental [see stipulations below]
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
    |_____________| UNIQUE: Yes
    
     Although the class has a prerequisite (54 MP, 70 INT, Philosopher's Stone),
     it's unique to Euphaire and she won't have to bother reaching the quotas. In
     short, this class is the first truly special unit that can be obtained, and
     it's one of the best. Euphaire can use any normal elemental magic and any
     summon; she's barred from other Virtue/Bane spells, except Necromancy.
     Basically, she's like a suped-up Siren with a spell slot exchanged for a
     unique skill. In fact, this class replaces Siren on her status menu.
    
     The crown jewel of Euphaire's skills though, arguably, is the Energy Transfer
     skill, which is an early self-damaging form of the Fluid Magic spell. This
     allows her to expend one-fourth of her HP and instantly give that same amount
     to an ally's MP. It's inferior to Fluid Magic but since she can't use that
     ability, it's a tiny workaround. The most obvious way to flaunt this ability
     is to pick a summon-capable unit (can't pick herself), give them MP, have
     someone heal her, then unleash the summon on an unsuspecting unit.
    
     NOTE: Euphaire can't obtain The Cycle of Life or Ripple's Emblem.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Optional -: Blete [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | SIREN                                         [ELEMENT: Non-Virtue/Bane]   /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 60 MP, 60 INT
    | HP  : 4 ~ 6 | EMBLEM: Philosopher's Stone
    | MP  : 6 ~ 8 | EQUIPS: Fans, Robes
    | STR : 3 ~ 4 | SKILLS: ---
    | INT : 6 ~ 8 | MAGICS: x3
    | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     The female-only spellcasters are a step up from wizards in basically every
     way, which is the main reason to raise female wizards into this class. They
     are the only generic class who can use summons, and to supplement that, all
     normal attack magics are available as well. There's not much else to tell,
     except if one wants to catch a "wild Siren," they don't appear in too many
     places.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #13: Naja [Path A/B]
      • Battle #17: Ostorea South [Path A/B]
    
      • Randomized: Charadrius, Gryllus, Haena
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | SOLDIER                                        [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | MP  : 2 ~ 4 | EQUIPS: Sword, Thrusting Sword, Shield, Light Armor/Headgear
    | STR : 3 ~ 5 | SKILLS: ---
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 4 ~ 6 | MOVMNT: 6.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     Soldiers are the "building blocks" of all classes, meaning everyone has that
     option available at all times, no exceptions. Although the stats are evenly
     distributed, it's better to get a unit on the track to a specialty, which is
     why there's little reason to keep a person as this class. In addition, this
     is the only human class that can be recruited (bought) from shops, with more
     money payed to start with higher levels. Since this is such a basic class,
     expect to see them all throughout the game.
    
     Eleanor, a special character who has no definitive class, starts as a Soldier
     when she first joins. Unlike characters who are special because they have a
     bit of dialogue in the story or a unique portrait, Eleanor has the unique
     skill "Star Tiara" first learned at 170 INT. It'a a virtue-element spell that
     affects all foes on the field, which damages and eradicates any undead types.
     The downside is that she can only use it once per battle -- UNLESS she gains
     a level during battle, which lets her use it once more.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #01: Lutra Islands
      • Battle #02: Scabellum
      • Battle #03: Vespa
      • Battle #04: Formido
      • Battle #13: Naja
    
      • Randomized: Ardea, Gryllus, Naja, Vespa
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | SORCERESS                                      [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: Only obtainable on Path A
    | HP  : 4 ~ 6 | EMBLEM: Philosopher's Stone
    | MP  : 6 ~ 8 | EQUIPS: Fan, Robes
    | STR : 3 ~ 5 | SKILLS: ---
    | INT : 6 ~ 8 | MAGICS: x3 Any [including summons but no Virtue-types]
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: Yes
    
     Simply put, the Sorceress class (Cybil) is one of the best spellcasters in
     the game, available only on the Path A route. They have three magic slots and
     can cast anything, including summons, but are barred from any virtue-element
     spells -- so no Ignus Fatuus, Divine Radiance, etc. -- and certain bane
     spells (like Cursed Existence, Enfeeble, Necromancy, etc.) However, spells
     like Fluid Magic and Fiend's Grip are fine. A small downside, but a great
     ally to have nonetheless.
    
     The raging debate is whether Cybil or Rictor is the best specialty mage. The
     former gets access to more spells, including the best Fiend's Grip, but can't
     use Virtue types; Rictor only has access to Virtue types, but this includes
     some of the most useful in the game, like Resurrection and Divine Radiance.
     Stat-wise, Cybil gets better MP and INT growth while Rictor gets better HP
     and STR (they're even in other areas). In this case, it's more wise to judge
     which path to take on the whole rather than just the person obtained.
    
     Note: Because she can't change classes, Cybil can't get Gibe of Fallen Angel,
           The Cycle of Life, or Ripple's Emblem.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #05: Ardea [Guest]
      • Battle #06: Urodela [Guest]
      • Battle #21: Charadrius [Path B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | SUMMONER                                                 [ELEMENT: Earth]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 63 MP, 100 STR, 88 INT / Invite him at Belleza
    | HP  : 5 ~ 7 | EMBLEM: The Pen and the Sword
    | MP  : 4 ~ 6 | EQUIPS: Wands, Thrusting Swords, Shields, Light Armor/Headgear
    | STR : 4 ~ 6 | SKILLS: Summon Golem
    | INT : 5 ~ 7 | MAGICS: x2 Elemental [including summons; else non-Virtue/Bane]
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
    |_____________| UNIQUE: Yes
    
     Elrik is the second truly special character that can be obtained, and like
     his daughter Euphaire, is a great spellcaster. In fact, she mimics his form:
     access to all spells (including Necromancy) and summons but no other Virtue
     and Bane magic. His special ability is Summon Golem (Earth; 20 MP, 7 RNG,
     AOE 1) which makes a tiny doll kamikaze on an enemy. The cool thing about
     this ability is that the doll runs to the enemy, and if the ground is too
     rocky or unstable, it detonates prematurely. Besides being the source of the
     Fenrir summon, it's notable that Elrik's good with weapons too -- not that
     much of a surprise, considering this class replaces the Warlock job, also
     known for its versatility.
    
     NOTE: Euphaire can't obtain The Cycle of Life or Relix's Emblem.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Optional -: Belleza [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | SWORDMASTER                                    [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 95 STR, 111 AGL, Book of Initiation
    | HP  : 5 ~ 7 | EMBLEM: Book of Initiation
    | MP  : 3 ~ 4 | EQUIPS: Swords, Katanas, Light Armor, Boots
    | STR : 4 ~ 6 | SKILLS: Pelting Fury, Swallow's Daze
    | INT : 3 ~ 4 | MAGICS: x1 Support
    | AGL : 5 ~ 7 | MOVMNT: 7.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     When it comes to the generic male-only classes, there can only be one true
     champion, and this is it. First, they're monsters in battle, having great STR
     and HP gains. Pelting Fury (RNG 7, AOE 1) is a long-range physical attack and
     is better than the ninja's Shuriken Barrage; Swallow's Daze (RNG 1, AOE 1) is
     an attack made with katanas, which may paralyze the target. In addition, the
     magic slot allows for a support spell, such as Time Flux, Fluid Magic, or
     Teleport -- the good stuff! Finally, Swordmasters make great targets for
     learning the special skills such as Atropos or Clotho. Since they are owners
     of exceptional base movement as well, they really put most male classes to
     shame. The downsides are obvious: they can't use healing spells and females
     don't have access to the class.
    
     Later in the game, there is a special female Swordmaster who is basically
     the same, but is Snow-Walking type and has the 'Atropos' skill.'
    
     NOTE: Swordmaster also refers to the female boss Margret (Battle #16) who's
           of this same class, and carries the Atropos skill.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #15: Haena [Path A]
      • Battle #16: Ostorea West [Path A/B]
      • Battle #23: Hall of Corruption [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | THUNDER DRAGON                                            [ELEMENT: Wind]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : 6 ~10 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~ 8 | SKILLS: Thunder Breath
    | INT : 3 ~ 5 | MAGICS: ---
    | AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     A basic dragon of the wind element, this creature excels at STR & HP gains,
     as well as having a skill that matches its element. Thunder Breath (Wind; 20
     SP, AOE 1-4) has the ability sometimes paralyze its targets, making it the
     best breath attack of all the elemental dragons. However, like its brethren,
     its movement is typically poor and not suited well to maps with large and/or
     varied heights.
    
     To change a dragon into another basic type, a Mirror of the Gods must be used
     on it. So, if a dragon wants to become wind-elemental, the mirror must be
     used by a unit that's already wind-elemental. Note that Virtue/Bane elements
     cannot be transferred to a dragon in this way.
    
     NOTE: Thunder Dragons can't get the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #07: Sufrir [Path B]
      • Battle #10: Solea [Path A/B]
      • Battle #15: Haena [Path A/B]
      • Randomized: Harmonia, Sufrir, Vespa
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | UNDEAD KNIGHT, UNDEAD WIZARD, UNDEAD SOLDIER   [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: ---
    | MP  : ----- | EQUIPS: Whatever their normal class has
    | STR : ----- | SKILLS: ---
    | INT : ----- | MAGICS: Whatever their normal class has
    | AGL : ----- | MOVMNT: Whatever their normal class has
    |_____________| UNIQUE: Yes [Enemy-Only]
    
     Although technically unique because the player can never get them, these
     undead units are worth talking about, I s'pose. They are identical to their
     normal counterparts -- as far as skills, movement, and equip types go -- but
     their first attacks now can poison (sometimes). All normal undead-related
     effects apply: they will auto-revive eventually, can only truly be killed by
     eradication-type skills, and never have the chance to drop items. There are
     a few cool things about these classes, though: all are stripped of emblem
     slots (except for Knight's Certificate) and Knights will never have virtue
     spells equipped.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Optional -: Gryllus [Path A/B]
      • Randomized: Gryllus, Rebanada
      
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | VALKYRIE                                      [ELEMENT: Non-Virtue/Bane]   /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 48 STR, 41 INT, L/N ALI
    | HP  : 5 ~ 7 | EMBLEM: Lancer
    | MP  : 2 ~ 2 | EQUIPS: Spears, Light Armor, Light Headwear
    | STR : 4 ~ 6 | SKILLS: ---
    | INT : 4 ~ 6 | MAGICS: x2 Elemental [non-Virtue/Bane]
    | AGL : 4 ~ 6 | MOVMNT: 7.x [Snow-Walking/Semi-Aquatic]
    |_____________| UNIQUE: No
    
     Valkyrie are a balanced female-only class, and the versatility shows: not
     only can they attack and use magic that isn't restricted to projectiles,
     but they get two rare movement types, allowing them to fight better than
     most in land or sea. Additionally, they give +1 mental gauge to male units
     within three spaces. That's about the extent of their uniqueness though.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #14: Sotavento [Path A/B]
      • Battle #19: Ostorea Crypt [Path A]
      • Optional -: Belleza [Path A/B]
    
      • Randomized: Bison, Naja
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | VENEFIC, VENEFICA                                  [ELEMENT: Earth, Wind]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: ---
    | HP  : ----- | EMBLEM: Gibe of Fallen Angel, Philosopher's Stone, Vixen's W.
    | MP  : ----- | EQUIPS: Wands, Robes
    | STR : ----- | SKILLS: Summon Darkness [Venefic-only]
    | INT : ----- | MAGICS: x2 Supportive/Bane
    | AGL : ----- | MOVMNT: 6.x [Trudging/Wading]
    |_____________| UNIQUE: Yes
    
     Two special bosses toward the end of the game, they're basically the same
     class, just of different genders. They're exceptionally gifted at sorcery,
     and one even has the Fiend's Grip spell in-battle. Summon Darkness (Bane) is
     a special skill with no MP cost that teleports a new monster into battle,
     often a Gorgon or Daemon. [As for their class name, it's appropriately named
     after the archaic term for poisoning.]
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #17: Ostorea South [Path A/B] -- Venefica Only
      • Battle #20: Harmonia [Path A/B]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | VRTRA                                            Element: Non-Bane/Virtue  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 259 HP, 130 STR, 69 AGL, Chaotic ALI
    | HP  : 7 ~11 | EMBLEM: ---
    | SP  : 3 ~ 5 | EQUIPS: Accessories
    | STR : 6 ~10 | SKILLS: Breath attack (depending on element)
    | INT : 4 ~ 6 | MAGICS: ---
    | AGL : 3 ~ 5 | MOVMNT: 5.2 [Flying/Wading]
    |_____________| UNIQUE: NO
    
     Vrtra are dangerous-looking black dragons whose breath attack depends on what
     element they are (earth types have Poison Breath, and so on). In addition to
     the expected skill, they also impose a -1 Mental Gauge penalty on any enemy
     within three panels. They're also the only dragon type that can fly, which
     places them a cut above the others' who are trudging types. As far as dragons
     go, this is definitely the one to be.
    
     Also of note on a general level, Vrtra found in random battles often drop an
     'Urn of Chaos' item which moves a unit's alignment one notch towards Chaotic.
     These are normally obtained through storyline battle spoils, buried items,
     or Quest Mode -- this can actually be an easier way in general. Not foolproof,
     but hey...
    
     NOTE: Vrtras can't get any of the following emblems: Exorcist, The Pen and
           the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
           Whisper/Broken Heart, Sniper, Fist Fight.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #21: Charadrius [Path B]
      • Battle #23: Hall of Corruption [Path A/B]
      • Optional -: Rebanada [Path A/B] -- 2nd Battle
      • Randomized: Sufrir
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | WARLOCK                                        [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 78 MP, 90 STR, 76 INT, L/N ALI
    | HP  : 5 ~ 7 | EMBLEM: The Pen and the Sword
    | MP  : 4 ~ 6 | EQUIPS: Sword, Light Armor, Footwear
    | STR : 4 ~ 6 | SKILLS: Barren Soul
    | INT : 4 ~ 6 | MAGICS: x2 Supportive [non-Virtue; no Necromancy]
    | AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
    |_____________| UNIQUE: No
    
     Warlocks are the equivalent of male witches, except they're better physical
     attackers. They can use two supportive/impairing skills (example: Petrifying
     Cloud, Teleport) like their female counterpart. To give even more versitility
     in attacking, their unique ability Barren Soul (25 MP, RNG 1, AOE 1) inflicts
     damage of the element the opponent is weak against. So, if it's earth-element
     the sword that materializes will be wind-element. If a Swordmaster isn't
     available, these might be a good consolation class.
    
     The main difference between this and the Witch class -- besides what's been
     stated -- is they have better movement
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #16: Ostorea West [Path A/B]
      • Battle #19: Ostorea Crypt [Path A]
      • Battle #24: Garden of Memories [Path A/B]
      • Optional -: Blete [Path A/B]
      • Randomized: Naja, Rebanada
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | WITCH                                          [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 38 MP, 35 INT, N/C ALI
    | HP  : 4 ~ 6 | EMBLEM: Vixen's Whisper
    | MP  : 5 ~ 7 | EQUIPS: Wands, Robes
    | STR : 3 ~ 4 | SKILLS: Fascination
    | INT : 3 ~ 5 | MAGICS: x2 Supportive [non-Virtue, non-Bane except Fluid Magic]
    | AGL : 5 ~ 7 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     Like their male counterpart in the Warlock, Witches are best as supportive
     units. They have two slots for annoying magic like Ray of Paralysis or Fluid
     Magic, while their special skill Fascination (Bane; 15 MP, RNG 7, AOE 1-5)
     can inflict mass Charm on hapless units -- capped at around 50% chance, I
     believe. Either way, it's a decent unit to have but is mostly a stepping
     stone on the way to Siren, which is where the real spellcasting is at for
     females. Notable for being one of the first units who can use Fluid Magic,
     which gives a lot of MP to a target for very little cost to self.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #06: Urodela
      • Battle #13: Naja [Path A/B]
      • Battle #14: Sotavento [Path A/B]
      • Battle #17: Ostorea South [Path A/B]
      • Battle #18: Ostorea Throne Room [Path A/B]
      • Battle #21: Charadrius [Path B]
      • Optional -: Belleza [Path A/B]
      • Randomized: Ardea, Haena
    
     It's worth mentioning that the witch at Charadrius [Path B] drops the unique
     spell Time Flux, which gives a character a second turn. It arrives late but
     it's ridiculously awesome for plinking away at high-defense targets.
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | WITCH <3                                       [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 38 MP, 35 INT, N/C INT
    | HP  : 4 ~ 6 | EMBLEM: Vixen's Whisper
    | MP  : 5 ~ 7 | EQUIPS: Wands, Robes
    | STR : 3 ~ 4 | SKILLS: Temptation
    | INT : 5 ~ 7 | MAGICS: x2 Elemental - See below
    | AGL : 5 ~ 7 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: Technically
    
     The "Witch <3" class is specific to Deneb, a recurring character throughout
     the Ogre Battle games. She has two magic slots and can use any summon and any
     normally available to generic witches (supportive magic like Ray of Paralysis,
     Zoshonel's Influence, Petrifying Cloud, Faith, etc.). Her awesome Temptation
     skill (15 MP, 7 Range, AOE 1-5) is like a super version of Fascination, and
     has a higher chance of charming the target (up to 99% instead of 49%)
     ...although if playing on an emulator, it may freeze the game!
    
