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    FAQ/Walkthrough by KholdStare88

    Version: 3.3 | Updated: 02/27/09 | Search Guide | Bookmark Guide

    Yggdra Union: Gameplay FAQ, Walkthrough, and Strategy Guide
    Version 3.2
    by KholdStare88
    KholdStare88@gmail.com
    
    =================
    Table of Contents
    =================
    I.    Versions and Updates
    II.   What Is This Guide?
    III.  Frequently Asked Questions
    IV.   PSP Changes
    V.    Hints and Tips
    VI.   Battle Mechanics
          1. Union
          2. Stats
             a. GEN
             b. ATK
             c. TEC
             d. LUK
             e. REP
          3. Cards, Aggression, Skills, Rage
             a. Card Ace
             b. Aggression Bar
             c. Skills
             d. Rage
          4. MVP
          5. Items
             a. Duds
             b. Mizer's Items
    VII.  Cards Guide
    VIII. Walkthrough
    IX.   Summary of Characters
          1. Allies: Main
          2. Allies: Supporting
          3. Enemies: Main
          4. Enemies: Supporting
    X.    Credits & Contacts
    
    ===============================================================================
                                I. Versions and Updates
    ===============================================================================
    Version 0.8, March 23, 2008
    -The bulk of the guide is created.
    
    Version 1.0, June 01, 2008
    -The guide is finished up to Characters.
    
    Version 1.5, August 09, 2008 (not submitted)
    -The Stealing Guide section is changed to Strategy Guide.
    -Some information is fixed and added; they are too insignificant to list.
    -The Characters section is half done but not yet released.
    -The format of battlefield changes from 27C to 27-3.
    -The Credits & Contacts section is added. (How could I forget this, right?)
    
    Version 2.0, August 10, 2008
    -Added the PSP Changes section.
    -Modified the rest of the guide to include PSP changes from here and here.
    -Finished the Allies for the Characters section. (the most important portion)
    -Added some minor changes and clarification to the guide.
    -The entire guide is mechanically spellchecked.
    
    Version 2.5, September 26, 2008 (dated for v2.0)
    -Added Dragon Killer card change to PSP Changes section.
    -Added the 8 characters change to the PSP Changes section.
    -Added some information about battlefield 49 to the Strategy Guide section.
    -Added some information regarding to the PSP version in the FAQs section.
    -Removed false information about Nietzsche.
    -Removed some confirmed PSP changes that were false.
    -Changed some terminology to be consistent with current usage.
    -Updated information for the card Oblivious Dawn.
    -Changed some wording on regarding to the card Genocide.
    -Added a frequently asked question regarding to the purpose of this guide.
    -Updated information about the PSP status of this guide.
    -More spelling errors and typos were fixed.
    *The date of this version is intentionally not updated to preserve a release
     date of before the NA release since not all PSP information are final.
    
    Version 2.6, September 28, 2008 (dated for v2.0)
    -Changed some random pieces of information.
    -Updated the Characters section to include some enemies.
    -More mechanical errors were fixed.
    *The date of this version is intentionally not updated to preserve a release
     date of before the NA release since not all PSP information are final.
    
    Version 2.7, October 2, 2008 (not submitted)
    -Removed character ratings, extreme bias, but retained personal opinion.
    -Added some details about unions and character selection.
    -Added some strategy tips as provided by Tracy Smith.
    
    Version 2.8, November 1, 2008
    -Added some PSP information to the FAQs section.
    -Finished summary of characters.
    -Added max stats for permanent ally characters.
    -Changed some character ratings.
    -Added more information about Oblivious Dawn.
    
    Version 3.0, February 21, 2009
    -Added detailed walkthroughs for the first 39 GBA battlefields.
    -Added PSP differences for each battlefield up to 39.
    -Added battlefields 14I and 14II.
    -Added more PSP notes here and there.
    
    Version 3.1, February 27, 2009
    -Reorganized the Table of Contents.
    -Added Walkthrough as an official type for this Guide.
    -Fixed the release date of Version 3.0.
    -Changed some information for the What Is This Guide? and PSP Changes sections.
    -Added more info to the Stats, Cards..., and MVP sub-sections.
    -Added the Terminology sub-section in the Battle Mechanics section.
    -Added more PSP notes here and there.
    -Added some details in many parts of the guide.
    
    Version 3.2, October 24, 2009 (dated for v3.1)
    -Added missing map for BF 39-1.
    -Revised the Credits & Contacts section.
    
    Version 3.3, May 18, 2012
    -Revised strategies for BF 13, 14I, and 14II for the PSP version.
    -Fixed that you can only get Gold Dozeu in hard mode on the PSP version.
    -Updated some information for cards and other BFs for the PSP version.
    
    ===============================================================================
                                II. What Is This Guide?
    ===============================================================================
    About version 3.x, it is not a perfect version. This is the first version with
    a full walkthrough for this game, so I am releasing it before I finish it to
    get valuable feedback. If you think something is faulty or if my instructions
    are confusing, then please feel free to e-mail me; you won't be ignored. Still,
    remember that this guide is mostly for the GBA version so don't be surprised if
    you sometimes cannot follow the guide while playing the PSP version. Now, the
    real introduction awaits:
    
    Let's face it, Yggdra Union is a pretty hard game based on Game Boy Advance
    standards. It has many complex features and a unique battle system to boot.
    This is not a walkthrough for the game, but rather, it attempts to explain the
    different features to avoid frustration, restarting, or completely losing
    interest in the game, which happens to many. In short, this guide contains the
    information that I wish I knew when I first played this game.
    
    So does that means that this guide is only for first time players? Yes, and no.
    Yes, because someone who is replaying this game would probably know more than
    50% of what's in this guide. No, because even after the first time playing it,
    I still did not know all of what's in this guide. Within this guide are tips
    and tricks that could greatly boost your performance, but if you can claim to
    beat Yggdra Union with your hands tied behind your back, then you don't need
    to read this guide.
    
    Also, this guide is a bit different from the other guides. Because Yggdra Union
    is such a hard game, this guide aims for as little decisions for you as
    possible and as much straight to the point hints and answers as possible. I
    will not try to tell you how to do every little thing, but if there is one sure
    way I know of doing something, then I will list it. I won't list three ways of
    doing something and then tell you to pick one, but rather, I will just list
    whichever way I think is best or easiest.
    
    And finally, note that this guide contains light spoilers. No major plot
    revelations will be revealed, but there will be some spoilers to facilitate the
    process of writing and understanding this guide. In the FAQ section, there are
    literally no spoilers at all. From section IV and down, there will be a good
    amount of spoilers since they are reference sections, so be prepared. Again,
    there will be no major spoilers.
    
    ===============================================================================
                         III. Frequently Asked Questions (FAQs)
    ===============================================================================
    This section contains some of questions that others have raised (or I myself
    have raised while playing the game). Reading through this will help with some
    of the basics of Yggdra Union, while note that other features of the game such
    as stats, cards, stealing, etc... are covered in other sections.
    
    Q: What is the purpose of this FAQ?
    A: The purpose of this FAQ is to advise the reader on one or two sure methods
    to play the game. In short, this FAQ is more opinionated than others. Expect
    this FAQ to tell you what to do instead of being technical and throw long
    passages at you trying to explain random stuff and then expect you to make a
    decision. If you skipped it, please refer to three paragraphs above for more
    information.
    
    Q: Is this game hard?
    A: Yes, it is very hard. In fact, compared to normal gameplay of all other
    RPG/Strategy games for the GBA, it is the hardest game in my opinion. While
    some games in "hard mode" may be harder than Yggdra Union, it is already in
    hard mode. Note that the PSP version has morale recovery every time a character
    level up, which makes it considerably easier than its GBA counterpart. In fact,
    there is a "hard mode" for the PSP version, which is the same as the only mode
    in the GBA version, so technically, you're playing the hard mode of Yggdra
    Union.
    
    Q: Should I follow a walkthrough?
    A: To be honest, if it doesn't affect your pride in some way, then yes. It is
    definitely possible to beat the game without a walkthrough, but many people
    have lost interest and quit the game because it is so hard. If you really want
    to play this game without a walkthrough, then maybe you can think about getting
    the PSP version, playing the "normal mode" first, which is easier than the GBA
    version, then playing the "hard mode" after, which similar (but still easier)
    than the GBA version.
    
    Q: Why is Milanor so strong?
    A: It is because Milanor has a stronger starting stats (when Milanor level up
    once, he will have a natural 3 stars for his ATK) and Yggdra is weak. (see next
    question)
    
    Q: Why is Yggdra so weak?
    A: That is because this game is already at hard mode from the start. Notice how
    one of the first major recurring enemy of this game are Undines, which are 
    strong vs. sword users, aka Yggdra. Basically, you'll be forced to use Milanor 
    more to fight against Undine bosses such as Ishiene and Emelone. If you use
    a character more, then that character will level up faster and is more likely
    to be MVP. Luckily Yggdra starts with Silk Corset which blocks counters, but
    after that, you're on your own.
    
    Q: How many characters should I play?
    A: I would try for six, because you don't need more. There's really five
    different weapons, but since you get both Durant and Nietzsche early on in
    the game that it's pointless to quit one later on in the game.* Plus, both have
    their advantages, and if you raise Nietzsche's TEC a bit she can be very good.
    Use Milanor for axe, Yggdra for sword, Durant and Nietzsche for Spear, Roswell
    or Rosary (you can't have both) for Rod, and your assassin (please, not Cruz)
    for bow. Note that you can use your fencer temporarily in place of Yggdra in
    her absence, but when you get Yggdra back, you should never use your fencer
    again. Note that you also get a Scythe user in the PSP version, but you should
    still stick with six characters. To me, Nietzsche is more useful than Durant,
    and Durant is at his best with the Stray Dragon item at the end of the game
    anyways, so you might want to have an Yggdra, Milanor, Nietzsche, Rosary or
    Roswell, your assassin, and your Scythe user. Remember that Nietzsche has
    decent LUK in exchange for low TEC, so make sure to try to boost TEC some time.
    
    *In the PSP version, you do get six weapons, so in my opinion it is best if you
    ditch either Durant or Nietzsche for Mistel. Now, Nietzsche is an overall more
    "useful" character in that she can take shortcuts through water, get items that
    are only on water, and have a huge GEO bonus on water. Also, she has high LUK
    which is useful to make items drop. Durant is more of a power character with
    high ATK and low LUK. He is good on roads and bridges, and while those
    conditions may not be very useful on every map, there are some specific maps
    where you just need to place a blockade on a road or bridge and Durant is
    perfect for it. In short, if you want power, go with Durant. If you want more
    items, go with Nietzsche. I would probably ditch Nietzsche for Mistel.
    
    Q: Roswell or Rosary?
    A: The expert opinions are split half and half about this one, so it's once
    again up for grabs. If you're following a walkthrough, then pick Rosary,
    because then you know where to get ATK UP items to boost her terrible ATK.
    Also, she is excellent against Gulcasa, one of this game's great annoyances,
    provided that her ATK is actually high enough. If you're trying to play this
    game through without a walkthrough, then choose Roswell. He has better ATK
    gains and will be a better character without much pampering. Note that picking
    Rosary means you'll have more chances to make items drop (due to her high LUK)
    and that by picking Roswell, you'll be able to use many items that doesn't have
    the "Not Rosary" requirement. For more details, refer to the their respective
    sections in the Characters Category.
    
    Q: Is Cruz good? Is my assassin better?
    A: To me, Cruz is inferior. When you get your powerful assassin, she will
    eventually have higher TEC and LUK than Cruz with about the same ATK. Cruz's
    higher GEN means that he will lose little morale when he is beaten, but why
    lose morale when you can actually win? Also, your second bow user can use
    Bloody Claw, one of the best cards in the game, and Cruz cannot. This is the
    main reason for my preference for the assassin, but I also prefer the female
    union more. Cruz is useful at noon and in the forest, but there are no hard
    forest maps where Cruz can be extra useful (except in the one directly
    following his recruitment), and at the end of the game where it matters most,
    many of the battlefields are at night which is the time for Elena to shine.
    
    Q: Is my fencer good?
    A: Yes, he is good, for a few maps at least. Note that you will not have Yggdra
    when you get him (if you decide to), and for a few maps after, you can use all
    available characters, so why not use him? However, when you get Yggdra back,
    you should just set him aside, for his job is done. You only need one sword
    user, and the less characters you use, the higher their levels will be.
    
    Q: Why do I want to use hunters/assassins? Bows are weak!
    A: Yes, they are weak, but remember that you cannot counter against charges
    from bow users. This means that if you charge, then you will definitely have
    a huge advantage, which makes up for your bad weapon affinity. However, unless
    you use Bloody Claw or Thunderbolt, don't let a bow user be a union leader.
    The reason is that they cannot counter against a charge also. Since your
    assassin has low GEN, you can't afford to lose, so get your bow user into
    a union then after fighting, move out of the union. If you use Thunderbolt,
    then try to assess the current situation to see if the enemy's union leader
    will be defeated and leave the battlefield so you can push your army forward
    to prevent your bow user from getting attacked the next turn.
    
    Q: How do I remove an item?
    A: Well, you can't, and this is quite troubling. Sometimes you have to wear an
    item to access something on a map, and if you're wearing another item, then
    you cannot remove it. This might require you to plan ahead in many situations.
    One example is the Dowsing Rods, which lasts for 6 (!) maps, and you only need
    it for one map, so try to plan that accordingly.
    
    Q: Use item for morale recovery or on a battlefield?
    A: It really depends, but to save yourself trouble, do not keep all items and
    think that you will use them in a map sometimes in the future, because that
    does not work. This doesn't mean that you should use all items for morale
    recovery and nothing for the battlefields either. It is best to compare the
    pros and cons of each. For example, items that are used on only one map are
    often stronger but less useful. Items such as Berserk, Stell Persona, and World
    Tree Leaf are best used for morale recovery, since they only last for one map
    and does not really help much on the battlefield anyways. For another example,
    let's take the item Teddybear. All it does is +2 GEN, when it can recover 5000
    morale. I would keep it to recover 5000 morale. Note: The duds are for
    something, so before you use them for morale recovery, refer to a walkthrough.
    
    Q: Why can't I equip a Medallion?
    A: That's because its only purpose is for morale recovery. Speaking of which,
    if you have some medallions and you're at very low morale, then by all means,
    use some.
    
    Q: Why won't this item from an enemy drop?
    A: for an item to drop, the amount of big stars for your LUK stat must be equal
    or greater than the amount of big stars for the enemy's LUK stat. With proper
    planning of who will get the enemy's morale to zero, you don't have to Steal 
    to get the item.
    
    Q: Why won't this card work on the enemy?
    A: If you get GUARD, that means your TEC's big stars are lower than the enemy's
    GEN's big stars. Steal works this way, so if Milanor's TEC is higher than the
    enemy's GEN, then he can steal it, and LUK does not come into the equation. If
    you get INVALID, then the enemy voids whatever you are trying to do. (For
    example, using the Flame card on witches or the Blizzard card on undines will
    guarantee an INVALID. If you get MISS, then certain conditions are not met,
    such as if you are trying to Steal an enemy without an item, if you are using
    Chariot but has more members than the enemy, or if you are trying to use
    Gravity Chaos on a cursed enemy. STATE GUARD means the target has the "Void
    ailments" effect.
    
    Q: Which item effects are good?
    A: Besides stat changes, some are really good. The items that increases morale
    are so-so, because you can probably use that item for about the same morale
    recovery. "1 on 1 = win" is a good effect, since it often lets you win a clash
    even at a disadvantage. "No battle penalty" is another good effect, because
    this means you will not lose members in a handicapped union. "No zero reset" is
    very useful, since you might use it for a strategic sacrifice. Note that in one
    specific battlefield, it is easier to let one member "faint" to complete the
    map. "Move -> Warp", "Move -> Fly", and "Move -> Horse" are some very good
    utilize effects, because you can move through enemy while mounted and you can
    move through sand/enemy while flying. If you got Rosary, than you need Move ->
    Warp to get a special item later on. (Roswell's movement is already Warp at
    night). "Move -> Swim" is also useful, and "Move -> Dragon" is pretty much the
    same as flying. "Always Ace" is of course very useful, since any character
    can use any card (with some exceptions). And finally, "Eat: (stat) UP" will
    permanently increase a stat, so that is always useful.
    
    Q: Why can't I use this card's effects?
    A: Follow the tutorial and you will be able to use cards soon. In short, if it
    is an A Card, then you hold A to activate it, and keep holding A until the
    effect is gone (or if you want to cancel the effect for some reason). If it is
    a B Card, then you hold B and charge up the card then release it when the
    charge meter is full to activate the card. Note that sometimes the enemy will
    do things to cancel your charge and you will have to recharge the card.
    
    Q: Which weapons are good against which?
    A: Here is a chart:
    
                   T   A   R   G   E   T
              --- --- --- --- --- --- --- ---
             |Swd|Spr|Axe|Bow|Rod|Lmp|Scy|Buk|
       ------ --- --- --- --- --- --- --- ---
    A |Sword | - | X | O | - | - | - | X | - |
       ------ --- --- --- --- --- --- --- ---
    T |Spear | O | - | X | - | - | - | X | - |
       ------ --- --- --- --- --- --- --- ---
    T |Axe   | X | O | - | - | - | - | X | - |
       ------ --- --- --- --- --- --- --- ---
    A |Bow   | X | X | X | - | O | - | - | O |
       ------ --- --- --- --- --- --- --- ---
    C |Rod   | O | O | O | X | - | O | - | X |
       ------ --- --- --- --- --- --- --- ---
    K |Lump  | - | - | - | - | X | - | - | X |
       ------ --- --- --- --- --- --- --- ---
    E |Scythe| O | O | O | - | - | - | - | - |
       ------ --- --- --- --- --- --- --- ---
    R |Book  | - | - | - | X | O | O | - | - |
       ------ --- --- --- --- --- --- --- ---
    
    To use this chart, the rows of weapons are the attacking weapons, and the
    columns of weapons are the defending weapons. O is strong against, and X is
    weak against. For example, let's take axe and bow. Axe users are neutral when
    dealing damage to bow users. However, bow users are weak when dealing damage to
    axe users. This means that bow users are only semi-weak to sword/spear/axe
    users. However, let's take scythe. Sword/spear/axe users are weak when dealing
    damage to scythe users, and scythe users are strong when dealing damage to
    sword/spear/axe users. This shows how strong scythe users really are, and how
    not-so-weak bow users really are.
    
    Q: What is High and Protect status?
    A: High status is shown, and the person with high status will recover all
    morale at the beginning or his or her turn. This means that if you are trying
    to defeat someone with High status, you have the turn where they attack you
    and your turn after to defeat them. For a simpler explanation, after you end
    your turn, all High enemies will completely recover morale. Protect status
    is not shown, but you will know when an enemy stays at 1 morale. This just
    means you can never remove this character off the battlefield (for now).
    
    Q: Should I retry a map if I'm having trouble?
    A: Yes, you should. To replay a map, you basically have to fail it, which means
    running out of cards (preferable) or by meeting another Losing Condition. When
    you run out of cards, you can replay that map and keep the experience as well
    as your cards' experience on your failed map. However, this means you cannot
    get 3 certain items later on, but if you are having trouble, then just retry.
    The two items won't affect you drastically in any way. Note that you should
    only replay a map once because the cards' experience halves every time you
    replay a battlefield. Perhaps the main problem is giving up the MVP reward, but
    it is your choice: more leveled up characters/stronger cards or MVP?
    
    Q: Why is Revolution so crappy? I pretty much lose anyways even if I use it.
    A: The point is you will lose less morale if your enemy beats you 1-0. Plus,
    sometimes you will survive if you're fighting against an axe, bow, or sword
    user. By the way, Zolfy and Snipe Glass are two very good items for Yggdra,
    because their effects are 1 on 1 = win, which means after using Revolution,
    you will win the clash.
    
    Q: Why can't I beat Gulcasa?
    A: That is because he is way too powerful, seriously. No weapons will ever be
    good against him, but rods (Rosary/Roswell) are not weak against him. If you
    have Rosary (with decent ATK), use her. Note that if her ATK is still at two 
    big stars, then you might not even win. If you have Roswell, use him, but try
    to use some cards to help you. If you go head on against Gulcasa without the
    help of any cards, then you will most likely lose, so plan accordingly. If you
    have your second bow user, use Bloody Claw. Gulcasa cannot use Genocide without
    a head. To survive against Genocide, try to use Shield Barrier, Sanctuary, or
    Ace Guard before his rage meter is at MAX. If you have the Dragon Killer card,
    use it. Steal his item to lower his stats (although you'll probably lose when
    you're trying to steal it). Take advantage of GEO; place Durant on a Bridge if
    one is nearby. Do not form large unions against Gulcasa (unless you're using a
    Shield Barrier card or something similar), for when it's his turn to attack, he 
    will annihilate you. Last but not least, status effects such as Gravity Chaos
    and Poison Breath might work well. Summon a golem or skeleton. For some reason
    the computer AI will go after golems and skeletons if they're closer. When all
    else fails, wait until night and use Kiss of Death. In the PSP version, use
    Oblivious Dawn to try and delay Gulcasa's Genocide activation.
    
    ===============================================================================
                                    IV. PSP Changes
    ===============================================================================
    As of September 16, 2008, Yggdra Union was localized in North America for the
    PSP. The PSP version includes some changes, most are neat. I have verified most
    of the below changes, but keep in mind that these are not all of the changes.
    However, most of the important changes are mentioned below, and this section
    should give you a pretty good idea of what you can expect for the PSP version
    and what differences you should expect if you are using this guide to play the
    PSP version.
    
    Miscellaneous:
    -The characters will be voiced, and the North American version will have the
     option of hearing Japanese or English voices.
    -In Normal mode, morale will recover (by 25% of max?) on level up.
    -In Hard mode, morale will not heal on level up. However, all other changes in
     the PSP version will stay, such as extra card effects.
    -Several exploitable "bugs" found in the GBA version are now fixed.
    -Tactician Mistel (scythe user) is a playable character in any mode.
    -Mystic Witch Pamela (rod user) is a playable character in Hard mode.
    -Bly is a new, unplayable character.
    -The "fly" effect will now take no damage from poison marshes.
    -There is an option to speed up the game.
    -Some battlefields are modified.
    -An alternate version of battlefield 14 is added.
    -The knights in battlefield 35 can now be defeated. Instead, they will have
     the Protect status.
    -All ally characters in battlefield 42 will receive HIGH status when the Ankh
     Cannon is destroyed.
    -Battlefield 49 is added for hard mode, with a new ending.
    -There are 8 members instead of 6 per fight. For large units, this means 4
     members per fight.
    
    Cards:
    -The Flame card causes BURN, which damages every turn.
    -The Thunderbolt card causes PALYZE, which disables movement.
    -The Rockfall card causes SLOW, which allows moving only one square per turn.
    -Other cards (possibly GEO cards) might have other boosts.
    -The Bloody Claw card's kill bonus is now in effect.
    -The Refreshment card now recovers morale (by 10% of max?) when used.
    -The Dragon Killer card's Ace is changed from Axe to All.
    -The Medusa Eye card's STONE status no longer prevents allies from walking over
     the inflicted character.
    -The Genocide card's kill bonus is now 30% instead of 50%.
    
    Mistel:
    -In BF 13-2, visit the two new villages and finish the map.
    -You will skip BF 14 but go to BF 14I then BF 14II.
    -In BF 14II, Mistel will join.
    -After fighting Baldus for a while, Aegina will come; both have Protect status.
    -After a few more turns, Bly will appear, telling you to move to a location.
    -The volcano will erupt once in place, removing Baldus and Aegina's Protect
     status.
    -After the fight, you will receive the new card, Oblivious Dawn.
    
    Pamela:
    -In hard mode, make sure to have Nietzsche next to Pamela (they will have a
     conversation) in BF 23-1. After that, Pamela can be defeated if you choose to
     do so.
    -In BF 24-3 or BF 24-4, uncover Pamela at her usual spot (far bottom-left
     corner) and let Nietzsche talk to her once more. Pamela will forcefully join
     your party.
    -After the fight, you will receive the new card, Coma Karma.
    -Note that Pamela is not like Rosary, being a different class, unable to use
     Doll Craft, and does not attack with the fire element on aggressive.
    
    ===============================================================================
                                   V. Hints and Tips
    ===============================================================================
    I like to call this section the what-I-wished-I-knew-before-trying-to-play-
    this-game section, because that's exactly what it is. If you are not going to
    read anything else in this guide, then at least read this section as it doesn't
    contain many spoilers and gives you straight-to-earth hints and tips. Note that
    some content from this section will be repetitive from the FAQs section.
    
    1) Basic Controls.
    - Before a map starts, you are at a screen with the characters that you can
    select. On this screen you can press Select to see a character's stats and
    equipped item. Press Left from the main screen to get to your list of equipment.
    You can also press Select here to view the character's stats. Press Right from
    the main screen to use items for morale recovery. There are other controls but
    those are the most frequently asked ones.
    
    2) You cannot remove items.
    - This is a pretty simple tip that might save you. Just remember that once you
    equip an item, then unless under special circumstances, you will have to play
    out as many maps as listed on that item for it to go away. You can't save an
    item to use for another map or anything like that, so just choose carefully.
    
    3) Yggdra doesn't have an innate Block Counter ability.
    - Before you get used to Yggdra "guarding" against counters in the early stages
    of the game, make sure you realize that it's her item (Silk Corset) that
    enables her to do that. When this item goes away, expect her to receive major
    damage from counters because her GEN also decreases.
    
    4) When using Rosary to fight Gulcasa, don't go aggressive.
    - Many people make the mistake of going aggressive against Gulcasa while using
    Rosary and then saying how Rosary sucks. Remember that Rosary uses the fire
    element in aggressive mode, and Gulcasa voids fire. If you don't want to go
    passive to use a skill, then just do nothing and watch Gulcasa use Genocide
    then lose. Again, boost Rosary's ATK as soon as possible and as much as
    possible.
    
    5) Genocide gets stronger the more members Gulcasa sacrifice.
    - In short, Gulcasa sacrificed all members beside the head, breaks your meter,
    and starts dealing insane damage. If Gulcasa uses Genocide with only the head
    remaining while Rosary still has three members, then you'll almost always win.
    If he sacrifices one member to use Genocide, then you pretty much lost.
    
    6) Genocide does more morale damage when activated.
    - Believe it or not, you can use this information to try and lose less morale,
    but it will take too long to explain fully. What you want to do is defeat
    Gulcasa before he activates Genocide (very possible with strategy, sacrifices,
    and coordination) or lose to Gulcasa before he activates Genocide.
    
    7) The union leader who is an ace doesn't need to be able to use the card.
    - What this means is that a union leader that cannot use the card but is an ace
    with the card can make use of the card. Let's take Kylier, who is the union
    leader, attacking with the Steal card. Now Steal is Milanor-only and have axe
    as ace, and Kylier uses axe. If Milanor is in that union, then when it comes to
    Milanor's turn, he can use Steal since Kylier is an ace for Steal. This also
    applies to Nietzsche being an ace for Chariot which can be used by Durant, and
    Cruz being an ace for Bloody Claw which can be used by Elena. Yggdra has the
    Always Ace effect which is helpful starting from Battlefield 35.
    
    ===============================================================================
                                  VI. BATTLE MECHANICS
    ===============================================================================
    
    =========
    1. UNIONS
    =========
    
    This section covers many miscellaneous features of Yggdra Union. Many of the
    game's confusing aspects are covered here, so if any part of the game that is
    hard to understand, this is the section to check out. Note that this section
    contains some minor spoilers.
    
    First of all, there are unions. In short, unions are basically melee fighting,
    and you can have up to a 5 vs. 5 union. When you start the game, there are no
    unions, and each character can only attack another character that turn. As the
    game progresses, you are introduced to basic unions, which are just x for males
    and + for females. Later on, you will learn how to link unions. This guide
    assumes that you are far enough into the game to link unions.
    
    Males' basic union is an x, while females' basic union is a +:
    
       \   /            |
        \ /             |
         M          - - F - -
        / \             |
       /   \            |
    
    In short, if any of your other characters are in line with the formations
    above, then they will join the fight. For linked unions, each addition member
    in the basic union can form a smaller x or cross (1 square from the character
    instead of two squares):
    
       D   C
         M
       B | A
     - - F - -
         |
         |
    
    Let's assume the character initiating the attack is a female, F. A male
    character, M, is 2 squares north of F, so M is in F's basic union. However,
    M can link a small union to the original union, as shown by the other letters.
    If any characters stands on A, B, C, or D, then he or she will be involved in
    the fight also while not in the original F union.
    
    What is the order of the characters' turns in a union you say? That is a very
    complicated subject, and the best way to remember it is in diamonds. First,
    start with the union leader, with is the person initiating the attack, F.
    Then, go one space north of the F, and draw a diamond clockwise:
    
         |
       - F -  
         |
    
    If anyone was in those four squares, then they would be included in the union,
    starting from the character north of the F, then east, then south, the west.
    Now, move two squares north of the F, and draw a diamond. Remember that all
    squares in this diamond has to be exactly two spaces from F:
    
         M
       B | A
     - - F - -
         |
         |
    
    Remember M's linked union squares, A-D? Those are included in the second
    diamond, starting from the M squares two north of the F, then the A, then two
    squares east of the F, then two squares south of the F, then two squares west
    of the F, and then finally the B. Now, we draw the last diamond:
    
       D   C
         M
       B | A
     - - F - -
         |
         |
    
    There is nothing far straight north of the F, so the C goes first after the F,
    M, A, and B, then the D. If this is all too confusing, then just play the game.
    You will get the hang of it. Remember that only 5 characters can be in any
    union, so for the example above, if all A-D were occupied with your characters,
    then the D would not be in the union.
    
    Now, that's the easy part. The hard part is how to use these unions, because
    that is really a very important part. Once you commit your move, you cannot go
    back, so better have a picture in your mind of what your union will be when
    you initiate combat and what the opponent's union will be. This way, you can
    place your units to match up weapon affinities nicely. Using the union above,
    the order of attacking will be F, M, A, B, and C. If the order of the union
    you're attacking is axe user, sword user, and spear user, and F is Yggdra, then
    the first match up will be Yggdra vs. axe user, which gives you the advantage.
    The character that matches with the sword user will be M, so let's have M be
    Durant. Finally, A will match up with the spear user, so we can put any non-
    sword user there. Planning before moving (or even choosing your cards) is very 
    important.
    
    Let's assume another scenario where you're facing a union of 5 axe users. The
    characters you have are Yggdra, Milanor, Durant, Nietzsche, and Roswell. It is
    better to make a union of only Yggdra, Milanor, and Roswell than to put all
    five players in that union, since both Durant and Nietzsche are weak against
    axes. Are we following so far?
    
    Let's assume another case where it is a 5 vs. 3, you against 3 axe users while
    having the same characters. Now is the time to introduce what is called battle
    penalty. Battle penalty is for unbalanced union clashes, where if you fight
    twice in the same clash you start with one less member, if you fight thrice in
    the same clash you start with two less members, and so on. In this case, the
    enemy's first and second characters will match up with your fourth and fifth
    characters, with one less member to boot.
    