     Now, to get Deneb, there is a specific order that has to be done. Note that
     if she dies or is used in a Snapdragon, another can be created with this
     same process. However, once Deneb changes to her specialty class, she can't
     change to any others!
    
     1) Create a generic female soldier of any element
     2) Give her the name "Deneb" just as it's written here
     3) In battle, earn the Vixen's Whisper emblem so she can become a witch
     4) Change her into a witch to become the specialty class
    
     Some people complain when they try to get her, and this is usually due to a
     few things:
    
     • Her name is misspelled or not capitalized properly
     • Her alignment is Lawful; she must be anything but Lawful to change over
     • In the JP version (only) Deneb must be fire-elemental
    
     Once Deneb is in the party, if the player tries to shop in Scabellum, there
     will be a specialty store run by Pumpkinhead available. It sells candy-type
     equipment (which all belongs to a set) and, after selling 5 Glass Pumpkins,
     the best item in the game can be bought for a whopping 32000 goth: Firecrest!
     It heavily increases all defenses and resistances...and costs no movement
     penalty!
    
     The game can give the player four special summoners in the game (Euphaire,
     Elrik, Cybil, Rictor) but none are earth-elemental, leaving the Gnome summon
     mismatched whenever it's used. It's not a bad idea to make Deneb that very
     type instead of giving it to an earth-type siren, for instance.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • None! [Must be player-created]
    
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
    | WIZARD                                         [ELEMENT: Non-Virtue/Bane]  /
    |___________________________________________________________________________/
    | STAT GROWTH |
    |             | PREREQ: 16 MP, 26 INT, N/C ALI
    | HP  : 4 ~ 6 | EMBLEM: ---
    | MP  : 5 ~ 7 | EQUIPS: Wands, Robes
    | STR : 3 ~ 4 | SKILLS: ---
    | INT : 5 ~ 7 | MAGICS: x3 Elemental [non-supportive, non-Virtue/Bane]
    | AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading]
    |_____________| UNIQUE: No
    
     Their name alone probably conjures up images of magic usage! Wizards are a
     class available to either sex and uses low-level elemental spells, ranking it
     as the lowest available mage type. They can only use offensive spells such
     as Crag Crush and Firestorm, and are barred from supportive (Ray of Paralysis,
     etc.) and Virtue/Bane types. As their INT goes up, some of their spells' AOE
     increases (from 1 to 5) in a plus-shaped formation. It's always good to have
     a few of these guys in the early going; later, they can be upgraded to sirens
     and liches, or swapped out for special classes, like Euphaire or Cybil.
    
     APPEARANCES IN-GAME
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      • Battle #02: Scabellum
      • Battle #04: Formido
      • Battle #13: Naja [Path A/B]
      • Battle #18: Ostorea Throne Room [Path A/B]
      • Randomized: Charadrius, Lutra, Naja
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    EQUIPMENT LIST                                                           [EQPT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     01) Swords ............................................................ EG01
     02) Bows .............................................................. EG02
     03) Spears ............................................................ EG03
     04) Staves/Wands ...................................................... EG04
     05) Hammers/Flails .................................................... EG05
     06) Shields ........................................................... EG06
     07) Katanas/Axes ...................................................... EG07
     08) Whips/Fans ........................................................ EG08
     09) Helms ............................................................. EG09
     10) Armor ............................................................. EG10
     11) Accessories ....................................................... EG11
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 01) Swords                                           [EG01] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    --------
    Anbicion
    --------
    
    "One-handed weapon (Virtue). Sacred sword that King Anbicion received in a
    covenant with God.
    
    AGI: +5
    PWR: +68
    VIRT RES: -5
    BANE RES: +15
    EFFECT: Anbicion
    MOVE: -0.4
    SELL: Can't Sell
    GET: Clear Angel's Headstone - Hall of Conviction [Path A]
    
    --------
    Answerer
    --------
    
    "One-handed weapon (Bane). Assassin sword whose name means 'to answer.'
    
    PWR: +68
    SELL: 1900 G
    GET: Versus Mode Only
    
    -------
    Balmung
    -------
    
    "Two-handed weapon. Attack power up VS dragons. Dragonslayer created
    from the claws of the dragon Fafnir."
    
    PWR: +64
    MOVE: -0.7
    SELL: 1560 G
    GET: Can be won in Quest Mode
    
    --------
    Claymore
    --------
    
    "A large, two-handed sword with a V-shaped hilt. A ring is attached
    to the hilt."
    
    PWR: +48
    MOVE: -0.6
    SELL: 600 G
    GET: All shops after clearing Sotavento [1200 G]
       : Can be unearthed as a buried treasure
       : Common equip for knight-type characters [obtain via invitation]
    
    ----------------
    Dragon Gem Sword
    ----------------
    
    "One-handed weapon. Dragon Handling effect. Sword with jeweled hilt adorned
    with a dragon's gem. Enables communication with dragons."
    
    PWR: +48
    MOVE: -0.4
    SELL: 440 G
    GET: Initially equipped to Glycinia [Sufrir -- Path B]
       : Dragon Tamer at Haena [Path B]
       : Obtain in Quest Mode
    
    -----
    Estoc
    -----
    
    "One-handed weapon. Slender thrusting sword with a knuckle guard on the hilt
     to protect the user's hand."
    
    PWR: +40
    SELL: 320 G
    GET: All shops after clearing Urodela [640 G]
       : Possible buried treasure
    
    ------
    Fafnir
    ------
    
    "One-handed weapon. Attack power up VS dragons. Used by Sigurd to 
    defeat the dragon Fafnir."
    
    PWR: +58
    MOVE: -0.5
    SELL: 800 G
    GET: Clear Battle in Solea
       : Warlock at Garden of Memories [Path A/B; Invite]
    
    ---------------
    Firedrake Sword
    ---------------
    
    "One-handed flaming sword (Fire)."
    
    PWR: +56
    WATR RES: +5
    MOVE: -0.5
    SELL: 720 G
    GET: Warlock at Ostorea West [Path A/B; Invite]
       : Duke Knight at Ostorea South [Path A/B]
       : Can be won in Quest Mode
    
    ---------
    Fragarach
    ---------
    
    "Two-handed weapon (Bane). Sword with a cross-shaped hilt whose
    name means 'revenge'. 1 of 4 Netherworld Weapons."
    
    PWR: +75
    VIRT RES: +5
    BANE RES: -5
    SELL: 1900 G
    GET: Versus Mode Only
    
    ----
    Gram
    ----
    
    "One-handed weapon (Earth). Elven sword that shines because of its
    unique forging."
    
    PWR: +58
    WIND RES: +5
    MOVE: +0.0
    SELL: 1125 G
    GET: Clear battle at Haena [Path B]
    
    ---------
    Ice Blade
    ---------
    
    "One-handed frozen sword (Water)."
    
    PWR: +52
    FIRE RES: +5
    MOVE: -0.5
    SELL: 720 G
    GET: Dragoon at Haena [Path B]
       : Buried treasure at Rana [Path A/B]
    
    ---------
    Inca Rose
    ---------
    
    "One-handed weapon (Fire). Thrusting sword known as the 'Rose
    of the Desert'."
    
    PWR: +52
    WATR RES: +5
    MOVE: +0.0
    SELL: 550 G
    GET: Rictor's initial weapon [Path B]
    
    ----------
    Laevateinn
    ----------
    
    "Two-handed weapon (Fire). Flaming sword of Surt, destined to
    consume the world in fire."
    
    PWR: +60
    WATR RES: +5
    MOVE: -0.5
    SELL: 1560 G
    GET: Duke Knight in Ostorea Crypt [Path A]
    
    ----------
    Long Sword
    ----------
    
    "One-handed weapon. A large hacking sword."
    
    PWR: +40
    MOVE: -0.5
    SELL: 350 G
    GET: All shops carry after Formido [700 G]
    
    ---------------
    Needle of Light
    ---------------
    
    "One-handed weapon (Virtue). Thrusting sword that draws on sacred energy and
    light."
    
    PWR: +60
    BANE RES: +5
    MOVE: -0.2
    SELL: 720 G
    GET: Angel Knight in Ostorea Crypt [Path A]
       : Angel Knight in Charadrius [Path B]
       : Initially equipped to Lobelia
       : Can be won in Quest Mode
    
    -----
    Notos
    -----
    
    "Two-handed WPN (Wind). Double-edged sword of Notos, god of the South Wind. 1
    of 4 Relics of Wind."
    
    PWR: +62
    ERTH RES: +5
    MOVE: -0.6
    SELL: 1560 G
    GET: Clear Battle at Ostorea West
    
    -------
    Oracion
    -------
    
    "Rumored to allow communication with the gods. Banish Effect. 1 of
    4 Divine Armaments."
    
    TYPE: One-handed
     PWR: 71
     INT: +8
    EFFECT: Banish 
    BANE RESIST: +5
    MOVE: -0.6
    SELL: 2000 G
    GET: Can be won in Quest Mode
    
    -------------
    Peridot Sword
    -------------
    
    "One-handed cold peridot sword (Water)."
    
    PWR: +0
    FIRE RES: +5
    GET: Can be won in Quest Mode
    
    -----------
    Short Sword
    -----------
    
    "One-handed weapon. Power 30. Good sword for beginners."
    
    PWR: +30
    MOVE: +0.0
    SELL: 180 G
    GET: All shops carry from game's beginning
    
    ----------
    Snapdragon
    ----------
    
    PWR: +85                                     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    STR: One-half of snapped ally's base STR  -.-| TIP: Use stat-boosting items |
    INT: One-half of snapped ally's base INT   | | before snapping to increase  |
    AGI: One-fifth of snapped ally's base AGI -' | residual bonuses!            |
    MOVE: -0.2                                   |______________________________|
    SELL: n/a (can't be sold)
    GET : Have an ally use a Snapdragon item in-battle
    
     To obtain a Snapdragon, have a unit use a Snapdragon item in-battle. This
     PERMANENTLY transforms them into a one-handed sword that gives bonuses based
     off their original base stats (STR, INT, AGI only). Naturally the bonuses are
     higher if a Lv50 character uses it, instead of a Lv01 person. All Snapdragons
     are named after the character who was sacrificed -- there is no "Snapdragon"
     sword technically unless you name a homegrown character Snapdragon. :p
    
     Additionally, depending on the class "snapped," the sword is imbued with a
     special characteristic.
    
     • ANGEL KNIGHT: +1 Mental Gauge to nearby allies
     • BEAST TAMER : +1 Mental Gauge to nearby beasts
     • DRAGON TAMER: +1 Mental Gauge to nearby dragons
     • DRAGOON     : Gives bonus when attacking dragon-type enemies
     • FAIRY       : Luck increases
     • GORGON      : Prevents petrification
     • KNIGHT      : Prevents Fear (Mental Gauge can't go lower than 0)
     • LICH        : +1 Mental Gauge to nearby zombie types
     • SWORDMASTER : Gives an Instant Death effect to sword
     • PRIEST      : Prevents Instant Death (i.e. Hell's Gate skill)
     • VALKYRIE    : +1 Mental Gauge to nearby male units
    
     There are only four Snapdragons that can be obtained in the game (2 buried in
     Belleza & Sotavento; 2 dropped at Rebanada's 2nd battle and Harmonia). Thus,
     there's no room for screwing around!
    
     The stat bonuses should dictate which class gets the Snapdragon, also. If the
     person sacrificed gave a huge INT bonus, why not give it to your Lich or
     Siren?
    
    ----------
    Sum Mannus
    ----------
    
    "One-handed lightning sword (Wind)."
    
    PWR: +54
    ERTH RES: +5
    MOVE: -0.5
    SELL: 720 G
    GET: Duke Knight at Ostorea West [Path A/B]
         Duke Knight at Charadrius [Path A]
    
    ---------------
    Sword of Tiamat
    ---------------
    
    "Two-handed weapon. Attack power up VS dragons. Dragonslayer created
    from the fangs of Tiamat."
    
    PWR: +60
    MOVE: -0.6
    SELL: 1125 G
    GET: Duke Knight in Ostorea Crypt [Path B]
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 02) Bows                                             [EG02] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -------
    Bow Gun
    -------
    
    "One-handed weapon for missile attack. Short-range, accurate wooden
    bow."
    
    AGI: +1
    PWR: +30
    Range: 6
    SELL: 270 G
    GET: All shops stock after Formido [540 G]
    
    -------------
    Composite Bow
    -------------
    
    "Two-handed weapon for missile attack. Composite bow reinforced by
    flexible metal."
    
    AGI: +1
    PWR: +44
    Range: 7
    MOVE: -0.5
    SELL: 640 G
    GET: All shops stock after Solea [1280 G]
    
    ---------
    Crescente
    ---------
    
    "Two-handed missile weapon (Virtue). Crescent bow once used by a 
    lovestruck girl to send a love letter to the stars."
    
    AGI: +8
    PWR: +60
    Range: 7
    BANE RES: +5
    EFFECT: Paralysis
    MOVE: +0.0
    SELL: 1560 G
    GET: Initially equipped on Glycinia [If you get her at Charadrius]
       : Angel Knight at Garden of Memories [Path A/B; Invite]
       : Can be won through Quest Mode
    
     Note that the Crescent won during the final dungeon can't be permanently
     saved; anything gotten in that final dungeon, save the Oracion and such, can't
     actually.
    
    ---------
    Flame Bow
    ---------
    
    "Two-handed missile weapon (Fire). Arrows so fast they burst into
    flame."
    
    PWR: +62
    Range: 6
    WATR RES: +5
    MOVE: -0.6
    SELL: 720 G
    GET: Gorgon at Rebanada [Path A/B, Battle 2; Invite]
       : Can be won in Quest Mode
    
    ---------
    Great Bow
    ---------
    
    "Two-handed missile weapon. Yak horn bow."
    
    PWR: +35
    Range: 5
    MOVE: -0.3
    SELL: 500
    GET: Archer at Vespa [Path A/B]
       : Possible buried treasure
       : All shops stock after Urodela
    
    -------------
    Sandstorm Bow
    -------------
    
    "Two-handed weapon for missile attack (Earth). Bow passed on from the
    time the ancient kingdom Habiram sank into the desert."
    
    PWR: +48
    Range: 6
    WIND RES: +5
    MOVE: -0.5
    SELL: 720 G
    GET: Gorgon at Harmonia [Path A/B]
         Can be won through Quest Mode
    
    ------------
    Sherwood Bow
    ------------
    
    "Two-handed missile weapon. Mysterious bow that masks the bowman's
    presence, leaving targets offguard. 1 of 4 Enchanted Hunting Wares.
    PWR up VS beasts & dragons."
    
    PWR: +54
    Range: 7
    MOVE: -0.5
    SELL: 1425 G
    GET: Lubina's initial weapon
       : Can be won through Quest Mode
    
    ---------
    Short Bow
    ---------
    
    "One-handed weapon for missile attack. Wooden bow. Not very powerful,
    but lightweight."
    
    PWR: +20
    Range: 5
    MOVE: +0.0
    SELL:
    GET: All shops stock from game's beginning
    
    -------
    Tathlum
    -------
    
    "Two-handed weapon for missile attack (Bane). Magic Stone whose name
    means 'Light Speed.' 1 of 4 Netherworld Weapons.
    
    AGI: +1
    PWR: +44
    RANGE: 7
    VIRT RES: +5
    SELL: 1900 G
    GET: Buried Treasure in Rebanada [Path A/B]
    
    -----------
    Thunder Bow
    -----------
    
    "Two-handed weapon for missile attack (Wind). Bow of Thor, god of
    thunder."
    
    PWR: +50
    Range: 6
    ERTH RES: +5
    GET: Archer at Haena [Path A]
    
    ----------
    Tundra Bow
    ----------
    
    "Two-handed missile weapon. Bow found in a pillar of ice. Freezes
    foes instantly."
    
    PWR: +54
    Range: 6
    FIRE RES: +5
    GET: Initially equipped to Glycinia [Path A; If recruited at Bison]
       : Archer at Ostorea West [Path A/B]
       : Can be won through Quest Mode
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 03) Spears                                           [EG03] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -------
    Brionac
    -------
    
    "Two-handed piercing WPN (Bane). 1 of 4 Netherworld Weapons. Can sometimes
    cause Instant Death.
    
    PWR: +62
    VIRT RES: +5
    MOVE: -0.7
    SELL: 1900 G
    GET: Can be won through Quest Mode
    
    -------------
    Earth Javelin
    -------------
    
    "Two-handed piercing WPN (Earth). Spear that draws power from the
    Earth."
    
    PWR: +68
    WIND RES: +5
    MOVE: 
    SELL: 810 G
    GET: Valkyrie in Ostorea Crypt [Path A]
    
    -----------
    Longicolnis
    -----------
    
    "Two-handed piercing weapon (Virtue). Black spear created from the
    horn of the fallen angel. It can pierce the skin of the Sacred
    Demon."
    
    PWR: +74
    VIRT RES: +5
    BANE RES: +5
    MOVE: +0.0
    SELL: Can't Sell
    GET: Clear Charadrius [Path A/B]
    
    -------------
    Osric's Spear
    -------------
    
    "Two-handed piercing WPN (Water). King Zamora's ice spear."
    
    PWR: +66
    MOVE: -0.6
    SELL: 810 G
    GET: Clear battle at Ostorea South [Path A/B]
    
    ----
    Pike
    ----
    
    "Two-handed weapon. Piercing. Metal spear with high attack power
    despite its slenderness."
    
    PWR: +42
    MOVE: -0.4
    SELL: 380 G
    GET: All shops stock after Urodela [760 G]
    
    -------
    Trident
    -------
    
    "Two-handed weapon. Spear with 3-pronged tip. Piercing."
    
    AGI: +3
    PWR: +55
    MOVE: -0.3
    SELL: 550 G
    GET: Aerial's initial equip 
       : Valkyrie in Belleza [Path A/B]
       : All shops stock after Sotavento
    
    --------
    Zephyrus
    --------
    
    "Two-handed piercing WPN (Wind). Spear of Zephyrus, god of the West
    Wind, which never misses. 1 of 4 Relics of the Wind."
    
    PWR: +70
    ERTH RES: +5
    MOVE: -0.6
    SELL: 1560 G
    GET: Scene in Rana after meeting with Berevra at Aquila [Path A/B]
    
    ---------
    Volcaetus
    ---------
    
    "Two-handed piercing WPN (Fire). Spear retrieved from the once active
    volcano, Mt. Aquila."
    
    PWR: +64
    WATER RES: +5
    SELL: 810
    GET: Buried treasure at Aquila
       : Can be won through Quest Mode
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 04) Staves & Wands                                   [EG04] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -----------
    Dowsing Rod
    -----------
    
    "One-handed weapon. It senses the number of hidden treasures on the
    stage and deals corresponding damage."
    
    PWR: +0
    MOVE: +0.0
    SELL: 50 G
    GET: Can be won through Quest Mode
    
    ----------
    Earth Wand
    ----------
    
    "One-handed weapon (Earth). Staff that draws on the spiritual power
    of the Earth.
    
    INT: +18
    PWR: +26
    WIND RES: +5
    EFFECT: Crag Crush (fixed chance of breaking)
    SELL: 600 G
    GET: Witch in Naja [Path A/B]
         Can be won in Quest Mode
    
    ---------
    Fire Wand
    ---------
    
    "One-handed weapon (Fire). Magical staff that Firebird, the spirit of fire, is
    sealed in."
    
    INT: +17
    PWR: +26
    WATR RES: +5
    EFFECT: Firestorm (fixed chance of breaking)
    MOVE: -0.1
    SELL: 600 G
    GET: Euphaire's initial weapon
       : Can be won in Quest Mode
    
    --------
    Ice Wand
    --------
    
    "One-handed weapon (Water). Magic staff that Ice King Horribus is
    sealed in."
    
    INT: +20
    PWR: +20
    FIRE RES: +5
    EFFECT: Ice Field (fixed chance of breaking)
    MOVE: -0.1
    SELL: 600 G
    GET: Buried treasure at Sufrir
       : Elrik's initial weapon
       : Witch in Naja [Path A/B]
       : Can be won in Quest Mode
    
    ---------
    Kerykeion
    ---------
    
    "One-handed weapon (Bane). Staff of the god Hermes, decorated with
    entwined serpents."
    
    INT: +28
    PWR: +32
    VIRT RES: +4
    EFFECT: Dark Quest
    SELL: 600 G
    GET: Can be won through Quest Mode
    
    --------------
    Ripple's Staff
    --------------
    
    "One-handed weapon (Virtue). Staff of the witch Ripple, harvesting
    the power of the stars. 
    
    INT: +30
    PWR: +28
    BANE RES: +5
    EFFECT: Shining (fixed chance of breaking)
    SELL: 600 G
    GET: Initially equipped to Glycinia [if invited at Haena]
       : Prize in Vs. Mode
    
    ----------------
    Scipplay's Staff
    ----------------
    
    "One-handed weapon. Staff made from the wood of the Scipplay Cypress."
    
    INT: +10
    PWR: +20
    MOVE: +0.0
    SELL: 135 G
    GET: All shops stock from game's beginning
    
    ----------
    Sugar Cane
    ----------
    
    "One-handed weapon. Sweet candy cane, decorated with red and white
    food coloring, that tickles the minds and tastebuds of small children.
    Be careful not to gain too much weight!"
    
    PWR: +16
    MOVE: +0.0
    SELL: 1100 G
    GET: Clear Harmonia [Path A/B]
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 05) Hammers & Flails                                 [EG05] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -----
    Euros
    -----
    
    "Two-handed weapon (Wind). Hammer with the power of Euros, god of 
    the East Wind. 1 of 4 Relics of Wind."
    
    PWR: +62
    ERTH RES: +5
    MOVE: -0.5
    SELL: 1560 G
    GET: Daemon at Charadrius [Path B]
    
    -----------
    Flame Flail
    -----------
    
    "Two-handed chain flail. Emits heat/light."
    
    PWR: +60
    WATR RES: +5
    GET: Priest at Charadrius [Path A; Invite]
       : Can be won through Quest Mode
    
    -----------
    Halt Hammer
    -----------
    
    "One-handed weapon. Stone-crushing hammer."
    
    PWR: +40
    MOVE: -0.2
    SELL: 360
    GET: All shops stock it after Urodela.
    
    ---------------
    Hammer of Tears
    ---------------
    
    "Two-handed weapon (Water). Stunning hammer formed from a tear of
    Basque, god of the sea."
    
    PWR: +62
    FIRE RES: +5
    MOVE: -0.5
    SELL: 1425 G
    GET: Can be won through Quest Mode
    
    -------------
    Mystic Hammer
    -------------
    
    "Two-handed weapon (Virtue). Sacred hammer with the 10 commandments
    of Filarhh, the sun god, inscribed upon it."
    
    PWR: +62
    BANE RES: +5
    SELL: ????
    GET: Gameshark Only?
    
    --------
    Sanscion
    --------
    
    "Two-handed hammer (Earth). Used by Galf, overlord of the Netherworld."
    
    PWR: +76
    EFFECT: Confusion
    SELL: ????
    GET: Prize in Vs. Mode
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 06) Shields                                          [EG06] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    ----------------
    Chocolate Shield
    ----------------
    
    "One-handed shield made from sugar and cocoa beans. Careful,
    those of you with a sweet tooth!"
    
    SPLL DEF: +5
    PHYS DEF: +10
    PHYS RES: +15
    SELL: 1100 G
    GET: Pumpkinhead's Shop in Scabellum [2200 G]
    
    -----------
    Dark Shield
    -----------
    
    "One-handed shield stained with the blood of fallen foes (Bane).
    
    SPLL DEF: +15
    PHYS DEF: +20
    PHYS RES: +25
    VIRT RES: +20
    MOVE: -0.7
    SELL: 1250
    GET: Prize in Vs. Mode
    
    -------------
    Dragon Shield
    -------------
    
    "One-handed shield of layered dragon scales. DEF up VS dragons. When
    equipped, user is transformed into a dragon."
    
    SPLL DEF: +5
    PHYS RES: +20
    PHYS DEF: +20
    MOVE: -0.5
    SELL: 1250 G
    GET: Buried treasure at Scabellum
       : Knight at Ostorea Throne Room
       : Can be won through Quest Mode
    
    ------------
    Earth Shield
    ------------
    
    "One-handed shield of Dryad, the forest nymph (Earth)."
    
    SPLL DEF: +10
    PHYS DEF: +20
    PHYS RES: +25
    WIND RES: +20
    MOVE: -0.6
    SELL: 1250 G
    GET: Knight in Naja [Path A/B]
       : Angel Knight in Ostorea Crypt [Path A]
       : Can be won through Quest Mode
    
    ------------
    Flame Shield
    ------------
    
    "One-handed shield forged by the fire djinn, Efreet (Fire)."
    
    SPLL DEF: +10
    PHYS DEF: +20
    PHYS RES: +25
    WATR RES: +20
    MOVE: -0.6
    SELL: 1250 G
    GET: Duke Knight at Charadrius [Path A]
       : Angel Knight at Garden of Memories [Path A/B; Invite]
       : Can be won through Quest Mode
    
    ----------
    Ice Shield
    ----------
    
    "One-handed shield of the frost giant, Firbolg (Water)."
    
    SPLL DEF: +10
    PHYS DEF: +20
    PHYS RES: +25
    FIRE RES: +20
    MOVE: -0.6
    SELL: 1250 G
    GET: Hawkman at Arena [Path B]
       : Duke Knight at Haena [Path B]
       : Can be won through Quest Mode
    
    --------------
    Saint's Shield
    --------------
    
    "One-handed shield protected by Oberon (Virtue). 1 of 4 Divine
    Armaments."
    
    SPLL DEF: +15
    PHYS DEF: +20
    PHYS RES: +25
    BANE RES: +20
    MOVE: +0.0
    SELL: 1250 G
    GET: Duke Knight at Ostorea West
       : Can be won in Quest Mode
    
    --------------
    Thunder Shield
    --------------
    
    "One-handed shield of the thunder beast, Nue (Wind)."
    
    SPLL DEF: +10
    PHYS DEF: +20
    PHYS RES: +25
    ERTH RES: +20
    SELL: 1250 G
    GET: Hawkman in Aquila [Path A/B]
       : Can be won in Quest Mode
    
    ------------
    Tower Shield
    ------------
    
    "One-handed rectangular shield. High defensive power, but slows
    movement."
    
    SPLL DEF: +5
    PHYS RES: +10
    PHYS DEF: +15
    MOVE: -0.1
    SELL: 325 G
    GET: All shops stock from game's beginning [650 G]
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 07) Katanas & Axes                                   [EG07] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    --------------
    Bloody Cleaver
    --------------
    
    "Two-handed weapon (Bane). Huge butcher's knife."
    
    PWR: +72
    VIRT RES: +5
    EFFECT: Life Force
    MOVE: +0.0
    SELL: 1125 G
    GET: Clear Ostorea Crypt [Path A]
       : Clear Charadrius [Path B]
       : Prize in Vs. Mode
    
    ------
    Boreas
    ------
    
    "Two-handed weapon (Wind). Deadly axe with the power of Boreas, god of the 
    North Wind. 1 of 4 Relics of the Wind."
    
    PWR: +70
    ERTH RES: +5
    SELL: 1560 G
    GET: Daemon in Harmonia [Path A/B]
    
    ----------------
    Earth Dragon Axe
    ----------------
    
    "Two-handed weapon (Earth). Wide blade used for decapitation.
    Attack Power up VS dragons."
    
    PWR: +68
    WIND RES: +5
    SELL: 1125 G
    GET: Clear Rebanada [Path A/B, 2nd Battle]
       : Can be won in Quest Mode
    
    ---------
    Francisca
    ---------
    
    "One-handed weapon. Power 40. Small, light axe."
    
    PWR: +40
    SELL: 230
    MOVE: -0.3
    SELL: 230 G
    GET: Clear Lutra Islands [1st battle in game]
       : All shops stock after clearing Formido
    
    ----------
    Frozen Axe
    ----------
    
    "Two-handed weapon (Water). Shining silver axe known as the 'Winter General,'
    useful in the cold."
    
    PWR: +66
    FIRE RES: +5
    SELL: ????
    GET: Prize in Vs. Mode
    
    ---------
    Kagari-bi
    ---------
    
    "Two-handed weapon (Fire). Far Eastern Katana that glows with
    searing flames."
    
    AGI: +4
    PWR: +52
    WATR RES: +5
    SELL: 720 G
    GET: Equipped to Shiven [Path A]
       : Prize in Vs. Mode
    
    ---------
    Matsukaze
    ---------
    
    "Two-handed weapon (Wind). Far Eastern katana that produces blades of
    wind."
    
    AGI: +4
    PWR: +52
    ERTH RES: +5
    MOVE: -0.6
    SELL: 720 G
    GET: Clear Urodela
       : Prize in Vs. Mode
    
    ----
    Prox
    ----
    
    "Two-handed flaming axe (Fire)."
    
    PWR: +64
    WATR RES: +5
    MOVE: -0.6
    SELL: 1125 G
    GET: Can be won in Quest Mode
    
    --------
    Yomogi-u
    --------
    
    "Two-handed weapon (Earth). Far Eastern katana that intensifies the
    user's power."
    
    AGI: +4
    PWR: +52
    WIND RES: +5
    SELL: 720 G
    GET: Ninja at Haena [Path A]
       : Can be won in Quest Mode
    
    -------
    Yu-giri
    -------
    
    "Two-handed weapon (Water). Far Eastern katana that gleams with dew."
    
    AGI: +4
    PWR: +52
    FIRE RES: +5
    MOVE: -0.6
    SELL: 720 G
    GET: Can be won in Quest Mode
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 08) Whips & Fans                                     [EG08] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    ----------
    Battle Fan
    ----------
    
    "One-handed weapon. Iron-plated fan."
    
    PWR: +44
    SELL: 160 G
    GET: All shops stock after Urodela
    
    ------
    Caldia
    ------
    
    "One-handed weapon (Virtue). Heart-shaped fan used by dancing maidens to
    worship the goddess of beauty."
    
    AGI: +8
    PWR: +52
    BANE RES: +5
    EFFECT: Charm, Protection from Charm
    MOVE: -0.4
    SELL: 600 G
    GET: Siren at Ostorea South [Path A/B]
       : Can be won in Quest Mode
    
    ----------
    Beast Whip
    ----------
    
    "Two-handed weapon. Beast Handling effect. Whip that allows
    communication with beasts."
    