    Now, look at Durant and Nietzsche's ATK stat; are they high? Let's assume that
    Durant's ATK is at 4 stars and Nietzsche's ATK is at 3 stars. If Durant takes
    the fourth position in your union, then with 4 ATK and the enemy at one less
    member, despite Durant having a disadvantage against the axe user, he should
    still win the fight. The same cannot be said for Nietzsche though, so I would
    just make it 4 vs. 3. Also remember that you can move anyone after clashing if
    they are not a union leader and if your card still has movement points, so you
    can safely move Durant away from the union after clashing.
    
    That is the simplest strategy, but remember that it does get complicated.
    Consider things such as weaknesses, elemental cards, etc... For example, Durant
    is weak against Gryphon Riders, so for the example above, if the axe user is a
    Gryphon Rider, then I would move Durant away. Another example if your
    opponent's union leader is a witch with the Flame card. Nietzsche might not be
    facing the union leader but someone else in the opponent's union, let's say a
    Valkyrie. You might expect Nietzsche to win, but if that Valkyrie activates
    Flame, which Nietzsche is weak against, then you might be into trouble.
    Conversely, Nietzsche voids Blizzard, so she is good to face Undines. Rosary
    voids fire, so she is good to face Genocide.
    
    Now here is the analysis about which type of union is better. Note that both
    unions effectively covers the same squares but in different shapes, and they
    also have different advantages and use. The male union covers squares
    diagonally, which means you can be four squares from the union leader to be
    in the union. The female union covers squares vertically and horizontally,
    which means you can be two squares away from the union leader to be in the
    union. This means that if your characters are spread out, then it will take
    less movement to be in a male's union, and if your characters are clumped
    together, it will often be easily to set up a female's union.
    
    This is why my preference is for the female's union. I often move my characters
    together to spread out the experience and choose the best character to attack
    in each situation, so it takes less moves to set up a female's union. This does
    not mean that the male's union is useless, since in many cases I send off
    Milanor or Durant and form sub-unions two squares diagonally from that
    character if the situation allows. However, you can only send off one male at
    a time, and many maps involve roads and paths that are often one square wide
    vertically or horizontally.
    
    Now that I stated my preference, let's talk about how this affects which
    characters you choose. I personally play with six characters, Yggdra, Milanor,
    Durant/Mistel, Nietzsche/Mistel, Roswell/Rosary, Cruz/Elena. I believe that you
    should balance 3 males and 3 females or 2 males and 4 females. A game with 4
    males and 2 females are somewhat difficult to play, although if one of those
    females is Mistel, then you could breathe more easily. If you want to choose
    Roswell and Cruz, then either ditch Nietzsche or Durant for Mistel or use seven
    characters instead of six. Having 1 male and 5 females is overkill, because the
    lack of the male union will force you to move in closer groups and might cost
    you some +2 MVPs. In my opinion, a team of Yggdra, Milanor, Durant, Mistel,
    Roswell, Elena, or Yggdra, Milanor, Durant, Mistel, Rosary, Cruz, or Yggdra,
    Milanor, Nietzsche, Mistel, Roswell, Elena.
    
    ========
    2. STATS
    ========
    For each character, you will receive them at a flexible level, relative to what
    level your characters are at. For example, you will receive Yggdra the second
    time maybe at level 10 or 11, depending on your party's levels. The exception
    is at the beginning of the game, where you get Milanor and Yggdra at a fixed
    level. The highest level any character can reach is level 20.
    
    There are four stats in the game, GEN, ATK, TEC, and LUK. If you do not know
    yet, only the big stars affect anything in this game. The little stars are
    experience points, if you will, to get to the next big star. Also, due to how
    the system of stats work, the more big stars you have, the faster it will take
    to get to the next big star.
    
    ------
    a. GEN
    ------
    
    There are three main functions of this stat. The first function is if you
    resist an attack card's effect. If your GEN is bigger than your enemy's TEC,
    then you will completely resist that attack. Note that we're only counting big
    stars here, so if you have 3 big stars and 5 small stars for GEN, while the
    enemy has 3 big stars and 4 small stars for TEC, the attack will still hit. You
    will need at least 4 big stars to resist the attack.
    
    The second function is how much damage you receive from a charge or counter. If
    you have very low GEN, then when you get charged, you might go down to 1 to 2
    member. Conversely, if you have high GEN, then you might resist the charge or
    only lose one member. This is why GEN is a very important stat.
    
    And last but not least, GEN affects morale damage. If your GEN is low, then you
    lose more morale when you lose a fight, and if your GEN is high, then you lose
    less morale when you lose a fight. Note that while Elena is an overall great
    character, you should try to increase her GEN or else she will almost always
    lose a battle on a charge and lose huge morale. It should also be noted that
    a character's max morale mostly depends on his or her GEN.
    
    Also, Chance Time during panic seems to be negatively affected by high GEN.
    This is one of the few times where high stats will be detrimental to you.
    However, this is not a reason to keep GEN low at all. I should not even put
    this piece of information here, but it is here now for completion purposes.
    
    ------
    2. ATK
    ------
    
    This category is still under discussion, but the results are pretty much the
    same. Some say that it affects how much damage you do, and some say that it
    affects how much damage you take while fighting. It still comes down to the
    same thing, since if you do more damage, then you will win the fight, and if
    it is harder to take down your members, then you will win the fight. Either way,
    just remember that it effects your efficiency when trying to take your opponent
    to 0 members.
    
    And also, ATK affects morale damage. This is why Rosary can be so weak earlier
    on in the game before you give her ATK UP items. At two big stars, you don't
    take away a lot of morale when you win.
    
    ------
    3. TEC
    ------
    
    As described before, TEC determines if your card's ability will work or not.
    Note that some cards such as Revolution or Banshee's Cry does not rely on TEC.
    Also, TEC determines the damage you deal on charges and counters. Actually, TEC
    goes together with GEN to determine damage from charges and counters, but just
    note that higher TEC means more enemy members knocked off from charges and
    counters.
    
    Also, TEC affects how much damage you do with your card skill. Or rather, the
    difference between your TEC and the target's GEN determines the damage. I have
    seen Thunderbolt get an enemy from 5 members to 1 member with a TEC rating of 5
    and a GEN rating of 2, so later on in the game where button smashing is no
    longer a great idea, try to get TEC up. On the PSP version, damage cards have a
    different formula but still rely on TEC and GEN.
    
    And the last thing TEC does is affect how filled your aggression bar is. This
    is actually very important, because later on in the game, this allows cards
    with high movement to have a decently filled aggression bar if the character
    using the card has high TEC.
    
    ------
    4. LUK
    ------
    
    In short, the main effect of LUK is if the enemy's item will drop. This is
    actually very important in terms of beating the game. Without items, you will
    find yourself with no bonuses on battlefields and no extra items for morale
    recovery. This is why I prefer new players to pick Rosary because of her high
    LUK. However, remember that ATK affects how much morale damage you do, and
    since Rosary has low ATK, you better give her some ATK UP items so she can
    actually get her opponent's morale to 0.
    
    Also, LUK affects critical hits, and while they are very useful, it is not
    very wise to rely on luck to win your battles. It is nothing really to note,
    but just remember that for Rosary, Nietzsche and Milanor, expect occasional
    critical hits, but not rely on them. LUK seems to affect everything else by a
    little too. For example, I noticed that an increase in LUK means a small
    increase in max morale. There might be other things that LUK affects as well.
    
    ------
    5. REP
    ------
    
    Wait, so what is REP? It's not really a stat, because it really does not effect
    anything (fighting-wise) except to power up the Kiss of Death card. If you win
    a battle, you get +1 REP, capped out at 6, and if you lose a battle, all of
    your REP disappears. However, it does not affect anything, except you can get 
    certain items with a high or low REP, and you might have access to certain 
    battlefields with high REP. For one, I prefer getting the Uncanny Fruit item 
    (you need low REP to get it) as opposed to the Dark Matter item (you need high 
    REP to get it) in battlefield 27. It's good to have high REP, because it means
    that you are winning many battles, but that was just an example of low REP 
    isn't always bad.
    
    -----
    
    From now until the end of the FAQ, I will disregard small stars in my
    explanation. This means that if I say your TEC needs to be equal to your GEN,
    note that I am only looking at the big stars of the TEC and GEN stats. For more
    information regarding this subject, scroll up a little bit and read the GEN
    section.
    
    ==================================
    3. CARDS, AGGRESSION, SKILLS, RAGE
    ==================================
    As you can see, cards have a MOV and a POW. These are pretty easy to understand
    if you know what they are abbreviated for. MOV stands for movement, which is
    the total movement of all characters per turn. POW stands for power, and it
    affects how much morale damage your characters will inflict if they win the
    clash. Of course, there is a formula to determine how much morale damage one
    will take based on stats, terrain, etc..., but I'm pretty sure you don't need
    to be bored. Just remember that power affects how much morale you get to take
    off your enemies when you win. There is also ACE, but that is too complicated
    to be summarized in a few sentences. Actually, you can just read below.
    
    ------
    a. ACE
    ------
    The ace is the weapon affinity of the union leader, and each card has an ace.
    Let's take the Blizzard card, which is a Spear ace. To use Blizzard, the
    character initiating the attack (meaning the union leader) has to be a spear
    user, which is Durant or Nietzsche. This way, everyone in that union,
    regardless of their weapon affinity, can use the Blizzard skill.
    
    Of course, there are some exceptions to this. First of all, there are several
    items that has the nice effect "Always Ace," which means any character can use
    any card. But then, there are exceptions to that exception. If a card is only
    usable by a character or class, then another character or class cannot use that
    card no matter what.
    
    For example, Steal is only for Milanor. Even if Milanor is the union leader,
    no other characters can steal except him. Now, if you are up 2 vs. 5, then
    Milanor will fight against the third and fifth character of the enemy union,
    respectively. This means that Milanor can attempt to steal from the first,
    third, and fifth enemy. Also, "Always Ace" will not work with Steal, since it
    is exclusively Milanor's card.
    
    There is a trick to everything though. Have Kylier attack with the Steal card
    with Milanor in the union somewhere. Kylier is an axe user, which is Steal's
    ace. Even though Kylier cannot use Steal, Milanor can use it when it's his
    turn, since Kylier is an axe user. Likewise, Cruz can initiate with Bloody Claw
    even though he cannot use it, but when Elena's turn comes, assuming it's night,
    she can use the card.
    
    ------------
    b. AGRESSION
    ------------
    This section is arguably the most important section of the game, because
    aggression affects literally everything. To begin, you should see a bar that
    says Aggressive/Passive. I call that the aggression bar. The percentages on
    them indicates how full your bar is, which translates to how long you can go
    aggressive. This means that 0% aggression means you cannot go aggressive unless
    you go passive first and 100% aggression means you cannot go passive unless you
    go aggressive first.
    
    Why does this bar matter? First of all, you do more damage when you go
    aggressive and less damage if you go passive. You need 100% aggression to
    activate the skills on cards. Don't be fooled now. Once again, 100% aggression
    means that you have to go passive all the way. Going aggressive means that your
    damage rating will raise by two stages. As you might have guessed, going
    passive will lower your damage rating by two stages.  What are the stages? From
    the order of least damaging to most:
    
    Gray   X
    Gray   Triangle
    Blue   Triangle
    Blue   --
    Green  --
    Green  Circle
    Yellow Circle
    Yellow Star
    Red    Star
    
    This means that if a character originally has Green Circle for damage output,
    then going aggressive will yield a Yellow Star. This damage rating is after
    everything has been factored in, which means stats, weapon advantages, terrain,
    and of course, aggression. This is why you want to go aggressive, because going
    aggressive does more damage. But with every game, a simple tactic isn't going
    to fly. As you will find out, a balanced use of the aggression bar is best to
    defeat your opponents.
    
    This also means that when you use up your aggression bar, which would be a 0%,
    you do regular damage no matter if you try to go aggressive or not. If so, then
    this means that a having a high aggression bar to begin with is good. Cards
    with low MOV will give you higher aggression. TEC also affects how filled your
    aggression bar with start at. Also, in a union, the aggression bar with
    replenish part-way in between battles. Keep this in mind when you use cards
    with high MOV or characters with low TEC. This also means that don't randomly
    go aggressive all the way. If you think you can win easily, then save some
    aggression for your night fight, which may need more aggression.
    
    Now, because mechanics that are too long/confusion/boring to explain, going
    passive then aggressive for the same amount of time will yield more damage
    output than staying neutral. This means that if you think that going aggressive
    all the way will leave you twiddling your fingers while the fight is still
    happening, then go passive a bit first then aggressive. Of course, it takes
    practice to know how long you have to go passive before you go aggressive or if
    you have to go passive at all. But this is a very valuable skill that can
    determine a win or a loss. The only way to do this is to get to know how your
    characters work.
    
    Lastly, going aggressive will add in your character's element to his or her
    attacks, if he or she has one. This means that you should never go aggressive
    against an enemy that voids your element. I'll make a list so you can imprint
    it into your mind.
    
    Never go aggressive against:
    ---------------------------
    Yggdra vs. valkyries
    Nietzsche vs. undines
    Rosary vs. witches/Gulcasa
    Roswell vs. assassins/necromancers
    Elena vs. assassins/necromancers
    
    If the above happens, then just stay at neutral or go passive if you are
    planning to use a card skill. Believe it or not, these situations actually
    favor you for reasons I will explain in the Rage section. Also, you should go
    aggressive against enemies weak to your element, such as Rosary vs. undines.
    However, many people make the mistake of going aggressive against an enemy that
    is immune to the element, so once again, memorize the list above!
    
    ---------
    c. SKILLS
    ---------
    You cannot use the skills listed on the cards until battlefield 7. Until then,
    you can only use the aggression bar. In short, skills are activated when you go
    passive until your aggression bar reaches 100%. Then, you can press and hold A
    or press B, charge up, and release to activate the skill. It sounds simple,
    right? Well, that's not all of it. As it turns out, stats, aggression, items,
    strengths, weaknesses, and more affects card skills.
    
    As I said above, you need 100% aggression (which means going passive until you
    cannot anymore) to activate a skill. Then, look at what type of skill your card
    has. If it is an A type skill, then just press and hold A. You will get a meter
    which is analogous with your aggression bar. If you hold A until the meter is
    depleted, then you will have 0% aggression when you're done using your skill.
    If you choose to release A while the skill is still activating, then your
    aggression bar will be filled with whatever your card meter has left. If it is
    a B type skill, then press and hold B and there will be a charging bar. When it
    is fully charged, release B and your skill will activate. Note that your
    opponent can interfere with you charge and make you recharge again.
    
    On the PSP version, you have instead X and O type skills, but they are no
    different. X type skills are charging types, so they are analogous to B type
    skills on the GBA. You just hold X to charge and release X when the charging
    bar is full. O type skills are duration skills, so they are analogous to A type
    skills. Simply hold O to activate the skill and keep holding O until your card
    meter is depleted (or until you want to release it).
    
    Now, you learned that high movement affects how filled the aggression bar is.
    This also affects skills, because the more your aggression bar is filled, the
    less time it takes for you to activate the skill. In short, cards with low MOV
    allows you to activate the card faster, and high TEC also helps with activating
    the card. While having high movement is a great benefit, beware that it will
    take a long time to fill the aggression bar. Steal is a great example. While is
    is arguable a great card, it takes a long time to activate it.
    
    If you are in a union, then you might want to think. If you go aggressive all
    the way for all characters, then you will start off each fight within the union
    with a low aggression bar. If you know someone is disadvantageous against an
    opponent, then try to go passive a bit before that someone's fight so that
    someone can have an almost full aggression bar when it's his or her turn. This
    allows him or her to activate the skill almost immediately, which can save a
    loss. A good way to use this is with Banshee's Cry or Gravity Chaos.
    
    -----
    
    So what's the verdict, high movement or high aggression? It really depends.
    While you can decisively win one fight with high aggression, you may have more
    opportunities to set up a union with high movement and ultimately deal more
    morale damage. While it is tempting to use cards with high movement, make sure
    you realize that it will take a long time activating the skills on said cards;
    plus, if you don't want to or can't use the skill on that card, then you will
    have low aggression when you fight.
    
    For maybe the first half of the game, your characters will have not that high
    TEC, so cards such as Ace Guard and Mirage are great due to their low movement.
    When my characters get higher TEC through leveling, equipment, or edible stat
    UP items, then high movement cards trumps low movement cards. With high TEC, it
    may only take one second to get 100% aggression for a card with 8 MOV or less.
    This is why near the end of the game, I can use high movement cards without any
    noticeable difference. In my opinion, stats trumps aggression bar, so if you
    are following a guide (like this one) to get most of the edible stat UP items,
    then you may not have to worry so much about this debate.
    
    -------
    d. RAGE
    -------
    
    Rage works very much like aggression, but only for the enemy and you cannot go
    passive. In a sense, think of the rage bar as going aggressive all the way but
    cards are activated with max rage. This sounds good for your enemies, right?
    They can keep going aggressive and activate their cards at the end of the day.
    Well, not really for the reasons below.
    
    First of all, it takes way less time for you to activate a card than for your
    enemies. Second of all, the enemies' rage cannot stop. Why is this ever good
    for you? Well, being in RAGE mode (this will be explained later) will always
    add the enemies' elements to their attacks, no matter what. If you are immune
    to this element, then they do no damage during that time. Third, you can easily
    estimate when they reach their MAX rage which means when they will activate
    their card. Also, the rage bar carries from enemy to enemy within a union. You
    can use these information to deploy some nice tactics.
    
    But let's get back to the basics. The rage bar is actually two bars in one.
    When the battle starts, assuming the enemy does not have HIGH status, the rage
    bar is at zero and keeps filling the first bar. In this stage, the enemy
    attacks for normal damage output. After the first bar is filled, the rage bar
    replaced by another bar with a more bolded meter. I call this RAGE mode. During
    this mode, the enemies' damage output increases by one stage. When they fill
    this second bar, then they are in MAX mode. At this stage, their damage output
    increases by two stages if they cannot activate their card. If they can, then
    they will activate their card and goes back zero rage.
    
    There are a number of strategies that you can form based on this. Let's say you
    are fighting a union with the boss as the fourth member in that union, which is
    Emilia with 5 TEC. The other griffon riders have 2 TEC, which you know you can
    block since your characters have 3 GEN. On the third fight, go passive and let
    the Griffon Rider use Gravity Chaos on you on purpose. You will block it, and
    Emilia will start with a low rage bar. Instead of Emilia using Gravity Chaos
    which you would not have blocked, you let the enemy before her use it on
    purpose which you blocked.
    
    Or let's say you are using the Shield Barrier card. You want to not take less
    damage but block an annoying card, let's say Revolution. In a union against
    valkyries, you can try to activate the Shield Barrier card in such a way that
    you enemy will have MAX rage while Shield Barrier is still on. This beats
    activating Shield Barrier randomly and ending up getting destroyed by
    Revolution. Instead of Shield Barrier, Kiss of Death is also a good card to be
    used in this manner.
    
    For the final scenario, let's say you are fighting Eudy's army with Eudy as the
    second enemy in a union. Form your union in such a way so that a character with
    void Fire goes second. For the first battle, let the rage bar build up. When
    it's time for Eudy, she will be mostly in RAGE mode which does absolutely no
    damage to the character with void Fire since Eudy is forced to add in her Fire
    element during RAGE mode. Better yet, when she activates Flame, it will also do
    absolutely nothing. Take note of these three situations and try to imitate them
    when you can.
    
    But for HIGH units, the rage bar starts in RAGE mode immediately. This means
    they will do more damage initially and take less time to activate their skills
    if they are enemies. For everyone, the status restores all morale at the
    beginning of each of their turn. This can be annoying, but actually, there is a
    flaw. The enemy will always start with an empty second rage bar, which means
    that the rage bar doesn't carry over. In other words, their rage bar is fixed
    in the beginning of RAGE mode, if you can use that to your advantage.
    
    ======
    4. MVP
    ======
    When you finish a battlefield, one of your characters receive MVP status and
    they get +1 or +2 to one of the four stats. Whether you get +2 or +1 depends
    on how many turns you take to finish the battlefield, and you cannot get no
    MVP bonus unless you retry a map. (If you restart a map, that is fine.) The
    numbers of turns it takes to receive a +2 MVP can be found on other guides.
    
    The MVP is actually very confusing, because the MVP is the one who deals the
    most morale damage, not the person who gets the most enemies to zero morale. If
    an enemy has 2000 morale and Durant got that enemy to 500 morale and Yggdra
    finishes the enemy, then even though Yggdra got "the kill," Durant receives
    more points towards MVP status.
    
    A tip would be to not let Milanor get most of the MVP earlier on. Milanor is
    strong at the beginning, so people tend to overuse him. That is a bad idea,
    because if Milanor keeps getting MVP, then he keeps getting stronger while the
    weak characters keeps getting weaker. Try to net Yggdra some MVP, like in the
    second map. It is best to spread out MVP or give more to your weaker characters
    so they to be stronger later on. Yes, this means you have to use your weaker
    characters more, but with a bit of strategy you can do it.
    
    In the PSP version, you have an option of suspending and continuing as many
    times as you want. This is very advantageous since MVP is random. Let's say you
    want to get +ATK for Rosary. Then, clear most of the battlefield with Rosary,
    or enough for you to ensure that she will get MVP. Before you fight the last
    enemy, suspend the game. Now defeat the enemy and keep resetting until Rosary
    gets that +ATK MVP. Once again, you can only do this in the PSP version, but
    if you do have the PSP version, then please abuse it.
    
    ========
    5. ITEMS
    ========
    In this game, you can get items in two ways. The first way is to step on a
    square on a map and you will receive that item. This can be finding an item on
    the ground, stepping on a house and someone gives you that item, or moving to
    another square on the map and the current item you are using changes into a new
    item. Note that if you are trying to receive an item from someone, there might
    be certain restrictions that you will have to meet, with the most popular ones
    being the time of day (noon, evening, night), which character is on the square,
    the reputation of the character, the total reputation of the characters on the
    map, or if an item in your inventory is present or not. The most annoying thing
    that many people encounter is they cannot get certain items with the Skull
    Stone in your inventory, so just get rid of it by using it to recover 0 morale.
    Sometimes, there is a trade, and obviously you need to have that item in your
    inventory (not equipped!) to make the trade. Note that not all trades are
    beneficial. Sometimes, you need to equip an item to find a certain item, but
    you will not lose the item equipped.
    
    The second way is to obtain it from an enemy. There are two ways to do this,
    stealing and making them drop the item so you can step on their square and
    loot it. If you choose to use the Steal card, then only Milanor can use the
    card even though Kylier can be the union leader. Milanor's TEC must be equal
    or greater than the enemy's GEN. If you want the enemy to drop the item, then
    your LUK needs to be equal to the enemy's LUK. You will know when an enemy
    drops an item because the square will have an exclamation point (!) when the
    enemy disappears. You can check to see if an enemy has an item by putting your
    cursor at the enemy, press B, and while holding B, press SELECT. There is one
    disadvantage from making your opponent drop the item besides the fact that it
    can be hard to let the person with high LUK deal the finishing blow: If you
    have no more movement points on your card after the item drops and you end your
    turn without picking it up, there is a chance that another enemy will move to
    that square and pillage the loot. If there are no enemy nearby, then you don't
    even have to pick it up now, because all unpillaged loot will be automatically
    obtain once the map is completed.
    
    Now, some items are worth stealing/make drop and some items are not, and this
    is crucial. Sometimes you will have to leave some items behind if you want to
    make the +2 MVP bonus or if stealing the item will somehow annihilate your
    morale (notable items being Etherion and Mars Shield). Refer to the Stealing
    section for more detailed information of items on each map along with my
    personal input regarding if you should try to obtain that item or not. However,
    some enemies appear again on later maps, so if you steal from that enemy, then
    the next map he or she will have another item. This means that if you do not
    steal now, then you are missing the opportunity to get whatever item he or she
    would equip the next map. Mizer, Aegina, and Gulcasa. Sometimes, the characters
    do not equip anything for the next map but will retain the item if you did not
    steal it before. In this case, it might be in your best interest to steal it
    early, so the enemy will be weaker (with no items) when he or she appears again.
    Because of this, it is always better to obtain all items for most maps.
    
    One of the most annoying aspects of this game is the fact that you cannot
    remove equipped items. I will now list the places where you need to equip a
    certain item:
    
    Battlefield 19: Milanor must equip Treasure Map to obtain Seductive Bustier.
    Battlefield 24: Roswell must equip Dowsing Rods to obtain Element.
    Battlefield 26: Rosary must equip Warp Shoes to obtain Dragon Killer (card).*
    Battlefield 38: Rosary must equip Warp Shoes to obtain Snipe Glass.*
    Battlefield 41: Roswell must equip Evil Eye to obtain Cursed Talisman.
    
    What this means is that you need to have nothing equipped at the start of
    battlefield 19 so you can equip Treasure Map assuming you want the Seductive
    Bustier item. In other words, if you are going to equip an item on Milanor on
    battlefield 18, then you can only equip items that will last one map, or else
    you cannot equip the Treasure Map later on.
    
    *You will only get one Warp Shoes that lasts for 2 battlefields, so if you did
    not pick Roswell, then you can only get the Dragon Killer card or Snipe Glass.
    Both are good, but Dragon Killer can help with every single Gulcasa encounter
    while Snipe Glass lasts only for one map, even if it has the powerful effect
    "1 on 1 = win". Note that Roswell can obtain both items without the use of Warp
    Shoes, but really the Dragon Killer card is all you need and Snipe Glass should
    not be the only reason to pick Roswell over Rosary.
    
    Items can be used either on the battlefield or for morale recovery. For most
    items, they offer temporary stat changes on the battlefield as well as other
    special effects. For reasons of convenience (aka laziness), I will paste one of
    the questions in my FAQ here:
    
    Q: Use item for morale recovery or on a battlefield?
    A: It really depends, but to save yourself trouble, do not keep all items and
    think that you will use them in a map sometimes in the future, because that
    does not work. This doesn't mean that you should use all items for morale
    recovery and nothing for the battlefields either. It is best to compare the
    pros and cons of each. For example, items that are used on only one map are
    often stronger but less useful. Items such as Berserk, Stell Persona, and World
    Tree Leaf are best used for morale recovery, since they only last for one map
    and does not really help much on the battlefield anyways. For another example,
    let's take the item Teddybear. All it does is +2 GEN, when it can recover 5000
    morale. I would keep it to recover 5000 morale. Note: The duds are for
    something, so before you use them for morale recovery, refer to a walkthrough.
    
    ----
    DUDS
    ----
    And here we are, the duds. What exactly do they do and is there any point to
    collecting them you say? Of course I'm talking about the Warm Dud, Cracked Dud,
    Burnt Dud, Disfigured Dud, Muddy Dud, Damp Dud, and Holey Dud. At one point in
    the map, you will be able to trade in amounts of duds (whichever, as long as
    you have enough of it) for items. Here is the list:
    
    7 Duds:   Hyper Drill (for Durant, 2 maps)*
    5-6 Duds: Guillotine Cutter (for Milanor, 1 map)
    3-4 Duds: Gatling Bow (for Elena, 2 maps)
    1-2 Duds: Night Scope (for Cruz and Elena, 1 map)
    
    *You need the Hyper Drill to get another item later on called Fanelia which can
    only be used on the final map. It basically boosts everything about the
    character that equips is up.
    
    Now, let's analyze these items. Hyper Drill is pretty much bad, since at the
    end of the game, Durant is one of my strongest characters. Guillotine Cutter
    is exceptionally bad, since it only lasts for 1 map and at this point of the
    game every time I play, Milanor is maxed out. Gatling Bow is very useful, since
    you get Elena late and her stats need some boosting anyways. Night Score is
    pretty much horrible and it lasts 1 map. So the question is really Fanelia or
    Gatling Bow. Personally, at the end of the game, if you have one character that
    is extremely weak for some reason, then go with Fanelia. If you want more
    versatility and having a stronger Elena for 2 maps, then go with Gatling Bow.
    Of course, some of us will not get all 7 duds, but if you have 5 or 6 duds,
    then use some for morale recovery and have 3 left for the Gatling Bow, because
    the Guillotine Cutter is pretty much useless (except for maybe recovering
    Milanor's morale). Note that the Gatling Bow is exceptionally useful for Elena,
    since Elena cannot be countered and the bow allows you to charge immediately,
    causing massive damage. It also ups ATK, which is always good.
    
    -------------
    MIZER'S ITEMS
    -------------
    Mizer carries boots that has special effects regarding terrains. Most, if not
    all, of his boots are useful one time or another in the game, and to get Warp
    Shoes, you can only miss getting his boots once. The thing about Mizer is that
    he always appear with reinforcements, and these reinforcements are very quick
    on pillaging Mizer's item when it drops, so it is best to Steal his items, even
    though you can make him drop his goods if the other enemies are beaten.
    
    Battlefield 7: Winged Sandals
     The first time you see Mizer he will have Winged Sandals. Its effect is GEO 0%
     but more importantly, it gives +6 LUK, which could be useful earlier on in the
     game to get items. Don't save this item and use it for battles or morale
     recovery.
    
    Battlefield 8: Tough Boots
     The second time you see Mizer he will have Tough Boots. SAVE THIS ITEM! Way
     later on in the game in battlefield 41, you will encounter poison marshes,
     and these boots will negate the damage you take from them. While not being
     useful earlier on, it will be sometime in the far future.
    
    Battlefield 9: Ranger Boots
     The third time you see Mizer he will have Ranger Boots. These boots let you
     walk over any terrain, and as it suggests, but I have yet to find this very
     useful. If anyone knows what exactly these boots do, please send me an e-mail,
     but I know they don't help with moving through sand or marshes.
    
    Battlefield 12: Warp Shoes
     The fourth time you see Mizer he will have Warp Shoes. Of course, this is what
     you have been waiting for, since if you picked Rosary, then Warp Shoes are
     needed to get the Dragon Killer card. If you do pick Roswell, then steal from
     Mizer every time anyways so you can get his last item.
    
    Battlefield 23.5: Hoof Shoes
     The fifth time you see Mizer he will have Hoof Shoes. If you don't know yet,
     Durant can walk over enemies to pick up loots and items without defeating them.
     Hoof Shoes will allow you to do just that, which is very useful in getting
     some items such as the Holey Dud.
    
    Battlefield 29: Dragon Boots
     The sixth time you see Mizer, he will have Dragon Boots. This lets you have
     Dragon movement. Not only can you step over enemies like Durant, but you can
     fly over sand (sand restricts your moment to 1 square per turn, very annoying).
     This is most useful for annoying all-sand levels.
    
    Really all you need here is Warp Shoes, and you can only miss stealing from
    Mizer one time to obtain it! This is because the Dragon Killer card appears
    on battlefield 26, and the last time you see Mizer will be battlefield 29, so
    you have only one more chance if you miss once. Note that you will have to go
    to Cruz's map (battlefield 23.5) to get to Mizer before battlefield 26, so be
    prepared to do so. Just remember, just because you have Cruz, it doesn't mean
    you have to use him.
    