    PWR: +52
    Range: 2
    MOVE: -0.4
    SELL: 720 G
    GET: Complete Battle at Vespa [Ch. 2]
       : Can be won in Quest Mode
    
    -----------
    Gypsy Queen
    -----------
    
    "Caldia that has been tainted with evil (Bane). One-handed."
    
    AGI: +4
    PWR: +52
    VIRT RES: +5
    BANE RES: -2
    EFFECT: Confusion
    SELL: 720
    GET: Cybil's initial weapon [Path A]
       : Prize in Vs. Mode
    
    ----------
    Holy Comet
    ----------
    
    "Two-handed weapon (Virtue). Sacred whip that emites a brilliant light."
    
    PWR: +62
    Range: 2
    BANE RES: +5
    SELL: 810 G
    GET: Initially equipped to Glycinia [Vespa -- 2nd Time Around]
       : Prize in Vs. Mode
    
    ------------
    Hyacinth Fan
    ------------
    
    "One-handed weapon (Earth). Translucent hyacinth metal fan that shines gold in
    the sunshine."
    
    PWR: 54
    MOVE -0.3
    SELL: 500
    EARTH RES: +5
    GET: Buried treasure at Urodela
       : Treasure in Quest Mode
    
    ------------
    Leather Whip
    ------------
    
    "Two-handed weapon. Leather whip."
    
    PWR: +45
    RANGE: 2
    SELL: 390 G
    GET: All shops stock after Urodela
    
    ------------
    Rapture Rose
    ------------
    
    "Two-handed weapon (Bane). Thorn whip made from rose vines."
    
    PWR: +66
    RANGE: 2
    EFFECT: Charm
    VIRT RES: +5
    
    SELL: 810 G
    GET: Gorgon at Rebanada [Path A/B, 2nd Battle; Invite]
       : Can be won in Quest Mode
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 09) Helms                                            [EG09] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    --------
    Bandanna
    --------
    
    "Cloth headwrap."
    
    INT: +5
    PHYS RES: +1
    SPLL DEF: +2
    PHYS DEF: +3
    MOVE: +0.0
    SELL: 110 G
    GET: All shops stock from the game's beginning
    
    ----------
    Candy Helm
    ----------
    
    "Sweet helm of hardened honey. Not for those on a diet!"
    
    SPLL DEF: +2
    PHYS RES: +7
    PHYS DEF: +21
    MOVE: +0.0
    SELL: 1100 G
    GET: Pumpkinhead's Shop in Scabellum [2200 G]
    
    -----------------
    Circlet of Wisdom
    -----------------
    
    "Circlet adorned with a gem of wisdom."
    
    INT: +10
    PHYS RES: +5
    SPLL DEF: +15
    PHYS DEF: +15
    MOVE: +0.0
    SELL: Can't Sell
    GET: Can be given to Alphonse by Eleanor in Chapter 3.
    
    To obtain the circlet, Alphonse has to answer correctly in four conversations
    during the game: (1) Path-B-only scene at Solea en route to Sufrir (2)
    Eleanor's scene at Solea (3) Berevra's scene (4) Eleanor's last scene at Solea
    during third chapter. If the top answer is "1" and the alternative is "2," then
    the correct order is:
    
     PATH A: 1, 2, 2
     PATH B: 2, 2, 1, 1/2
    
    It's very easy to screw up finding this item, most particularly during
    Berevra's query (which isn't Eleanor-centric) and lacking foreknowledge of
    the item's existence.
    
    -----------
    Dragon Helm
    -----------
    
    "Helmet crafted from the skull of a dragon. Repels Dragon Breath and
    transforms wearer into a dragon."
    
    SPLL DEF: +5
    PHYS RES: +10
    PHYS DEF: +30
    MOVE: +0.0
    SELL: 720 G
    GET: Knight at Ostorea Throne Room [Path A/B]
       : Prize in Vs. Mode
    
    -----------
    Freude Helm
    -----------
    
    "Sacred helm of Filarhh. Repels darkness (Virtue). 1 of 4 Divine Armaments."
    
    SPLL DEF: +10
    PHYS RES: +10
    PHYS DEF: +30
    BANE RES: +10
    MOVE: -0.3
    SELL: 720 G
    GET: Duke Knight at Charadrius [Path A]
       : Can be won in Quest Mode
    
    -----------
    Goblin Helm
    -----------
    
    "Helmet worn by a legendary sword master who defeated 100 foes. (Bane)"
    
    AGI: +4
    STR: +20
    PHYS RES: +7
    PHYS DEF: +21
    VIRT RES: +5
    MOVE: +0.0
    SELL: 720 G
    GET: Clear Rebanada [Path A/B, 1st Battle]
       : Prize in Vs. Mode
    
    ----------
    Holy Crown
    ----------
    
    "Blessed crown used by priests. (Virtue)"
    
    INT: +5
    PHYS RES: +7
    PHYS DEF: +21
    SPLL DEF: +10
    BANE RES: +5
    MOVE: -0.2
    SELL: 720 G
    GET: Can be won in Quest Mode
    
    ---------
    Iron Helm
    ---------
    
    "Iron helmet that leaves portions of the head unprotected."
    
    SPLL DEF: +2
    PHYS RES: +10
    PHYS DEF: +30
    SELL: 400 G
    GET: All shops stock after clearing Sotavento
    
    -----------
    Leather Hat
    -----------
    
    "Common tanned leather hat."
    
    SPLL DEF: +2
    PHYS RES: +2
    PHYS DEF: +6
    MOVE: +0.0
    SELL: 90 G
    GET: All shops stock from beginning of game
    
    ---------------
    Plumed Headband
    ---------------
    
    "Lucky plumed headband."
    
    AGI: +5
    PHYS RES: +2
    SPLL DEF: +5
    PHYS DEF: +6
    BANE RES: +4
    MOVE: -0.1
    SELL: 240 G
    GET: All shops stock after clearing Formido
    
    ----------
    Pointy Hat
    ----------
    
    "Wide-brimmed, conical hat."
    
    INT: +5
    PHYS RES: +2
    PHYS DEF: +6
    SPLL DEF: +10
    MOVE: +0.0
    SELL: 720 G
    GET: Witch in Belleza [Path A/B]
       : Witch at Naja [Path A/B; Invite]
       : Witch at Sotavento [Path A/B; Invite]
       : Priest at Ostorea South [Path A/B; Invite]
       : Can be won in Quest Mode
    
    ------------
    Sherwood Hat
    ------------
    
    "Hat adorned with a branch from Sherwood Forest. 1 of 4 Enchanted
    Hunting Wares. Improves attentiveness."
    
    AGI: +5
    PHYS RES: +2
    SPLL DEF: +5
    PHYS DEF: +6
    MOVE: -0.1
    SELL: 720 G
    GET: Archer at Solea [Path A/B]
       : Prize in Vs. Mode
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 10) Armor                                            [EG10] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    ----------
    Brigandine
    ----------
    
    "Armor made of leather and plate, but lighter than plate."
    
    AGI: +5
    SPLL DEF: +10
    PHYS RES: +10
    PHYS DEF: +30
    MOVE: -0.5
    SELL: 1600 G
    GET: Warlock at Garden of Memories [Path A/B; Invite]
       : Can be won in Quest Mode
    
    -----------
    Candy Armor
    -----------
    
    "Delectable armor made from hardened sugar. Don't be tempted by its
    sweet pleasures!"
    
    PHYS RES: +10
    SELL: 1100 G
    GET: Pumpkinhead's Shop in Scabellum [2200 G]
    
    ----------
    Chain Mail
    ----------
    
    "Armor made of woven chain links and reinforced with iron plates."
    
    SPLL DEF: +5
    PHYS RES: +6
    PHYS DEF: +18
    MOVE: -0.2
    SELL: 550 G
    GET: All shops stock after clearing Urodela
    
    ------------------
    Cloak of Authority
    ------------------
    
    "Cloak designed to resist the effects of the elements."
    
    PHYS RES: +5
    PHYS DEF: +15
    SPLL DEF: +30
    WIND RES: +5
    FIRE RES: +5
    ERTH RES: +5
    WATR RES: +5
    MOVE: -0.1
    SELL: 1230 G
    GET: Siren at Ostorea South [Path A/B]
       : Siren at Ostorea South [Path A/B; Invite]
    
    -------------
    Cloak of Oath
    -------------
    
    "Cloak given to those ordained as saints (Virtue)."
    
    INT: +10
    PHYS RES: +5
    PHYS DEF: +15
    SPLL DEF: +20
    VIRT RES: -5
    BANE RES: +10
    MOVE: -0.1
    SELL: 1230 G
    GET: Lobelia's initial armor
       : Prize in Vs. Mode
    
    --------------
    Cursed Garment
    --------------
    
    "Cursed clothing tailored by disciples of darkness (Bane).
    
    PHYS RES: +6
    SPLL DEF: +10
    PHYS DEF: +18
    VIRT RES: +10
    SELL: ????
    GET: Prize in Vs. Mode
    
    ------------
    Dragon Armor
    ------------
    
    "Dragonscale armor resistant to Dragon Breath. Transforms user
    into a dragon."
    
    SPLL DEF: +5
    PHYS RES: +10
    PHYS DEF: +30
    MOVE: +0.0
    SELL: 1600 G
    GET: Dragoon at Haena [Path B]
       : Prize in Vs. Mode
    
    ----------
    Earth Garb
    ----------
    
    "Robe with the power of the earth (Earth)."
    
    INT: +5
    PHYS RES: +5
    PHYS DEF: +15
    SPLL DEF: +20
    WIND RES: +10
    MOVE: -0.1
    SELL: 1230 G
    GET: Witch in Sotavento [Path A/B]
       : Can be won in Quest Mode
    
    -------------
    Earth Leather
    -------------
    
    "Enchanted hard leather bearing the emblem of earth (Earth)."
    
    PHYS RES: +6
    PHYS DEF: +18
    SPLL DEF: +10
    WIND RES: +10
    MOVE: -0.1
    SELL: 720 G
    GET: Hawkman at Rebanada [Path A/B, 2nd Battle]
       : Can be won in Quest Mode
    
    -------------
    Flame Leather
    -------------
    
    "Enchanted hard leather armor bearing the mark of fire (Fire)."
    
    PHYS RES: +6
    PHYS DEF: +18
    SPLL DEF: +10
    WATR RES: +10
    MOVE: -0.1
    SELL: 720 G
    GET: Archer in Haena [Path A]
       : Swordmaster at Hall of Corruption [Path A/B; Invite]
       : Angel Knight at Garden of Memories [Path A/B; Invite]
       : Can be won in Quest Mode
    
    ---------
    Fire Garb
    ---------
    
    "Robe which was found buried in volcanic ash (Fire)."
    
    INT: +5
    PHYS RES: +5
    PHYS DEF: +15
    SPLL DEF: +20
    WATR RES: +10
    MOVE: -0.1
    SELL: 1230 G
    GET: Warlock at Ostorea West [Path A/B; Invite]
       : Can be won in Quest Mode
    
    --------
    Fur Coat
    --------
    
    "Expensive coat made from animal pelts."
    
    INT: +5
    SPLL DEF: +5
    PHYS RES: +5
    PHYS DEF: +15
    MOVE: -0.2
    SELL: 2400 G
    GET: Pumpkinhead's Shop in Scabellum [4800 G]
    
    ------------
    Grincer Coat
    ------------
    
    "Camouflage cloak dyed in the colors of the forest. 1 of 4 Enchanted
    Hunting Wares. DEF up VS beasts."
    
    SPLL DEF: +5
    PHYS RES: +6
    PHYS DEF: +18
    ERTH RES: +2
    MOVE: -0.2
    SELL: 1600 G
    GET: Archer at Ostorea West [Path A/B]
       : Can be won in Quest Mode
    
    ------------
    Hard Leather
    ------------
    
    "Animal hide."
    
    PHYS DEF: +9
    PHYS RES: +3
    SPELL DEF: +5
    MOVE: -0.1
    SELL: 270 G
    GET: All shops stock from game's beginning
    
    -----------
    Heavy Armor
    -----------
    
    "Heavy plate armor reinforced with additional plates."
    
    PHYS DEF: +39
    SPLL DEF: +10
    MOVE: -0.5
    SELL: 1100 G
    GET: Duke Knight at Haena [Path B]
       : Knight at Ostorea Crypt [Path A/B; Invite]
       : Knight at Ostorea Crypt [Path A/B; Invite]
    
    ---------
    Ice Chain
    ---------
    
    "Enchanted chain mail that uses the strength of ice (Water)."
    
    PHYS RES: +6
    PHYS DEF: +18
    SPLL DEF: +10
    FIRE RES: +10
    MOVE: -0.2
    SELL: 720 G
    GET: Gorgon at Hall of Corruption [Path A/B; Invite]
       : Angel Knight at Hall of Conviction [Path A/B; Invite]
       : Angel Knight at Hall of Conviction [Path A/B; Invite]
       : Glycinia's initial armor [If you get her at Vespa, 1st time 'round]
       : Elrik's initial armor
       : Can be won in Quest Mode
    
    --------------
    Leviathan Mail
    --------------
    
    "Armor modeled after Leviathan, an enormous creature of the Oberro
    Sea (Water)."
    
    PHYS DEF: +39
    SPLL DEF: +15
    PHYS RES: +13
    FIRE RES: +15
    MOVE: +0.0
    SELL: 1230 G
    GET: Buried treasure at Ostorea South [Path A/B]
       : Daemon at Charadrius [Path B]
       : Can be won in Quest Mode
    
    --------------
    Nathalork Mail
    --------------
    
    "Armor fashioned from the hide of the ferocious Nathalork (Earth)."
    
    PHYS DEF: +39
    SPLL DEF: +15
    PHYS RES: +13
    WIND RES: +15
    MOVE: +0.0
    SELL: 1230
    GET: Angel Knight at Charadrius [Path B]
         Can be won in Quest Mode
    
    --------------
    Peregrine Mail
    --------------
    
    "Armor made of the feathers of the eagle Hraesvelg (Wind)."
    
    PHYS DEF: +39
    SPLL DEF: +15
    PHYS RES: +13
    ERTH RES: +15
    MOVE: -0.4
    SELL: 1230 G
    GET: Can be won in Quest Mode
    
    ------------
    Phoenix Mail
    ------------
    
    "Armor hewned from the legendary Phoenix (Fire)."
    
    PHYS DEF: +39
    SPLL DEF: +15
    PHYS RES: +13
    WATR RES: +15
    MOVE: +0.0
    SELL: 1230 G
    GET: Buried treasure at Ostorea West [Path A/B]
       : Can be won in Quest Mode
    
    ----------
    Plate Mail
    ----------
    
    "Upper-body armor composed of iron plates."
    
    SPLL DEF: +10
    PHYS RES: +10
    PHYS DEF: +30
    MOVE: +0.0
    SELL: 980 G
    GET: All shops stock after clearing Ostorea
    
    ----------------
    Pure-White Dress
    ----------------
    
    "White dress worn only by noble, purehearted women (Virtue). Its godliness
    repels impurity."
    
    INT: +15
    PHYS RES: +5
    PHYS DEF: +15
    SPLL DEF: +25
    VIRT RES: +5
    BANE RES: +10
    MOVE: +0.0
    SELL: 1230 G
    GET: Can be won in Quest Mode
    NOTE: Only equippable by females
    
    ----
    Robe
    ----
    
    "Light robe. Not very durable."
    
    PHYS DEF: +3
    PHYS RES: +1
    SPELL DEF: +10
    MOVE: +0.0
    SELL: 270 G
    GET: All shops stock from game's beginning
    
    -------------
    Robe of Abyss
    -------------
    
    "Robe of vast darkness (Bane)."
    
    INT: +10
    PHYS RES: +5
    PHYS DEF: +15
    SPLL DEF: +20
    VIRT RES: +10
    BANE RES: -5
    MOVE: -0.1
    SELL: 1230 G
    GET: Cybil's initial armor [Path A]
       : Can be won in Quest Mode
    
    ----------------
    Robe of the Wise
    ----------------
    
    "Cloak that enhances spell PWR with its interwoven crystals."
    
    INT: +5
    PHYS RES: +6
    PHYS DEF: +18
    SPLL DEF: +25
    MOVE: -0.1
    SELL: 1230 G
    GET: Complete battle at Arena [Path A]
       : Priest at Sotavento [Path A/B; Invite]
       : Priest at Ostorea South [Path A/B; Invite]
       : Wizard at Ostorea Throne Room [Path A/B; Invite]
       : Euphaire's initial armor
    
    ----------
    Rune Plate
    ----------
    
    "Blessed, full-body armor with runic inscriptions (Virtue)."
    
    PHYS RES: +13
    SPLL DEF: +15
    PHYS DEF: +39
    BANE RES: +15
    MOVE: ????
    SELL: ????
    GET: Prize in Vs. Mode
    
    ------------
    Saint's Garb
    ------------
    
    "Blessed clothing tailored by disciples of light (Virtue)."
    
    PHYS RES: +6
    SPLL DEF: +10
    PHYS DEF: +18
    BANE RES: +10
    MOVE: +0.0
    SELL: 720 G
    GET: Rictor's initial armor
    
    --------------
    Southern Cross
    --------------
    
    "Lucky armor with the emblem of the Southern Cross, rumored to have
    been worn by the gods. 1 of 4 Divine Armaments. (Virtue)"
    
    PHYS RES: +10
    PHYS DEF: +30
    SPLL DEF: +30
    BANE RES: +15
    MOVE: +0.0
    SELL: 1600 G
    GET: Can be won in Quest Mode
    
    ----------
    Spell Robe
    ----------
    
    "Heavy cloak woven with metal fibers. Enhances spell PWR."
    
    INT: +5
    PHYS RES: +4
    PHYS DEF: +12
    SPLL DEF: +15
    MOVE: +0.0
    SELL: 1230 G
    GET: Witch in Belleza [Path A/B]
       : All shops stock after clearing Solea
    
    -------------
    Thunder Chain
    -------------
    
    "Enchanted chain mail with the power of lightning (Wind)."
    
    PHYS RES: +6
    SPLL DEF: +10
    PHYS DEF: +18
    ERTH RES: +10
    MOVE: +0.0
    SELL: 720 G
    GET: Aerial's initial armor
       : Ninja in Haena [Path A]
       : Warlock at Garden of Memories [Path A/B; Invite]
       : Angel Knight at Garden of Memories [Path A/B; Invite]
       : Can be won in Quest Mode
    
    ----------
    Water Garb
    ----------
    
    "Garment worn by priests of Titania, queen of the faeries. Protected
    by the spirit of water (Water)."
    
    INT: +5
    PHYS RES: +5
    PHYS DEF: +15
    SPLL DEF: +20
    FIRE RES: +10
    MOVE: -0.1
    SELL: 1230 G
    GET: Witch in Naja [Path A/B]
       : Wizard in Ostorea Throne Room [Path A/B]
       : Can be won in Quest Mode
    
     _____________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | 11) Accessories                                      [EG11] |
    |_____________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    ------
    Amulet
    ------
    
    "Necklace known as the 'Eye of the Basilisk'. Prevents petrification."
    
    INT: +7
    SPELL DEF: +20
    MOVE: +0.0
    SELL: 720 G
    GET: Initially equipped to Aerial
       : Initially equipped to Euphaire
       : Initially equipped to Elrik
       : Initially equipped to Saia
       : Initially equipped on Lobelia
       : Dragon Tamer at Charadrius [Path A]
       : Warlock at Garden of Memories [Path A/B]
    
    -----------------
    Armlet of Agility
    -----------------
    
    "Bracelet that grants heroic speed."
    
    AGI: +10
    SPELL DEF: +10
    MOVE: +0.0
    SELL: 1400 G
    GET: Bandit at Arena [Path A]
       : All shops stock after clearing Solea
    
    ----------------
    Armlet of Wisdom
    ----------------
    
    "Bracelet that enlightens its wearer."
    
    INT: +15
    SPELL DEF: +10
    MOVE: +0.0
    SELL: 1400 G
    GET: Bandit at Arena [Path A]
       : All shops stock after clearing Solea
       : Knight at Naja [Path A/B; Invite]
       : Vrtra at Charadrius [Path B; Invite]
       : Swordmaster at Hall of Corruption [Path A/B; Invite]
       : Angel Knight at Hall of Conviction [Path A/B; Invite]
    
    -----------------
    Cassowary Feather
    -----------------
    
    "Feather of extinct Cassowary. Beast Handling effect."
    
    SPLL DEF: +10
    SELL: 720 G
    GET: Initially equipped to Glycinia [at Bison -- Path A]
       : Initially equipped to Glycinia [at Sufrir -- Path B]
       : Initially equipped to Glycinia [at Vespa -- 2nd time around]
       : Fairy in Arena [Path A]
       : Prize in Vs. Mode
    
    ---------
    Dark Ring
    ---------
    
    "Ring confining a fairy who fell victim to evil temptation (Bane)."
    
    INT: +8
    SPLL DEF: +10
    VIRT RES: +5
    EFFECT: Dark Quest (fixed chance of breaking)
    SELL: ????
    GET: Prize in Vs. Mode
    
    -----------
    Dragon Eyes
    -----------
    
    "Gem ring resembling dragon eyes. Prevents abnormal statuses. Wearer
    transforms into a dragon."
    
    INT: +8
    SPELL DEF: +15
    MOVE: +0.0
    SELL: 1800 G
    GET: Dragon in Bison [Path A]
       : Dragon in Solea
       : Dragon in Haena [Path B]
    
    ----------
    Dragon Gem
    ----------
    
    "Orb created by the ancient Drakonites. Used to communicate with
    dragons. Dragon Handling effect."
    
    SPELL DEF: +10
    MOVE: +0.0
    SELL: 720 G
    GET: Initially equipped to Glycinia [at Vespa]
       : Initially equipped to Glycinia [at Haena]
       : Initially equipped to Glycinia [at Lutra]
       : Archer at Solea [Path A/B; Invite]
       : Archer at Solea [Path A/B; Invite]
       : Mushus at Charadrius [Path A]
    
    ----------
    Earth Ring
    ----------
    
    "Earth crystal ring (Earth)."
    
    STR: +4
    INT: +4
    SPELL DEF: +10
    WIND RES: +5
    EFFECT: Crag Crush (fixed chance of breaking)
    MOVE: +0.0
    SELL: 400 G
    GET: Wizard at Charadrius [Path B]
       : Can be won in Quest Mode
    
    ---------
    Firecrest
    ---------
    
    "Red gem confining the soul of the Divine Dragon. A sacred treasure."
    
    PHYS DEF: +90
    SPLL DEF: +15
    PHYS RES: +30
    WIND RES: +30
    FIRE RES: +30
    ERTH RES: +30
    WATR RES: +30
    VIRT RES: +30
    BANE RES: +30
    MOVE: +0.0
    SELL: 16000 G
    GET: Pumpkinhead's Shop in Scabellum, after selling 5 Glass Pumpkins: [32000 G]
    
    --------------
    Firedrake Ring
    --------------
    
    "Fire crystal ring. (Fire)"
    
    SPLL DEF: +10
    STR: +4
    INT: +4
    WATR RES: +5
    EFFECT: Firestorm (fixed chance of breaking)
    GET: Red Dragon at Aquila [Glycinia Battle]
       : Quest Mode
    
    ------------
    Forest Boots
    ------------
    
    "Silent walking boots. 1 of 4 Enchanted Hunting Wares."
    
    AGI: +4
    SPLL DEF: +2
    PHYS RES: +3
    PHYS DEF: +9
    MOVE: -0.1
    SELL: 425 G
    GET: Archer in Haena [Path A]
       : Prize in Vs. Mode
    
    -------------
    Glass Pumpkin
    -------------
    
    "The witch Deneb's lucky magic pumpkin. Rumor has it that one shop in
    particular will buy it for a good price, and..."
    
    PHYS RES: +5
    WIND RES: +5
    FIRE RES: +5
    PHYS DEF: +15
    SPLL DEF: +15
    ERTH RES: +5
    WATR RES: +5
    VIRT RES: +5
    BANE RES: +5
    MOVE: -0.7
    SELL: 2000 G [Pumpkinhead's Shop Only]
    GET: Initially equipped to Glycinia
       : Buried Treasure in Lutra
       : Buried Treasure in Vespa
       : Buried Treasure in Gryllus
       : Gremlin at Gracula [Path A/B; Only if Glycinia hasn't been recruited]
       : Can be won in Quest Mode
    
    ------------
    Greasy Boots
    ------------
    
    "Boots known as 'black beetle feet'. Enables water walking."
    
    AGI: +3
    SPLL DEF: +2
    PHYS RES: +3
    PHYS DEF: +9
    MOVE: -0.1
    SELL: 425 G
    GET: All shops stock after clearing Urodela
    
    ------------------
    Necklace of Resist
    ------------------
    
    "Far Eastern pearl necklace said to resist spell effects. (Virtue)"
    
    INT: +10
    BANE RES: +5
    MOVE: +0.0
    SELL: 40 G
    GET: Ninja in Urodela [Path A/B]
       : Giant at Haena [Glycinia Battle]
       : Dragon Zombie at Rebanada [Path A/B, 1st Battle; Invite]
       : Dragon Zombie at Angel's Headstone [Path A/B; Invite]
    
    --------------
    Pearl Necklace
    --------------
    
    "Rare lavender pearl necklace that gleams softly (Water). Prevents
    abnormal statuses."
    
    SPELL DEF: +20
    FIRE RES: +10
    MOVE: +0.0
    SELL: Can't Sell
    GET: Eleanor's initial equip; after Sotavento, it's given to Alphonse.
    
    --------------
    Ring of Flight
    --------------
    
    "Ring crafted from the wings of a Chimera. Enables wearer to fly."
    
    INT: +3
    AGI: +4
    SPLL DEF: +5
    MOVE: +0.0
    SELL: 1400 G
    GET: Can be won in Quest Mode
    
    -----------------
    Ring of Flotation
    -----------------
    
    "Ring crafted by priests of the Basque Sect which enables wearer to
    walk on water. 
    
    INT: +3
    AGI: +4
    SPLL DEF: +5
    SELL: 1400 G
    GET: Hawkman at Rebanada [Path A/B, 2nd Battle]
       : Can be won in Quest Mode
    
    ----------------
    Ring of the Dead
    ----------------
    
    "Ring granting immortality (Bane)."
    
    INT: +8
    SPLL DEF: +10
    SELL: 40 G
    GET: Buried Treasure in Ostorea Crypt 
       : Rebanada: Pick Option B when Saia asks why you fight [he isn't invited]
       : Daemon in Harmonia [Path A/B]
    
    -----------
    Sacred Ring
    -----------
    
    "Healing ring blessed by the Archangel Eustus (Virtue). Healing effect."
    
    INT: +8
    SPELL DEF: +10
    BANE RES: +5
    EFFECT: Healing (fixed chance of breaking)
    MOVE: +0.0
    SELL: 400 G
    GET: Warlock at Ostorea West [Path A/B]
    
    ---------------------
    Sacred Stone of Bliss
    ---------------------
    
    "Expendable. Sacred gem that retrieves the wearer's soul upon death
    (Virtue). Recover full HP."
    
    PHYS DEF: +5
    MOVE: +0.0
    SELL: 3200 G
    GET: Pumpkinhead's Shop in Scabellum [6400 G]
       : Can be won in Quest Mode
    
    ----------------
    Sacrificial Doll
    ----------------
    
    "Expendable that can be equipped to prevent Instant Death."
    
    SELL: 600 G
    GET: Pumpkinhead's Shop in Scabellum [1200 G]
       : x4 Gremlin at Gracula [Path A/B; Only if Glycinia isn't invited] 
       : Can be won in Quest Mode
    
    ----------
    Snow Boots
    ----------
    
    "Leather-soled boots that prevent slipping on ice."
    
    AGI: +9
    SPLL DEF: +2
    PHYS RES: +3
    PHYS DEF: +9
    SELL: 425 G
    GET: All shops stock after clearing Ostorea
       : Initially equipped to Lobelia
       : Dragon Tamer at Charadrius [Path A; Invite]
       : Priest at Charadrius [Path A; Invite]
       : Priest at Charadrius [Path A; Invite]
    
    ---------
    Warp Ring
    ---------
    
    "Ring made by mischievous fairies that enables movement between
    dimensions."
    
    INT: +3
    AGI: +4
    MOVE: +0.0
    SELL: 1400 G
    GET: Duke Knight at Ostorea Throne [Path A/B]
       : Knight at Ostorea Crypt [Path A]
       : Can be given to Alphonse from Eleanor in Chapter 3 [Solea]
       : Can be won in Quest Mode
    
    ----------
    Warp Shoes
    ----------
    
    "Shoes crafted by mischievous fairies. Allow movement between
    dimensions."
    
    AGI: +4
    SPLL DEF: +2
    PHYS RES: +3
    PHYS DEF: +9
    MOVE: +0.0
    SELL: 425 G
    GET: Ninja in Belleza
       : Can be won in Quest Mode
    
    ----------
    Water Ring
    ----------
    
    "Water crystal ring (Water)."
    
    INT: +4
    AGI: +4
    SPELL DEF: +10
    FIRE RES: +5
    EFFECT: Ice Field (fixed chance of breaking)
    MOVE: +0.0
    SELL: 400 G
    GET: Clear battle at Arena [Path B]
       : Witch at Charadrius [Path B; Invite]
       : Can be won in Quest Mode
    
    ---------
    Wind Ring
    ---------
    
    "Wind crystal ring (Wind)."
    
    INT: +4
    AGI: +4
    SPLL DEF: +10
    ERTH RES: +5
    EFFECT: Thunder Flare (fixed chance of breaking)
    SELL: 400 G
    GET: Giant at Charadrius [Path B]
       : Can be won in Quest Mode
    
    ------------
    Winged Shoes
    ------------
    
    "Shoes made with the wings of a Chimera. Enables wearer to fly."
    
    AGI: +4
    PHYS DEF: +9
    SPLL DEF: +2
    PHYS RES: +3
    EFFECT: User 'flies' in movement range, making obstacles ineffective.
    MOVE: -0.1
    SELL: 425 G
    GET: Duke Knight at Haena [Path B]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    EMBLEM GUIDE                                                             [MBLM]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Emblems are obtained through accomplishing special feats in battle, and will
     often change a character's stats for the better. In fact, they make this game
     go 'round! Human types have thirty-two (32) possible emblems, while most of
     the monsters have less, since they can't change classes. When an emblem is
     obtained, it fills a vacant slot in the charater's status screen. Use the
     select button to see what they do. But, beware! Getting some emblems makes it
     impossible for some others to be obtained, so you'll want to be careful (or
     get them in a certain order). Oh, and while some emblems are needed to become
     a class, you still need to get the correct assortment of PERMANENT stats to
     change over.
    
     Current emblems found (per character) can be inspected on the status screen
     of that person, by looking at the overview and pressing left/right. Note that
     some special classes, demihumans, and beasts have gaps in their listing as
     they're barred from obtaining those emblems.
    
                     |ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|
                     | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 |
                     | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
                     | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
                     | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |
                     |____|____|____|____|____|____|____|____|
    
     01: Blood Reign                       17: Sniper 
     02: Dragon's Scale                    18: Fist Fight
     03: Animal Hunter                     19: Heavenly Spirit
     04: Exorcist                          20: Don Quixote
     05: The Pen and the Sword             21: Embodiment of Desires
     06: Gibe of Fallen Angel              22: Archangel's Feather
     07: Lancer                            23: The Cycle of Life
     08: Philosopher's Stone               24: Mark of the Elite
     09: Self Preservation                 25: Centurion
     10: Berserk                           26: Charisma
     11: Arbitration                       27: Bullpen Ace
     12: Vixen's Whisper/Broken Heart      28: Bogus Hero
     13: War God                           29: Lucky Soldier
     14: Knight's Certificate              30: Mark of Valor
     15: Book of Initiation                31: Veteran Soldier
     16: Miracle                           32: Relix's/Ripple's/Grozz Nuy's Emblem
    
     Note that slot #12 and #32 differ depending on gender and race, respectively.
     Because of his special leader status, Alphonse can only get Relix's Emblem
     by beating the game (ending A+ A, B, C, D) and The Cycle of Life by getting
     the worst ending (lose final battle). These emblems are automatically gotten
     when the previously used file is overwritten.
    