    ==============
    6. TERMINOLOGY
    ==============
    Is terminology part of battle mechanics? Most of them are, yes. I decided to
    make Terminology a sub-section because it is not important enough to get its
    own section but it is very important to understand some of what I'm talking
    about when I explain battle mechanics. Most of these are taken from the game,
    but some of these are used so frequently in message boards and FAQs that I just
    use it to prevent more confusion.
    
    GEN, ATK, TEC, LUK, REP: I generally use these terms because they are what the
      game uses. Note that sometimes I type out attack or luck but you should
      realize that I could be talking about the stats ATK and LUK.
    POW, MOV: I usually use power and movement when talking about cards.
    Charge: A charge is when the attacking side first rushes to the other side to
      cause damage.
    Counter: A counter is when the defending side rushes to the other side to cause
      damage after a charge.
    Members: This is the number of sprites fighting, which can be understood as the
      health during that particular fight.
    Small Units: These units have 6 members in the GBA version and 8 members in the
      PSP version.
    Large Units: These units have 3 members in the GBA version and 4 members in the
      PSP version. They are not weaker nor stronger than small units. This just
      means that it takes twice the damage of defeating a member from a small unit
      to defeat a member from a large unit.
    Oversized Units: These units have one member only.
    
    ===============================================================================
                                    VII. CARDS GUIDE
    ===============================================================================
    Here we are, the guide for cards. This isn't a section for me to give you
    information about where to find a card, what power it originally starts out at,
    or other useless information. This section aims to give you advice about
    whether or not a card is useful or not and other relevant information. Just for
    convenience, I have listed the cards in increasing alphabetical order. Note
    that cards exclusively used by the opponent such as Angelic Thunder and
    Genocide are not listed.
    
    Even though I already said it above, MOV means how many squares you can move
    with that card, ACE lists the ace for that card plus other requirements, and
    Type tells you how it is activated. Type B cards require you to hold B to
    charge up then release B to activate the card. Type A cards require you to just
    press A to activate the card but you will have to hold it until its duration
    runs out or if you want to stop the card's ability for strategic reasons.
    
    Note: For elemental and geo damage cards, in the GBA version the damage dealt is
    TEC + 1 - GEN, while in the PSP version it's TEC + 2 - GEN.
    
    ---------
    ACE GUARD
    ---------
    Move: 4
    Ace: All, only union leader can use
    Type: B (TEC >= GEN to work)
    
    This is one of the best cards in the game, and it's also one of the cards I use
    often with low moves. In short, it prevents charges and counters for everyone
    in the union except for the union leader, who must first activate it. If
    Gulcasa, for example, takes you down to 2 members every charge, then if you use
    this card, you will have an overwhelmingly better chance to survive. Note that
    to use this card, it is best to use another card with higher moves to get
    closer. In short, with 4 moves, it is just enough to re-arrange your union, so
    the enemy must be very nearby.
    
    In short: Yes, power up this card.
    
    ------
    BANISH
    ------
    Move: 7
    Ace: Sword
    Type: B (TEC >= GEN to work)
    
    Like all generic attacking cards, Banish has 7 moves, which is not good, not
    bad. In fact, it sucks. Banish does holy damage, and only necromancers,
    astartes, and skeletons are weak to holy. I never seem to have any trouble
    beating those types, so I don't consider Banish a very important card.
    Seriously, it starts out at such a low power that it is pointless to use it,
    especially when there's Banshee's Cry, Shield Barrier, or Sanctuary.
    
    In short: No, never use this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    -------------
    BANSHEE'S CRY
    -------------
    Move: 8
    Ace: Sword
    Type: A (normal duration)
    
    This card starts out really weak, because all it does is bring enemies' ATK
    down to 1 star. In the beginning of the game, most enemies have 2 ATK anyways
    with maybe 3 ATK for bosses. Later on in the game though, this card is wreckage.
    Not only can it bring bosses with 6 ATK down to 1 ATK, but if its effects are
    still in use when you lose, then you will lose less morale! Yes, estimate when
    you are about to lose and use Banshee's Cry to save yourself a lot of hurt.
    
    In short: Yes, power up this card.
    
    --------
    BLIZZARD
    --------
    Move: 7
    Ace: Spear
    Type: B (TEC >= GEN to work)
    
    In short, spears have no good cards. There are two, Chariot and Blizzard. For
    one, Nietzsche cannot use Chariot, so you're left with Blizzard. It's not a
    very powerful card, but it starts out with good power, and it's the only card
    with for Nietzsche. Actually, it is very useful against Emilia's troops, since
    Griffon Riders are weak to ice. Be careful about using Blizzard to freeze water
    so you can walk over ice, because that is still dangerous and one wrong move
    could cost you a zero reset (or even a failed map if Milanor or Yggdra drowns.
    
    In short: Yes, power up this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    -----------
    BLOODY CLAW
    -----------
    Move: 9
    Ace: Bow, assassins only (Elena), night only
    Type: B (TEC >= GEN to work)
    
    There's a problem with this card. You get it pretty early in the game but you
    cannot use it for a very long time. Thus, some people tend to not use this card.
    This is one of the best cards in the game, so use this card often even though
    you cannot use its effects. When you do get Elena though, it is basically a
    1 on 1 = win. What this card does is kills the head. This prevents certain
    activations such as Genocide, and also, the head has the most health anyways,
    so Elena will rock with this card. Even though there's a lot of maps that are
    night-only (many near the end of the game), that restriction still a nuisance.
    Its 9 move is very useful still.
    
    In short: Yes, power up this card.
    
    -------
    CHARIOT
    -------
    Move: 9
    Ace: Spear, knights only (Durant)
    Type: B (knocks enemy's members down to yours)
    
    At first glance, this card is useful, since knights only have 3 members anyways
    and it can halve almost any other enemy's members immediately. However, only
    knights can use this card, which makes it pretty useless. Most hard enemies
    such as dragon knight (Gulcasa), guardian knight (Leon), and Emilia (griffon
    rider) starts out with 3 members, and you're already strong against Aegina.
    Trust me on this, there is pretty much no use for this card.
    
    In short: No, only use this card for movement.
    
    ----------
    COMA KARMA (PSP only)
    ----------
    Move: 7
    Ace: All, Pamela and ??? only (it says ??? in the PSP game)
    Type: ? (probably B)
    
    This card puts enemy to sleep at night, but it is unclear whether it will
    inflict a SLEEP status or merely make them unable to attack (similar to
    Skeletons sleeping at noon). In any case, it's probably a good card, but only
    Pamela can use it (and some other unknown character) makes it a not so useful
    card.
    
    In short: No decisive comment as of now.
    
    -------
    CRUSADE
    -------
    Move: 12
    Ace: All, Yggdra only, when only head is alive
    Type: B (automatic win)
    
    Yes, if you can activate this card with Yggdra, you will win, period. It's
    also very useful because its ace is All, which means Yggdra does not have
    to be the union leader to use this card. However, it starts out with very high
    power and unless you are putting Yggdra alone against another union, it is not
    very useful. When you need it, it's very powerful, but when you want to use it,
    there's not many situations where you would need it. I just use it mostly for
    movement.
    
    In short: Yes, use it, but if possible, try to power up other cards.
    
    ----------
    DOLL CRAFT
    ----------
    Move: 11
    Ace: Rod, witches only (Rosary)
    Type: B (TEC >= GEN to work)
    
    Simply put, damage-wise, this card always take away 1 member unless only the
    head is left. It could be useful against, er, Gulcasa or someone, but it's not
    a very reliable attack card. Despite its low attack power, it is very useful
    because of its high move. Oh, and it summons golems, which is pretty much
    useless unless you're trying to run away from a boss. If you summon a golem
    or skeleton, then for some reason the enemy will attack it first. Since
    golems don't form unions, let Rosary summon a golem when you're trying to run
    away or defend from Gulcasa and...run away! However, golems will destroy
    villages and can only move one square at a time, so aside from distracting
    enemies, they are useless.
    
    In short: You will use it anyways for its high moves even if you want to or not.
    Note: Only use this card if you picked Rosary. Otherwise, use Necro Gate.
    
    -------------
    DRAGON KILLER
    -------------
    Move: 8
    Ace: Axe, only against dragon riders
    Type: A (normal duration)
    
    Actually, this card isn't that great. You might think it's good against Gulcasa,
    and while it is, there are better cards to combat Gulcasa. I personally forgot
    about this card and still beat Gulcasa easily late in the game (but I chose
    Rosary), so it maybe you people could find more use for it. You get this card
    somewhat late into the game at a high power, so it doesn't really need to be
    powered up. Like Crusade, there's not much use for it, but it could be very
    useful when you need it. Note that when Yggdra gets the Always Ace effect, she
    can also lead with this card, providing more flexibility.
    
    PSP Note: In the PSP version, the Ace for this card is All.
    
    In short: Yes, use it, but if possible, try to power up other cards.
    
    ----------
    EARTHQUAKE
    ----------
    Move: 10
    Ace: Lump, golems only (Rosary's summon, Doll Craft)
    Type: B (halves enemy's members)
    
    Well, this card sucks. It sucks so much that I don't even bring it to
    battlefields for its 10 moves. I pretty much only consider picking it if I
    still have cards left to choose from. Also, a golem has to be summoned first
    and this card destroys nearby items. Even if you have a golem and can use this
    card, don't use it.
    
    In short: No, only use this card for movement.
    
    -----
    FLAME
    -----
    Move: 7
    Ace: Rod
    Type: B (TEC >= GEN to work)
    
    Aside from needing this card to obtain Grilled Griffon and Dragon Steak, this
    card is an overall good attacking card. It obliterates Undines, its ace is rod,
    and Rosary/Roswell is good against sword/spear/axe users, so in general, it is
    a card I use a lot.
    
    PSP Note: In the PSP version, this card inflicts the BURN status, which damages
    the inflicted every turn with no battle penalty.
    
    In short: Yes, power up this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    -------
    FORTUNE
    -------
    Move: 6
    Ace: All
    Type: A (long duration)
    
    Basically, when this card is activated, your LUK will replace your ATK in
    for the duration and the same thing happens to your enemy. It is good for
    characters like Nietzsche and Elena who has more LUK than ATK, not to mention
    enemies usually have more ATK and horrible LUK (except bosses). It's not really
    a fun card to use, but it works. I find Banshee's Cry to be more effective, but
    Fortune can be used by everyone, so it's up to you. This card also comes with
    an already-high power.
    
    In short: Yes, use it, but if possible, try to power up other cards.
    
    -------------
    GRAVITY CHAOS
    -------------
    Move: 9
    Ace: Axe
    Type: B (TEC >= GEN to work)
    
    Along with Bloody Claw, this is a treasured card that I use often. It does dark
    damage, but the real power behind the card is inflicting the CURSE status. It
    is great for bosses that do not void status ailments, since it reduces their
    attack power and they can only move one square at a time, unable to chase you.
    For Gulcasa's army, I sometimes lead with Milanor and just use Gravity Chaos
    to the whole union of dragon knights to great effect.
    
    In short: Yes, power up this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    ----------
    ITEM BREAK
    ----------
    Move: 8
    Ace: Sword
    Type: B (TEC >= GEN to work)
    
    This card is annoying, because you never want your enemy using it on you, and
    if possible, you want to obtain your enemy's items, not break it. I find it not
    very useful at all. Unless you absolutely cannot beat an enemy without breaking
    its item and for some reason Stealing isn't an option, this isn't a very good
    card.
    
    In short: No, never use this card.
    
    --------
    IVY WHIP
    --------
    Move: 5
    Ace: All, enemy must be in forest 
    Type: B (TEC >= GEN to work)
    
    These are what I call GEO cards, because your enemy must be in a certain
    terrain in order for you to use them. In fact, all GEO cards generally suck
    except for a few exceptions. They have low moves also, so it is doubly bad.
    However, note that knights are weak to this card, so in battlefields 23 and
    24, do not bring Durant, since the enemy will be using this card.
    
    PSP Note: In the PSP version, this card might have its damage boosted.
    
    In short: No, never use this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    -------------
    KISS OF DEATH
    -------------
    Move: 6
    Ace: All, night only
    Type: A (7.77 seconds)
    
    This is a very powerful and useless card. It adds big stars to your ATK while
    reducing stars from your enemy's ATK depending on your reputation, up to 3 on
    both sides. Really, only use this card when you have 5 or 6 REP. Oh, and by the
    way, if after 7.77 seconds and you fail to win the fight, your head dies. Yes,
    that is right, so time this card well. Oh, and there's one more thing that
    makes this card good. During the 7.77 seconds, your opponent cannot break out.
    Yes, that's right, you have 7.77 seconds to kill Gulcasa because he cannot use
    Genocide. I wished that it has more than 6 moves though, because that's very
    problematic at times, and you can only use it at night. It suffers the same
    issues as Fortune and Crusade. It comes with already-high power.
    
    In short: Yes, use it, but if possible, try to power up other cards.
    
    -------
    MANTRAP
    -------
    Move: 5
    Ace: All, enemy must be in poison marsh
    Type: B (TEC >= GEN to work)
    
    This is the best GEO card. Why? Because it starts out with already-high power,
    and there is a poison marsh battlefield soon after you receive this card.
    Unfortunately (actually, fortunately), that's the only poison marsh battlefield,
    and this card is useless after that incredibly annoying map. You don't have to
    power up this card, since it's already high in power, and you will only use
    it for one map anyways.
    
    PSP Note: In the PSP version, this card might have its damage boosted.
    
    In short: No, never use this card, except for in battlefield 41.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    ----------
    MEDUSA EYE
    ----------
    Move: 9
    Ace: All, enemy must not be a boss
    Type: B (TEC >= GEN to work)
    
    Wow, what a useless card. It's super annoying when used against you, but it's
    also super useless when you use it. When you turn an enemy into STONE, they 
    cannot do anything and automatically lose the fight. However, you cannot attack
    them again and you cannot step on their square. They also don't lose morale.
    I personally wouldn't want to waste a space that could be valuable union space.
    Note that Earthquake can completely destroy characters inflicted with the stone
    status, but why would you want to use Doll Craft, Medusa Eye, then Earthquake?
    
    In short: No, never use this card.
    
    -----------
    MIND CHANGE
    -----------
    Move: 6
    Ace: All, enemy must be same size and gender
    Type: B (TEC >= GEN to work)
    
    Well, this is a pretty useful card earlier on in the game when you have a small
    pool of cards to choose from, but halfway into the game where you need cards
    with higher moves, it becomes not as useful. Also, at the beginning when you
    cannot use unions, you don't have to worry about placing your units at the
    right squares and 6 moves is plenty. Like Ace Guard, you have to be positioned
    pretty close to the enemy to use it if you intend to use unions, so it's a toss
    up whether or not to use this later on.
    
    In short: Yes, use it, but try other cards as you progress through the game.
    
    ------
    MIRAGE
    ------
    Move: 4
    Ace: All, noon only
    Type: A (normal duration)
    
    First of all, look at the 4 moves that you can use with this card, and that's
    pretty much all you need to know to toss it aside. If you must know, Mirage
    will switch you and your enemy's terrains. It's not really bad, but then again,
    it can only be done at noon. Some uses for this is if you want a Knight off the
    road/bridge or an Undine off the water (or vice versa). Some bosses also stand
    at forts, which you might want to switch. However, noon only, 4 moves, and it's
    not even a permanent switch...it doesn't last long enough to be useful, that is
    if you can somehow find a real use for it.
    
    In short: No, never use this card.
    
    ----------
    NECRO GATE
    ----------
    Move: 11
    Ace: Rod, necromancers only (Roswell), night only
    Type: B (TEC >= GEN to work)
    
    Simply put, damage-wise, this card always take away 1 member unless only the
    head is left. It could be useful against, er, Gulcasa or someone, but it's not
    a very reliable attack card. Despite its low attack power, it is very useful
    because of its high move. Unlike golems, skeletons, in my opinion, are worse.
    They cannot be tough distractions, and they sleep at noon. Their only advantage
    would be to move more than one square at a time, but it is still less useful
    than Doll Craft because you can only summon skeletons at night. However, Doll
    Craft isn't very useful either, so don't use golems/skeletons to determine if
    you should pick Rosary or Roswell.
    
    In short: You will use it anyways for its high moves even if you want to or not.
    Note: Only use this card if you picked Roswell. Otherwise, use Doll Craft.
    
    --------------
    OBLIVIOUS DAWN (PSP only)
    --------------
    Move: 10
    Ace: Scythe, tacticians only (Mistel)
    Type: A (long duration)
    
    This card decreases the enemy's rage gauge over time, the opposite effect of
    normal. While this card is activated, the enemy cannot use their card, but be
    warned that once the duration is over, the enemy's rage gauge will start to
    increase again. It seems to be a solid card, useful against Revolution and
    Genocide. This card can only be used by Mistel, just like how Steal can only be
    used by Milanor. Yggdra can still act as a union leader though. It also has a
    very long duration (maybe the same as Fortune) which makes it one of the most
    powerful cards in the game.
    
    In short: Yes, power up this card.
    
    -------------
    POISON BREATH
    -------------
    Move: 10
    Ace: Lump, skeletons only (Roswell's summon, Necro Gate)
    Type: B (TEC >= GEN to work)
    
    This is a very useful card if you can somehow activate it. Unlike Earthquake,
    which has completely no use, this card will poison enemies, making them
    significantly weaker. The POISON status damages the inflicted every turn and
    reduces defense in battle. However, you have to attack with skeletons and you
    can only poison one enemy per turn. Skeletons can only be summoned at night, so
    to use this card, you have to be really lucky or if you are a very good planner.
    I would definitely use this card more if I managed to summon skeletons, but
    unfortunately, I think I successfully summoned two skeletons maximum every time
    I play through the game.
    
    In short: No, never use this card except for bosses, if you can plan it.
    
    -----------
    REFRESHMENT
    -----------
    Move: 3
    Ace: All, noon only
    Type: B (independent of enemy's stats)
    
    With 3 moves, this is one of the most useless cards ever. The only reason you
    might want to bring this card is against maps with Emilia's army to cure curse
    inflicted by Gravity Chaos, but really, only Emilia ever has enough TEC to even
    land curse. It cannot cure stone, which makes it even more useless, and it only
    works at noon, and you have 3 moves to find an enemy to fight with to activate
    this card. Under no circumstances should you bring this card to a map without
    Emilia.
    
    PSP Note: In the PSP version, this card will recover some morale in addition to
    curing status effects.
    
    In short: No, never use this card. In the PSP version, it could be useful.
    
    ----------
    REVOLUTION
    ----------
    Move: 10
    Ace: Sword, Yggdra only
    Type: B (brings enemy to 1 member and do some damage to head)
    
    This card is decent if you're not at a disadvantage. I find that if you're
    fighting a knight or undine, Revolution won't save Yggdra anyways, or if it
    will, then you don't need Revolution to win. It's only useful if you took huge
    damage during a charge or counter against an axe, sword, or bow user and you
    got to 1 member before your enemy. The true power of Revolution reveals when
    you equip Zolfy or Snipe Glass on Yggdra, which gives 1 on 1 = win, so you will
    always win after you use Revolution.
    
    In short: Yes, use it, but try other cards as you progress through the game.
    
    --------
    ROCKFALL
    --------
    Move: 5
    Ace: All, enemy must be in wasteland
    Type: B (TEC >= GEN to work)
    
    Wasteland is on pretty much all battlefields, but it is still annoying when
    your enemy is not. I wouldn't use it, because there are better cards (with
    higher moves) such as Blizzard, Thunderbolt, and Flame, and once again, GEO
    cards are really useless. You do get this card very early on, but stop using
    this card once you get Blizzard and Flame.
    
    PSP Note: In the PSP version, this card inflicts the SLOW status, which reduces
    movement to one square per turn with no combat penalty.
    
    In short: No, never use this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    ---------
    SANCTUARY
    ---------
    Move: 8
    Ace: All, noon only
    Type: B (dependent on user's TEC)
    
    This is seriously one of the best cards in the game, even with the requirement
    that you can only use it at noon. Characters with high TEC such as Milanor,
    Elena, and Russell can almost never lose with this card and if you have 5 TEC
    or more, you will definitely increase your winning chances by 99%. If you time
    it well, you can activate it just before you win to deal maximum morale damage,
    or even better, use it before Gulcasa uses Genocide and you may have a pretty
    good chance of winning. Sanctuary and Shield Barrier are two very good ace all
    cards for Gulcasa.
    
    In short: Yes, power up this card.
    
    ---------
    SANDSTORM
    ---------
    Move: 5
    Ace: All, enemy must be on sand
    Type: B (TEC >= GEN to work)
    
    It is bad when I'm trying to write a guide and I completely forgot what this
    card does. Seriously, I have never even thought about this card once when I
    play this game, and apparently it's another sucky GEO card that shouldn't be
    used. There's really nothing else to say.
    
    PSP Note: In the PSP version, this card might have its damage boosted.
    
    In short: No, never use this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    --------------
    SHIELD BARRIER
    --------------
    Move: 6
    Ace: All
    Type: A (short duration)
    
    Don't mind its short duration; it's enough to most of the time save you from a
    loss, or if it doesn't, it will bring the enemy down to 1 member and save you
    massive morale loss. Like the name says, while this card is active, the user
    takes no damage. There's a little strategy with this card. When the other side
    activates a card against Shield Barrier, the effects of Shield Barrier will
    cancel and you will block that attack (except for a few exceptions). This means
    that if you know you cannot defeat your enemy before they break out Shield
    Barrier, wait until they do activate it then immediately activate your attack
    card, canceling out the Shield Barrier effect. This is also good for you,
    because you can cancel your enemy's attacking card by putting up a Shield
    Barrier strategically. Play with this card, because it is very useful.
    
    In short: Yes, power up this card.
    
    -----
    STEAL
    -----
    Move: 12
    Ace: Axe, Milanor only, enemy must have an item
    Type: B (TEC >= GEN to work)
    
    First of all, it has 12 moves. That's enough for me to bring it to every
    battlefield. That aside, it is one of the best cards, because it steals your
    enemy's item. Unless your enemy all have 4+ LUK, you should use this card at
    least one per map. Also, there's an important reason for using Steal instead of
    killing your opponent. If you steal an item from a boss like Gulcasa, then
    often times his stats go down. For example, every time I steal an item from
    Gulcasa his ATK goes down one big star, so seriously, it is a very good card.
    
    However, I'll also note to not overuse this card since it is tempting to
    because of its high MOV. Try to power up other cards too. Also, Steal will
    leave you with a low aggression bar which means a long time going passive if
    you want to use the card and a short time going aggressive if you want to do
    more damage. This doesn't really make Steal a bad card, but this is just a
    reminder that Steal isn't the best card for all situations.
    
    In short: Yes, power up this card.
    
    -----------
    THUNDERBOLT
    -----------
    Move: 7
    Ace: Bow
    Type: B (TEC >= GEN to work)
    
    This card is problematic, because it is actually really good, but when you
    receive it, you have no one that can really use it, so most people don't use it.
    This is a mistake, because when you get Elena, she can use it, and with her
    high TEC, this card is a beast. If you power it up even before you have Elena,
    then you will have a very useful card at the end of the game. Of course, if for
    some reason you decide to use Cruz, then this is the only ace bow card that he
    can use.
    
    PSP Note: In the PSP version, this card inflicts the PALYZE (paralyze) status,
    which disables movement, but the inflicted can still fight in unions.
    
    In short: In short: Yes, power up this card.
    Note: GEO cards and elemental cards' power is dependent on the user's TEC.
    
    ===============================================================================
                                   VIII. WALKTHROUGH
    ===============================================================================
    This section is simply a walkthrough, but not really. The truth is, there can
    be no walkthrough for this game, at least not a step by step walkthrough. Enemy
    movements are very unpredictable later on in the game, and there will be
    differences in characters, stats, and power of cards. Therefore, only
    battlefields 1 through 11 will have step by step walkthroughs, since that is
    when you first make your decision regarding which one out of two characters you
    will pick. There is no other way to get the other character once you have
    chosen one.
    
    As always, I try to note how the PSP version might be different, but remember
    that this guide is based off a GBA playthrough. Most things should remain the
    same with the exception of some battlefields, but all there might be some major
    differences that even I could not have predicted. As far as general strategies
    are concerned, they should not vary between versions, since the concept is
    still the same. I will try to be as explicit as possible with the general
    strategies to make sure that you have a somewhat clear picture of what I want
    in my head.
    
    However, if I give step by step instructions, I cannot give you any claim that
    they will work for the PSP version because of some significant changes in
    battle mechanics. They will work for the GBA version up until a point, and that
    point is where the difference between the stats of your characters and the
    power of your cards and mine are too much. 
    
    Here is a master legend for all maps:
    
    P: Poison Marshes
    G: Grass
    W: Wasteland
    S: Sand
    R: Road
    B: Bridge
    T: Town
    V: Village
    F: Flag
    X: Barricade
    ~: Water
    #: Fort
    %: Forest
    @: Ankh
    &: Catapult
    
    As for the list of characters, a ? means that is the character's stat without
    the item, and a + means that is the character's stat with the item. For example:
    
    M: Level 3 Stray Thief [Milanor], Morale: 3150/3860 (axe)
       Effects: Void Stone, Wasteland :)
       + Item: Silver Moon (7): +4 TEC, +4 LUK, No battle penalty
       + GEN: 2.4, ATK: 2.7, TEC: 3.0, LUK: 3.0
       - GEN: 2.4, ATK: 2.7, TEC: 2.6, LUK: 2.6
    
    All this means is that Milanor will have 3.0 TEC and LUK with Silver Moon, when
    his natural TEC and LUK are actually 2.6. For most enemies I will not bother
    with what stat they have without their items, unless they are some exceptions
    where Stealing an item would somehow raise the enemy's stats to your
    disadvantage. The maps are straightforward. Speaking of maps, I did not steal
    them from Lufia_Maxim's guide. I merely used their layout because I like their
    simplicity. Except for typos, everything on my guide I did and saw on my game.
    
    --------------
    Battlefield 1:
    --------------
    
    MVP: 4 turns
    
    * Note: If you haven't done so, please scan the cards section to get a good
      idea of which cards are better than others. Don't waste your time with Banish,
      Mirage, etc..., and use more useful cards such as Steal. However, you cannot
      use the abilities on the cards until battlefield 7.
    
    Map 1-1:
    
        M A
    1   W
    W W W a b
    W W     c
      W     W
    
    Legend:
    W: Wasteland
    
    New Allies:
    M: Level 3 Stray Thief [Milanor], Morale: 3150/3860 (axe)
       Effects: Void Stone, Wasteland :)
       + Item: Silver Moon (7): +4 TEC, +4 LUK, No battle penalty
       + GEN: 2.4, ATK: 2.7, TEC: 3.0, LUK: 3.0
       - GEN: 2.4, ATK: 2.7, TEC: 2.6, LUK: 2.6
    A: Level 2 Thief [Flunky],        Morale: 1880/3100 (axe)
       + Item: Beast Cloak (3): [?], GEO + 10%
       + GEN: 2.0, ATK: 2.3, TEC: 2.7, LUK: 2.5
    
    Enemies:
    a: Level 1 Assassin, Morale: 320/1100 (bow)
       - GEN: 1.3, ATK: 1.7, TEC: 3.1, LUK: 3.1
    b: Level 1 Bandit,   Morale: 470/1180 (axe)
       - GEN: 1.7, ATK: 2.0, TEC: 1.7, LUK: 2.6
    c: Level 3 Valkyrie, Morale: 1160/3540 (sword)
       + Item: Iron Choker (2): +2 GEN, +2 TEC, +2 LUK, Evade criticals
       + GEN: 2.4, ATK: 2.2, TEC: 4.0, LUK: 2.5
    
    Items:
    1: Hair Band (2): +2 GEN, +4 LUK, Instant charge
    
    * Note on Strategies: My instructions should work 100% for GBA versions.
    
    Strategies:
    
      First, I recommend that you use Steal to get the Hair Band. It is a decent
    item that you may use later on. Flunky leaves after this map, so it would not
    be a good idea to use him*. Instead, get the hair band, then use the rest of
    your movement to move right next to unit a then defeat her. Note that the whole
    battlefield is wasteland, so Milanor has the GEO advantage here. Just leave
    Flunky alone and end this map with 4 movement leftover.
    
      The bandit will attack Milanor and you should win, depleting the bandit's
    morale. However, you could get unlucky and not completely dismiss the bandit.
    In this case, if you want the +2 MVP bonus (which you do), restart the map.
    When it is your turn again, pick a card to use for your next turn. I recommend
    using Mind Change, since it's a good card. You will not deplete her morale, so
    just end the turn after you defeat her. In the next turn, you will win and
    deplete the valkyrie's morale, just making the 4 turns requirement for the +2
    MVP bonus.
    
    * For the PSP version, the bandit and assassin's positions switched, making it
    required to use Flunky to get the +2 MVP bonus. So use Flunky to attack the
    badit and move Milanor next to the assassin afterwards. Thank Shadowchaser91's
    and his/her walkthrough for this tip.
    
      Once again, if you have the PSP version and you did a suspend, then you now
    have several options, and that is to decide what stat you want to give Milanor
    for MVP. Milanor will automatically max ATK at level 20. However, you will
    probably not be level 20 near the end of the game. ATK is a good stat to have
    high, so I would give Milanor ATK so he can get to 3 big stars fast. Another
    option is to put MVP into GEN, since that is Milanor's weakest stat. Whatever
    stat you decide, do a reset and continue from the suspended game, beating the
    valkyrie again if you did not get your desired stat.
    
    New Cards: Revolution, Banish, Sanctuary
    KholdStare's Turns: 4/4
    
    --------------
    Battlefield 2:
    --------------
    
    MVP: 9 turns
    
    * Note: A common mistake here is to overuse Milanor. Make sure to use Yggdra as
      well, for she is somewhat more powerful now (because of her equipped item)
      than later. Let Yggdra do the fighting near Inzaghi and Milanor get the items.
      If possible, let Yggdra get MVP this battlefield.
    
    Map 2-1:
    
              W e
    Y W W   c d W W
    M   W a W     W W
    W W W b   W W W
          W W W W
              W V
    
    Legend:
    W: Wasteland
    V: Village
    
    New Allies:
    Y: Level 1 Sword Maiden [Yggdra], Morale: 2800/3320 (sword)
       Effects: > Golem, Fort :), Void Holy, < Dark
       + Item: Silk Corset (6): GEN UP, Block counter
       + GEN: 3.0, ATK: 2.2, TEC: 1.9, LUK: 1.5
       - GEN: 2.3, ATK: 2.2, TEC: 1.9, LUK: 1.5
    
    Enemies:
    a: Level 1 Fencer,           Morale: 410/1240 (sword)
       - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7
    b: Level 1 Bandit,           Morale: 290/1180 (axe)
       - GEN: 1.7, ATK: 2.0, TEC: 1.7, LUK: 2.6
    c: Level 1 Fencer,           Morale: 330/1240 (sword) 
       - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7
    d: Level 2 Fencer [Inzaghi], Morale: 1010/3020 (sword)
       + Item: Leather Hat (2): +4 GEN, Evade panic
       + GEN: 2.4, ATK: 2.1, TEC: 2.3, LUK: 2.7
    e: Level 1 Bandit,           Morale: 360/1180 (axe)
       - GEN: 1.7, ATK: 2.0, TEC: 1.7, LUK: 2.6
    
    * Note on Strategies: My instructions should work 100% for the GBA version.
    