    __________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    EMBLEM OVERVIEW
    __________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Here's a listing of how to obtain each emblem, what it does, and the modes
     it can be obtained in. For instance, it pays to know that Animal Hunter can
     be obtained in all modes except Training -- "killing" your own beasts doesn't
     do anything!
    
     Emblems that are missable in one way or another: Bogus Hero, Relix's Emblem,
     Ripple's Emblem, Grozz Nuy's Emblem.
    
    ANIMAL HUNTER
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Honors one who slays at least 5 ferocious beasts. Trust from beasts
             will be lost.
     Effect: 50% penalty when persuading beasts
     Obtain: Kill five beasts (non-humanoid, non-dragon) monsters
     Modes : Story, Quest, Vs. Mode
    
    ARBITRATION
    ŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for persuading enemies to have a change of heart, without
             resorting to fighting. Increases persuasiveness.
     Effect: Grants 30% persuading bonus
     Obtain: Persuade five units
     Modes : Story
    
    ARCHANGEL'S FEATHER
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Presented by Archangel when dead are revived. Required to become an
             Angel Knight.
     Effect: Angel Knight class accessible
     Obtain: KO a unit and use Altar of Resurretion/Resurrection spell to revive
     Modes : Story, Training
    
    BERSERK
    ŻŻŻŻŻŻŻ
     Descrp: Awarded in praise of ability to kill with one strike. Affects changes
             in luck.
     Effect: Biorhythm period is lengthened
     Obtain: One-hit KO an enemy, through damage or effect
     Modes : Story, Quest, Training, Vs. Mode
    
    BLOOD REIGN
    ŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for killing 25 foes. It terrifies enemies within 3 panels of
             the owner.
     Effect: Non-undead foes within 3 panels suffer -1 to their Mental Gauge
     Obtain: Kill 25 foes
     Modes : Story, Quest, Vs. Mode
    
    BOGUS HERO
    ŻŻŻŻŻŻŻŻŻŻ
     Descrp: All the training in the world won't amount to much if you choke on
             stage! This emblem's penalty can be negated by the emblem Miracle.
     Effect: Critical hits cannot occur! =(
     Obtain: Gain twenty (20) levels in Training mode
     Modes : Training
    
    BOOK OF INITIATION
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for skill in dodging enemies' attacks. Required to become a
             Swordmaster.
     Effect: Swordmaster class accessible
     Obtain: Block/evade three (3) consecutive attacks
     Modes : Story, Quest, Training, Vs. Mode
    
    BROKEN HEART
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Sympathetic (and pathetic) emblem presented to males who fail to
             persuade female foes. Decreases luck (even further)!
     Effect: Biorhythm period is decreased
     Obtain: Have a male character fail to persuade a female foe ten (10) times.
             MALE ONLY
     Modes : Story
    
    BULLPEN ACE
    ŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Given to those 'belly-itchers' who couldn't 'hit the broad side of a
             barn' in battle, despite their MVP status in training.
     Effect: Damage increases by 125%...in training.
     Obtain: In training, defeat twenty (20) targets
     Modes : Training
    
    CENTURION
    ŻŻŻŻŻŻŻŻŻ
     Descrp: A tribute to one who defeats all enemies on the battlefield. Increases
             power.
     Effect: +20 STR
     Obtain: Have one character defeat/persuade all enemies in a battle
     Modes : Story, Quest, Vs. Mode
    
    CHARISMA
    ŻŻŻŻŻŻŻŻ
     Descrp: Honors extraordinary heroes with remarkable strength, intelligence, or
             agility.
     Effect: Allies within three panels get +1 to Mental Gauge
     Obtain: Obtain 350 permanent STR, INT, or AGI on a character
     Modes : Story, Training
    
    DON QUIXOTE
    ŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Warning for those who rush into battle hastily, suffering a brutal
             counterattack.
     Effect: -10 INT
     Obtain: Have a unit counterattacked for damage amounting to 75%+ of their HP
     Modes : Story, Quest, Training, Vs. Mode
    
    DRAGON'S SCALE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Honors one who slays at least 5 dragons. Required to change into a
             Dragoon, but the trust of dragons will be lost.
     Effect: Dragoon class can be accessed; 50% penalty when persuading dragons
     Obtain: Kill five dragons.
     Modes : Story, Quest, Vs. Mode
    
    EMBODIMENT OF DESIRES
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Recognizes expert treasure-hunting ability.
     Effect: Buried treasure items are generally better
     Obtain: Pick up five (5) buried items or item bags
     Modes : Story, Training
    
    EXORCIST
    ŻŻŻŻŻŻŻŻ
     Descrp: Commends one who vanquished 5 undead beings. It terrifies undead
             within three panels of the owner.
     Effect: Undead enemies within three panels suffer -1 to Mental Gauge
     Obtain: Banish five undead units from existence (use Exorcism/Faith!)
     Modes : Story, Quest, Vs. Mode
    
    FIST FIGHT
    ŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded to heroes who defeat enemies with their bare fists and no
             equipment. Their fists become even more lethal.
     Effect: Fist damage increases (can improve archers' counterattack damage!)
     Obtain: While having no equipment on, defeat an enemy with a punch. Using a
             counterattack is fine.
     Modes : Story, Quest, Training, Vs. Mode
    
    GIBE OF THE FALLEN ANGEL
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Dishonorable emblem for clergy members who slay numerous living beings
             despite their sworn duty.
     Effect: Alignment goes one step towards 'Chaos'
     Obtain: Defeat three enemies with physical attacks as Cleric/Priest
     Modes : Story, Quest, Vs. Mode
    
    GROZZ NUY'S EMBLEM
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Emblem bestowed upon dragons that use their talents effectively and
             gain experience in all classes. Removes fear and fosters success in
             battle.
     Effect: Mental Gauge permanently maxes out at +2.
     Obtain: Experience all eight (8) classes. DRAGONS ONLY
     Modes : Story, Training
    
    HEAVENLY SPIRIT
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for healing comrades on the battlefield. Required to become a
             Priest.
     Effect: Priest class accessible
     Obtain: Heal twenty (20) damaged allies -- oneself counts -- with spells
     Modes : Story, Quest, Training, Vs. Mode
    
    KNIGHT'S CERTIFICATE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded to courageous warriors who attack head on. Required to become
             a knight.
     Effect: Knight class accessible
     Obtain: Attack foes fifteen (15) times from close-range, being one panel away
             and from the front/sides. Attacking from behind doesn't count!
     Modes : Story, Quest, Training, Vs. Mode
    
    LANCER
    ŻŻŻŻŻŻ
     Descrp: Awarded for striking 2 enemies with one piercing attack. Required to
             become a Valkyrie.
     Effect: Valkyrie class accessible
     Obtain: Use a lance/whip and attack two units (enemy or ally) at once
     Modes : Story, Quest, Training, Vs. Mode
    
    LUCKY SOLDIER
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for returning from a battle in VS Mode unscathed. Increases
             luck.
     Effect: Biorhythm value is increased 
     Obtain: Win a battle in Vs. Mode without incurring any damage
     Modes : Vs. Mode
    
    MARK OF THE ELITE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Praises those who fulfill the Winning Conditions with only a few
             characters.
     Effect: Raises level by one (only if not max level of 50).
     Obtain: Win battle with two or less allies in battle. Defeating enemies will
             work, just as persuasion methods. Guests count towards the total of 2
             but can't obtain emblems until invited.
     Modes : Story
    
    MARK OF VALOR
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Honors heroes who fulfill the winning condition in Vs. Mode.
             Stabilizes luck.
     Effect: Biorhythm amplitude decreases
     Obtain: Win a battle in Vs. Mode
     Modes : Vs. Mode
    
    MIRACLE
    ŻŻŻŻŻŻŻ
     Descrp: Praises the miraculous dodging of an attack when nearing death. One
             miracle leads to another.
     Effect: Block/evade attack in critical HP (5%)
     Obtain: Critical Hit probability increases; Bogus Hero emblem effect nulled
     Modes : Story, Quest, Training, Vs. Mode
    
    PHILOSOPHER'S STONE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Presented to spellcasters who effectively use area-effect spells to
             defeat many foes.
     Effect: Siren class accessible
     Obtain: Use an area-effect spell or skill to defeat 2 foes at the same time
     Modes : Story, Quest, Training, Vs. Mode
    
    RELIX'S EMBLEM
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Prestigious emblem for men who use their talents effectively and gain
             experience in all classes. Removes fear and fosters success in battle.
     Effect: Mental Gauge permanently maxes out at +2.
     Obtain: Experience all fourteen (14) male classes. Alphonse receives this once
             the game is defeated, to counteract him not being able to become an
             Angel Knight. MALE ONLY.
     Modes : Story, Training
    
    RIPPLE'S EMBLEM
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: A tribute to women who use their talents effectively and gain
             experience in all classes. Removes fear and fosters success in battle.
     Effect: Mental Gauge permanently maxes out at +2.
     Obtain: Experience all fourteen (14) female classes. FEMALE ONLY.
     Modes : Story, Training
    
    SELF PRESERVATION
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for using a counterattack to finish off a foe. Increases
             counterattack ability.
     Effect: Power increased when counterattacking
     Obtain: Defeat a unit (undead foes count) via counterattack
     Modes : Story, Quest, Training, Vs. Mode
    
    SNIPER
    ŻŻŻŻŻŻ
     Descrp: Awarded for accuracy in missile attacks. Increases agility.
     Effect: +10 AGI
     Obtain: Land five consecutive (damaging) crossbow/longbow attacks on unit(s).
             NOTE: The streak can extend into the next battle! Meaning, 3 spot-on
             hits in a battle, then two right off the bat in the next will count!
     Modes : Story, Quest, Training, Vs. Mode
    
    THE CYCLE OF LIFE
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Designates character that has transmigrated to undead by Necromancy
             and is returned to original form by Reincarnation. Supports undead
             within three panels.
     Effect: Undead allies within three panels get +1 to Mental Gauge
     Obtain: KO a unit, use Necromancy on it, then use Reincarnation on it
     Modes : Story, Training
    
     Note that special characters who transmigrate in this fashion are considered
     dead for story purposes and become generic units upon reincarnation. For
     instance, if Cybil gets The Cycle of Life, she reincarnates as a soldier of
     her appropriate level, forever losing the special Sorceress job in doing so.
    
    THE PEN AND THE SWORD
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for experience in hand to hand combat as well as the use of
             destructive magic. Required to become a Warlock.
     Effect: Warlock class accessible
     Obtain: Defeat 4 enemies with weapon attacks and 4 with magic/skills
     Modes : Story, Quest, Vs. Mode
    
    VETERAN SOLDIER
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded to all characters in a victorious battle in Vs. Mode.
             Increases the basic stats.
     Effect: +15 STR, +15 INT, +15 AGI
     Obtain: In Vs. Mode, defeat an enemy
     Modes : Vs. Mode
    
    VIXEN'S WHISPER
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Descrp: Awarded for using feminine persuasions to befriend enemies. Required
             to become a Witch.
     Effect: Witch class accessible
     Obtain: Have a female character persuade a male foe (no monsters). FEMALE ONLY
     Modes : Story
    
    WAR GOD
    ŻŻŻŻŻŻŻ
     Descrp: Honors those who deal ferocious blows to their foes. Increases
             strength at the expense of intelligence.
     Effect: +30 STR, -30 INT
     Obtain: Inflict 200+ damage to one foe with one phys attack (or counterattack)
     Modes : Story, Quest, Training, Vs. Mode
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    SPELL/SKILL LISTING                                                      [SPLK]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Friend of foe, there'll classes that can use abilities, all having their own
     specialization.
    
     AREA -----: Damage-dealing magic used by serious spellcasters (sirens, etc.)
     PROJECTILE: Single-target attack magic used by spellcasters & some fighters
     SKILL ----: Class-specific ability; demihuman skills use SP instead of MP!
     SUMMON ---: Powerful attack magic only a few units can use (sirens, etc.)
     SUPPORT --: Non-offensive magic meant to change statuses, weather, etc.
    
     And for the table legend...
    
     PW : Base power of attack
     MP : MP (magic points) expended
     R -: Range
     HIT: Number of panels target hits
     ______________________ ____ ____ _______ ___________________________________
    | BANE SPELLS/SKILLS   | PW | MP | R/HIT | FUNCTION                          |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Apocalypse           | 90 | -- | ? / 1 | Damage                    [Skill] |
    | Brain Sap            | -- | 15 | 4 / 1 | Absorbs target's MP     [Support] |
    | Cataclysm            | 60 | -- | Globl | Damage + Add: Knockback   [Skill] |
    | Cursed Existence     | -- | 15 | Globl | Revives zero-HP undead  [Support] |
    | Day of Reckoning     | -- | -- | Globl | Add: Status changes       [Skill] |
    | Descent              | -- | -- | Globl | Summons 1-4 foes to map   [Skill] |
    | Energy Transfer      | -- | -- | 7 / 1 | Hurt own HP to give MP    [Skill] |
    | Enfeeble             | -- | 15 | 4 / 1 | Absorbs target's HP     [Support] |
    | Evil Eye             | -- | 30 | ! / ! | Add: Petrify              [Skill] |
    | Fairy's Embrace      | -- | 25 | 1 / 1 | Damage + Add: Petrify     [Skill] |
    | Fairy's Kiss         | -- | 15 | 1 / 1 | Damage + Add: Confused    [Skill] |
    | Fascination          | -- | 15 | 7/1~5 | Add: Charm                [Skill] |
    | Fiend's Grip         | 55 | 18 | 6/1~5 | Damage                     [Area] |
    | Fluid Magic          | -- | 08 | 7 / 1 | Gives own MP to target  [Support] |
    | Hell's Gate          | 60 | -- | 2 / 2 | Damage + Add: Death       [Skill] |
    | Necromancy           | -- | 25 | Globl | Units revived = undead  [Support] |
    | Nightmare            | 20 | 08 | 7 / 1 | Damage + Add: Sleep     [Support] |
    | Rotten Breath        | 55 | 20 | T/1~4 | Damage + Equip PWR Down   [Skill] |
    | Shear                | ?? | -- | 1 / 5 | Damage + Add: Knockback   [Skill] |
    | Summon Darkness      | -- | -- | Globl | Summons enemy to battle   [Skill] |
    | Time Flux            | -- | 25 | 6 / 1 | Target gets a 2nd turn  [Support] |
    |______________________|____|____|_______|___________________________________|
    
     • DAY OF RECKONING: Status-changing attack can be 100% guarded by a shield
     • ENERGY TRANSFER: 1/4 of Euphaire's health is given to target as MP
     • EVIL EYE: Infinite-range skill extending from user; can't hit shield units
     • NECROMANCY: Humans transmigrate as ghosts, dragons as dragon zombies
    
     ______________________ ____ ____ _______ ___________________________________
    | EARTH SPELLS/SKILLS  | PW | MP | R/HIT | FUNCTION                          |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Acid Vapor           | 35 | 06 | 7 / 1 | Damage               [Projectile] |
    | Berthe's Influence   | -- | 10 | Globl | Earth PWR+, Wind PWR-   [Support] |
    | Constrain            | -- | 20 | 7 / 1 | Target movement lowers  [Support] |
    | Crag Crush           | 35 | 12 | 6/1~5 | Damage                     [Area] |
    | Gnome                | 55 | 35 | 5 /13 | Damage                   [Summon] |
    | Hurdle Wall          | -- | 20 | 7 / 1 | Target moves adjacent   [Support] |
    | Petrifying Breath    | 55 | 20 | T/1~4 | Damage + Add: Petrify     [Skill] |
    | Petrifying Cloud     | -- | 25 | 7/1~5 | Add: Petrification      [Support] |
    | Poison Breath        | 55 | 20 | T/1~4 | Damage + Add: Poison      [Skill] |
    |______________________|____|____|_______|___________________________________|
    