    Strategies:
    
      As you can see, Yggdra's ability to "Guard" against counters is from her item,
    the Silk Corset. Also, increases her GEN by one big star, which means she takes
    less damage from charges too while losing less morale when defeated. This means
    that she is significantly stronger now compared to when she loses her Silk
    Corset, which is 6 maps later. Try to use Yggdra as much as possible and get
    her MVPs while you still have this great item.
    
      Now here comes the strategy section. I'll explain every single thing for the
    early maps, so make sure you pay attention. Note how there is a fencer (a) and
    a bandit (b). If you reviewed the weapon triangle, then you know that Yggdra is
    strong against axes (bandit) and equal against swords (fencer). The number on
    the cards represent its power, so the higher it is, the more morale you will
    take off your opponent when you win. Now, you start a clash with 6 members
    (8 in the PSP version), and the more members you have left standing when the
    battle is won, the more morale damage you will inflict. Since Yggdra is strong
    against axes, you will expect that Yggdra will have more members left standing
    than if you attacked a sword user. Therefore, to ensure that both enemies will
    have their morale depleted, it is best to use a card with a higher power to
    fight with the fencer. Please do your best to understand my reasoning.
    
      If you got what I said above, then it wouldn't come strange to you that I
    recommend you using Sanctuary or Banish and move Yggdra next to the bandit then
    defeating him. After that, move Milanor to the left of Yggdra. You do not want
    to place Milanor next to the fencer for two reasons. One reason is that Milanor
    use axes, and sword users (fencers) are good against axes. Another reason is
    that you want Yggdra to get experience and MVP, so even if Milanor won, the
    experience should have went to Yggdra instead.
    
      After you end your turn, your enemies won't move. Now, use Revolution to move
    Milanor to the village to get Fur. You have to do this now because the next
    turn takes place at night time, and villages are usually not open then. After
    you do that, move Yggdra one space to the right and defeat the fencer. Use your
    remaining moves to move Milanor up two spaces.
    
      Once again the enemy won't move after you end your turn, and now it is night
    time. Use a high power card such as Mind Change or Mirage to defeat the fencer
    with Yggdra, and move Milanor to the right of Inzaghi. Do not end your turn yet
    and read on.
    
      Now, here is when we do some calculations. Do you see that Inzaghi has 2.7
    LUK? The two represents the big stars and the .7 represents the small stars. In
    Yggdra Union, only the big stars matter. Thus, someone with 2.0 LUK can make
    someone with 2.7 LUK drop, and someone with 2.0 ATK will have the same power as
    someone with 2.7 ATK, assuming all other conditions are the same. This means
    that Yggdra and her 1.5 LUK cannot make Inzaghi drop his item. However, Milanor
    can. There are three problems. The first one is that Milanor is weak against
    swords. The second one is that we cannot deplete Inzaghi's morale with one
    attack. The third one is that we don't want to use Milanor, right?
    
      Let's do more calculations. MVP is given to the person who deals the most
    morale damage that round. Yggdra already beat one bandit and three fencers,
    all three having a morale total of 290 + 410 + 330 = 1030 morale. That's just
    perfect, because Inzaghi has 1010 morale. This means that as long as Milanor
    solo beat Inzaghi and never touch the bandit (e) northeast of him, Yggdra
    should still get MVP. Now, the smart person might ask, why can't I just move
    Yggdra next to Inzaghi, end my turn, let Inzaghi attack me, then the next turn
    attack with Milanor to get Yggdra more experience? Well, there's nothing wrong
    with that, except for the fact that doing so will take more turns and you will
    only get +1 MVP instead of +2. To meet the +2 MVP bonus, Milanor has to be
    attacked by Inzaghi next turn and hopefully survive. Despite his weapon
    disadvantage, this whole battlefield is a wasteland, which means Milanor still
    has to the advantage. If you are using the PSP version, then you might want to
    suspend your game before ending your turn, just in case Inzaghi scores a
    critical hit. Don't worry; Inzaghi will attack instead of the bandit.
    
      Now after Inzaghi attacks Milanor, Milanor should still win. If not, then you
    can reset and continue in the PSP version, or if you have the GBA version and
    really want to give Yggdra the +2 MVP and get the Leather Hat, then you should
    restart the map, since it is a short enough map. On this turn, which should be
    turn 7, finish off Inzaghi with Milanor, and 2-1 should be over.
    
    Map 2-2:
    
    a a a
      a a         W W F
      b a         W W
        W W W   W W M W
        W   W W Y     W W
        W W W W   W W W
              W W W W
                  W V
    
    Legend:
    W: Wasteland
    V: Village
    F: Flag
    
    Enemies:
    a: Level 5 Knight,        Morale: 1940/1940 (spear) (Invincible)
       - GEN: 2.2, ATK: 2.2, TEC: 2.4, LUK: 1.8
    b: Level 7 Knight [Leon], Morale: 4800/4800 (spear) (Invincible)
       - GEN: 2.6, ATK: 3.0, TEC: 3.3, LUK: 2.4
    
    Strategies:
    
      Yggdra and Milanor are placed on my map assuming you followed my walkthrough
    above. The knights have the Invincibility status, which means they cannot lose.
    Even if you want more experience, Yggdra's +2 MVP is more important than any
    experience, so just use Revolution or Steal to move both Yggdra and Milanor to
    the flag.
    
      If you have the PSP version, then of course you know that you can suspend
    before reaching the flag and reset to give Yggdra your desired stat. Here's
    another interesting decision. Yggdra will eventually have very high ATK,
    although it is low now. Common sense says that you should put MVP into LUK so
    that it can reach 2 big stars then you can use an edible LUK UP on Yggdra to
    get it to 3 big stars. However, like I stated in the previous map, your
    characters will probably not get to level 20 near the end of the game, so what
    I do is get Yggdra's ATK to 3 big stars as soon as possible then work on LUK.
    In any case, ATK or LUK is your best stat for Yggdra right now. Her TEC will
    reach 2 big stars next level, so don't worry about that.
    
      Another thing is that exclamation point (!) on the field where Inzaghi was
    located. That is indeed the Leather Hat (if you used Milanor to defeat Inzaghi).
    If you finish a map without an enemy going on top of that (!), then you will
    receive that item anyways. Thus, it is a rule that you leave the loot if you
    think that it is safe from other enemies. Going out of your way to get the loot
    can make you waste turns, break formation, and lose out on the +2 MVP bonus.
    Of course, get the item if it's on your way to the next enemy, or in this case,
    on your way to the flag. If you want to test me, leave the (!) alone and just
    proceed to the flag. You will see that Leather Hat will be under the Obtained
    Items list.
    
    New Card: Banshee's Cry
    KholdStare's Turns: 9/9
    
    --------------
    Battlefield 3:
    --------------
    * Note: From this battlefield onwards, I might not be able to completely hold
      your hand any longer, since the Random Number Generator from now on will be
      very unpredictable. Also, I do not know what you are doing with MVP and which
      one of your characters got MVP, so you must improvise.
    
    MVP: 33 turns
    
    Map 3-1:
    
    a         h
    b       f g D
    c d B G e G i
    B   G   G G
    V G G   G     G
        G G G G G G
              M Y
    
    Legend:
    G: Grass
    B: Bridge
    V: Village
    
    Characters:
    D: NPC Durant
    
    Enemies:
    a: Level 4 Witch [Eudy],  Morale: 1640/3700 (rod) (Protect)
       + Item: Ruby Staff (5): +4 ATK, +2 TEC, Fire attack UP
       + GEN: 2.1, ATK: 2.0, TEC: 3.5, LUK: 3.2
    b: Level 2 Witch,         Morale: 970/1390 (rod)
       - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7
    c: Level 2 Witch,         Morale: 880/1390 (rod)
       - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7
    d: Level 2 Witch,         Morale: 820/1390 (rod)
       - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7
    e: Level 2 Knight,        Morale: 1270/1450 (spear) (Protect) [GBA]
       + Item: Medallion (1): Recover morale
       + GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7
    f: Level 1 Fencer,        Morale: 910/1240 (sword)
       - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7
    g: Level 2 Knight,        Morale: 850/1450 (spear)
       - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7
    h: Level 2 Knight,        Morale: 1080/1450 (spear) (Protect) [PSP]
       - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7
    i: Level 1 Fencer,        Morale: 680/1240 (sword)
       - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7
    
    * Note on Strategies: My instructions should work for the GBA version until 3-2.
      The witches may move in such a way that blocks Durant from getting to the
      left-most bridge. If this happens, it is best if you reset or try to defeat
      them while Durant is on the right bridge.
    
    Strategies:
    
      The first thing that happens is that Durant gets charged. I would prefer that
    Durant wins this fight, because even though he won't get experience as an NPC
    (green unit), it will make things a whole lot easier. Now, the first thing you
    might ask is that what is the Protect status? In simple terms, that character
    cannot be defeated, since his or her morale cannot go below 1. Usually, some
    condition will change that removes the Protect status from enemies.
    
      The point of this map is to move both Milanor and Yggdra next to Durant. This
    will be hard, since the enemy will often attack with the best character, which
    means the enemy with the weapon advantage will attack. Once again, Milanor is
    good against knights and bad against fencers, and Yggdra is equal against
    fencers and bad against knights. The battlefield is grass, not wasteland, so
    Milanor will probably lose against the fencers. If you are planning to follow
    my strategy, then note that my strategy aims for getting MVP with Yggdra losing
    some morale.
    
      To me, the best way is to let Yggdra defeat the fencer (i) so she can occupy
    his space while Milanor takes care of knights (g) and (h), eventually occupying
    unit (g)'s spot, completing your condition. Therefore, use Steal and move
    Yggdra to the left of fencer (i), defeating him. Move Milanor south of Yggdra
    before you end your turn.
    
      After that, Yggdra will be attacked by a knight and she will lose. This is
    not that bad, especially if Yggdra managed to get the knight to one member
    before losing.
    
      Now, we need to choose a card and attack knight (g), since remember that
    knight (e) has the Protect status. Banshee's cry is a wonderful card that is
    very useful later on, so try and power up that one. However, look at the morale
    of the knight you're attacking. If Durant won the fight in the beginning of the
    map, then the knight will have low morale, which means that Milanor can pretty
    much deplete his morale with any card. If that knight has more than half of his
    morale, then use Mirage or Mind Change. If he has less than half of his morale
    then use Banshee's Cry or any other 1000-1200 power cards and Milanor should
    win. Thus, move Yggdra to the right after you choose your card and move Milanor
    up to engage with the knight. Before you end your turn, move Yggdra to the left
    of Durant.
    
       In the next turn, Yggdra will once again lose. Hey, the good news is that
    she's getting some experience for this. Choose a card that you want to power up
    like Banish, Banshee's Cry, or Sanctuary, let Yggdra attack the fencer (she
    should win), then move Milanor to the right to satisfy the condition. Note that
    there are some enemies on the field still and the fencer might still be there.
    Even though this might seem like a waste of experience, note that Yggdra was in
    a total of three fights, and she is the character that you want to train up the
    most.
    
    Map 3-2:
    
              T T G G G G G
                  G 1   2 Y
                  G h i D M
    G         e     G G
    G       G G G f g
    G a b G c G d   3
    G   G   G G
    V G G   G     G
        G G G G G G
              W W
    
    Legend:
    G: Grass
    W: Wasteland
    V: Village
    T: Town
    
    New Ally:
    D: Level 1 Knight [Durant], Morale: 3210/3900 (spear)
       Effects: Road :), Bridge :), < Griffon Rider, Forest :(
       + Item: Paladin Lance (2): GEN UP, +6 ATK, Holy attack UP
       + GEN: 3.0, ATK: 3.0, TEC: 2.0, LUK: 1.7
       - GEN: 2.7, ATK: 2.6, TEC: 2.0, LUK: 1.7
    
    Enemies:
    a: Level 4 Witch [Eudy],  Morale: 1640/3700 (rod)
       + Item: Ruby Staff (5): +4 ATK, +2 TEC, Fire attack UP
       + GEN: 2.1, ATK: 2.0, TEC: 3.5, LUK: 3.2
    b: Level 2 Witch,         Morale: 970/1390 (rod)
       - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7
    c: Level 2 Witch,         Morale: 880/1390 (rod)
       - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7
    d: Level 2 Witch,         Morale: 820/1390 (rod)
       - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7
    e: Level 1 Fencer,        Morale: 910/1240 (sword)
       - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7
    f: Level 2 Knight,        Morale: 1270/1450 (spear)
       + Item: Medallion (1): Recover morale
       + GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7
    g: Level 2 Knight,        Morale: 850/1450 (spear)
       - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7
    h: Level 1 Fencer,        Morale: 680/1240 (sword)
       - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7
    i: Level 2 Knight,        Morale: 1080/1450 (spear)
       - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7
    
    Items:
    1: Trap (NA)
    2: Kokorinut (1): Edible LUK UP
    3: Fur -> Fur Coat (3): +4 GEN, Void Ice
    
    Strategies:
    
      Hey look, Protect is gone, and we're only at turn 12 out of 33 needed for
    the +2 MVP bonus. If you listened to the tutorial, then we can now form
    unions. This is wonderful, really. Also, I'm going to state right now that this
    map will become so hard that you really can't control whom will get MVP, so it
    will probably be Milanor since he's your strongest character.
    
      First off, do you see the knight (i)? He is male, so his union will be with
    knight (f) two squares to the southwest. This means that you will be fighting
    against two knights, so Yggdra is out of the question. I repeat, leave Yggdra
    out of this union. Also, if you move your cursor to knight (f), isn't he on a
    bridge? Knights are good on bridge, which means you want Milanor to defeat that
    knight. Choose a good card with at least 1200 power, move Yggdra to the left to
    obtain Kokorinut (2), then move Milanor up once. Now you see that Milanor is
    second in Durant's union, making knight (f) who is second in knight (i)'s union.
    Then, attack the knight with Durant. Do not move Yggdra after you attack, and
    end your turn.
    
      Notice now that the fencer will go after Durant, which once again forms a
    union with knight (f). This is great for you, because Durant is good against
    fencers and Milanor is still good against that knight. However, since the
    knight is on a bridge, if he gets lucky, he might defeat Milanor. Just this
    fact alone alludes to the power of Durant when he's on a bridge or road. When
    the knight (f) gets defeated, his whole army will leave, dropping a Medallion
    for your efforts.
    
      Remember what I said about knights on bridges? On your next turn, use
    Steal to place Durant on the bridge (looting the Medallion) and move Milanor
    to the village (3) to get the Fur Coat. A witch will attack Durant, and despite
    Durant's spear being weak against her rod, Durant will still win because he's
    on a bridge. Yggdra can stay back for now because she really has no chance
    against the witches. Note that witches have rod as their weapon, and rods are
    strong against axes, spears, and swords.
    
      Next, just use Revolution, move Yggdra one up, two left, and one down to get
    the trap (1). Then, move Durant two west off the bridge and Yggdra on the
    bridge. Now, I have no clue how the enemy will move so it's random. What you
    want is to use Sanctuary or Banshee's Cry to get Durant to the left bridge.
    From there, he can and will beat all of the witches, even Eudy! However, be
    smart. It takes two turns for Durant to defeat Eudy. But Durant can't make
    Eudy's item drop; only Milanor can. Therefore, go passive if you are fighting
    Eudy again with Durant and deliberately lose, just so Milanor can come over and
    defeat Eudy to make her item drop. Milanor isn't stronger on bridges, but note
    that the bridge has 10% GEO bonus. This means that Milanor will still get a
    bonus from being on the bridge, a bonus enough to beat Eudy on a charge, but
    probably not when Eudy charges.
    
      Let's review: I have no clue how the enemy is going to move, but you need to
    place Durant on a bridge and somehow get Milanor over to deal the finishing
    blow to Eudy. One other thing is that Aegina (sword user) will appear next, and
    you do not want Milanor lingering around. Therefore, try to use those extra
    movement to move Yggdra closer to Eudy, but not to the front lines. But often,
    Aegina's army will pillage the loot. Therefore, when you move Durant off the
    bridge for Milanor, step over Eudy and go two spaces to the left (only Durant
    can do this right now because he is mounted), to block Aegina's army from the
    northwest. Don't worry about Durant, since he is a spear user and Aegina's army
    all use swords.
    
    Map 3-3:
    
              T T G G G G G
        c         G G   G G
      a b d       G G G G G
    G G G     G     G G
    G       G Y G B G
    D G M G G G G   V
    G   G   G G
    V G G   G     G
        G G G G G G
              W W
    
    Legend:
    G: Grass
    W: Wasteland
    V: Village
    T: Town
    B: Bridge
    
    Enemies:
    a: Level 2 Valkyrie,          Morale: 800/1350
       - GEN: 1.7, ATK: 2.0, TEC: 2.7, LUK: 2.3
    b: Level 5 Valkyrie [Aegina], Morale: 2060/4100
       + GEN: 2.2, ATK: 3.0, TEC: 3.5, LUK: 3.0
    c: Level 2 Valkyrie,          Morale: 770/1350
       - GEN: 1.7, ATK: 2.0, TEC: 2.7, LUK: 2.3
    d: Level 2 Valkyrie,          Morale: 810/1350
       - GEN: 1.7, ATK: 2.0, TEC: 2.7, LUK: 2.3
    
    Strategies:
    
      If you followed my hints, then Durant should be blocking Aegina's army like
    so, with Milanor on the bridge. The location of Yggdra is not significant,
    unless she's way back to the northeast which would be bad. Now, Milanor is weak
    against swords, so he is not an ideal person to fight Aegina's army. This
    changes if you want to get Aegina's item, Flamberg. If you do, then there are
    good news and bad news. The good news is that Aegina will always go after
    Milanor so if you have a plan, then she will almost always follow it. The bad
    news is that the plan needs to involve Milanor not getting totally destroyed
    by Aegina.
    
      Now, this plan all depends if Aegina will come to Durant first. If she does,
    then use Durant to defeat her to knock down her morale enough for Milanor. If
    her army comes to Durant first, then just defeat them until Aegina comes. The
    rule of thumb here is to let Durant win once against Aegina, on Aegina's charge.
    While you're taking care of Aegina's army, move Milanor to the village south of
    Durant. This gives Milanor the best GEO advantage and the best chance to get
    Flamberg from Aegina. If somehow you let Durant fight with Aegina the second
    time, then try to go passive so that you will not deplete her morale.
    
      After Milanor is in position, move both Durant and Yggdra way back, just to
    make sure that Aegina will attack Milanor. You will probably lose the first
    time Aegina charges at you, but on your charge, you should win, provided that
    you are standing on the village. Also, use a high power cards. If you didn't
    waste turns, then you will have up to three chances to defeat Aegina with
    Milanor alone, and still meet the +2 MVP bonus, so just take your time. If you
    do get it, then congratulations. If you are having trouble, then just move
    Durant in to defeat Aegina once and for all. If you don't want the Flamberg,
    then it's nothing bad; it's just for perfectionists like me. This map was
    really not designed for you to obtain Flamberg anyways.
    
      If you follow my suggestions, then Durant will probably get MVP. Once you
    got Milanor and Aegina alone, you can try suspending if you have the PSP
    version so that you can get Durant a good stat for MVP or if you don't want
    to lose tons of morale to Aegina. Either way, you should complete the map,
    making the +2 MVP bonus, and obtaining all items. If you do get the Flamberg,
    then this would be an excellent item for Yggdra to reach 3 big stars in ATK
    earlier on. What is a good stat for Durant? In my opinion, that is ATK. If
    Durant get +2 ATK for MVP, then after this stat, his natural ATK will be 3 big
    stars. Note that his Paladin Lance gives him ATK UP so it does not appear this
    way. After that, you can train up LUK and later on give him the Kokorinut so
    he can be decent with 3 LUK.
    
      One last note that I have to make is the aggressive/passive bar. When you go
    aggressive, then your character may add an element to that attack. Yggdra's
    element is Holy, while Milanor and Durant don't use an element. If you did not
    follow my instructions and let Yggdra attack Aegina's army, then do not go
    aggressive. This is because all valkyries void holy, so it is actually bad for
    Yggdra to add her holy element while fighting the valkyries. Keep this in mind
    for future reference.
    
    New Cards: Ace Guard, Flame
    KholdStare's Turns: 26/33 (lucky)
    
    --------------
    Battlefield 4:
    --------------
    
    * Note: Try to get used to unions now. For example, the enemy here is on a two
      by two square, and they are all males. This means that if you attack one,
      then only the enemy diagonal from the one you attacked will be in the union.
    
    MVP: 18 turns
    
    Map 4-1:
    
    D
    Y M     V
    G G B G G
          G G
        G G G X
        G a c G
      G G b d G
        G G G G
          G V
    
    Legend:
    G: Grass
    B: Bridge
    V: Village
    X: Barricade
    
    Enemies:
    a: Level 2 Fencer, Morale 1410/1410 (sword)
       - GEN: 2.0, ATK: 2.1, TEC: 2.3, LUK: 1.7
    b: Level 4 Knight, Morale 2470/2470 (spear)
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7
    c: Level 2 Fencer, Morale 1410/1410 (sword)
       - GEN: 2.0, ATK: 2.1, TEC: 2.3, LUK: 1.7
    d: Level 2 Fencer, Morale 1410/1410 (sword)
       - GEN: 2.0, ATK: 2.1, TEC: 2.3, LUK: 1.7
    
    Items:
    ?: Four-Leaf Clover (4): LUK UP, Drop rate 100%
       (There is a low chance of getting this item every time Yggdra steps onto a
       grass square through battlefield 4).
    
    * Note on Strategies: My instructions will mostly work for the GBA version.
      However, I did not give specific instructions but you should not have many
      problems with this map either.
    
    Strategies:
    
      This is the first map where you can only bring several cards instead of all
    cards. I recommend Steal, Flame, Banish, Sanctuary, Banshee's Cry, Revolution,
    and Ace Guard. If you have the PSP version bring Refreshment, and if you have
    the GBA version bring Mind Change. Rockfall is in my opinion the best GEO card
    but also the worst card out of what you have right now.
    
      First of all, note that your enemies are standing on forts, which give a +40%
    GEO bonus. This is bad for you, but it is also a great place to level up Yggdra
    because she is good on forts. Use Steal and move Durant above the northeast
    fencer. Then, move Milanor onto the bridge. Now attack with Durant. Milanor
    should face off with the garrison captain and have a weapon advantage. After
    you attack, move Milanor right and Yggdra one down. The purpose of this is so
    that the fencers cannot make a union to engage Milanor with fencers.
    
      The fencers will restructure and attack Durant, which he should easily win.
    Now use a card with 5 movement and a bit of power to put Yggdra on the bridge.
    Durant should be union leader and bring Yggdra into the fight with the other
    fencer. If the card's power is high enough, Yggdra should be able to deplete
    the morale of the fencer she is facing. After that, move Milanor down to north
    of the garrison captain and southwest of Durant. He should get Imperial Warfare
    2.
    
      The garrison captain will attack Milanor and lose, and then attack Durant
    and could possible beat him.
    
      After that, choose a card has enough movement to put Yggdra to the right of
    the garrison captain with moves left to spare. If the garrison captain has
    about or more than 50% of his morale, then place Milanor to the left of the
    garrison captain just in case. Yggdra can win here because she blocks counters
    and is good on forts, even if she is weak against spears. After the garrison
    captain goes down, move Milanor to the (!) to collect a Medallion and change
    battle conditions. Note that all garrison captains in this battlefield 4 will
    have only 1 big star of LUK, so anyone can finish him off and make him drop
    the Medallions.
    
    Map 4-2:
    
    G
    G G     V
    G G B G G
          G G
        G G G X
        G # D G G G G G G G G
      G G M Y G G X G G a c
        G G G G       G b d
          G V           G
    
    Legend:
    G: Grass
    B: Bridge
    V: Village
    #: Fort
    X: Barricade
    
    Enemies
    a: Level 4 Knight, Morale 2470/2470 (spear)
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7
    b: Level 2 Bandit, Morale 1210/1210 (axe)
       - GEN: 1.7, ATK: 2.1, TEC: 1.7, LUK: 1.8
    c: Level 2 Fencer, Morale 1410/1410 (sword)
       - GEN: 1.7, ATK: 2.1, TEC: 1.7, LUK: 1.8
    d: Level 2 Fencer, Morale 1410/1410 (sword)
       - GEN: 1.7, ATK: 2.1, TEC: 1.7, LUK: 1.8
    
      Whatever you do just choose a card enough to get Yggdra above bandit (c) and
    have her solo the battles. If you still have some movement left move Milanor
    over, and end your turn. Yggdra will be attacked again, only by bandits, and
    she will win easy. Sometimes, with a powerful enough card and some luck, Yggdra
    can deplete the morale of two bandits. If not, then just attack the bandits
    again. It is more important to level up Yggdra here than get the +2 MVP bonus
    for this map.
    
      You can save turns by putting Milanor (or Durant, whoever dealt less morale
    damage in the 4-1) next to the garrison captain after Yggdra dispatched the
    bandits. Doing so will let the garrison captain attack Milanor or Durant, and
    that means you can deal some extra morale damage when it's your enemy's turn.
    Once again, Yggdra can handle the knight if she's on a fort, so make sure of
    that.
    
      When it is your turn again, move your third party member over to help defeat
    the garrison captain. If you haven't done so yet, put someone in the square
    southwest of the garrison captain to get Imperial Warfare 1. After BF 4-2,
    Milanor, Durant, and Yggdra should have at least leveled up once.
    
    Map 4-3:
    
    G                     G a c
    G G     V           G G b d
    G G B G G           X G G
          G G         1 G G G X
        G G G X       X G   G V
        G # # G G G G G G G G
      G G # # G G X G G D M
        G G G G       G # Y
          G V           G
    
    Legend:
    G: Grass
    B: Bridge
    V: Village
    #: Fort
    X: Barricade
    
    Enemies:
    a: Level 2 Hunter, Morale 150/1500 (bow)
       - GEN: 2.0, ATK: 1.7, TEC: 3.2, LUK: 2.3
    b: Level 4 Knight, Morale 2470/2470 (spear)
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7
    c: Level 2 Hunter, Morale 150/1500 (bow)
       - GEN: 2.0, ATK: 1.7, TEC: 3.2, LUK: 2.3
    d: Level 2 Hunter, Morale 150/1500 (bow)
       - GEN: 2.0, ATK: 1.7, TEC: 3.2, LUK: 2.3
    
    Items:
    1: Goat Milk (1): Edible TEC UP
    
    Strategies:
    
      First of all, move Yggdra all the way up to the left of hunter (a) and start
    engaging with them. Depending on if you want the +2 MVP bonus, which is 18
    turns, you can play with the hunters for a while. While you are doing this,
    move your other units up, getting the Goat Milk at the village (1), and ending
    your turn with Durant/Milanor in each other's union next to the garrison leader.
    If you are confused about what this means, move Durant or Milanor next to the
    garrison leader then move the other in the first's diagonal union. This way,
    when it's the enemy's turn, Yggdra will not get charged.
    
      Hunters are bow users, who are weak against axes, spears, and sword, which
    gives Yggdra an advantage. However, when they charges, Yggdra cannot counter.
    Most of the time, Yggdra will still win because of her weapon, but at noon,
    when hunters are strong, Yggdra will lose. This is why you want the garrison
    captain to charge at Durant or Milanor instead and let Yggdra charge at the
    hunters on her turn. If you let Yggdra play with the hunters enough, and if
    you only used Yggdra to beat the bandits in 4-2, then Yggdra will get MVP,
    which is quite nice. If Yggdra is level 3 and received +2 MVP ATK twice, then
    she should have exactly 3 big stars for ATK.
    
      Just remember to stop playing with the hunters and let Durant/Milanor finish
    off the garrison captain when you're close to turn 18. Don't forget the
    Imperial Warfare 3 to the northwest of the garrison captain. If all the hunters
    are finished, then once again, Yggdra on a fort can defeat the garrison captain
    quite easily, ensuring that she will get MVP. You should aim for 3 big stars in
    ATK and 2 big stars in LUK for Yggdra.
    
    New Card: Shield Barrier
    KholdStare's Turns: 17/18
    
    --------------
    Battlefield 5:
    --------------
    
    MVP: 7 turns
    
    Map 5-1:
    
    V
    G G ~   a b c
    G G ~ ~ T T d
    G G ~ G G G G
    D Y M G V
    
    Legend:
    G: Grass
    T: Town
    V: Village
    ~: Water
    
    Enemies:
    a: Level 3 Undine,           Morale: 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7
    b: Level 3 Undine,           Morale: 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3
    c: Level 4 Undine [Ishiene], Morale: 3600/3600
       + Item: Ice Javelin (5): +4 ATK, +4 TEC, Ice attack UP
       + GEN: 2.1, ATK: 2.5, TEC: 2.7, LUK: 3.3
    d: Level 3 Undine,           Morale: 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3
    
    * Note on Strategies: The enemy will move exactly as planned if you followed my
      instructions. However, at this stage the stats of your characters and/or the
      power of your cards may play a role in whether you defeat your enemies faster
      or more slowly than I do.
    
    Strategies:
    
      First of all, you have this item called Goat Milk. Now, both Yggdra and
    Durant has exactly 2 TEC if they're at level 3 and 4, respectively. However,
    Yggdra will naturally max TEC, so I would give it to Durant, and right now,
    since he just lost his Paladin Lance. Another option is to give it to Nietzsche,
    another character that you will acquire soon. Nietzsche will eventually have
    lower TEC than Durant, but she won't use her TEC for a while so I would still
    go with Durant. If you're playing the PSP version, then I would suggest that
    you ditch Nietzsche for Mistel altogether, so just give the Goat Milk to Durant
    either way.
    
      This is a sweet and short battlefield that is either very difficult or very
    easy. First of all, Yggdra is out because she is not going to beat spear users
    without a fort. Milanor is only character right now that can make the undines
    drop the Medallions, so just use Milanor and Durant then move Durant one square
    out of Milanor's union when you see fit.
    
      Your goal is to occupy the two town squares (indicated by T in the map) and
    use their terrain bonuses to your advantage. The first thing you should do is
    pick Sanctuary, move Durant to the right T square an Milanor two southwest of
    Durant. Then, attack the undine (b). The reason for this is that you want
    Milanor to clash with Ishiene so you can deal more morale damage to her, and
    also, when it's Ishiene's charge, she won't win against Milanor. After your
    turn and the enemy's turn, hopefully you will have two undines with low (300-
    400) morale.
    
      Now, choose a card and move Milanor to the left of Durant. Attack undine (a)
    with Milanor and afterwards, undines (a) and (b) should leave the map and two
    medallions will drop. Now, move Durant one down and move Yggdra west of Durant.
    
      For this next turn, Ishiene will probably move southwest, onto the town,
    and attack Durant, although the RNG may say so otherwise. This is good because
    even though Durant is in a grass square, Ishiene is no longer in that water
    square with +50% GEO. Even better, Durant is in a union with Milanor who is in
    the town square. Ishiene should lose both battles to Durant and Milanor even
    though she charged.
    
      Now, Move Yggdra south of undine (d), Durant left of Yggdra, and Milanor left
    of Durant. This is so that Milanor will be the third person in the union, which
    makes sure that undine (d) will be defeated when it's the enemy's turn (which
    should be turn 6) and also Milanor is the only character who has enough LUK to
    make the Medallion drop. Now, attack with Yggdra. She should win. Durant should
    beat Ishiene and Milanor should inflict huge morale damage to undine (d).
    
      In the next turn, undine (d) will attack and beat Yggdra. Ishiene will lose
    to Durant, and undine (d) will finally fall to Milanor, dropping a Medallion.
    
      This should be turn 7. First of all, gauge Ishiene's morale. If it is low
    enough, then attack with Milanor on the town square and he will probably
    deplete Ishiene's morale. If Ishiene's morale is 500 or more, then form a union
    with Durant and Milanor, have Durant attack first and Milanor finish the job,
    so that the Ice Javelin can drop. Don't make any mistakes here. I would rather
    have the Ice javelin than the MVP bonus, so if you think that Durant will be
    the one with the finish blow, then try to attack with Milanor instead. If
    Durant is MVP, then LUK is best. If Milanor is MVP, then GEN is best. If Yggdra
    is MVP, then I have no clue how that could have happened.
    
    New Card: Blizzard
    KholdStare's Turns: 7/7
    
    (It is very possible to complete this map in 5 or 6 turns if you get lucky or
    just concentrated Ishiene.)
    
    --------------
    Battlefield 6:
    --------------
    
    * Note: Please recruit Nietzsche, because she will make your life a lot easier.
      Even if you don't intend to use her later on, she will be very useful this
      battlefield, especially if you want the +2 MVP bonus. Also, like how Yggdra
      should not go aggressive against valkyries, Nietzsche should not go
      aggressive against undines. Nietzsche's element is ice, and undines are void
      ice.
    
    MVP: 18 turns
    
    Map 6-1:
    
        a V e
      G G b f
      G ~ c g
    Y M ~ d h
    D ~ ~ 2 ~
    G ~   ~
    1 G ~ T N V
    G G G G G
    
    Legend:
    G: Grass
    T: Town
    V: Village
    ~: Water
    1: Uncover the bottom part of the map
    
    New Ally:
    D: Level 4 Undine [Nietzsche], Morale: 3800/3800 (spear)
       Effects: Water :), Void Ice, Sand :(, < Fire
       + Item: Coral Spear (2): +4 ATK, +4 TEC, Morale UP in water
       + GEN: 2.3, ATK: 2.7, TEC: 2.7, LUK: 3.3
       - GEN: 2.3, ATK: 2.3, TEC: 2.3, LUK: 3.3
    
    Enemies:
    a: Level 3 Assassin,        Morale 1380/1380
       - GEN: 1.3, ATK: 1.8, TEC: 3.2, LUK: 3.2
    b: Level 3 Bandit,          Morale 1460/1460
       - GEN: 1.8, ATK: 2.2, TEC: 1.7, LUK: 2.7
    c: Level 5 Bandit [Ortega], Morale 3920/3920
       + Item: Kill Blade (2): GEN DOWN, ATK UP, 1 on 1 = win
       + GEN: 1.0, ATK: 3.0, TEC: 1.8, LUK: 2.4
    d: Level 4 Undine,          Morale 1670/1670
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3
    e: Level 3 Assassin,        Morale 1380/1380
       - GEN: 1.3, ATK: 1.8, TEC: 3.2, LUK: 3.2
    f: Level 3 Bandit,          Morale 1460/1460
       - GEN: 1.8, ATK: 2.2, TEC: 1.7, LUK: 2.7
    g: Level 4 Undine,          Morale 1670/1670
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3
    h: Level 4 Undine,          Morale 1670/1670
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3
    
    Items:
    2: Healing Herb (4): +2 LUK, Cure ailments
    
    * Note on Strategies: The enemy will move exactly as planned until 6-2 if you
      followed my instructions. However, at this stage the stats of your characters
      and/or the power of your cards may play a role in whether you defeat your
      enemies faster or more slowly than I do. Enemy movement for 6-2 are random.
    
    
    Strategies:
    
      If you are planning to use Durant this map, put the Fur Coat on him. If you
    don't, then you should put it on Durant in the next map anyways, so make sure
    to not give him anything else (like the Ice Javelin). I still recommend putting
    Fur Coat on Durant now. Your strategy here is to get Nietzsche and let her
    wreak havoc. Similarly to how Milanor on wasteland can destroy fencers and
    Yggdra on forts can destroy knights, Nietzsche on water can destroy bandits, so
    she is very useful in this map.
    
      First of all, choose Revolution and have Durant go to the X on the map then
    to the T. Doing so will recruit Nietzsche. Next, move Nietzsche left and up
    onto the water square and Milanor up once then end your turn.
    
      In the enemy's first turn, the north-most village will be pillaged. There was
    nothing that you could have done about that. An assassin will move to the left
    and form a union with a bandit, which Milanor and Yggdra should be an easy time
    defeating. Remember my note above about how Nietzsche should not go aggressive 
    on undines for your next turn. This doesn't mean that you go passive either.
    Just leave your aggressive/passive bar alone.
    
      On the next turn, choose a card with 7 movement. Move Nietzsche one up to get
    the Healing Herb (2). Then, move Nietzsche to the left of undine (d), move
    Yggdra right once, and move Milanor down and left. Attack with Nietzsche. Again,
    note that Nietzsche can defeat normal bandits while she is on a water square.
    After you win all four battles, move Milanor down once and end your turn.
    
      Now you know why you moved Milanor down once. Yggdra will get attacked, and
    if Milanor were still in the union, then Ortega would charge him and win via 1
    on 1 = win. I have never had Yggdra lose to an Ortega charge, but I guess RNG
    could be unlucky for you. In any case, Yggdra should win once and Nietzsche
    should win once, with no one losing yet. If you are lucky, Yggdra could have
    beaten Ortega too, but it's not a big deal if she didn't. This walkthrough will
    assume that Nietzsche depletes the bandit's morale this turn. Yes, Durant is
    still stuck there doing nothing. If you want, move Durant around the left and
    up if you have extra movement before you end your turn. Do not break your
    formation to bring up Durant.
    
      Have you noticed how the undines are slow to be defeated? There are two
    reasons. First of all, they have are good in water, so instead of Milanor
    defeating them with 3-5 members left, he is only strong enough to defeat them
    with 1-3 members left. When the undines charge, Milanor may even lose. The
    second reason is that GEO bonuses are calculated into morale damage. Since
    water has a +50% GEO bonus, not much morale is taken away when the undines lose.
    Whenever Nietzsche loses while on a water square and her opponent only has one
    member left, then Nietzsche will probably not lose any morale at all! Keep this
    in mind.
    
      Because of what I said before, pick a very strong card, probably Shield
    Barrier or Ace Guard, which should have at least 1600 power. Move Milanor up
    once, attack the undines and Ortega yet again. After you win, move Yggdra up
    once to face the bandit and Milanor right once. This way, the bandit will
    attack Yggdra and the undine in the bandit's union will attack Milanor. Once
    again, Milanor may lose this fight but he stands the best chance.
    
      From now on, all you have to do is make the same formation (Milanor, Yggdra,
    Nietzsche) until Ortega and the undines are defeated. How long that will take
    depends on how lucky you are with the RNG. However, if you want to the Kill
    Blade (which you do), then you have to change the formation to Milanor and
    Nietzsche only. When Ortega has around 1200 morale, then a card with 1400
    morale will get him very close to zero on Yggdra's charge. If you see that
    happening, move Milanor to the square two north of Nietzsche, Yggdra left of
    Nietzsche, and attack with Nietzsche. End your turn
    
    * Note: If your Steal card is less than 1500 power, then use it and bring
      Durant left of Yggdra, Milanor two north of Nietzsche. When it's Yggdra's
      charge against Ortega, go passive, and she should beat Ortega without
      depleting his morale. However, Durant's presence means the lead undine (d)
      may have her morale depleted by Durant, which helps loads with Zilva's army
      comes. Also, removing the undines now means their turn won't get used up and
      you have a better chance at the +2 MVP bonus.
    
      On the next turn, the assassin in the top-left corner will attack Milanor,
    and if it is not night time, Milanor should win easily. If you used the Steal
    card strategy above and Durant is in Milanor's formation, then the assassin
    will outright get defeated and removed from the map.
    
      Now, choose a high movement card like Steal. If Durant is close by, move
    Yggdra up, Milanor north of Ortega, and Durant two southwest of Milanor. If you
    followed my advice then Durant should have Fur Coat, and he can deal massive
    morale damage to the undine that is in Ortega's union.
    
      Of course, if you already used Steal to move Durant up and the undines are
    off the map, then use any card, move Durant as northeast as possible but save 2
    movement. Let Milanor defeat Ortega once and for all, and use the last 2
    movement to put Nietzsche on the square Ortega was standing on. Now, the
    conditions change.
    
    Map 6-2:
    
        G G G G
      G G M G a c
      G ~ N ~ b d
    G G ~ ~ ~ V
    G G ~ G ~
    G ~   ~
    G G ~ T ~ V
    G G G T G
    
    Legend:
    G: Grass
    T: Town
    V: Village
    ~: Water
    
    Enemies:
    a: Level 3 Fencer,           Morale 1140/1140
       - GEN: 2.0, ATK: 2.2, TEC: 2.3, LUK: 1.7
    b: Level 3 Fencer,           Morale 1140/1140
       - GEN: 2.0, ATK: 2.2, TEC: 2.3, LUK: 1.7
    c: Level 5 Assassin [Zilva], Morale 2760/2760
       + Item: Stell Persona: +4 GEN, +2 TEC, -2 LUK, Evade panic
       + GEN: 2.0, ATK: 2.2, TEC: 2.6, LUK: 3.3
    d: Level 1 Assassin [Elena], Morale 1930/1930
       + Item: Gale Bow: +6 TEC, Instant charge
       + GEN: 1.7, ATK: 1.9, TEC: 2.7, LUK: 3.5
    
    Strategies:
    
      I have no clue how these characters are going to move, but try to get Gale
    Bow. Stell Persona is good too, but making Elena's item drop is your highest
    priority, since Instant charge is a very useful effect. If Elena is in a union
    of 3, then put Milanor at the first position and Nietzsche at the fourth
    position since both characters have 3 LUK. If Elena is in a union of 2, then
    put Milanor at the first position and Nietzsche at the third position, etc...
    Just improvise to line up your high LUK characters with Elena in the enemy's
    union.
    
      Here are some tips for you. Putting Nietzsche in the water and link her into
    another union is very effective, even at night when the assassins are strong.
    When it's night time, retreat all you can except for the character that you
    can't move and Nietzsche. Set up your formation again during the day. Also,
    Zilva's army is in a great spot to pillage, so make sure you have some movement
    leftover after you defeat Elena to go and grab her item.
    
      Somehow Yggdra got MVP when I did this map. This is probably because Ortega
    had lots of morale and Yggdra was my main fighter against him. Also, Durant was
    leading the fight against Zilva's army so morale damage for the other units are
    spread out. Yggdra should again work words her 2 LUK if she already has 3 ATK.
    Durant should try to get 2 LUK, Nietzsche should try and get ATK or TEC, and
    Milanor should try for GEN. Of course, give the Kokorinut to the character who
    reaches 2 LUK first.
    
    New Card: Bloody Claw
    KholdStare's Turns: 16/18
    
    --------------
    Battlefield 7:
    --------------
    
    * Note: You can now use the ability listed on cards such as Steal, Sanctuary,
      etc... Also, this is the last map that Yggdra will have on her Silk Corset,
      which means that she will no longer block counters. Milanor and Nietzsche's
      items will also go away after this map.
    
    MVP: 21 turns
    
    Map 7-1:
    
    G G ~ a ~ ~ ~
    G G G G ~ ~ G
    G G ~ c ~ ~ ~
    G G V d
    M G
    Y
    D N
    
    Legend:
    G: Grass
    V: Village
    ~: Water
    
    Enemies:
    a: Level 3 Undine,           Morale 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.3, ATK: 2.0, TEC: 2.7, LUK: 2.3
    b: Level 5 Undine [Ishiene], Morale 3940/3940
       + Item: Brave Ring (2): +6 GEN, +4 ATK, Morale UP when low
       + GEN: 3.0, ATK: 2.6, TEC: 2.4, LUK: 3.3
    c: Level 3 Undine,           Morale 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.3, ATK: 2.0, TEC: 2.7, LUK: 2.3
    d: Level 3 Undine,           Morale 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.3, ATK: 2.0, TEC: 2.7, LUK: 2.3
    
    * Note on Strategies: The enemy will move exactly as planned if you followed my
      instructions. However, at this stage the stats of your characters and/or the
      power of your cards may play a role in whether you defeat your enemies faster
      or more slowly than I do. Durant with Fur Coat and Nietzsche alone can take
      out Emelone's army, Mizer and his bandit will be random. In the PSP version,
      paralysis is also a factor which may cost more turns or result in failed
      attempts to Steal.
    
    Strategies:
    
      This is the first map that you can use cards, so you need to choose wisely.
    For cards, I chose Steal, Shield, Bloody Claw, Flame, Banish, Blizzard,
    Sanctuary, and Banish. Here's the tough part. Ishiene is on a fort, which means
    that Mirage can be very effective at noon. Ace Guard is also good, so you can
    choose between the two. Refreshment is also a good option for the PSP version,
    if someone you are low on morale. Note that you cannot use Bloody Claw and
    Flame yet, but they are strong cards they will be used later on, so why not
    power them up now? If you're planning to use Cruz and not Elena, then you can
    choose not to bring Bloody Claw and maybe Revolution instead.
    
      To get ready for this map, make sure that Durant has Fur Coat equipped if you
    did not do so already last map. There is not a great need of recovering your
    characters' morale right now, since this map is not hard, but just annoying if
    you want to collect every item plus make it under the MVP limit. Once again,
    do not go aggressive against undines if you are using Nietzsche. This is why
    she is so great against undines. Once undines enter their rage mode, they will
    automatically add in their ice element, which does nothing to Nietzsche. Since
    you can actually control whether or not to add the ice element into your fights,
    Nietzsche has an overwhelming advantage over her fellow enemies.
    
      First of all, before you move, look at what you're up against. Three undines
    are in the water and Ishiene is on the fort. You don't know this yet, but once
    the enemy undines use Blizzard, the water will change to ice, going from +50%
    GEO to -10% GEO. This is very good for you, but the game is one stead ahead of
    us. Placing Ishiene on a fort means she will not be affected by the ice.
    
      Now choose Bloody Claw, which currently has the highest power out of any of
    my cards. Move Milanor to the village, Nietzsche southwest of him, Yggdra up
    once, and Durant up once. Your union will be Milanor, Nietzsche, Durant. First
    of all, Milanor will attack one undine. In the second fight, the enemy's rage
    bar might be filled up to the second level, which adds the ice element. However,
    the second enemy will fight Nietzsche, which nullifies that element. And then,
    Ishiene will fight with Durant. If Blizzard hasn't been used yet, then Ishiene
    will use it. However, Durant has the Fur Coat on, so har har.
    
      In the next turn, RNG might be random. However, one thing for sure is that
    Ishiene won't move. Most of the time, the three other undines will line up to
    attack you, without Ishiene in that union. If so, then you might even deplete
    all three undines' morale! This is partially due to the same strategy, in which
    Milanor is on a village, when the ice element is added Nietzsche is fighting,
    and Durant is also void ice. Also, the undines will still be on the ice with
    -10% GEO and Bloody Claw has high power. Medallions will drop regardless of
    your characters' LUK, so now it's time to do something about Ishiene.
    
    * Note: Characters can walk on ice. However, it is inadvisable that you end
      your turn on ice, because you will sink when it is noon and ice thaws,
      removing that character from the battlefield. It is very risky to do so, plus,
      staying on ice means you are giving yourself a terrain disadvantage.
    
      Now, use Steal. However, you are not going to use the skill itself. Move
    Milanor two up, grabbing one Medallion in the process. Move Nietzsche northwest
    of Milanor and Durant southwest of Milanor. Now, attack with Milanor and go
    aggressive for Milanor and Durant*, stay neutral with Nietzsche. You should win
    easy. Now, there are some things that we need to consider. If Ishiene has about
    1000 morale and your Steal card's power is 1600, then Durant will not get the
    last hit on the next turn. If your Steal card's power is somehow more than 1600,
    then we have a problem. You do not want Durant to get the finish blow because
    then Ishiene's Brave Ring will not drop. You can now choose to remove Durant
    from the union and spend an extra turn charging at Ishiene. Most of you will
    not have this problem. Whatever you do, move Yggdra up with the remaining
    movement that you have, if any.
    
    * Note: If Milanor's initial charge brings Ishiene to 4 members for the GBA
      version or 5 members for the PSP version, then proceed to go passive and try
      to Steal. Nothing will happen differently, except that Ishiene's GEN will
      decrease, which lets you bring her morale down faster, which ensures that
      you will defeat her when it is her turn to charge.
    
      Whatever you do, step on the fort with Milanor or Yggdra to change the
    conditions. Before you do, however, move Nietzsche east onto the ice (she
    cannot sink) so that you will save some movement when the cards reset. Of
    course, make sure you do have enough movement left to move Milanor onto the
    fort after you move Nietzsche. Any card will do, but your highest movement card
    is recommended. Also, don't worry about the (!)'s on the ice. They are not in
    any danger of getting pillaged.
    
    Map 7-2:
    
    g ~
    h ~ ~           V G
    G G ~ ~ ~ ~ ~ ~ G G T
    G G G # B B G G G G T T
    G G ~ ~ ~ ~ ~ ~ V a
    G G V ~           # d f ~
    G G             1 G e ~ 3
    G                 c ~ ~
    G G                 2
    
    Legend:
    G: Grass
    V: Village
    T: Town
    ~: Water
    #: Fort
    
    Enemies:
    a: Level 4 Undine,           Morale 1670/1670
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3
    b: Level 4 Undine,           Morale 1670/1670
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3
    c: Level 3 Undine,           Morale 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3
    d: Level 6 Undine [Emelone], Morale 4480/4480
       + Item: Gugnir (1): +6 GEN, +4 ATK, +4 LUK, Skill time 2x
       + GEN: 3.0, ATK: 2.7, TEC: 3.0, LUK: 3.4
    e: Level 3 Undine,           Morale 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3
    f: Level 3 Undine,           Morale 1500/1500
       + Item: Medallion (1): Recover morale
       + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3
    g: Level 4 Bandit,           Morale 1590/1590
       + Item: Medallion (1): Recover morale
       + GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0
    h: Level 5 Hunter [Mizer],   Morale 3780/3780
       + Item: Winged Sandals (2): 
       + GEN: 1.9, ATK: 2.2, TEC: 3.5, LUK: 4.0
    
    Strategies:
    
      Here comes the hard decision. First of all, if you want Winged Sandals, then
    you cannot Steal from Emelone, since you will have to Steal from Mizer. This is
    because Mizer has 4 LUK, so Milanor cannot make him drop it, unless Milanor's
    LUK is 4 due to MVP. This is why I let Yggdra and Milanor stay back to defeat
    Mizer and have Nietzsche and Durant slay Emelone's army. One good reason is
    that you will only have to move two characters this way, which makes you waste
    less turns. Another reason is that you want to get Nietzsche and Durant some
    MVP too! Milanor and Yggdra probably has the most MVP as of right now. If you
    want to later on bring Yggdra, you can, since the area surrounding Emelone are
    forts and Yggdra might be useful there.
    
      You will notice that Mizer and the bandit are not yet on the map. Don't worry;
    they will come later. First, choose that useless Bloody Claw card and bring
    Durant or Nietzsche to the village closest to the undines. At this point,
    Durant is a bit stronger so I suggest bringing him. He can also deplete the
    morale of two undines attacking him when it is the enemy's turn, so you will
    get a head start. If you move Durant to the village, then make sure Nietzsche
    is at least on the right bridge (if not more to the right). This will make your
    life way easier. 
    
      Two undines will attack the character on the village here. If it is Durant,
    then he will most likely remove them off the map.
    
      If you followed my instructions before, then you can move Nietzsche to the
    bottom (!) and Durant right once. Now they are both in forts and in Nietszche's
    union. To do this, you will need a card with 8 movement. If it is noon, then
    use Sanctuary. Otherwise, save Sanctuary until it is noon and use Banshee's Cry.
    Attack the bottom-most undine (c) because it will not be in any union and you
    want to pick off single undines instead of spreading the damage. You are on
    forts, so you will do well here. The undine will probably use Blizzard, which
    freezes the water, so when Emelone's army charges, they will be on ice. Like
    Ishiene, Emelone is unfortunately on a fort and not water.
    
      Yay, Mizer and his bandit will appear now. Whether or not they will attack
    Yggdra and Milanor is completely random. In fact, Mizer and his bandits have
    the most random AI out of the other enemies in the game. If they attack, and it
    is noon, then that is pretty bad for you, because hunters are strong at noon.
    In the PSP version, try not to get hit by Thunderbolt, or try to get Yggdra get
    hit by Thunderbolt instead of Milanor.
    
      On the next turn, don't worry about Nietzsche and Durant; they are in a great
    formation. Use Steal, and Steal from Mizer. Don't put Yggdra in Milanor's
    union. If you fail to Steal the first time, you don't want to deal enough
    morale damage because Mizer will retreat if he is damaged enough. Forget the
    bandit and his Medallion. Your goal here is to successfully Steal the Winged
    Sandals from Mizer. If you can't, then move Yggdra way and let Mizer attack
    Milanor next turn so you can get another chance at Stealing.
    
      After you Steal from Mizer or fail to, use the remaining movement to collect
    Aquarius (1) and Elemina Mint (2) with Nietzsche, then move her back to her
    original position southwest of Emelone. Emelone and the other undine will now
    attack, with the other undine leaving the battlefield after. Mizer will attack
    Milanor again. This is a great chance to Steal so do so. Milanor might not win,
    but let out a sigh if you can get the Winged Sandals. After he is finished, you
    should only be at turn 16, and Emelone is now alone.
    
      It is night, so you can do one of two things. If Mizer has still not left the
    map, then deplete his morale now so he does not take more turns, hurting your
    chances for MVP. A union with Milanor and Yggdra should take care of Mizer once
    and for all, or at least put him at low enough morale so that he will retreat.
    Now, move Nietzsche up once to be to the left of Emelone.
    
      Emelone will attack you now, but both Nietzsche and Durant are void ice so I
    can't imagine why you should lose.
    
      Now, just beat down Emelone turn after turn with Durant and Nietzsche on
    forts. Use a card to get the Pretty Shell (3) with Nietzsche then return her to
    her previous position if you want. You have plenty of chances to do this. The
    hard part is to let Nietzsche get the final blow so that Gungnir will drop.
    Here is a tip. Save the Shield barrier card until Emelone is low on morale.
    Then, use Nietzsche with Shield Barrier to charge at Emelone, activating the
    card so that you lose less members than usual, dealing more morale damage.
    
      If you are confident enough in your ability to estimate, then here's a tip.
    Durant will take off about 550 morale with 2 members left against Emelone with
    a 1600 power card. Use that to estimate whether or not you can use Durant as a
    union leader or not. Let's say Emelone has 700 morale. Attack with Durant and
    Nietzsche in Durant's union. Make sure to go passive for a while so Emelone can
    bring your members down to 2 (or 3 in the PSP version). This way, Emelone will
    lose about 550 morale which leaves Nietzsche to get rid of the remaining 150
    morale. It should be somewhat easy, no? Shield Barrier has about 1650 power, so
    you can use that with Nietzsche to ensure that you can take down the remaining
    150 morale.
    
      Also, if the water thaws and you are about to deal you finish blow on Emelone,
    then move Nietzsche onto the water. Why not, right? Once again, if you are
    having trouble, then just move Milanor over and rape Emelone. Doing so means
    that you might not make the +2 MVP bonus, but Gungnir is that good of a weapon.
    
    New Card: Thunderbolt
    KholdStare's Turns: 17/21
    (This can be done by failing to Steal from Mizer when Milanor charges, then
    moving Yggdra into Milanor's union. When Mizer attacks (at night), Milanor
    should successfully Steal and win, then Yggdra deplete Mizer's morale.)
    
    --------------
    Battlefield 8:
    --------------
    
    MVP: 21 turns
    
    Map 8-1:
    
        V G # #
    G c G G A @
    a   G   R
    G G V G R
    b G   R R
    G   G T
    G G G T T
    G G G
    d   G M Y
    e     H I ~
    
    Legend:
    G: Grass
    R: Road
    V: Village
    T: Town
    ~: Water
    #: Fort
    @: Ankh
    
    Characters:
    H: Ally chosen first
    I: Ally chosen second
    A: NPC Roswell
    
    Enemies:
    a: Level 6 Witch [Rosary],   Morale: 4640/4640 (Protect)
       + Item: Lucky Broom (3): +2 GEN, +4 ATK, LUK UP, Drop rate 100%
       + GEN: 3.0, ATK: 2.4, TEC: 3.4, LUK: 4.0
    b: Level 4 Golem [Sodom],    Morale: 1740/1740
       - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8
    c: Level 4 Golem [Gomorrah], Morale: 1740/1740
       - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8
    d: Level 6 Hunter [Mizer],   Morale: 4140/4140
       + Item: Tough Boots (1): +2 GEN, Void poison
       + GEN: 2.3, ATK: 2.3, TEC: 3.4, LUK: 3.4
    e: Level 5 Bandit,           Morale: 1750/1750
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    
    * Note on Strategies: This map is very random. If you follow my instructions
      until Mizer appears, then you will have Mizer blocked and use your characters
      with 3 LUK to make Mizer drop his item so that you don't have to use Steal.
      In 8-2, enemy movements are very random, so you will have to improvise.
    
    Strategies:
    
      Well, that was the easy part, and now, it's onto the hard part. Remember Eudy
    and her witches in BF 3? That wasn't fun at all now was it? For the next few
    maps, you will be battling a whole lot of rod users, so beware. Note that in
    this game, strategy is more important than levels and stats, so just make sure
    to think for a bit before you perform an action, or even before you pick your
    card. Get used to unions and cards now, because you will be relying on them
    more and more and less of weapon advantages as time goes on.
    
      If you noticed, you just got another edible item, Elemina Mint. With this
    item, you can see a "bath scene" later on, but...I usually don't care about it.
    I would use it to power up your characters, but once you have enough experience,
    you should replay the game to see the bath scene. Now, if Yggdra is level 4 and
    Nietzsche is level 5, then they should both have 2.0 and 2.3 TEC, respectively.
    Yggdra will naturally max TEC (even though it doesn't look like it right now),
    so I would give Nietzsche the Elemina Mint. Don't think that you just wasted
    some small stars, because in reality, Nietzsche have not yet gotten a +TEC on
    a level up. Her TEC is really horrible, so just give it to her now. If Milanor
    does not have three TEC and/or LUK, then equip Winged Sandals to make it so.
    Also, at the character screen selection, make sure to select Durant first
    before Nietzsche. Yes, every little thing in this game makes a difference.
    
      The cards you should choose for this map are Steal, Bloody Claw, Shield
    Barrier, Blizzard, Banish, Revolution, Sanctuary, and Banshee's Cry. Make sure
    that Revolution's power is relatively low, below 1400. If you have been
    following my walkthrough, then it should be low anyways. Mizer appears this
    map, on turn 7, but if you defeat the two golems before then, he will not
    appear. You do want his items, so let him appear. However, Stealing from him is
    too wasteful; preventing the villages from being destroyed should be your
    highest priority.
    
      So wow, the first time I thought the golems name were Sodomy and Gonorrhea.
    Anyways, use Steal to move Yggdra to Gomorrah (c) and defeat it. Roswell will
    form a union with you, so even if you didn't manage to deplete its morale,
    Roswell will. Move Milanor west once and end your turn.
    
      Nothing exciting will happen the next turn, so use Revolution to move Yggdra
    down to the village. Move Durant to the southwest square of the map, north of
    where Mizer would have appeared. Then move Milanor northeast of Durant and end
    your turn.
    
      Mizer will appear, boxed in and unable to form a union like we wanted. Since
    it is evening, Durant and Milanor can defeat Mizer easily, but not dealing too
    much damage.
    
      On turn 10, use Shield Barrier and move Nietzsche northeast of Milanor, two
    squares south of Yggdra. Have Yggdra attack the golem and defeat it. If she
    can't, then Nietzsche will since she is in Yggdra's union (get it?). If you
    have the PSP version, then feel free to suspend your game and try to match the
    scenario that I have.
    
      Now, things get kind of random. The conditions will change after Russell and
    company appears. Most of the time, the fencer and valkyrie will move down,
    attacking Durant*. If not, then that's too bad; you just got screwed by the RNG.
    If they do, then when Durant is fighting, stay at neutral. When Milanor is
    attacked, he should have a full gauge so activate Shield Barrier immediately.
    Milanor will still lose, but he will get the valkyrie's members to 1, so that
    Milanor will not lose that much morale. When the valkyrie attack Nietzsche,
    stand back and lol as Nietzsche rapes her. If the enemy won't come, then they
    will just stay there and pose no danger whatsoever, making you work harder for
    your +2 MVP bonus.
    
    * Note: If the fencer attack Milanor, then do not use Shield Barrier or use it
      in such a way to block Item Break. You do not want your Winged Sandals to
      break, or else you cannot Steal from Rosary. When an enemy's card is
      activated while Shield Barrier is still in play, then Shield Barrier will
      guard against the enemy's card, with the exception of Genocide and Angelic
      Thunder. Keep this in mind for future reference.
    