     ______________________ ____ ____ _______ ___________________________________
    | FIRE SPELLS/SKILLS   | PW | MP | R/HIT | FUNCTION                          |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Clear Sky            | -- | 15 | Globl | Removes bad weather     [Support] |
    | Fireball             | 35 | 06 | 7 / 1 | Damage               [Projectile] |
    | Firestorm            | 35 | 12 | 6/1~5 | Damage                     [Area] |
    | Fire Breath          | 55 | 20 | T/1~4 | Damage + Add: Confused    [Skill] |
    | Mesmerize            | 55 | 20 | T/1~4 | Damage + Add: Cofused     [Skill] |
    | Molten Blade         | -- | 20 | 7 / 1 | Weapon PWR increased    [Support] |
    | Ray of Paralysis     | -- | 15 | 7/1~5 | Add: Paralysis          [Support] |
    | Salamander           | 55 | 35 | 5 /13 | Damage                   [Summon] |
    | Zoshonel's Influence | -- | 10 | Globl | Fire PWR+, Water PWR-   [Support] |
    |______________________|____|____|_______|___________________________________|
    
     ______________________ ____ ____ _______ ___________________________________
    | WATER SPELLS/SKILLS  | PW | MP | R/HIT | FUNCTION                          |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Cold Breath          | 55 | 20 | T/1~4 | Damage + Add: Sleep       [Skill] |
    | Fenrir               | 55 | 35 | 5 /13 | Damage                   [Summon] |
    | Grueza's Influence   | -- | 10 | Globl | Water PWR+, Fire PWR-   [Support] |
    | Ice Field            | 35 | 12 | 6/1~5 | Damage                     [Area] |
    | Ice Javelin          | 35 | 06 | 7 / 1 | Damage               [Projectile] |
    | Ice Requiem          | 50 | -- | Globl | Damage + Add: Sleep       [Skill] |
    | Poison Squall        | 20 | 20 | 6/1~5 | Damage + Add: Poison    [Support] |
    | Purify               | -- | 10 | 7 / 1 | Cures all bad statuses  [Support] |
    | Slumber Mist         | -- | 15 | 7/1~5 | Add: Sleep              [Support] |
    |______________________|____|____|_______|___________________________________|
    
     ______________________ ____ ____ _______ ___________________________________
    | WIND SPELLS/SKILLS   | PW | MP | R/HIT | FUNCTION                          |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Air Blade            | 35 | 06 | 7 / 1 | Damage               [Projectile] |
    | Cheer                | -- | 22 | 5 / 1 | Target moves farther      [Skill] |
    | Harnella's Influence | -- | 10 | Globl | Wind PWR+, Erth PWR-    [Support] |
    | Haste                | -- | 20 | 7 / 1 | Target moves farther    [Support] |
    | Lullaby              | -- | 15 | 6/1~5 | Add: Sleep                [Skill] |
    | Summon Tempest       | -- | 15 | Globl | Summons rainstorm       [Support] |
    | Teleport             | -- | 25 | 1 / 1 | Teleport to any tile    [Support] |
    | Thunderbird          | 55 | 35 | 5 /13 | Damage                   [Summon] |
    | Thunder Arrow        | 45 | 15 | 7/1~5 | Damage                    [Skill] |
    | Thunder Breath       | 55 | 20 | T/1~4 | Damage + Add: Paralysis   [Skill] |
    | Thunder Flare        | 35 | 12 | 6/1~5 | Damage                     [Area] |
    | Windstorm            | 35 | 20 | 7/1~5 | Damage                    [Skill] | 
    |______________________|____|____|_______|___________________________________|
    
     • TELEPORT: Can travel to item-occupied spaces, but not unit-occupied ones
    
     ______________________ ____ ____ _______ ___________________________________
    | VIRTUE SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION                          |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Anbicion             | 70 | -- | 1 / 1 | Damage + HP/MP Drain      [Skill] |
    | Anbicion             | 65 | -- | 2 / 2 | Damage (+self-damage)     [Skill] |
    | Banish               | 35 | 25 | 6/1~5 | MP Damage/Exorcize Und.   [Skill] |
    | Cleanse              | -- | 10 | 7 / 1 | Cures all bad statuses  [Support] |
    | Divine Radiance      | -- | 30 | 7 / 1 | DMG = ~90% Target Max!    [Skill] |
    | Exorcism             | -- | 25 | 5/1~5 | Eradicates the undead      [Area] |
    | Fairy's Embrace      | -- | 25 | 1 / 1 | Gives target a 2nd turn   [Skill] |
    | Fairy's Kiss         | -- | 15 | 1 / 1 | Heals HP + Cures Status   [Skill] |
    | Faith                | -- | 15 | Globl | Kills zero-HP zombies   [Support] |
    | Full Heal            | -- | 18 | 1 / 1 | Heals HP (all)          [Support] |
    | Heal                 | 25 | 08 | 7 / 1 | Heals HP (small)        [Support] |
    | Heal Plus            | 35 | 12 | 7/1~5 | Heals HP (medium)       [Support] |
    | Ignis Fatuus         | 55 | 35 | 5 /13 | Damage                   [Summon] |
    | Lightning Bow        | 35 | 06 | 7 / 1 | Damage               [Projectile] |
    | Magic Barrage        | ?? | -- | 7 / 5 | Damage + Eradication      [Skill] |
    | Magic Missile        | 45 | 15 | 7 / 1 | Damage + Eradication      [Skill] |
    | Poignant Melody      | 45 | 20 | 6/1~5 | Undead recover HP/MP/SP   [Skill] |
    | Resurrection         | -- | 25 | Globl | Revives KO'd ally       [Support] |
    | Star Tiara           | 60 | -- | Globl | Damage + Eradication      [Skill] |
    | Tranquillize         | -- | 15 | Globl | Nulls men.gauge effects [Support] |
    |______________________|____|____|_______|___________________________________|
    
     • ANBICION: One version is boss-only, the other is using the sword as an item
     • DIVINE RADIANCE: Despite his leader status, Alphonse isn't immune to this!
     • FAIRY'S KISS: Whatever the fairy's level, that's how much HP is healed
    
     • MAGIC BARRAGE: Glycinia/Lubina double technique, available when they are
                      adjacent to each other. It takes up both sisters' turns and
                      self-damages (both) afterwards.
    
     • RESURRECTION: The resurrected ally reappears at a nearby tile
    
     • STAR TIARA: Can only be used once per battle, unless character gains a LVL
                   in course of fight. [Done to offset no-MP cost? Probably.]
    
     ______________________ ____ ____ _______ ___________________________________
    | MISCELLANEOUS SKILLS | PW | MP | R/HIT | FUNCTION                          |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Atropos              | 60 | -- | 1 / 1 | Damage (+self-damage)       [???] |
    | Barren Soul          | 60 | 25 | 1 / 1 | Elemental damage        [Warlock] |
    | Clotho               | 60 | -- | 1 / 1 | Damage (+self-damage)       [???] |
    | Lachesis             | 60 | -- | 5 / 1 | Damage (+self-damage)       [???] |
    | Pelting Fury         | 30 | -- | 7 / 1 | Damage              [Swordmaster] |
    | Shuriken Barrage     | 25 | -- | 7 / 1 | Damage                    [Ninja] |
    | Strangling Tentacles | 60 | 25 | 2 / 2 | Damage + Add: Confuse   [Octopus] |
    | Swallow's Daze       | 30 | -- | 1 / 1 | Damage, Add: Paralze  [Sw'master] |
    | Titan Crush          | 90 | 20 | 7 / 1 | Damage                    [Giant] |
    |______________________|____|____|_______|___________________________________|
    
     • ATROPOS: Can be used by non-beast unit 
     • CLOTHO: Can be used by non-beast unit; can't hit through obstacles!
     • BARREN SOUL: Damage to enemy is in the form of their elemental weakness
     • LACHESIS: Can be used by non-beast unit 
     • SWALLOW'S DAZE: 2-hit attack, only 2nd hit can paralyze
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BURIED TREASURES                                                         [BRTR]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Ah, buried treasure! Sometimes on a battlefield map one will encounter some
     hidden loot beneath a panel. Oftentimes the item is a randomized crappy thing
     you can obtain through murdering some enemy; sometimes it's a great weapon or
     piece of equipment! Many rare items, like Urns of Chaos/Tomes of Discipline,
     can be found in this manner without going to Quest Mode. Here're a few basic
     tips about operating with loot in mind:
    
     - Items can only be claimed once (x1)
     - 'Plain' panels cannot burn in the rain!
     - Snowstorms can re-cover panels! Use Clear Sky/Coral Harp to remedy this
     - The 'Embodiment of Desires' emblem may fluctuate the item type received
     - Snowed-on items have to be burned once to reveal the real terrain 'neath
       it; some terrain must be burned twice to clear the frozen grass/etc.
    
     Here are the randomized items and the 'type x' groups. Because I tried this
     out with a lot of different characters, who had different luck ratings and
     may or may not have had the Embodiment of Desires, these should only be used
     as an approximation of what is received. E-mail me for errors, 'cause there
     probably are some.
    
     By the way, if you're not sure what way is "x" and what way is "y" on the
     map, here's a little map I drew. Use the SE edging as the X axis:
    
                 img.photobucket.com/albums/v242/Shotgunnova/XY.png
    
     Just remember you --ALWAYS-- do the x- part first, then the y-coordinate!
     Anyway, I'm not much of a math buff but I do know coordinates to some degree
     so hopefully you'll understand it... >___>  Oh, and remember that the corner
     where X and Y meet is [0,0], the origin and starting place. Don't count that
     towards or you'll come up one panel short!
    
     NOTE: I highly recommend reading the chart [tacticsogre.com/secrets.htm#3]
           to see what kind of items are obtainable and how one's biorhythm can
           impact items received.
    
    .-----------.------------.              .-----------.------------.
    | SCABELLUM | MAP: 18x16 |              | SOLEA     | MAP: 22x13 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 12,06 |   No  |  | Random             | 19,00 |    No |
    | Random             | 08,02 |   No  |  | Random             | 13,01 |    No |
    | Random             | 06,12 |   No  |  | Random             | 15,07 |   Yes |
    | Dragon Shield      | 15,02 |   No  |  |                    |       |       |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | LUTRA     | MAP: 14x13 |              | VESPA     | MAP: 14x18 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 13,04 |   No  |  | Random             | 06,13 |  Yes  |
    | Random             | 07,07 |   No  |  | Random             | 02,11 |  Yes  |
    | Random             | 02,01 |   No  |  | Random             | 11,09 |  Yes  |
    | Glass Pumpkin      | 13,10 |   No  |  | Glass Pumpkin      | 06,03 |   No  |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | FORMIDO   | MAP: 13x13 |              | ARDEA     | MAP: 18x14 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 03,01 |   No  |  | Random             | 04,00 |  Yes  |
    | Random             | 09,06 |   No  |  | Random             | 17,05 |   No  |
    | Random             | 00,06 |  Yes  |  | Random             | 03,11 |   No  |
    | Dragon Gem Sword   | 12,12 |   No  |  |                    |       |       |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | URODELA   | MAP: 13x11 |              | BISON     | MAP: 13x19 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 12,00 |    No |  | Random             | 01,18 |   No  |
    | Random             | 07,05 |    No |  | Random             | 00,01 |   No  |
    | Random             | 07,12 |   Yes |  | Random             | 00,07 |   No  |
    | Hyacinth Fan       | 03,13 |    No |  | Random             | 00,12 |  Yes  |
    '--------------------'-------'-------'  | Random             | 12,12 |  Yes  |
                                            '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | ARENA     | MAP: 15x13 |              | RANA      | MAP: 20x16 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 12,01 |   No  |  | Random             | 03,15 |   No  |
    | Random             | 11,08 |   No  |  | Random             | 11,10 |   No  |
    | Random             | 02,11 |   No  |  | Random             | 16,13 |   No  |
    | Random             | 07,01 |   No  |  | Ice Blade          | 16,01 |   No  |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | AQUILA    | MAP: 17x15 |              | GRYLLUS   | MAP: 13x20 | 
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 08,11 |   No  |  | Random             | 07,06 |   No  |
    | Random             | 09,03 |   No  |  | Glass Pumpkin      | 05,07 |   No  |
    | Random             | 11,07 |   No  |  | Random             | 09,09 |  Yes  |
    | Volcaetus          | 02,02 |   No  |  | Random             | 01,17 |  Yes  |
    '--------------------'-------'-------'  | Random             | 06,02 |   No  |
                                            '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | BLETE     | MAP: 18x14 |              | BELLEZA   | MAP: 14x12 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 10,01 |   No  |  | Random             | 06,09 |   No  |
    | Random             | 17,01 |   No  |  | Random             | 03,02 |   No  |
    | Random             | 06,06 |   No  |  | Random             | 01,07 |   No  |
    | Random             | 07,12 |  Yes  |  | Snapdragon         | 00,11 |  Yes  |
    '--------------------'-------'-------'  | Random             | 11,00 |   No  |
                                            '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | NAJA      | MAP:       |              | SOTAVENTO | MAP: 14x13 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 18,14 |   No  |  | Random             | 13,10 |   No  |
    | Random             | 07,13 |   No  |  | Random             | 03,06 |   No  |
    | Random             | 13,02 |   No  |  | Random             | 09,06 |   No  |
    | Random             | 04,01 |   No  |  | Random             | 00,12 |   No  |
    '--------------------'-------'-------'  | Snapdragon         | 12,00 |   No  |
                                            '--------------------'-------'-------'
    
    .-----------.------------.              .-----------.------------.
    | HAENA     | MAP: 19x13 |              | GRACULA   | MAP: 16x22 |
    |-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 00,05 |   No  |  | Random             | 04,03 |   No  |
    | Random             | 14,00 |  Yes  |  | Random             | 05,17 |   No  |
    | Random             | 12,08 |   No  |  | Random             | 14,08 |   No  |
    | Random             | 06,10 |   No  |  | Random             | 02,11 |   No  |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .--------------.------------.           .---------------.------------.
    | OSTOREA WEST | MAP: 23x16 |           | OSTOREA SOUTH | MAP: 23x16 |
    |--------------'-----.------'.-------.  |---------------'----.-------+-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Phoenix Mail       | 20,01 |   No  |  | Random             | 13,03 |   No  |
    | Random             | 02,01 |   No  |  | Random             | 01,00 |  Yes  |
    | Random             | 10,04 |  Yes  |  | Random             | 22,07 |   No  |
    | Random             | 16,06 |  Yes  |  | Leviathan Mail     | 00,15 |  Yes  |
    | Random             | 10,15 |   No  |  | Random             | 08,07 |  Yes  |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .--------------.------------.           .---------------.------------.
    | THRONE ROOM  | MAP: 13x21 |           | OSTOREA CRYPT | MAP: 20x16 |
    |--------------'-----.------'.-------.  |---------------'----.-------+-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------'-------'-------|  |--------------------+-------+-------|
    | No treasures in this dungeon map.  |  | Ring of the Dead   | 12,08 |   No  |
    '------------------------------------'  '--------------------'-------'-------'
    
    .--------------.------------.           .---------------.------------.
    | REBANADA     | MAP: 16x13 |           | SUFRIR        | MAP: 13x19 |
    |--------------'-----.------'.-------.  |---------------'----.-------+-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Tathlum            | 15,02 |   No  |  | Ice Wand           | 11,16 |   No  |
    | Random             | 05,06 |   No  |  | Random             | 03,06 |   No  |
    | Random             | 07,14 |   No  |  | Random             | 01,13 |   No  |
    '--------------------'-------'-------'  | Random             | 08,09 |   No  |
                                            | Random             | 00,10 |   No  |
                                            '--------------------'-------'-------'
    
    .--------------.------------.           .---------------.------------.
    | OSTOREA      | MAP: 18x14 |           | HARMONIA      | MAP: 17x21 |
    |--------------'-----.------'.-------.  |---------------'----.-------+-------.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 06,07 |   No  |  | Random             | 14,03 |  Yes  | 
    | Random             | 12,04 |   No  |  | Random             | 09,16 |  Yes  |
    |                    |       |       |  | Random             | 03,04 |  Yes  |
    |                    |       |       |  | Random             | 07,10 |   No  |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .--------------.------------.           .--------------------.------------.
    | CHARADRIUS   | MAP: 14x19 |           | ANGEL'S HEADSTONE  | MAP: 23x15 |
    |--------------'-----.------'.-------.  |--------------------+------------'--.
    | TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
    |--------------------+-------+-------|  |--------------------+-------+-------|
    | Random             | 13,05 |  Yes  |  | Random             | 09,07 |  Yes  |
    | Random             | 09,04 |  Yes  |  | Random             | 14,12 |  Yes  |
    | Random             | 09,11 |  Yes  |  | Random             | 15,05 |  Yes  |
    | Random             | 02,17 |  Yes  |  |                    |       |       |
    | Random             | 03,05 |  Yes  |  |                    |       |       |
    '--------------------'-------'-------'  '--------------------'-------'-------'
    
    .--------------------.------------.
    | GARDEN OF MEMORIES | MAP: 18x18 |         Much thanks to Landon over at
    |--------------------+-------.----'--.      tacticsogre.com for letting me
    | TREASURE           |  X/Y  | BURN? |      use his figures past Ostorea, and
    |--------------------+-------+-------|      that means thanks to Terence and
    | Random             | 04,11 |  Yes  |      Dead S for their compiling of
    | Random             | 10,17 |  Yes  |      those figures. Muchos gracias,
    | Random             | 15,03 |  Yes  |      fellas! <3
    '--------------------'-------'-------'
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    QUEST MODE                                                               [QSTM]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Quest Mode is essentially exhibition maps where one can obtain rare items,
     and can be accessed from the title screen. Loading Quest Mode requires having
     a save file that has at least one "book" (map) unlocked. All maps have a
     certain leader, a couple lackeys whose presence is semi-randomized, and all
     of these have a fixed level. All maps except Numida Chronology also have an
     entrance fee, and only 5 allies can be brought to each fight.
    