    Map 8-2:
    
            1 G # #
      c G G G G C @
    a d f   G   R
    b   G G Y G R
    G e G G   R R
    G G G   N T
        G M G T T
        D G G
        g   G G G
        h     G G ~
    
    Legend:
    G: Grass
    R: Road
    V: Village
    T: Town
    ~: Water
    #: Fort
    @: Ankh
    
    Enemies:
    a: Level 7 Fencer [Russell], Morale: 2800/4360 (Protect)
       + Item: Zantetsu (1): ATK UP, TEC UP, > Golem
       + GEN: 2.0, ATK: 3.0, TEC: 4.0, LUK: 3.1
    b: Level 4 Valkyrie,         Morale: 1350/1620
       - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3
    c: Level 4 Fencer,           Morale: 1350/1690
       - GEN: 2.1, ATK: 2.3, TEC: 2.3, LUK: 1.8
    d: Level 4 Valkyrie,         Morale: 1350/1620
       - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3
    e: Level 4 Fencer,           Morale: 1350/1690
       - GEN: 2.1, ATK: 2.3, TEC: 2.3, LUK: 1.8
    f: Level 6 Witch [Rosary],   Morale: 4640/4640 (Protect)
       + Item: Lucky Broom (3): +2 GEN, +4 ATK, LUK UP, Drop rate 100%
       + GEN: 3.0, ATK: 2.4, TEC: 3.4, LUK: 4.0
    g: Level 6 Hunter [Mizer],   Morale: 4140/4140
       + Item: Tough Boots (1): +2 GEN, Void poison
       + GEN: 2.3, ATK: 2.3, TEC: 3.4, LUK: 3.4
    h: Level 5 Bandit,           Morale: 1750/1750
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    
    Items:
    1: Mage Ring (1): +6 TEC, Gauge fills
    Y: Dowsing Rods (8): -2 ATK, +6 LUK, React to an item
       Flute of Deception (2): -4 LUK, Foe GEO 0%
    
    Strategies:
    
      From here on it's easy. Choose a card...any card, but I recommend Banish,
    since it will have its use soon and you should power it up. Feel free to use
    another elemental card (Flame, Blizzard, Thunderbolt) if Banish is over 1600 in
    power though. Have Durant attack Mizer. Milanor and/or Nietzsche will defeat
    Mizer next, and both of them have 3 LUK, which can make Mizer drop his item.
    Yes, Mizer have 3 LUK this time around and not 4 thankfully.
    
    General Strategies:
    
      Now you have to defeat Rosary and Russell. The winning condition is to beat
    Russell, not Rosary, so if you want to defeat both, you will have to defeat
    Rosary first. Later on in the game, you will have the option of choosing Rosary
    or Russell to recruit. If you want Rosary, then you will have to steal her
    Lucky Broom this map. If not...you can still use the Lucky Broom for morale
    recovery if you want, but if you want to ensure getting MVP then you should
    just defeat Russell.
    
      So to recap: Steal from Rosary somehow then defeat Russell. If you want
    Russell's item, then try to finish him with Nietzsche, the best way to do it.
    Some other hints is that Rosary adds the fire element when she is in her rage
    form, so definitely keep Nietzsche away. Russell will absolutely destroy
    Milanor, so keep Milanor away. Get to two items from the two villages if you
    can; especially get the item from the south village if you are planning to get
    Roswell. Good luck.
    
      First of all, look at Yggdra's stats. If she has 3 ATK and 3 LUK, then there
    is a chance that she will beat Rosary while standing on a village, so all you
    have to do is to be in a male union of someone two northeast from where Yggdra
    is standing. If you are trying to Steal with Milanor and Yggdra has 2 ATK and
    is in Milanor's union, then move Yggdra away! She will not win against Rosary
    and you will just be wasting morale. It is possible to beat Rosary with a few
    well-chosen cards like Shield Barrier, Sanctuary, and maybe Mirage, but if you
    only want the +2 MVP bonus then you should just Steal from Rosary and defeat
    Russell as soon as possible.
    
      But you also have to take the situation into account. If Rosary is in a union
    with someone else, then it is not necessary that you move Yggdra away, since
    she can pretty much beat anyone else when standing on that village. You can
    also union with Roswell, but if Roswell's morale goes to zero you automatically
    lose the map, so be careful. If Rosary is in a union with 2 other characters or
    more, especially Russell, then don't even think about Stealing yet. It is best
    if you clear the minor characters before attempting to Steal.
    
      Now this is all harder than it sounds because there will be valkyries and
    fencers all over the place. Plus, Russell is known to rush to the front of the
    army and get quickly defeated by Durant or Nietzsche, ending the map too fast.
    If you want Yggdra to get MVP and she doesn't have 3 ATK, then move her out to
    attack the fencers or try to union her with Nietzsche while Nietzsche attack
    the fencers. Don't attack Rosary with Nietzsche because Rosary's rage is fire
    and Nietzsche is weak against fire.
    
      Also, make sure to get an item (or both) from the villages. If you are
    planning to get Roswell, a decision you might feel too early to make now, then
    visit the village Yggdra is standing on (you will have to move off the village
    then on it) to get Dowsing Rods if your total REP is 9 or more. You should try
    and get the Mage Ring anyways at (1) since it will be very useful in the future.
    After Milanor steals from Rosary, he will be pretty much useless against
    Russell, so you can swing up over to the north village to get the Mage Ring.
    
      About Russell, he's really easy if you use the right characters. There is no
    possible way he can beat Durant, Nietzsche, or even Yggdra on a village unless
    he gets a critical hit. Just don't let Milanor close to Russell. If you really
    want his Zantetsu, then defeat him with Nietzsche, unless somehow Durant or
    Yggdra has 3 LUK also. It is not a requirement, and if you want to get the +2
    MVP bonus, then you might want to just Steal from (and maybe defeat) Rosary
    then just forget Russell's item and defeat him.
    
      Yggdra will probably get MVP this time if you let her defeat the golems. LUK
    is a good stat to get MVP in since she will have 2 LUK now if she is level 4
    or 5. If both Durant and Yggdra have 2 or 2.1 LUK, then I would give Yggdra the
    Kokorinut on the next map. If only one of your characters have it, then don't
    delay and just give that character the Kokorinut.
    
    New Cards: Doll Craft, Item Break
    KholdStare's Turns: 22/23
    (If you got both items from the two villages, Tough Boots, Lucky Broom, and
    Zantetsu in 23 turns or under, then really pat yourself on the back.)
    
    --------------
    Battlefield 9:
    --------------
    
    MVP: 21 turns
    
    Map 9-1:
    
      V     c     f
      ~ ~ a G d G g
    V ~ G b   e   G
    G B G   G G G
      Y ~ ~ B G
      H T I M
    # A O ~
    # # O
    
    Legend:
    G: Grass
    B: Bridge
    V: Village
    ~: Water
    #: Fort
    
    Characters:
    H: Ally chosen first
    I: Ally chosen second
    A: NPC Rosary
    O: NPC Golems
    
    Enemies:
    a: Level 4 Skeleton,              Morale: 1670/1670
       - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3
    b: Level 4 Skeleton,              Morale: 1670/1670
       - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3
    c: Level 6 Necromancer [Roswell], Morale: 4740/4740 (Protect)
       + Item: Gargoyle Rod (3): -2 GEN, +4 ATK, +4 TEC, -4 LUK
       + GEN: 2.0, ATK: 2.7, TEC: 3.4, LUK: 2.2
       - GEN: 3.0, ATK: 2.3, TEC: 3.0, LUK: 2.6
    d: Level 4 Skeleton,              Morale: 1670/1670
       - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3
    e: Level 4 Skeleton,              Morale: 1670/1670
       - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3
    f: Level 5 Bandit,                Morale: 1750/1750
       + Item: Medallion (1): Recover morale
       + GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    g: Level 6 Hunter [Mizer],        Morale: 4140/4140
       + Item: Ranger Boots (2):
       + GEN: 2.2, ATK: 2.3, TEC: 4.0, LUK: 3.3
    
    * Note on Strategies: The enemy will move exactly as planned until 9-2 if you
      followed my instructions. However, at this stage the stats of your characters
      and/or the power of your cards may play a role in whether you defeat your
      enemies faster or more slowly than I do. Movement of the assassins in 8-2 are
      random and annoying since you may not get +2 MVP if they fail to attack you.
    
    Strategies:
    
      First of all, remember to give the person with 2 LUK the Kokorinut. Second of
    all, do not give Nietzsche Gungnir. It might look tempting, but you will need
    to save Gungnir for battlefield 13. Instead, her stats are perfect for Brave
    Ring, so equip that to raise her GEN and ATK to 3 big stars. One thing to note
    is that if and when Durant has 3.2 ATK, give him the Ice Javelin. This will
    boost both his ATK and TEC to 4 big stars, which makes him a beast. If Yggdra
    is not eating the Kokoronut this map and she has 2.6 GEN, then give her Hair
    Band or Iron Choker to boost her GEN to 3 big stars.
    
      For this map, choose Nietzsche before you choose Durant. Bring Doll Craft if
    you will choose Rosary later on instead of Roswell. Other good cards to bring
    are Steal, Shield Barrier, Banish, Blizzard, Sanctuary, and Banshee's Cry. For
    the last card, you can bring Flame, Bloody Claw, Ace Guard, or Refreshment if
    you are playing the PSP version and somehow your morale is low.
    
      Look at Roswell. His stats indicate that if you Steal his Gargoyle Rod, then
    he will have higher GEN, which means that his morale will go down more slowly!
    He has Protect anyways, so if you can get his morale to very low, then you can
    go ahead and Steal. Otherwise, once again Mizer and his bandit are not yet on
    the map. This battlefield takes place at night, so Mizer will not have his noon
    advantage here. Still, beware of him.
    
      First of all, use Doll Craft. Move Nietzsche to the west of skeleton (b) and
    Yggdra south of Nietzsche. Move Milanor south of skeleton (e) and Durant on the
    bridge. Attack the skeleton with Milanor then end your turn.
    
      Nietzsche will get attacked, but Nietzsche and Yggdra should deplete the
    skeleton's morale. Both skeletons will move south once.
    
      Pick Shield Barrier and attack the skeleton with Milanor. Next, move Durant
    to the northeast corner of the map, west of where Mizer will appear. End your
    turn.
    
      The skeleton will attack Nietzsche yet again. If you want use Shield Barrier,
    but you should win without the card anyways.
    
      Hey look, it's Mizer. Once again though, we have him cornered. When Mizer
    attacks Durant, have him use Shield Barrier right away. After its duration is
    about 80% over, release the skill and go passive once more, using Shield
    Barrier again. This should block Mizer's Thunderbolt for those who are playing
    the PSP version. You're totally welcome.
    
      Pick any crappy card (like Flame, Blizzard, or Thunderbolt) that you need to
    have powered up, except for Banish. Move Milanor one up and attack Mizer with
    Durant. Milanor should get the finishing blow making Mizer drop his Ranger
    Boots. If you used the Blizzard card, then don't activate the skill. You don't
    want to freeze the water now, do you? Poor Nietzsche. Afterwards, move Milanor
    up once, Nietzsche up once into the water square, and Yggdra east of Nietzsche.
    Do not put any characters south of Roswell, even though it may be tempting.
    
      For the next turn, choose Banish. Now's the time to have some fun plus level
    up all of your characters. Move Yggdra one east and attack Roswell. Here's how
    to do it. Go passive right away with all characters, activate Banish, and win.
    When it's Roswell's turn, the same thing happens. Just activate Banish
    immediately and win. Don't move your characters around, and Yggdra should be
    union leader. Even though Roswell has protect, he will give a good amount of
    experience. You should not lose at all if you use Banish too.
    
      Now that was fun wasn't it? You might have noticed that sometimes you don't
    even need to activate Banish, but I just love seeing the Fatal Damage message.
    Anyways, the two bridges are now destroyed, some talking ensues, and you are
    at turn 17.
    
    Map 9-2:
    
        B a b f
          G c G
          G d
      V     e     G
      ~ N G Y M D G
    V ~ G G   G   G
    G ~ G   G G G
      R ~ ~ ~ G
      R T T R
    # A T ~
    @ # G
    
    Legend:
    G: Grass
    R: Road
    V: Village
    T: Town
    ~: Water
    #: Fort
    @: Ankh
    
    Characters:
    A: NPC Rosary
    
    Enemies:
    a: Level 4 Assassin,                Morale: 1320/1500
       - GEN: 1.4, ATK: 1.8, TEC: 3.3, LUK: 3.3
    b: Level 7 Knight [Leon],           Morale: 2950/4800
       + Item: Phalanx (3), +4 ATK, +2 TEC, > Archers
       + GEN: 2.6, ATK: 3.0, TEC: 3.3, LUK: 2.4
    c: Level 4 Knight,                  Morale: 1400/1770
       - GEN: 2.3, ATK: 2.1, TEC: 2.3, LUK: 1.8
    d: Level 4 Knight,                  Morale: 1400/1770
       - GEN: 2.3, ATK: 2.1, TEC: 2.3, LUK: 1.8
    e: Level 6 Necromancer [Roswell],   Morale: 4740/4740
       + Item: Gargoyle Rod (3): -2 GEN, +4 ATK, +4 TEC, -4 LUK
       + GEN: 2.0, ATK: 2.7, TEC: 3.4, LUK: 2.2
       - GEN: 3.0, ATK: 2.3, TEC: 3.0, LUK: 2.6
    f: Level 4 Assassin,                Morale: 1320/1500
       - GEN: 1.4, ATK: 1.8, TEC: 3.3, LUK: 3.3
    
    Strategies:
    
      Assuming that both assassins moved south all the way, choose Blizzard. Move
    Yggdra one west and Nietzsche two east to face Roswell. Attack Roswell with
    Nietzsche, use Blizzard if you want, and defeat him. Milanor should then take
    care of the assassin. After Roswell is gone (he should have dropped the
    Gargoyle Rod since Nietzsche's LUK is 3), move Durant north of Nietzsche and
    end your turn.
    
      When Durant gets attacked, go aggressive only until the "P" in Passive. When
    it's Milanor's turn, go passive and activate Blizzard, then charge the bar back
    to the "P" in Passive. When it's Yggdra's turn, activate Blizzard and you
    should win unless you are really unlucky.
    
      We are at turn 20, but wait, MVP is turn 21? That's right; you must defeat
    Leon when it's his turn to attack you. Unfortunately, Leon sucks, and the use
    of Shield Barrier will make sure that he cannot win. That said, pick Shield
    Barrier, move Yggdra south, Nietzsche west, Durant south, Milanor west and
    north, then Durant east. Attack the knight with Milanor and you should win
    easily.
    
      Ah, it's turn 21. I can't imagine how you can lose here. Just go aggressive
    with Milanor until the "P" in Passive and let go. When it's Durant's turn, just
    activate Shield Barrier and wait. If you still can't deplete Leon's morale for
    some reason, then...use Shield Barrier with Nietzsche. At least Leon will have
    2 members now, although I question how you got this far if your stats really
    sucks so badly. If Durant got MVP, then I don't know...put it into LUK if it's
    not yet 2 big stars or...ATK/TEC or something...anywhere is fine really. If
    Milanor got MVP, then GEN would be a good place to put it.
    
      Now that was easy, wasn't it? Not really. The turns for +2 MVP bonus was very
    hard to achieve, and if you didn't know that Mizer was on your tail, it could
    have been a disaster. Not only will Mizer waste turns moving, but he could
    paralyze your units in the PSP. His 4 TEC is already nasty with Thunderbolt.
    However, if you know where Mizer will appear, just block him with a card that
    is good, and he is history. There was no need for Steal this map.
    
    New Cards: Chariot, Necro Gate
    KholdStare's Turns: 21/21 (keikaku doori) 
    
    ---------------
    Battlefield 10:
    ---------------
    
    MVP: 23 turns
    
    Map 10-1:
    
    a
    G G
      b   G
      G G G
      c e G
    G d f
    G   G V
    1   G G
        G G
      Y M
      I H ~
    
    Legend:
    G: Grass
    V: Village
    T: Town
    ~: Water
    #: Fort
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Level 6 Fencer [Inzaghi], Morale: 2120/4240
       + Item: Headgear (2): +6 GEN, +2 ATK, Void ailments
       + GEN: 3.0, ATK: 2.7, TEC: 2.4, LUK: 3.0
    b: Level 5 Assassin,         Morale: 1660/1660
       - GEN: 1.5, ATK: 1.9, TEC: 3.3, LUK: 3.3
    c: Level 4 Bandit,           Morale: 1590/1590
       - GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0
    d: Level 7 Bandit [Ortega],  Morale: 4560/4560
       + Item: Berserk (1): -4 GEN, ATK UP, -2 TEC, Infinite Aggressive
       + GEN: 2.2, ATK: 3.0, TEC: 1.6, LUK: 2.4
    e: Level 4 Bandit,           Morale: 1590/1590
       - GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0
    f: Level 4 Bandit,           Morale: 1590/1590
       - GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0
    
    Items:
    1: Pretty Shell -> Shell Breastplate (2): +2 GEN, +2 TEC, LUK UP, Evade
       criticals
    
    * Note on Strategies: The enemy will move exactly as planned if you followed my
      instructions. However, at this stage the stats of your characters and/or the
      power of your cards may play a role in whether you defeat your enemies faster
      or more slowly than I do. This really shows if you are trying to defeat
      Rosary. If you cannot get my instructions to fit exactly with your scenario,
      then use my instructions as guidelines as to where to place your characters.
    
    
    Strategies:
    
      For cards, you should know by now which cards are good. The elemental cards
    (Blizzard, Flame, Thunderbolt, and Banish) are very useful. Doll Craft or Necro
    Gate (depending on if you want Rosary or Roswell) is good for movement and
    dealing some damage. Steal is good in some occasions, Banshee's Cry is
    wonderful, Bloody Claw should be powered up now if you want Elena later on,
    Sanctuary is sort of amazing if you time it right. Ace Guard is amazing if you
    can ever find a use for it. Mind Change is okay, but you really have to plan a
    lot to use it. Refreshment might give you a breather in the PSP version, but
    it's still not that great. Revolution is not that great. I don't really like
    Chariot either, because it is restricted to only Durant. Also, use your
    Medallions (have you used any yet?) to get at least above 50% of your max
    morale.
    
      This battlefield is indeed hard if you want to most of the items. Personally,
    I wouldn't recommend it, but if you want an extra challenge you can try to copy
    me. There will be some things I do that you might not understand, but as long
    as you have the same stats as I do, you should be good. If Yggdra does not have
    3 GEN, then please equip Hair Band or something to give her 3 GEN. My Durant
    has 4 ATK and TEC with Ice Javelin equipped. Nietzsche has 3 GEN and ATK due to
    the Brave Ring I equipped in the last map. Milanor has nothing equipped but has
    3 big stars in everything. You might want to give him something if his GEN is
    still not yet 3. You have Hair Band, Iron Choker, and Leather Hat that gives
    +GEN so that's a lot of items you can use. Again, on the character selection
    screen, select Nietzsche before you select Durant.
    
      Select Sanctuary. This battle will be won based on how well you can pull off
    Sanctuary. Also, the enemy uses the Mirage card stupidly, so the bandits will
    actually exchange their +30 Town GEO for your +0 Grass GEO. Therefore, don't
    step on forts. You don't want Ortega to attack whoever's on the right of him
    anyways. Move Yggdra 1 east 3 north, Durant 2 north, and Nietzsche 2 north.
    
      Attack the bandit with Yggdra. First, go passive until the "r" in Aggressive
    then go aggressive until the "P" in Passive and let go. Now go aggressive with
    Milanor all the way until the "P" in Passive and let go. Your opponent should
    try to use Mirage before being defeated. Here's the hard part. If your enemy's
    rage bar is in rage mode, then go passive and wait until the enemy activates
    Mirage. If not, then go aggressive with Nietzsche then go passive a bit after
    the bandit's rage bar enters rage mode. Your goal here is to have a max gauge
    right before the enemy uses Mirage. Now, don't charge when Mirage is active.
    Activate Sanctuary right after Mirage is down and Nietzsche should win the
    fight, depleting the bandit's morale. Two bandits should have left the map.
    
      The enemy's turn is cake. There is one bandit against three of your
    characters, so you can basically just go aggressive. If the is another bandit,
    then he will make a union with the other bandit and you will have another
    chance at defeating him. After the enemy's turn, all bandits except for Ortega
    should have left the map.
    
      Next, choose Bloody Claw, which should be over 1900 in power. Move Nietzsche
    all the way up, Yggdra south of Nietzsche, and defeat the assassin. Yggdra
    should have been on a town square and deal some good damage to Ortega. Note
    that Ortega's item does not let him use cards. You should have gotten Ortega's
    morale down below 3600. A hint is to go passive with Yggdra for half a second
    then go aggressive all the way until Ortega is defeated. Now move Yggdra to the
    left of Nietzsche and prepare yourself for a hard fight.
    
      Inzaghi comes down finally, and attacks Yggdra. Yggdra will lose if you don't
    know what you are doing or if you are just unlucky. If Inzaghi's charge takes
    away the same or less members as Yggdra's counter, then go passive until the
    "r" in Aggressive then go aggressive all the way. If Inzaghi's charge takes
    away one more member than Yggdra's counter, then try to go passive until the
    last "e" in Aggressive then go aggressive all the way. If Inzaghi's charge
    takes away more than one member than Yggdra's counter, then you got really
    unlucky. On the bright side, Nietzsche should defeat Inzaghi and make him drop
    his item. Just go aggressive all the way with Nietzsche.
    
      Now Ortega is left, and he's not easier than Inzaghi. Pick Steal, and I hope
    that Steal's power is above 1900 for you too. Move Yggdra to the right of
    Ortega, Milanor north of Yggdra, and Durant 2 south of Yggdra. You should have
    two movement left. Listen very carefully:
    
      For Yggdra, go passive between Passive and Aggressive then go aggressive all
    the way. For Milanor, go passive until the last "e" in Aggressive then go
    aggressive all the way. For Nietzsche, just go aggressive all the way. Do the
    same with Durant. Ortega should be defeated unless something horribly wrong
    happened. Move Milanor onto where Ortega stood and that should change the
    conditions of this map. Whew! Note that if Durant's LUK is not 2, you will not
    get Berserk to drop. However, it's a horrible item, and you should try and get
    Durant's LUK to 3 anyways.
    
    Map 10-2:
    
                G           G h # @
              G G G     3 G g G j #
            G G   G   G G   G i R
        V G G G   G G G G G     k
          G G     Y M G G G G T l
            G   G I H     G G T
      G 2 G G G G   G V   G G G G
      G ~ d   G 1   G G   V G G ~
    G G B G G f     G G       G G
      G ~ ~ B     G G
    a b V e G     G G ~
    @ c G
    
    
    Legend:
    G: Grass
    R: Road
    B: Bridge
    V: Village
    T: Town
    ~: Water
    #: Fort
    @: Ankh
    
    Characters:
    C: First chosen ally
    D: Second chosen ally
    
    Enemies:
    a: Level 5 Witch,           Morale: 1830/1830
       - GEN: 1.9, ATK: 1.9, TEC: 3.3, LUK: 3.0
    b: Level 6 Witch [Rosary],  Morale: 3240/4640
       + Item: Frilly Lace (2): +4 TEC, +4 LUK, Instant charge
       + GEN: 2.6, ATK: 2.0, TEC: 4.0, LUK: 4.0
    c: Level 5 Witch,           Morale: 1830/1830
       - GEN: 1.9, ATK: 1.9, TEC: 3.3, LUK: 3.0
    d: Level 4 Golem [Zukunft], Morale: 1740/1740
       - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8
    e: Level 4 Golem [Vergang], Morale: 1740/1740
       - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8
    f: Level 4 Golem [Heutig],  Morale: 1740/1740
       - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8
    
    g: Level 4 Skeleton,              Morale: 1670/1670
       - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3
    h: Level 5 Necromancer,           Morale: 1830/1830
       - GEN: 1.9, ATK: 2.2, TEC: 3.0, LUK: 3.0
    i: Level 5 Necromancer,           Morale: 1830/1830
       - GEN: 1.9, ATK: 2.2, TEC: 3.0, LUK: 3.0
    j: Level 6 Necromancer [Roswell], Morale: 3340/4740
       + Item: Midnight Robe (3): +4 GEN, +2 TEC, Void dark
       + GEN: 3.3, ATK: 2.3, TEC: 3.2, LUK: 2.6
    k: Level 4 Skeleton,              Morale: 1670/1670
       - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3
    l: Level 4 Skeleton,              Morale: 1670/1670
       - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3
    
    Items:
    1: Pretty Shell -> Shell Breastplate (2): +2 GEN, +2 TEC, LUK UP, Evade
       criticals
    2: Rune Crystal
    3: Obsidian
    
    Strategies:
    
      If you paid attention to the items in this map, you may have noticed that we
    have not gotten the Shell Breastplate yet. Don't worry, it can be retrieved in
    10-2. Actually, it could only be gotten at night, and we have not missed a
    night turn yet, so we didn't do anything wrong, really. All that happened was
    that Inzaghi and Ortega were defeated very quickly and handily. Now we turn our
    attention to this map, where we have to defeat either Roswell or Rosary to end
    this feud once and for all.
    
      Now you have to make your decision, and that is to get Rosary or Roswell.
    Rosary has horrible ATK gains, but luckily for you, edible ATK UP items are so
    plenty in the game. She also has higher LUK, immunity to fire, adding the fire
    element when she goes aggressive, and no weaknesses. Roswell has balanced stat
    gains, with his ability to "warp" at night as his main specialty. He is strong
    against skeletons, has immunity to dark, is weak against holy. Rosary will
    really help with getting items because of her high LUK, and Roswell can really
    help in battles by warping around enemies at night.
    
      I prefer Rosary, but Roswell is still great. Although I will give
    instructions on how to defeat both Roswell and Rosary in this map, remember
    that I picked Rosary for this walkthrough so things might go a little bit
    differently if you picked Roswell. Don't worry though; the step-by-step
    instructions will soon be over as there are just so many new characters that
    you can choose from and so many factors that could be different. RNG is the
    least of your worries. The power of your cards, your characters' stats, and
    the enemies' movement soon become very unpredictable.
    
    Strategies ? Getting Roswell:
    
      Make sure you realize that getting Roswell means we are going to defeat
    Rosary. You might remember that Roswell got seriously destroyed by Banish. That
    does not automatically mean that he is bad. He might be weak to valkyries, but
    don't expect enemies to pop up having the Banish card handy. Also note that
    Rosary is on a fort. Note the terrains next to her. There's a town, bridge,
    road, and water. In other words, you have really good chances of winning if you
    place Nietzsche and Durant on the right locations on this map. However, it will
    take more effort defeating Rosary because you cannot attack a witch and drag a
    golem into her union. Therefore, you will waste a lot of turns killing golems.
    
      First, choose Necro Gate. Move Yggdra north of Heutig (f) and Nietzsche to
    the village east of Yggdra. You should obtain the Shell Breastplate. Move
    Durant west, Milanor south, and end your turn.
    
      The golem will attack Yggdra this turn. Go passive until the middle of the
    gauge and stay neutral. When Nietzsche gets attacked, go aggressive all the way
    and the golem should be defeated.
    
      Now choose Bloody Claw. Move Milanor all the way to the right of Vergang (e)
    and attack it. Then end your turn.
    
      On this turn, Vergang should attack Milanor and be defeated.
    
      Choose Steal. Move Milanor 2 west, Nietzsche northeast of Milanor in the
    water square, and Durant northeast of Yggdra. Attack Rosary and Steal her item.
    Milanor can beat Rosary with some luck but I'll assume that he will lose. Both
    Nietzsche should go passive until the "A" in Aggressive then go aggressive
    until she wins. 
    
      Rosary will now attack you. Again, with some luck, Milanor can win, but I
    will assume that he didn't. Nietzsche and Durant should win. Use the same
    strategy as above, going passive until the middle of the gauge then go
    aggressive with Nietzsche, and Durant should just go all aggressive. The witch
    on the left of Rosary should leave the map.
    
      Use Shield Barrier and move Nietzsche northwest of the remaining golem to the
    (2) for the Rune Crystal. Then attack Rosary normally, using Shield Barrier
    once to win with Milanor and just go aggressive with Durant.
    
      Rosary will attack you now, but this time, use Shield Barrier for both
    Milanor and Durant. If you won one or both of the battles that I assume you
    didn't earlier, then Rosary might be finished here. If not, the battle is
    almost over anyways since her morale is so low.
    
      Whatever you do will finish the battle here. I chose Sanctuary, move
    Nietzsche back to the water square between Milanor and Durant, then attacked
    with Milanor like usual. Have everyone activate Sanctuary and you will win. The
    interesting thing about my method is that Yggdra got MVP when she was not in
    the battle with Rosary at all. Maybe she took a huge chunk out of Ortega and
    the golems' morale. anyways, you should put some LUK into Yggdra if it is still
    below 2, or GEN to get 3 big stars, even though she will max GEN later on.
    
    Strategies ? Getting Rosary:
    
      Make sure you realize that getting Rosary means we are going to defeat
    Roswell. We never really fought Rosary, except for one turn of Milanor stealing
    and another one of Milanor and Yggdra (with +GEO) using an overpowered Shield
    Barrier card to beat her, but she is truly the best character in the game in my
    opinion (GBA version). Note that Roswell is standing on a fort. There is also a
    fort square that Yggdra can get to, which is nice. There are roads south of
    Roswell, so Durant could be useful here too.
    
      First, choose Doll Craft. Move Milanor to the square 2 west of skeleton (g)
    to collect your Obsidian, then move east next to that skeleton. Yggdra should
    move 2 east 1 north, being 2 squares southwest of Milanor. Durant should move
    southwest of Yggdra. Do not attack but end your turn.
    
      The skeleton should attack Milanor and then leave the map.
    
      Now choose Sanctuary. Move Milanor southeast, to the left of necromancer (i).
    Move both Yggdra and Durant 2 east and attack the necromancer with Milanor. Go
    passive until the last "e" in Aggressive then go aggressive until the
    necromancer is defeated. Go all the way aggressive with Yggdra and Roswell
    should be easily defeated. Durant will just win. Now move Yggdra southeast then
    end your turn.
    
      Milanor will get attacked. This time, go passive all the way and activate
    Sanctuary. After that, go passive until the "P" in Passive then stay neutral.
    Have Durant activate Sanctuary immediately. Then go passive until the "e" in
    Passive and go aggressive all the way. If Durant has 4 ATK, he will win.
    
      Now we are at turn 16. Use Bloody Claw. Move both Yggdra and Durant one east,
    then have Yggdra attack the skeleton. Now move Durant south of Roswell and
    Milanor west of Roswell. End your turn. Note that Durant is now on a road
    square.
    
      Milanor will be attacked here. If the necromancer's charge takes away the
    same amount of members or less than Milanor's counter, then just go passive
    until the first "r" in Aggressive then go aggressive all the way until you win.
    When Durant gets attacked by Roswell, just go aggressive all the way and you
    will win.
    
      Hey wait, what's up with Nietzsche? Use Steal. Move Nietzsche 2 west 2 south
    to obtain the Shell Breastplate. Then move 1 north and 4 west to get the Rune
    Crystal. Now attack Roswell with Milanor and try to Steal. Since Roswell does
    not start out in rage mode (usually another Necromancer drags Roswell into the
    union), Milanor will probably win. Durant will just destroy the other
    necromancer, even if he has full morale. Now move Yggdra 1 east 1 north and
    end your turn.
    
      Roswell will attack Durant. Go passive until the "r" in Aggressive and then
    go aggressive until you win. Just go all the way aggressive with Milanor and
    you should also win. It is unlikely that Roswell's morale will be depleted but
    it could happen.
    
      Now you know what to do. Choose Banish, move Yggdra north of Roswell and
    Milanor west of Yggdra. Just attack, use Banish, rinse, and repeat until
    Roswell is defeated. You just completed battlefield 10 under the +2 MVP bonus
    turns limit plus getting all items, even those that are useless to you in the
    future. Milanor should have gotten MVP, and by this point just give him any
    stat except for ATK, or if you have a stat that does not have a natural 3 big
    stars, then put MVP into that stat.
    
    New Cards: Earthquake or Poison Breath
    KholdStare's Turns: 22/23
    
    ----------------
    Battlefield 11A:
    ----------------
    
    Coming Soon
    
    ----------------
    Battlefield 11B:
    ----------------
    
    MVP: 16 turns
    
    Map 11B-1:
    
      1           H
      ~ ~ G   G G Y
    V ~ G G   G   M
    G B G   G G G
      b ~ ~ h G
      c T g A
    a d T ~
    # e f
    
    Legend:
    G: Grass
    B: Bridge
    V: Village
    T: Town
    ~: Water
    #: Fort
    
    Characters:
    H: Ally
    A: NPC Rosary
    
    Enemies:
    a: Level 4 Necromancer,            Morale: 1670/1670
       - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0
    b: Level 5 Fencer,                 Morale: 1690/1690
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    d: Level 7 Fencer [Russell],       Morale: 4360/4360
       + Item: Shin Zantetsu (3): ATK UP, TEC UP, LUK UP, Morale damage max
       + GEN: 2.0, ATK: 3.0, TEC: 4.0, LUK: 4.0
    e: Level 4 Necromancer,            Morale: 1670/1670
       - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0
    f: Level 4 Hunter,                 Morale: 1770/1770
       - GEN: 2.2, ATK: 1.8, TEC: 3.3, LUK: 2.3
    g: Level 5 Fencer,                 Morale: 1320/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    h: Level 5 Fencer,                 Morale: 1440/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    
    c: Level 7 Griffon Rider [Emilia], Morale: 4400/4400
       + Item: Teddybear (2): +2 GEN
       + GEN: 2.2, ATK: 2.6, TEC: 3.4, LUK: 3.4
    
    Items:
    1: Obsidian -> Black Brand (2): -4 GEN, -2 ATK, TEC UP, Dark attack UP
    
    Strategies:
    
    * Note on Strategies: The enemy will move exactly as planned until Zilva's army
      appears if you followed my instructions. However, at this stage the stats of
      your characters and/or the power of your cards may play a role in whether you
      defeat your enemies faster or more slowly than I do. Enemy movement for
      Zilva's army is ridiculously random.
    
      What is BF 11B you ask? It is a name to describe the battle if you decided to
    get Rosary. Unfortunately, I current do not have the walkthrough for BF 11A,
    but I am bound to replay the game some time later for it. Don't try to use this
    as an alternative to BF 11A, because the map and enemies are completely
    different. Instead, try another guide, like Lufia_Maxim's guide.
    
      Equip Gungnir on Nietzsche now, which should save you lots of heartache in
    the next four maps. My Milanor has at least 3 big stars in everything, but if
    you really want, you can equip an item to boost one of his stats to 3, but it
    is not required. You can only choose between Durant or Nietzsche here. If you
    are planning to ditch Nietzsche for some reason, especially for Mistel in the
    PSP version, then obviously pick Durant. If you're planning to use Nietzsche
    then she will probably be weaker than Durant right now, so use her in this
    map. I will use Nietzsche.
    
      Cards to bring: Doll Craft/Necro Gate, Steal, Bloody Claw, Shield Barrier,
    Flame, Blizzard, Thunderbolt, Banish, Sanctuary, Banshee's Cry.
    
      This map is very hard if you want to get all of the items. First of all, it's
    impossible unless Milanor or someone else has 4 LUK or if you have the Four
    Leaf Clover. Sadly, most of us don't or want to patiently reset a map just so
    they can get an item for this map. This is why I can set you up until before
    Zilva's army comes, but after that, you are on your own, because it is your
    decision on what to do. Another note is that if you brought Durant instead of
    Nietzsche, then don't worry if you miss the Black Brand. It's not a good item
    anyways.
    
      First, choose Steal. Move Yggdra to the right of fencer (h) and Nietzsche
    two square above Yggdra. Now attack with Yggdra, going passive until midway
    then go aggressive. Nietzsche shouldn't have a problem so just go aggressive.
    Both fencers should leave the map. Move Nietzsche onto the bridge north of
    Rosary to change battle conditions. Note that the map below shows Zilva's army,
    but they do not appear immediately.
    
    Map 11B-2:
    
        G e g G
          f h G
          G G
      1     G     G
      ~ ~ G G G G G
    V ~ G G   G   G
    G B G   G G G
      G ~ ~ G G
      G T G R
    a b G ~
    # c d
    
    Legend:
    G: Grass
    B: Bridge
    V: Village
    T: Town
    ~: Water
    #: Fort
    
    New Ally:
    A: Level 6 Witch [Rosary], Morale: ?/4640 (rod)
       Effects: Void Fire
       + Item: Frilly Lace (2): +4 TEC, +4 LUK, Instant charge
       + GEN: 2.6, ATK: 2.0, TEC: 4.0, LUK: 4.0
       - GEN: 2.6, ATK: 2.0, TEC: 3.4, LUK: 3.2
    
    Enemies:
    a: Level 4 Necromancer,            Morale: ?/1670
       - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0
    b: Level 7 Fencer [Russell],       Morale: ?/4360
       + Item: Shin Zantetsu (3): ATK UP, TEC UP, LUK UP, Morale damage max
       + GEN: 2.0, ATK: 3.0, TEC: 4.0, LUK: 4.0
    c: Level 4 Necromancer,            Morale: ?/1670
       - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0
    d: Level 4 Hunter,                 Morale: ?/1770
       - GEN: 2.2, ATK: 1.8, TEC: 3.3, LUK: 2.3
    
    e: Level 4 Valkyrie, Morale 1620/1620
       - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3
    f: Elena, Level 3 Assassin, Morale 3140/3140
       + Item: Lightning Bow (2): +4 ATK, +2 TEC, +2 LUK, Lightning attack UP
       + GEN: 1.8, ATK: 2.4, TEC: 2.5, LUK: 4.2
    g: Level 4 Valkyrie, Morale 1620/1620
       - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3
    h: Zilva, Level 6 Assassin, Morale 4160/4160
       + Item: Murderous Mask (1): -6 GEN, ATK UP, +6 TEC, Lowers gauge
       + GEN: 1.0, ATK: 3.0, TEC: 4.0, LUK: 3.5
    
    Items:
    1: Obsidian -> Black Brand (2): -4 GEN, -2 ATK, TEC UP, Dark attack UP
    
      Note that you can use Milanor and Steal Emilia's Teddybear now, but there's
    really no point in doing that. You can also Steal from Russell here, making
    him a lot easier, but there's also no point in doing that because you will
    most definitely miss out on Zilva's army. Instead, choose Shield Barrier,
    move Nietzsche all west, Yggdra south of Nietzsche, and Rosary 2 east of
    Yggdra. This may look suicidal, but attack Emilia with Yggdra. Just go passive
    for half a second then go aggressive again. For Nietzsche just go aggressive.
    For Rosary, make sure to activate Shield Barrier right away so Russell cannot
    inflict the evil Gravity Chaos on you. After your shield is down, just go
    aggressive all the way. Use Shield Barrier with Yggdra. If you have the PSP
    version, then suspend here. Otherwise, just end your turn.
    
      A hunter will come up and stupidly attack Yggdra. If Yggdra lost 1 member, go
    passive until the bar fills all the way then go aggressive until the hunter is
    defeated. If she lost more, then go ahead and activate Shield Barrier. Activate
    Shield Barrier with Nietzsche. Activate Shield Barrier with Rosary too. You
    should win all three battles rather easily.
    
      Now Zilva's army appears. Once again, it is impossible to predict their
    movements, so I will give you general hints. Try to Steal Elena's Lightning
    Bow. It is a very nice item for later on. Don't worry about Zilva's Murderous
    Mask. Forget Zilva's army altogether if they are positioned in a weird way.
    You should either defeat Zilva's army quickly or abandon them altogether and
    head for Russell, because if you play with Zilva's army too much, they will
    take up turns and hurt your MVP bonus.
    
      A decent scenario is when Elena moves out in front of the army. This is where
    you can use Steal with Milanor. Assassins are fragile, so sometimes you defeat
    them before Steal can activate. However, it is night time, and since assassins
    are stronger at night time, you have a better chance at getting Steal off. If
    Elena, a valkyrie, and Zilva are in one union, then that's very bad news for
    you. You can reset and continue the suspended game if you have the PSP version
    or if you have the GBA version, redo the map or just head straight to Russell.
    
      If Elena moved to 1 north 2 west of Milanor and she is not in a union or is
    only in a union with Zilva, then use Steal, bring Nietzsche over to south of
    Elena, and Rosary two south of Nietzsche. If no one is in Elena's union, move
    Milanor north. If Zilva is in Elena's union, then attack, but let Zilva use
    Bloody Claw on Milanor so Elena won't use it on Rosary. If a valkyrie is in the
    Elena's union, then use Steal but don't move the Nietzsche or Rosary. Instead,
    try to use the Steal skill. The same would happen if Elena is in another spot.
    Try to Steal from Elena.
    
      If the union is Zilva then Elena, then just use Steal on Zilva. The nice
    thing here is that Elena's Bloody Claw will miss Milanor if he has 3 GEN due to
    her low TEC. You can choose to dispose of them if you want or focus on
    Russell's army, but this is in my opinion the best scenario, albeit just one of
    many.
    
      If by turn 11 you see no hope of defeating Zilva, then use the strategy below
    to defeat Russell instead. If you manage to make the Lightning Bow drop, then
    move Milanor over to loot it then go 2 east. Nietzsche and/or Rosary might lose
    morale on Zilva's turn, but it is all worth it. Remember that Zilva has a ton
    of morale, so you will have to use three characters or two with a very powerful
    card. It is usually not possible to defeat Zilva if you make the Lightning Bow
    drop, so just play it safe and defeat Russell on turn 11. However, if you use
    Sanctuary, you can defeat Zilva with two characters. If you have the PSP
    version, then you can try suspending.
    
      The strategy below is how to defeat Russell in two turns if you used my
    Shield Barrier trick above. If you want to do this, then you will have to
    attack Russell on turn 14 or before, because you have to use turn 16 to step
    on where Russell stood with Rosary. That is why you have to be finished with
    Zilva by turn 11 (the whole army leaves once Zilva is defeated) because you
    will have to get everyone back and in formation by turn 13.
    
      For Russell, you do not want Gungnir to be destroyed no matter what. My
    Yggdra has Hair Band on, and that isn't a very great item. Rosary also has
    4 LUK, so if you are really lucky, you can make Russell drop his Shin Zantetsu.
    One strategy that worked for me is to use Blizzard (or any other card that has
    6-8 movement with at least 1700 power, move Nietzsche southwest, Yggdra east,
    and Rosary 2 west. Once you are in this formation, attack Russell with
    Nietzsche, and go aggressive for all three character. If you are lucky enough
    to get Russell to 1 member with Yggdra's charge, then your Hair Band is saved.
    If it gets destroyed, nothing much was lost.
    
      On Russell's charge, just go aggressive all the way, Rosary has a very high
    chance of getting the last hit on Russell, making him drop the Shin Zantetsu.
    If not, then Yggdra will probably deplete Russell's morale anyways, so all is
    good. If you use this strategy, then you can step on Russell's square at turn
    10. This means that you have 6 extra turns to spare, which means 2 chances for
    Milanor to Steal and play with Zilva's army, assuming you beat Zilva on turn 11
    so her army will not take that extra turn.
    
      Yggdra or Nietzsche will get MVP this time around. You can boost up Yggdra's
    low GEN now (but will be maxed later anyways if you don't) since you want 3 big
    stars in GEN. Even though Nietzsche will have high attack in the end, you might
    want to give her MVP in ATK because at level 7, she should have 2.6 ATK, just
    needing two more small stars to get to 3 ATK. If you have the PSP version it is
    pretty easy to suspend before stepping on Rosary's mansion.
    
    New Cards: Earthquake or Poison Breath
    KholdStare's Turns: 15/16
    
    ---------------
    Battlefield 12:
    ---------------
    
    MVP: 17 turns
    
    Map 12-1:
    
    W               2
    a W   &     i W W
    W # c f   g j k W
      b d   G h   W   l
        W W W W W W   m
        e W     W B   W
                ~ M Y W
            W 1 ~ H I
    
    Legend:
    G: Grass
    W: Wasteland
    B: Bridge
    V: Village
    ~: Water
    #: Fort
    &: Catapult
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Lvl 6 Assassin,        Morale: 1790/1790
       - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4
    b: Lvl 5 Bandit,          Morale: 1750/1750
       - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    c: Lvl 8 Bandit [Ortega], Morale: 4880/4880
       + Item: Boss Bandana (2): GEN UP, +2 ATK, Always Ace
       + GEN: 2.2, ATK: 2.6, TEC: 3.4, LUK: 3.4
    d: Lvl 5 Bandit,          Morale: 1750/1750
       - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    e: Lvl 5 Fencer,          Morale: 1860/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    f: Lvl 6 Assassin,        Morale: 1790/1790
       - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4
    g: Lvl 5 Fencer,          Morale: 1860/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    h: Lvl 5 Bandit,          Morale: 1750/1750
       - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    i: Lvl 5 Fencer,          Morale: 1860/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    j: Lvl 5 Bandit,          Morale: 1750/1750 
       + Item: Medallion (1): Recover morale
       - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    k: Lvl 5 Bandit,          Morale: 1750/1750
       - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0
    
    l: Lvl 6 Bandit,         Morale: 1910/1910
       + Item: Medallion (1): Recover morale
    m: Lvl 7 Hunter [Mizer], Morale: 4360/4360
       + Item: Warp Shoes (2): +2 TEC, Move -> Warp
       + GEN: 2.0, ATK: 2.4, TEC: 4.0, LUK: 3.4
    
    Items:
    1: Upola Statue (2): -2 GEN, -2 ATK, -2 TEC, LUK UP, 1 time-revival
    2: Bronze Shield (1): GEN UP, -2 ATK, TEC DOWN, Block catapult
    b: Gold Lump
    
    General Strategies:
    
      I've said it before and I'll remind you now that I cannot give step by step
    instructions anymore. If you haven't done so yet, read the Cards and Battle
    Mechanics sections. Make sure you know how to use the Passive-Aggressive gauge
    to your advantage, and also how to position characters in a union to determine
    its order. The best thing to do here is to go over my instructions in
    battlefields 1 through 11 and figure out why I did what I did. Once you have
    the general grasp of the strategies needed for Yggdra Union in mind, you can
    easily beat the game and the rest of this guide is just for telling you where
    to find which items.
    
      I don't know about you guys but for some reason my Milanor and Yggdra are
    level 6 while Durant and Nietzsche are level 7. You can only pick 2 characters
    this time, so I recommend that you pick Rosary or Roswell since they are
    probably still level 6. If Milanor got beaten up badly by Zilva's army, then
    give him some Medallions. If Yggdra's GEN is still below 3, then give her Iron
    Choker, Hair Band, Midnight Robe, Ranger Boots, or Leather Hat...there are so
    many +GEN items out there. Just make sure you leave Tough Boots alone for now.
    Mizer has 3 LUK so you should probably bring Nietzsche. Also, there a useless
    item that only Nietzsche can get. Choose Rosary before Nietzsche/Durant.
    
      Cards to bring: Doll Craft/Necro Gate, Steal, Bloody Claw, Shield Barrier,
    Flame, Blizzard, Banish, Sanctuary, Banshee's Cry, Ace Guard, Thunderbolt.
    
      Hey look it's Ortega. He's a pretty easy guy, except for when he charges
    because he will bring catapults into play. This is why Durant is bad for this
    map. In your first turn, bring Yggdra up then Rosary/Roswell and Milanor and
    just attack. In the next turns, you should win easily, more easily if you have
    Rosary due to her being female and have a cross union. Believe it or not,
    Yggdra and Rosary/Roswell alone can defeat Ortega's army in the west. Just
    bring them over, with Yggdra leading, and attack the bandits. Even with the
    assassins, if you choose the right card (Shield Barrier, Banish, Banshee's Cry,
    etc...), you should be able to defeat them. Don't attack Ortega intentionally
    yet; take care of Mizer and his bandit first.
    
      Don't try to block Mizer's way because he has Warp Shoes if you have been
    Stealing from him. Instead, put Nietzsche in the water square and Milanor north
    of Nietzsche in a wasteland square. Now you will be better off when you get
    charged. Your next turn is at noon, and hunters are strong at noon, so be
    careful. You can try Steal to get it out of the way, but both Nietzsche and
    Milanor have 3 LUK so they can make Mizer drop his Warp Shoes, but remember
    that he withdraws if you get his morale low enough without defeating him. After
    you Steal though, Mizer will have 3 TEC instead of 4, which makes his
    Thunderbolt weaker.
    
      As for items, get the Gold Lump if you can. The Bronze Shield isn't really
    needed, and so is the Upola Statue. However, Nietzsche is close enough to it so
    if you have spare turns leftover (like after using Steal), go ahead and pick it
    up. Once Mizer is done, use Shield Barrier and have both Yggdra and Rosary on
    forts around Ortega. This should get the job done quickly. If you want to 
    abandon the Bronze Shield (only Milanor can get it, and it's on the other side
    of the map), then you can bring Milanor over as well, but that might be
    overkill. Speaking of Bronze Shield, note that you can "visit" the village at
    night with Milanor.
    
      With Yggdra fighting against so many bandits, she should get MVP. Once again,
    try to get all of her stats to 3 stars for now (with the exception of LUK,
    which you should get to 2). What do you know? This battlefield got all of my
    characters to level 7. Even though this battlefield can be easy if Mizer did
    not mess with you, the next one can be hard if you have the GBA version and
    want to level up your characters.
    
    New Cards:
    KholdStare's Turns: 12/17
    
    ---------------
    Battlefield 13:
    ---------------
    
    MVP: 35 turns
    
    Map 13-1:
    
      M
    Y H   e g
      I c f
    a b d
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Level 6 Assassin, Morale :1790/1790
       - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4
    b: Level 6 Bandit,   Morale: 1910/1910
       - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0
    c: Level 6 Bandit,   Morale: 1910/1910
       - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0
    d: Level 6 Assassin, Morale: 1790/1790
       - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4
    e: Level 6 Bandit,   Morale: 1910/1910
       - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0
    f: Level 5 Fencer,   Morale: 1860/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    g: Level 6 Bandit,   Morale: 1910/1910
       + Item: Medallion (1): Recover morale
       + GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0
    
    General Strategies:
    
      First of all, if you are playing the PSP version, then please play 13-2 and
    visit the two villages indicated by the V on their map. But if you are playing
    the GBA version, then you have a decision to make. If you want the +2 MVP bonus,
    then it is a very fast map that you can restart. However, if you want to go to
    13-3 and get a whole lot of experience, then be prepared to be frustrated and
    use Medallions to bring the morale of all of the four characters that you are
    planning to near max. This will be a brutal ride, but it will be worth it. Also,
    if you take the experience route, then you won't get +2 MVP, but still +1 MVP.
    
      If Durant has 4 ATK with Ice Javelin and Nietzsche has at least 3 of every
    stat with Gungnir, then either character is fine. However, Aegina will have
    Zolfy this map, which gives the 1 on 1 = win effect. This will prove to be a
    disadvantage for Durant, so Nietzsche might be a better choice. You will
    definitely need Nietzsche's female cross union if you picked Roswell. Equip the
    Mage Ring on Milanor if you are planning to do battlefield 13-3. Choose
    Rosary/Roswell before you choose Nietzsche.
    
      Cards to take: Doll Craft, Necro Gate, Steal, Bloody Claw, Shield Barrier,
    Flame, Blizzard, Thunderbolt, Banish, Item Break, Sanctuary, Banish, Ace Guard.
    
      First of all, you will see that Baldus and Aegina are unreachable. Note their
    distance, because you will have to go around them if you want to finish 13-2.
    It doesn't matter how fast you kill your enemies afterwards, so just take your
    time, using whoever you want boost up their experience or increase their
    likelihood to become MVP. This is also a great time to train some lower power
    cards that you plan to use later on, like Flame or Thunderbolt.
    
      Be careful; these are not your usual bandits. Well, they are, but they are
    on wasteland, which means Nietzsche will have some trouble against them. If you
    want, stat out with Blizzard, or change the order of how you pick the
    characters and start with Flame. After you defeat the enemies, move everyone to
    the top-left portion of the map, with Milanor and Rosary/Roswell in the two
    squares closest to Baldus' army, then move Nietzsche between them and Yggdra
    last. At the end of turn 24, the mist will creep in and you regain control on
    turn 25.
    
    Map 13-2, 13-3:
    
      W W W W B W   h i l
    F W         W 2 W j m
    W             W   k n
    W W       W W V
      B       W
      c   f   W 3
    a d e g     W V W 5
    b W     W W W
    W   W C W
    1 W M D   W 4
          Y W W
        W W W
    
    Legend:
    W: Wasteland
    B: Bridge
    V: Village (PSP only)
    F: Flag
    1: Step here to reveal Baldus' army
    2: Step here to reveal Aegina's army
    3: Step here to reveal the flag
    
    Characters:
    C: Rosary or Roswell
    D: Nietzsche or Durant
    
    Enemies:
    a: Level 8 Griffon Rider,             Morale: 2370/2370
       - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1
    b: Level 8 Knight,                    Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 8 Hunter,                    Morale: 2380/2380
       - GEN: 1.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    d: Level 10 Guardian Knight [Baldus], Morale: 5860/5860
       + Item: Ipponki (3): GEN UP, ATK UP, TEC DOWN, Skills unusable
       + GEN: 4.0, ATK: 4.0, TEC: 3.0, LUK: 1.9
    e: Level 8 Knight,                    Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    f: Level 8 Hunter,                    Morale: 2380/2380
       - GEN: 1.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    g: Level 8 Griffon Rider,             Morale: 2370/2370
       - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1
    
    h: Level 8 Bandit,            Morale: 2190/2190
       - GEN: 2.1, ATK: 2.7, TEC: 1.8, LUK: 3.1
    i: Level 8 Valkyrie,          Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    j: Level 9 Valkyrie [Aegina], Morale: 5360/5360
       + Item: Zolfy (2): -4 GEN, +4 ATK, +6 TEC, -6 LUK, 1 on 1 = win
       + GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0
    k: Level 8 Valkyrie,          Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    l: Level 8 Assassin,          Morale: 2070/2070
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    m: Level 8 Assassin,          Morale: 2070/2070
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    n: Level 8 Bandit,            Morale: 2190/2190
       - GEN: 2.1, ATK: 2.7, TEC: 1.8, LUK: 3.1
    
    Items:
    4: Sealed Purse (2)
    5: Ogrenium
    
    General Strategies:
    
      Now doesn't this look fun. Note that your cards do not reset from 13-2 to
    13-3 if you chose to take that route, so use up less useful cards to reveal
    Baldus, then choose a useful card to help with Baldus' army's charge. If you
    are planning to get the +2 MVP bonus, then avoid the (1) and (2) on the map,
    go to the (3) then straight to the flag. If you are playing the PSP version,
    then definitely go the +2 MVP bonus route and do not reveal the enemies.
    
      First you should choose Doll Craft or Necro Gate, whichever card you are not
    using, and move Milanor and Rosary all west, one of them to the (1). Note that
    if you are using Roswell, be careful, because he can only warp at night so make
    sure you get him into formation in this turn. You go to 13-3 by having someone
    step on the square south of knight (b), so move Roswell to the square north of
    where Milanor started of and Milanor on (1). It doesn't matter with Rosary.
    
      Like I said above, as soon as someone steps on the square south of knight (b),
    the conditions will change and you will get charged. This is why you need to
    prepare a good card and formation, such as moving Milanor to the square east of
    (1) then Roswell to the square north of (1) with the Flame card. These are
    wasteland squares with lots different types of enemies, so a Roswell/Rosary +
    Milanor combination to start is best.
    
      So the enemies here all have HIGH status. What does that mean exactly? The
    three main effects of HIGH status are the enemies will recover all morale at
    the beginning of their turn, their rage bar always starts at rage mode, and
    status effects cannot be inflicted on them. This might sound hard, but there's
    a way to defeat them. You have to defeat your enemies on their charge, then use
    your turn to defeat them. This goes for Baldus as well. Use Shield Barrier when
    it's Baldus' charge and then use an attack card when it's your turn. Note that
    Baldus cannot use his card (Ace Guard) because of his item. However, the other
    enemies can, and Ace Guard is annoying. Therefore, make sure to defeat the
    union leader as fast as possible with the help of card effects possibly. This
    could be hard since their rage bar already starts in rage mode. Also, do not
    Steal from Baldus, you do not want him to use Ace Guard.
    
      Here's a tip for Baldus. Defeat the enemies in such a way that you have
    movement after your charge. This way, you can occupy the squares the enemy left
    empty, restricting their movements helping your union tactics. Do you see how
    Baldus is located in the middle of his army? If you look around, there are no
    places for him to form a union except southwest! If you occupy the space west
    or south of him attack form large unions with Ace Guard or Shield Barrier, then
    Baldus is trapped! He cannot form unions. However, by using this strategy, you
    must have a good grasp on how unions work and how much movements you need for
    one turn before selecting your card. If Yggdra is all the way over on the other
    side of the map and is just about to meet with Aegina's army, then use Shield
    Barrier to block the enemy valkyries' Revolution! Shield Barrier is extremely
    useful on this map, especially with Nietzsche's Gungnir.
    
      Aegina is another problem, and she's the real boss of this map. Steal takes
    too long to charge up, so it doesn't work. Shield Barrier can probably take
    care of Aegina, but you already used that. Then use Ace Guard and hope that
    something will come out of it. Sanctuary is not very effective. Banshee's Cry
    might help if you form big unions. Zolfy is a great item, but it is way too
    hard to get. Use Item Break if all else fails. If you equipped Mage Ring on
    Milanor like I told you to, then Steal might work on Aegina, so try to do so
    without forming unions.
    
      Otherwise, here's a huge tip. Milanor is not useless against Aegina. This is
    because Milanor is in a wasteland square, which means that his charge/counter
    is very damaging, and Aegina loses one member per fight, so you can win with
    Milanor being at the end of a union. In fact, Yggdra is probably the most
    useless. My tip is to let Yggdra take the first charge, lose, let Rosary take
    the second charge, she might win or lose but it doesn't matter, and let
    Nietzsche and Milanor take the third and fourth charges. They will win. Now
    when it's your turn, do the same thing over again. The "hint" here is to put
    the characters that are most likely to beat Aegina at the end of the union so
    they can deal the most morale damage. Have fun with Aegina! By the way, she has
    2 LUK, so it shouldn't be that hard to make Zolfy drop.
    
    New Cards: None
    KholdStare's Turns: 44/35
    
    ---------------
    Battlefield 14:
    ---------------
    
    MVP: 7 turns
    
    Map 14-1:
    
        W
      a d
    & b e f
    W c   W W M
    &         Y
            I H
    
    
    
    Legend:
    W: Wasteland
    &: Catapult
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Level 5 Assassin, Morale: 1660/1660
       - GEN: 1.5, ATK: 1.9, TEC: 3.3, LUK: 3.3
    b: Level 7 Knight,   Morale: 3460/3460
       + Item: Medallion (1): Recover morale
       + GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 5 Fencer,   Morale: 1860/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    d: Level 5 Fencer,   Morale: 1860/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    e: Level 5 Assassin, Morale: 1660/1660
       - GEN: 1.5, ATK: 1.9, TEC: 3.3, LUK: 3.3
    f: Level 5 Fencer,   Morale: 1860/1860
       - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8
    
    General Strategies:
    
      Aside from the fact that this map is extremely easy, the next map can be
    extremely hard. Nietzsche should still have Gungnir equipped, and it may only
    last for one more map. If it does, then I advise you to save Nietzsche for
    battlefield 15. Therefore, you two characters should be Roswell/Rosary and
    Durant.
    
      Isn't Yggdra's TEC becoming a pain? My Yggdra's TEC is still at 2.2 and she
    never takes away more than 3 members if she doesn't have a weapon advantage.
    Unfortunately, there's not much we can do about that right now, except for
    maybe one thing. If you Yggdra has 3.4 or 3.5 ATK, then give her Imperial
    Warfare 1. Trust me, it is worth it. Since there are really no +ATK items for
    Yggdra that you don't want to save for later on (Zolfy, Flamberg, and Boss
    Bandana are three items that you should save for the future), increasing her
    TEC will do wonders for you.
    
      If you got Rosary, then you might have noticed that her Frilly Lace is gone.
    However, do not equip the Ruby Staff because it will not increase her ATK. The
    best times to equip the Ruby Staff is when Rosary has 2.4-2.7 and 3.2-3.5. If
    you got the Lucky Broom, then it also gives +4 ATK, so use it accordingly. You
    might want to give her Midnight Robe however to boost her GEN and TEC. Durant
    should still have the Ice Javelin and Milanor does not need any items.
    
      Note that if you have been following my step by step walkthrough, then your
    Shield Barrier card's power should be way too high right now. Avoid using that
    card for minor encounters such as this and try to power up more useful cards,
    such as the elemental cards. Make sure you power up Banshee's Cry too.
    
      Cards to bring: Doll Craft/Necro Gate, Blizzard, Flame, Banish, Banshee's Cry,
    Sanctuary.
    
      One thing people might have trouble with here is Shield Barrier. It's
    actually easy to get rid of. All you have to do is activate a card, any card.
    What I did was use Sanctuary (Banshee's Cry works too) and line up Rosary,
    Yggdra, Milanor (or Yggdra, Roswell, Milanor) then attack. If you choose
    Sanctuary, then on the enemy's charge, Rosary can even defeat assassins easily!
    Once I timed Sanctuary so well that Rosary defeated an assassin 6-0 (GBA). Use
    the character that you want to get MVP the most here since it is a quick map
    and you can restart it for a different outcome. This map won't be hard. I mean,
    the garrison captain isn't even on a fort.
    
      For the garrison captain, just use Rosary + someone else or Roswell + someone
    else and you should be able to beat him that very turn. The best scenario is to
    get someone to step on the garrison captain's square at the end of turn 3. This
    will make your lives much easier, since you can take two whole turns and still
    get MVP when the conditions change. Your cards reset too, which is nice.
    
    Map 14-2:
    
    G W W       W
      W W W   W W
        W a & W W W
          b W W   W W W
            &         W
                  W W
    
    Legend:
    G: Grass
    W: Wasteland
    &: Catapult
    
    Enemies:
    a: Level 6 Valkyrie, Morale: 1950/1950
       + Item: Medallion (1): Recover morale
       + GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    b: Level 6 Witch,    Morale: 2000/2000
       + Item: Medallion (1): Recover morale
       + GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 2.4
    
    General Strategies:
    
      On the first turn, (a) will move west and (b) will move north. This means
    that if you put a male on where (b) used to be, you will bring both catapults
    into the union plus someone else northeast of the north (&). Durant or Roswell
    works well here, and they should union with Rosary or Durant works. A friendly
    remember is don't go aggressive with Rosary if you are fighting the witch. Our
    list of "don't go aggressive" includes Yggdra against valkyries, Nietzsche
    against undines, and Rosary against witches. I mean, this isn't hard. The hard
    thing is to meet the MVP limit, which means you should end 14-1 at the end of
    turn 3.
    