     To obtain treasures, the player must first set a goal (kill leader or kill
     everyone within a set number of turns) and reach that goal. Failing to reach
     the goal earns nothing and loses the entrance fee! To get the best treasures
     and cash (goth) reward, it's best to either defeat the leader in 1-3 turns
     or everyone within 1-9.
    
     Some good ways to make Quest Mode easier:
    
     • ENERGY TRANSFER - Basically an early form of Fluid Magic (Euphaire-only)
     • FLUID MAGIC ----- Lets one huge amounts of MP to target
     • TELEPORT -------- Can teleport user anywhere on map
     • TIME FLUX ------- Target gets a 2nd turn
    
     High-movement characters like hawkmen and swordmasters, and special skill
     users (Atropos, etc.) are highly recommended for the maps which need to be
     traversed quickly. Other notes:
    
     • Enemies can't be invited
     • Allies can't die permanently in maps
     • Experience/level-ups can't be gained
     • There are no buried treasures
     • Equipment won can only be equipped in the main game
    
    ---
    
     Here's an overview of each map. I highly suggest checking out the following
     link which can tell in-depth what prizes can be obtained by doing what. It's
     a lot better than my guestimates! [http://tacticsogre.com/quests.htm]
    
    NUMIDA CHRONOLOGY
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Obtain: Clear Battle #4 (Formido)
     Fee --: none
     Payout: 1200 [max]
     Leader: Calais (Ninja)
     Foes -: Cleric, Archer, Ninja, Soldier
     FoeLVs: 20
     Map --: Numida Swamp
    
     This is the first map obtained and it's one of the best, not just because it
     has no entrance fee, but because it's an early way to obtain some half-decent
     equipment (either for keeps or selling). Basically, one can make free cash
     here! The opposition is made up of low-DEF, high-movement characters so it's
     often best to deal a coup de grace with Atropos (etc.) in conjunction with
     Teleport to finish quickly. 
    
     The best obtainable items here end up being elemental mail (Nathalork,
     Peregrine, Phoenix, Leviathan) which outclasses any storebought stuff, and
     some elemental bows (Sandstorm, Flame, etc.) which are good weapons to get
     in the early chapters. No powerful swords, unfortunately, but Volcaetus spears
     can be won here -- although one can already be dug up at Aquila.
    
    EPIC OF TINEA
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Obtain: Clear Battle #11 (Aquila)
     Fee --: 3000g
     Payout: 5000g [max]
     Leader: Khiel (Valkyrie)
     Foes -: Archer, Cerberus, Knight, Hawkman, Red Dragon, Wizard
     FoeLVs: 20
     Map --: Tinea
    
     Similar to Aquila, the land is steep and carved by rivulets of untraversable
     lava, so trudging units end up sucking a bit here. The human enemies aren't
     that great in the DEF department but the monsters (dragons, cerberus) can be
     more than a handful if one tries to slay everyone.
    
     The best item winnable here is the Glass Pumpkin, which needs to be sold to
     Pumpkinhead's Scabellum shop in order to unlock the Firecrest (this is part
     of Deneb's quest). Other than that, there's a few axe and flail types to win
     -- Flame Flail, Prox, Hammer of Tears, etc. Sword-wise, one can win the Needle
     of Light or Peridot Sword, neither of which is too awesome.
    
    CAVE EXPLORATION
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Obtain: Clear Battle #19a/b (Ostorea Crypt)
     Fee --: 6000g
     Payout: 10000g [max]
     Leader: Zweig (Warlock)
     Foes -: Dragon Zombie, Earth Dragon, Ghost, Hawkman, Siren, Witch
     FoeLVs: 25
     Map --: Eastern Cavern
    
     This is where the maps start to get really annoying. The ally team starts
     one edge of a giant pit rimmed with paths, while the foes start all the way
     across -- there's no easy shortcut to them! High-movement and flying types
     do well here, but warping ones do even better. The Teleport spell really
     earns its keep here. Most foes are pretty average, but the Dragon Zombie with
     a Necklace of Resist, and Zweig with his Petrifying Cloud spell, can be 
     trouble if left to their own devices, particularly when the goal's to defeat
     everyone. One random knight can have insane DEF (350+) thanks to his rare
     equips, so consider Divine Radiance or Petrifying Cloud to eliminate him
     quickly.
    
     The Necromancy spell here can be won by earning 10000g (Kill Leader, 1-3turn)
     and lets one transmigrate KO'd allies into ghosts or zombie dragons. It's a
     necessary piece to getting The Cycle of Life emblem on someone.
    
     The best items to win here are the Warp Shoes and Warp Ring, giving the unit
     equipped with 'em the best type of movement! Other than that, rare katanas
     (Yomogi-u, Yu-giri) can be won as well, if that ninja or swordmaster's itchin'
     to use one. The Grincer Coat, part of the Enchanted Hunting Wares set, can be
     obtained here also.
    
    BATRAAL CHRONOLOGY
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Obtain: Clear Cave Exploration in under 10 turns
     Fee --: 15000g
     Payout: 22000g [max]
     Leader: Byron (Swordmaster)
     Foes -: Cerberus, Dragoon, Gorgon, Hawkman, Knight, Priest, Siren, Vrtra
     FoeLVs: 30
     Map --:
    
     This is another map where high-movement, flying, and warping characters will
     excel in. The terrain is basically a long thin path with a huge abyss in-
     -between, and each team starts opposite each other. The boss himself isn't
     that much of a DEF titan and can be two-shotted by Atropos, although there's
     a Priest who can appear that may make that 1-3 turn limit a bit harder to
     reach. Note that a hawkman with a Brionac (may inflict instant death) can
     appear on this level, and the Vrtra's -1 mental gauge can lower skill damage
     so that the leader survives! One of the few times that may affect the outcome
     of something...
    
     There's a few good items to get by beating this level promptly, the best of
     which are Reincarnation (item), the Freude Helm and Holy Crown headgears,
     and the treasure-sensing Dowsing Rod. However, undoubtedly the best prize is
     the Lachesis skill for bow-wielding characters, which is like Atropos but has
     long-range capabilities, in typical bow fashion. It can only be learned once
     but if there's no bow-wielder on the team, it can be declined -- beating the
     map again gives the option to learn it again. [Other items obtainable: Sacred
     Stone of Bliss, Balmung, Sherwood Bow, etc.]
    
     NOTE: Only one special skill can be learned per character.
    
    TUNDRA GEOLOGY
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Obtain: Clear Batraal Chronology in under 05 turns
     Fee --: 28000g
     Payout: 38000g [max]
     Leader: Dionyde (Priest)
     Foes -: Fairy, Gorgon, Knight, Naga, Siren, Vrtra
     FoeLVs: 35
     Map --: Ancient Ruins
    
     The final map is also the hardest, as Dionyde's equipment boosts her defense
     to 350+, not to mention she has Divine Radiance and Heal Plus to make things
     annoying. The map can be done in 3 turns time, although it may be easier to
     make the goal "kill everyone, 9 turns max" in order to get the best rewards.
     Lachesis and Atropos help immensely here, as does Teleport/Time Flux, Fluid
     Magic, and Divine Radiance. Surrounding Dionyde prevents her from healing
     herself, too, as AI is wont to do. [This is another time when stacking a -1
     mental gauge can let more damage be inflicted.] I don't suggest attempting
     this level unless one has high-movement units like swordmasters, and all the
     applicable teammates have warp technology. Oh, and watch out for Dionyde as
     she likes to hide in a corner where attack opportunities are lessened!
    
     The best items here are the virtue-oriented Saint's Shield and Southern Cross
     equipment, as well as the Kerykeion (staff), Brionac (spear), and Oracion
     (sword). The latter is the best obtainable non-Snapdragon sword, making it a
     clear winner for the Atropos user in most cases. Beating the map once gives
     the final special skill, Clotho, too. It's geared towards spear-wielders and
     does piercing damage in the same attack pattern. Personally, I give it to my
     Hawkman who has the Zephyrus/Longicolnis. Having Clotho only makes winning
     Tundra Geology on subsequent visits easier!
    
     NOTE: I think it's a glitch, but Dionyde can attack with a Frozen Axe without
           having one equipped. What a cheater! :p
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ENDINGS                                                                  [NDNG]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     There's four real endings to the game, plus another "bad ending" available.
     The requirements for getting the endings are usually quite simple -- either
     be on Path A/B, bring Eleanor with, etc., although the A+ ending takes a bit
     more doing. Additionally, Alphonse can only get Relix's Emblem and The Cycle
     of Life by getting the A+/A/B/C/D and Game Over endings, respectfully.
    
     Once an ending is obtained, the game autosaves over the most recently used
     file, putting the user on the world map. Angel's Headstone is available to
     play again, if so desired, letting the player try for a new ending (within
     the path's constraints, of course).
    
     Some endings' scenes change depending on what story characters are alive, so
     for best results, keep everyone alive. Duh!
    
    A+ ENDING
    ŻŻŻŻŻŻŻŻŻ
     • Alphonse must kill 50+ enemies [Training doesn't count]
     • Five or fewer allies permanently die
     • Beat the game within 25 hours
    
    A ENDING
    ŻŻŻŻŻŻŻŻ
     • Battle #06: Start "Path A" when talking to Cybil (1st option)
     • Battle #10: Let Eleanor join the team after battle (1st option)
     • Battle #25-26: Include Eleanor in both battles
     • Battle #26: Defeat boss
    
    B ENDING
    ŻŻŻŻŻŻŻŻ
     • Battle #06: Start "Path B" when talking to Cybil (2nd option)
     • Battle #10: Let Eleanor join the team after battle (1st option)
     • Battle #25-26: Include Eleanor in both battles
     • Battle #26: Defeat boss
    
    C ENDING
    ŻŻŻŻŻŻŻŻ
     • Battle #10: Let Eleanor join the team after battle (1st option)
     • Battle #25-26: Eleanor, while alive, isn't included in these battles
     • Battle #26: Defeat boss
    
    D ENDING
    ŻŻŻŻŻŻŻŻ
     • Battle #10: Don't let Eleanor join the team (2nd option)
     • Battle #26: [If Eleanor was invited at Battle #10] she dies during battle
    
    "GAME OVER" ENDING
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     • Battle #26: Longicolnis wasn't brought to battle or Alphonse dies in fight
    
    ---
    
     For transcripts of each ending, try:
    
     http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_script.txt
     http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_ending.txt
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     [Q] - How do I change a unit's element and alignment?
     [A] - Elements can be changed by using a Mirror of the Gods, which copies the
           user's element onto another person. Alignment can be changed using a
           Tome of Discipline and Urn of Chaos, which leans the alignment closer
           to lawful and chaotic, respectfully.
    
     [Q] - What does "suspend data" do?
     [A] - If you're fighting a long battle and have to go do something else, just
           suspend data and pick up where y'left off next time the game's loaded.
           [This doesn't overwrite the current save; that can be used instead of
           the suspended data.] In this way, one can keep reloading the save to
           get the desired effect from status abnormalities, etc.
    
     [Q] - What's knockback?
     [A] - This is when an attack causes the target to move from their current
           location. Most weapon attacks have a chance of doing this, and some
           (usually enemy-only) abilities have a 100% if inflicting it. Hitting a
           target with the shield is an easy way to produce knockback. [Knocking
           someone off a drop-off higher than they can normally jump produces "fall
           damage," extra damage due to the height of the drop.]
    
     [Q] - Hey, I couldn't dig up this buried treasure! What gives?
     [A] - There's two explanations: (1) the topsoil is covered by grass or snow,
           which must be burned away by non-summon fire magic first (2) for some
           reason, the treasure can't be unearthed in mandatory play; try it again
           in Training Mode.
    
     [Q] - How can I get more Tomes of Discipline, Urns of Chaos, etc.
     [A] - These can be dropped by Mushus and Vrtras, respectively. 
    
     [Q] - Why can't I use the Reincarnation item!
     [A] - It's "not usable by mortals," which means only undead characters can
           use it (on themselves).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VI. UPDATES & CONTRIBUTORS                                               [UPDT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     04-03-07 -----------------------+ Started walkthrough
     05-20-10 -----------------------+ Finished walkthrough
    
    THANKS TO...
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     • Olan, for his gameshark codes
     • All the authors for writing great guides, inspiring me to make my own
     • bookwormbabe29, for faulty Vespa/Sufrir treasure tiles
     • Tian Wang, for Naga/Lich requirement corrections
     • aspiringlamprey, for fortuneteller correction
     • Tom B, for some clerical errors
     • Landon at tacticsogre.com, for allowing me to use his notes for figuring
       Alphonse's initial stats; and, for lending me some of his buried treasure
       figures to use.
     • Terence/DeadS for doing initial legwork on finding the buried treasures
     • The GFaqs messageboards for being a huge collection of knowledge, and for
       keeping my interest in this game evergreen.
    
    NOTES TO SELF
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     • Dark Angel, Fallen Angel & Sacred Demon section in class overview
     • Angel's Headstone: putting everyone in Garden skips other route entirely?
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VII. LEGALITY                                                            [LGLT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (P. Summers). It cannot be hosted, edited, or distributed for profit,
    and may not be given away as an add-in/gift to bought items. All rights are
    reserved to respective parties, even those not explicitly stated herein. Those
    who find this document on sites not listed below should e-mail the author (me).
    Thanks for reading this, and thanks for respectin' FAQ authors.
    
     Allowed Sites:                       Disallowed Sites:
    
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      • Chaptercheats.com                           E-mail me for permissions ~
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    _______________________________________________________________________________
    SET MY HOPES UP WAY TOO       Document İ Shotgunnova, 1997-2010 (and countin'!)
    HIGH / LIVING'S IN THE                Tactics Ogre namesake İ respective owners
    WAY WE DIE                                        E N D   O F   D O C U M E N T