    New Cards: None
    KholdStare's Turns: 7/7
    
    ----------------
    Battlefield 14I:
    ----------------
    
    MVP: 12 turns
    
    Map 14I-1:
    
                          ~
                        ~ ~
                      ~ ~ ~
    a c     e g   W   ~ W
    b d W W f W W ~ ~ W W
    ~ ~ ~ W W W ~ W W W
    ~ W W ~ ~ B ~ W   W
    1     W W W W W W W
        H M W W W W
        I Y W
                    
    Legend:
    W: Wasteland
    B: Bridge
    ~: Water
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Level 8 Knight,                    Morale: 2410/?
       + Item: Medallion (1): Recover morale
       + GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    b: Level 8 Knight,                    Morale: 2410/?
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 8 Griffon Rider,             Morale: 2370/?
       - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1
    d: Level 10 Guardian Knight [Baldus], Morale: 5860/?
       + Item: Medallion (1): Recover morale
       + GEN: 3.2, ATK: 3.2, TEC: 4.0, LUK: 1.9
    e: Level 8 Hunter,                    Morale: 2380/?
       - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    f: Level 8 Griffon Rider,             Morale: 2370/?
       - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1
    g: Level 8 Hunter,                    Morale: 2380/?
       - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    
    Items:
    1: Upola Statue* (2): -2 GEN, -2 ATK, -2 TEC, LUK UP, 1 time-revival
    
    * Note: You can only get this item if you haven't yet gotten it.
    
    MVP Strategies:
    
      This is a very short map with very few battles. Mistel will appear under
    certain conditions. If you engage with Baldus' army on or before turn 7, then
    she will appear after turn 7. If you don't engage and it's after turn 7, then
    she will appear immediately after the turn there is a battle. If you avoid
    fighting at all cost, then she will eventually appear anyways in about turn 14.
    When Mistel appears, you move to to 14I-2, but first let's discuss what happens.
    No matter what, Baldus will have another turn, then it's Mistel's turn, then
    it's your turn. In short:
    
    - If Mistel appears after turn 7, then your turns are 1, 3, 5, 7, 10, 13
    - If Mistel appears after turn 8, then your turns are 1, 3, 5, 7, 11, 14
    - If Mistel appears after turn 9, then your turns are 1, 3, 5, 7, 9, 12
    
      As you can see, the MVP limit is 12 turns, so if Mistel appears too early, you
    go over the limit since you need 6 turns to get all your characters to the flag
    (see the map of 14I-2 for location of flag). So as far as I know, the only way
    to get +2 MVP is for the enemies to position themselves in such a way so that
    they did not attack you on turn 8 but you can attack them on turn 9, AND have
    enough movement to move everyone to the flag by then 12. I haven't figured out a
    way to do this yet, but in theory, Mistel has to appear after your turn 9 for
    you to get +2 MVP.
    
    General Strategies:
    
      As for general strategies, just move to the right, everyone. Because it's a
    short map, choose one character to lag behind to get into 1-2 battles, and that
    character will probably get MVP, so at least you can control easily who gets it.
    If you're trying for +2 MVP, then bring all high movement cards: Steal, Doll
    Craft, Necro Gate, Earthquake, Poison Gas, Revolution, plus a strong card on the
    turn you do battles like Shield Barrier. The enemy has Ace Guard, which is very
    annoying. You could possibly stay and kill for experience (if you already give
    up on +2 MVP), but it's such an easy battle to rig MVP to a specific character
    that I usually just go straight right.
    
    Map 14I-2:
    
                          ~
                        ~ ~
                      ~ ~ ~
    W W     W W   W   ~ W F
    W W W W W W W ~ ~ W W
    ~ ~ ~ W W W ~ W W W A
    ~ W W ~ ~ B ~ W   W
    1     W W W W W W W
        H M W W W W
        I Y W
                    
    Legend:
    W: Wasteland
    B: Bridge
    F: Flag
    ~: Water
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    A: NPC Mistel
    
    Items:
    1: Upola Statue* (2): -2 GEN, -2 ATK, -2 TEC, LUK UP, 1 time-revival
    
    * Note: You can only get this item if you haven't yet gotten it.
    
    General Strategies:
    
      So now it's just getting to the flag. Mistel does not have to get to the flag,
    although if you wait long enough she will go there herself. If you're playing
    hard mode and a few of your characters have low REP, then you can try spending
    a few turns here to build up as much REP as possible, using Suspend/Reload to
    help you since Ace Guard is annoying. REP will be important in 14II to get you
    Gold Dozeu, a great item that increases all stats. Once again, I haven't found a
    way to get +2 MVP yet, so if you do please e-mail me.
    
    New Cards: None
    KholdStare's Turns: 13/12
    
    -----------------
    Battlefield 14II:
    -----------------
    
    MVP: 27 turns
    
    Map 14II-1:
    
    W a c W       W W
      b d W W   1 W W
        W W W W W W
          ~ & G W W W W W
          2 ~ A Y W W
            ~ H M
            G I
    
    Legend:
    G: Grass
    W: Wasteland
    ~: Water
    &: Catapult
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    New Ally:
    A: Level 7 Tactician [Mistel], Morale: ?/? (scythe)
       Effects: Town :)
       + Item: Mowing Scythe (2): +1 GEN, +1 ATK, +1 TEC, No battle penalty
       + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.9
       - GEN: 2.5, ATK: 2.3, TEC: 2.3, LUK: 1.8
    
    Enemies:
    a: Level 9 Knight,        Morale: 3660/?
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.5, TEC: 2.4, LUK: 2.0
    b: Level 8 Knight,        Morale: 2140/?
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 8 Hunter,        Morale: 2380/?
       - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    d: Level 8 Griffon Rider, Morale: 2370/?
       - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1
    
    Items:
    1: Glittering Ash
    2: Gold Dozeu (1): Edible ALL UP (hard mode, night with > 10 total REP)
    
    General Strategies:
    
      First of all, make sure to equip your characters, since this is a hard map.
    You should definitely bring Roswell/Rosary, and if you can use the Ruby Staff to
    increase Rosary's ATK by 1 star, then do so. Otherwise, just go crazy with
    whatever item that you may have that seems helpful. If you are playing on normal
    mode, then don't bring Nietzsche if you don't use her (I use Durant so i brought
    him). If you are playing hard mode, then you want Nietzsche to get the useful
    Gold Dozeu that you have to cross water to get.
    
      Notice that you can now control Mistel, but the important thing to know is the
    game does not yet consider Mistel to be an "official" usable character. Thus,
    her REP does not count towards the > 10 total REP requirement to get Gold Dozeu,
    and more important you cannot get Mistel MVP this map. I would try to overuse
    Rosary/Roswell since you just got them, and avoid giving Milanor more MVP. This
    doesn't mean you shouldn't use Mistel. In fact, you should because she has such
    low stats, and you need to level her up.
    
      Mistel's item gives her No Battle Penalty, which means your units will remain
    at 8 at the start of every battle, instead of going down 8, 7, 6, etc... This
    makes her very viable to solo enemies in unions, especially with her weapon
    advantage over axes, spears, and swords. She can gain two levels in this map,
    from 7 to 9, if you use her to clear all the enemies in 14II-1 and later on have
    her lead the main fight versus Baldus in the northwest corner of the map.
    
      If you are playing hard mode and brought Nietzsche, use this opportunity to
    get the Gold Dozeu whenever you have extra movements left and have over 10 total
    REP. Mistel winning or losing doesn't count towards your total REP. It is ideal
    to finish defeating all enemies by turn 5 so you can get +2 MVP later on. Also,
    your units will reset to their original positions in 14II-2, so you can move
    anywhere you want, utilizing that catapult to help Mistel destroy everything. If
    you don't think Mistel can finish everything off my turn 5, then by all means
    bring up other characters to help.
    
    Map 14II-2, 14II-3:
    
    a b d f       W W F F F
      c e g h   1 W W F F W W
        W W W W W W
          ~ & G W W W W W
          2 ~ G G W W
            ~ G G i k m
            G G   j l
    
    Legend:
    G: Grass
    W: Wasteland
    ~: Water
    &: Catapult
           
    Enemies:
    a: Level 8 Knight,           Morale: 2140/?
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    b: Level 10 Knight [Baldus], Morale: 5860/?
       + Item: Medallion* (1): Recover morale
       + GEN: 3.2, ATK: 3.2, TEC: 4.0, LUK: 1.9
    c: Level 8 Knight,           Morale: 2140/?
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    d: Level 8 Knight,           Morale: 2140/?
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    e: Level 8 Griffon Rider,    Morale: 2370/?
       - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1
    f: Level 8 Griffon Rider,    Morale: 2370/?
       - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1
    g: Level 8 Hunter,           Morale: 2380/?
       - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    h: Level 8 Hunter,           Morale: 2380/?
       - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    
    i: Level 7 Assassin,          Morale: 1770/?
       - GEN: 1.6, ATK: 2.0, TEC: 3.4, LUK: 3.4
    j: Level 7 Assassin,          Morale: 1770/?
       - GEN: 1.6, ATK: 2.0, TEC: 3.4, LUK: 3.4
    k: Level 9 Valkyrie [Aegina], Morale: 5360/?
       + Item: Medallion* (1): Recover morale
       + GEN: 2.5, ATK: 3.0, TEC: 4.1, LUK: 3.2
    l: Level 7 Valkyrie,          Morale: 1920/?
       + Item: Medallion (1): Recover morale
       + GEN: 2.1, ATK: 2.3, TEC: 3.0, LUK: 2.3
    m: Level 7 Valkyrie,          Morale: 1920/?
       + Item: Medallion (1): Recover morale
       + GEN: 2.1, ATK: 2.3, TEC: 3.0, LUK: 2.3
    
    Items:
    1: Glittering Ash
    2: Gold Dozeu (1): Edible ALL UP (hard mode, night with > 10 total REP)
    *: Baldus and Aegina may appear with other items besides Medallions
    
    General Strategies:
    
      Baldus' army will now come. His army will actually be pretty hard to beat
    right now. Until Aegina's army appears, Baldus' army does NOT move, but will
    attack on their turn only if one of your characters are adjacent. You want
    Mistel to deal with Baldus' army, except for one annoying thing: hunters. Scythe
    is neutral against Bow, and when the hunters attack Mistel with low stats, she
    may not survive. So for now, follow my instructions, first suspending your game.
    
      I am assuming it is noon since turn 5 was night, the turn you were supposed
    to finish BF 14II-1. Select Sanctuary, move Yggdra south of hunter (h), then
    move Mistel directly east of Yggdra. Attack and go aggressive all the way to
    defeat the hunter before he uses Ace Guard. Then Mistel should easily defeat
    griffon rider (f), using Sanctuary when it's needed. On the enemy's turn, they
    will not re-arrange, so (h) will attack Yggdra. The hunter will probably
    activate Ace Guard successfully this time, so just use Sanctuary smartly to
    deplete his morale. Mistel can defeat the griffon rider (f) again with Sanctuary
    abuse. Both (h) and (f) should leave the map after these 2 turns. If not, you
    really just want the deplete the hunter's morale with Yggdra.
    
      Now pick Banish. Move Yggdra up once to the right of hunter (g) and Mistel
    left once below Yggdra. Yggdra can once again use the catapult. Repeat the
    process above, using Yggdra to defeat hunter (g) in two turns. Note that once
    again the enemy does not move, so you're never in danger of a knight suddenly
    attacking Yggdra, unless you move her next to one. Either way, after Yggdra
    finish off the two hunters, move her out of the way and have Milanor + Mistel
    dismantle the rest of Baldus' enemy.
    
      On your third turn in 14II-2, you will choose a card but will not be able to
    use it since Aegina's army will come, and the cards will NOT reset! So whatever
    card you choose will be useless. Also note that both Baldus and Aegina have
    protect status so you can't kill them, but whittle down their morale as much as
    possible. If you haven't gotten the Gold Dozeu yet, please get it some time when
    you have > 10 total REP.
    
      After a while, Bly will tell you to move to some flags. But you don't have to
    do this! The volcano will explode later on and the flag area is safe, but you
    don't have to move to them to activate the volcano exploding and you will just
    take about 800 morale damage if you're outside of the flags. So I recommend for
    you to disobey Bly and continue with attacking Baldus and Aegina's army so you
    can get the +2 MVP bonus. This was my formation:
    
    W W W W       W W F F F
      W W W Z   1 W W F F W W
        W M W W W W
          ~ & G W W W W W
          2 ~ R G W W
            ~ G D i k m
            G G   j l
    
      Where M = Milanor, Z = Mistel, R = Rosary/Roswell, and D = Durant. Notice how
    Milanor will bring the catapult, Mistel, and Rosary all into his union and
    Durant brings catapult and Mistel into his union. Rosary is strong against all
    enemies now that you destroyed the hunters, and catapults always help. Mostly I
    had Yggdra hide somewhere, getting the Glittering Ash, because she's too frail
    to even go up against Aegina's army, but she can. Durant at this position will
    attack assassin (i), Rosary will go up against Aegina, then Durant attacks
    assassin (j), and Rosary will go up against valkyrie (m). Hopefully, Durant
    will deplete both assassins' morale so Rosary won't have any trouble, so use a
    powerful card here. Even if you pick Blizzard, Durant going aggressive all the
    way probably works better at killing the assassins fast.
    
      Now turn 25 should be yours, and after you finish your turn the volcano
    finally explodes and you're in 14II-3. You actually get turn 26 too, and
    hopefully by this time all the enemies are gone except Baldus and Aegina at very
    low morale. Since they both only have Medallions, just finish off Baldus on turn
    26 and Aegina will go with him. The challenge in this map is to get Rosary or
    Roswell +2 MVP (since they should have low stats) and get Mistel to level 9
    also.  
    
    New Cards: Oblivious Dawn
    KholdStare's Turns: 26/27
    
    ---------------
    Battlefield 15:
    ---------------
    
    MVP: 12 turns
    
    Map 15-1, 15-2:
    
            1 G
              G G G G G
              V G ~ ~ G M
              ~ B   ~   Y
      ~ B     G h G 2   H
      ~ b R e f         I
    G a c d G g i j
        X       G k
                G R
    
    Legend:
    G: Grass
    R: Road
    W: Wasteland
    B: Bridge
    X: Barricade
    ~: Water
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Level 6 Witch,        Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    b: Level 6 Witch,        Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    c: Level 8 Witch [Eudy], Morale: 4940/4940
       + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0%
       + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0
    d: Level 6 Witch,        Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    
    e: Level 7 Knight,           Morale: 2260/2260
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    f: Level 7 Knight,           Morale: 2260/2260
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    g: Level 6 Bandit,           Morale: 1910/1910
       - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0
    h: Level 6 Bandit,           Morale: 1910/1910
       - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0
    i: Level 6 Fencer,           Morale: 2020/2020
       - GEN: 3.3, ATK: 3.5, TEC: 3.4, LUK: 1.8
    j: Level 8 Fencer [Inzaghi], Morale: 4800/4800
       + Item: Soldier's Bandana (2): +4 GEN, +2 ATK, +2 TEC, +2 LUK, No battle
         penalty
       + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0
    k: Level 6 Fencer,           Morale: 2020/2020
       - GEN: 3.3, ATK: 3.5, TEC: 3.4, LUK: 1.8
    
    Items:
    1: Straw Hat (2): +2 GEN, +2 LUK, Noon :)
    2: Nestle Bouquet
    
    General Strategies:
    
      This map is quite hard because of enemies not yet on the map, so be prepared
    for it. If Nietzsche somehow has no item on, then wear Shell Breastplate. This
    will help against Aegina later on, but I still prefer defeating Aegina in one
    turn on a charge using Gungnir. There are also water squares, so Nietzsche is
    basically made for this map. You can choose Durant if you want, but if you want
    to try and get Rosary or Roswell MVP, then you can bring them instead of Durant.
    Milanor can remain itemless for now. He's way too strong anyways.
    
      If you have the PSP version and got the Gold Dozeu in hard mode, then you
    should try to get Mistel some MVP so that when her Mowing Scythe is gone, most
    of her stats have 1 more big star than when you got her so you can use the Gold
    Dozeu more effectively. Even if you're not playing hard mode, it's very useful
    to let Mistel get MVP this map.
    
      But then again, it is a really tough map because of Mistel's stats and Death
    Bringer. Durant on the road or Nietzsche in the water on this map is completely
    overpowered. If you're planning to ditch Nietzsche for Mistel (and I recommend
    that you do so...), then bring Durant instead. Durant is better than Roswell on
    this map, seriously, so if you really want to bring Mistel, let Roswell stay
    back. Mistel on the road in union with Durant on the road should be devastating,
    but make sure Mistel goes solo for a while to get MVP.
    
    To recap, here are the parties that you should bring:
    - Rosary + Nietzsche (GBA)
    - Roswell + Nietzsche (GBA)
    - Mistel + Durant (PSP)
    
      Cards to bring: Doll Craft/Necro Gate, Steal, Shield Barrier, Flame, Blizzard,
    Banish, Sanctuary, Banshee's Cry, Ace Guard, one of your choice.
    
      Now you learn about linking unions. It's actually pretty easy to understand
    if you follow the tutorials. However, the hard part is figuring out the order
    of the attack in a linked union. You should review the section on Unions in
    this FAQ to get a better idea of how it works. Once again, strategy is more
    vital in this game than stats and characters. If you brought Mistel, then
    disregard what I say when I mention Rosary, Roswell, or Nietzsche. In fact,
    skip the following three paragraphs for PSP strategies.
    
      First all, before you even pick a card, look at the bandit (h) and try to
    figure out which other characters are in his union. If you missed the fencer 2
    south of the bandit, then you forgot about linked unions. Whoever attacks that
    bandit will attack bandit (h), knight (f), and fencer (i) in that order. Since
    it is very hard for you to set up a union to beat that in the first turn, I
    just move Rosary or Roswell on the bridge north of the bandit (h) with Doll
    Craft of Necro Gate then proceed to go aggressive all the way. By the time the
    fencer's turn comes, he might use Banshee's Cry. If you think you can defeat
    him by just going aggressive, then do so, but remember that by using Doll Craft
    or Necro Gate, you can cancel his Banshee's Cry.
    
      On the charge, Rosary might lose a few fights, especially to the knight on
    the road. I've stressed the importance of terrain bonuses, and it should come
    to no surprise to you that knights on the road are incredibly strong. At least
    you can use Doll Craft or Necro Gate to help you. You're not most likely to
    complete the conditions of 15-2, and you might not even want to because going
    to 15-3 means more experience. Therefore, forget the MVP bonus and just take
    your time killing Inzaghi. If you have Rosary, then put Nietzsche in the water
    square two east of Rosary. If you have Roswell, the put Nietzsche in the water
    square northeast of Roswell. Once again, just take your time. Get the two items
    in the map if you're up for it. The Straw Hat is a really nice item.
    
      Once Inzaghi is defeated you are asked to move all characters to the four
    flags...like that's possible. I already spoiled you and told you that Aegina
    will come. Move Nietzsche and Roswell/Rosary to the road immediately. If you
    have Durant, he will be very powerful there. Your goal is to put Nietzsche on
    the water squares on the left side of the map and Roswell/Rosary/Durant two
    east of Nietzsche. Aegina's army should now come.
    
      For the PSP version, try to move Mistel onto the bridge and take care of the
    enemies alone. She might love a few, but the important thing is that get gets
    MVP so that isn't much of a problem. Of course, use Oblivious Dawn as your
    first move and use it if you want. On the next turn, move characters into
    Mistel's union while keeping her on that bridge. Just try to overuse Mistel
    (for this map only!) so she can get MVP. Mistel is horrible against Aegina's
    charge in the next phase so make sure to deal some good morale damage with
    Mistel now! Also, try not to use Durant this phase, but still move him.
    
    Map 15-3:
    
        3 G
    a b c   1 G
      d e     G G G G G
      ~ G     B G ~ ~ G G
        G ~   ~ B   ~   G
      ~ B     G G G 2   G
      ~ R R R R         G
    G G R G G G R R
        X       G R
                G R
    
    Legend:
    G: Grass
    R: Road
    W: Wasteland
    B: Bridge
    X: Barricade
    ~: Water
    
    Enemies:
    a: Level 8 Valkyrie,           Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    b: Level 8 Valkyrie,           Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    c: Level 8 Valkyrie,           Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    d: Level 8 Valkyrie,           Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    e: Level 10 Valkyrie [Aegina], Morale: 5880/5880
       + Item: Death Bringer (2): GEN DOWN, +6 ATK, +4 TEC, +2 LUK, Critical 50%
       + GEN: 2.0, ATK: 4.0, TEC: 5.0, LUK: 2.7
    
    Items:
    1: Straw Hat (2): +2 GEN, +2 LUK, Noon :)
    2: Nestle Bouquet
    3: Golden Wheat (4): +2 GEN, +2 TEC, +6 LUK, Exp +1
    
      Now here's the thing. Aegina has 5 TEC, which means her charge will cause
    huge damage. Here's another thing. Death Bringer will critical hit 50% of the
    time. Fortunately, Death Bringer lowers GEN. This means that you should be
    able to damage her morale for a lot, so one turn of you attacking will work.
    Note that she does have Revolution, which will usually let her win since she is
    higher level. If you want, use Shield Barrier, but on the charge, because it is
    pointless to resist due to her high TEC and her likelihood to critical you,
    disabling your ability to use cards period.
    
      However, if you can help it, try to not use Shield Barrier. The reason is
    because you need to end this map with a good card because you will be attacked
    right on your next turn, and you need a good card to counter it. A good
    strategy is to charge with Sanctuary if it is noon. Go passive all the way but
    do not activate the card yet. Wait until Aegina uses Revolution then use
    Sanctuary. You may also notice that her rage bar returns to normal! This is a
    good way to win.
    
      Another way is to use Ace Guard on the charge, Nietzsche with Blizzard,
    Roswell/Rosary with Flame, or Yggdra with Banshee's Cry. If you want, you can
    even Steal with Milanor but I don't think that will work too well. Ace Guard is
    also a great card to move that last character onto the flags if you absolutely
    needed to use Shield Barrier against Aegina. If you still have the Steal card
    left after you defeat Aegina, then use its movement to get the Golden Wheat.
    That is not important at all, but it's a good item to have. Do not be careless
    and go get the Golden Wheat then found out that you don't have enough cards to
    move all of your characters onto the flags!
    
      If you are using Mistel, then stand your ground on the road square beside the
    water and union with Union to her right. You don't need to union with any other
    characters except for Durant, which should be very powerful on the road. Use
    Oblivious Dawn and Shield Barrier to stop Revolution if you are having trouble
    dealing with Aegina. I'm saying all this but Mistel actually has a weapon
    advantage against all enemies here. However, that doesn't mean she can wipe
    them out on her own with her low stats, so just be careful.
    
    New Cards: None
    KholdStare's Turn: 17/12
    
    ---------------
    Battlefield 16:
    ---------------
    
    MVP: 21 turns (GBA), 28 turns (PSP)
    
    Map 16-1:
    
                X
          Y H b c e
          I     d
          T T T M T
          T 1   T T
          T   2 B ~
    # a   T T B B ~
          T   ~ ~ ~
    
    Legend:
    B: Bridge
    T: Town
    X: Barricade
    ~: Water
    #: Fort
    
    Fixed: Noon
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Level 8 Witch [Eudy], Morale: 4940/4940
       + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0%
       + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0
    
    b: Level 6 Griffon Rider,          Morale: 2100/2100
       - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0
    c: Level 8 Griffon Rider [Emilia], Morale: 4760/4760
       + Item: Teddybear (2): +2 GEN
       + GEN: 2.3, ATK: 2.7, TEC: 3.5, LUK: 3.5
    d: Level 6 Griffon Rider,          Morale: 2100/2100
       - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0
    e: Level 6 Griffon Rider,          Morale: 2100/2100
       - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0
    
    Items:
    1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP
    2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP
    
    General Strategies:
    
      If you're playing the PSP version, then you should use Mistel and ditch one
    of the characters, since I recommend that you pick 6 characters to train and
    ditch the rest. I personally favor Durant over Nietzsche for two reasons. One
    is that Durant has great terrain bonuses, because roads and bridges appear way
    more often than water squares. However, that's not going to convince me. What
    convinces me is that Mistel is female, and you don't want a party full of cross
    unions. So replace a female with a female I say.
    
      Mistel needs plenty of edible stat UP items. If you don't have the Gold Dozeu,
    then you should try to get her MVP as much as possible (which shouldn't be hard
    considering her weapon advantage). What's the trick to raise low stats? Equip
    items. Seriously, don't save them. Use them to boost Mistel's stats to 3 stars
    and you should be fine. Once her stats are at 3 stars, use an edible stat UP
    item. You will get Powershroom (edible ATK UP) in BF 23.5 and also Protato
    (edible ATK UP) in BF 24, so that's not far from now. Just try to get 3 stars
    in ATK before you get to BF 23 and you should be fine.
    
      Unfortunately, this is still a GBA walkthrough, so I can't assume that you
    have Mistel. I will assume that you have Nietzsche. Fortunately, this shouldn't
    affect much. Strategies will change if you have Mistel, but the fact that both
    Nietzsche and Mistel have an advantage over sword do not change. I will only
    give general strategies anyways, so try your best to follow along. Mistel is
    strong against axe/spear/sword and is neutral against all other weapons, so she
    will pretty much good to go against every enemy that you encounter, provided
    that you give her some sort of item to boost her stats.
    
      About character selection, this is tricky. Durant is obviously very weak
    against Emilia's army, but he will be wonderful later on against Leon. If you
    have the PSP version, then you really should choose Mistel and Roswell/Rosary/
    Durant. If you do choose Durant, then pick him first before your other
    character. If you pick him second, then griffon rider (d) will attack Milanor,
    forcing Durant to fight against Emilia, which is bad.
    
      So yeah, you read that right. There's only towns (not really towns you can
    visit but town squares with +30% GEO), bridges, and water squares on the map.
    Your and Emilia's army are standing on roads, which is why Durant may win a
    charge against the griffon riders but not a counter. I recommend that after
    Emilia's turn, you move Durant away from your union (remember linked unions!),
    whatever it may be.
    
      You start this battlefield with the last card you ended with in the last
    battlefield. If you followed my advice, then it have been Shield Barrier or Ace
    Guard. If you have Shield Barrier, then you have to play smart. If Emilia looks
    like she will activate Gravity Chaos, then go passive and activate Shield
    Barrier before she does so. However, if the battle starts with griffon rider (b)
    attacking Rosary/Mistel, then Yggdra will go against Emilia and well, Emilia
    will just get destroyed. Try to use Shield Barrier with Durant as much as
    possible. He won't win, but at least get the griffon rider to 1 member before
    Durant loses.
    
      Emilia is really weak. She almost has the same stats as the griffon riders
    2 levels below her, with the exception for TEC. Just stay away from Gravity
    Chaos and beat her up. Use Flame to get a Grilled Griffon if you think you have
    time to do so. You should also get the two items at (1) and (2) if you have the
    required materials, before the conditions change. However, it is best that you
    defeat Emilia in turn 2, but there's no way you can do this unless the card you
    started with has over 2500 power. Defeating Emilia will change the conditions.
    
    Map 16-2:
    
                                X
    T T R d R R R R R R R R R R R R
        a 3         e     R     R
      V T           f     T T T T T
        b           g     T 1   T T
        R X               T   2 B ~
                    @ h   T T T B ~
        c                 T   ~ ~ ~
    
    
    Legend:
    R: Road
    B: Bridge
    T: Town
    V: Village
    X: Barricade
    ~: Water
    @: Ankh
    
    Fixed: Noon
    
    Enemies:
    a: Level 7 Knight,        Morale: 2260/2260 (Invincible)*
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    b: Level 7 Knight,        Morale: 2260/2260 (Invincible)*
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 9 Knight [Leon], Morale: 5480/5480 (Invincible)*
       + Item: Catastrophe (1): +6 GEN, ATK UP, +4 TEC, +2 LUK, Dark attack UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 2.7
    d: Level 7 Knight,        Morale: 3390/3390 (Invincible)*
       + Item: Medallion (1): Recover morale
       + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    
    e: Level 6 Witch,        Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    f: Level 6 Witch,        Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    g: Level 6 Witch,        Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    h: Level 8 Witch [Eudy], Morale: 4940/4940
       + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0%
       + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0
    
    * Note: In the PSP version, the knights do not have the Invincible status but
      instead, the Protect status.
    
    Items:
    1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP
    2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP
    3: Nestle Bouquet -> Nana's Candy (1): Morale UP slowly
    e: Warm Dud
    g: Sweetberry (1): Edible LUK UP
    
    General Strategies:
    
      It is almost impossible to get the +2 MVP bonus here if you did not beat
    Emilia on turn 2. It is possible with Shield Barrier and maybe Ace Guard, but
    you would have to be very lucky to do it otherwise. Even if you did beat Emilia
    on turn 2, we have to take other things into account. First, when Kylier comes,
    we don't want her to waste 10 turns defeating Emilia. Therefore, someone has to
    stay behind to union with Kylier. I recommend that this someone have at least 3
    GEN, ATK, and TEC. Milanor is a good choice since he can Steal, but if you have
    Mistel, then you will have a bit of flexibility.
    
      Since Eudy has 4 LUK, only Steal or Rosary (with 4 LUK) can get her item. The
    item isn't even that great, but it could be used for morale recovery. Rosary is
    a terrible choice, since her ATK is not high enough to inflict enough morale
    damage. Therefore, you can either forget the item or Steal with Milanor. If you
    want, you can use Yggdra since she will be useless against Leon's army. Note
    that if her stats are low, then you cannot defeat Eudy in three turns, which is
    what you want (Kylier's first change, Eudy's first change, your second charge).
    
      Back to this battlefield, as soon as you decide whom to stay back, move the
    other three towards the three witches. If you haven't gotten the items yet,
    this is a great opportunity for the person who stayed back to get the items (1)
    and (2). However, only do this when the three characters are already in a union
    to fight the witches. After you get the items, head for the town to the
    southeast of Eudy if you have movement left.
    
      About the witches, the first one is on a road but the other two are on forts,
    which makes the battle hard. Fortunately, you have a long time to beat these
    witches; in fact, you have until Eudy is defeated. Just keep trying to defeat
    the witches, and after how many times you are hit by the cannon, Kylier will
    appear. In the GBA, you need to be hit 6 times. This is why it is important to
    use a high movement card (Doll Craft/Necro Gate/Steal) to get three of your
    characters to the cannon territory immediately. Make sure to get the Warm Dud
    and the Sweetberry (very important). In the PSP version, you have to have your
    morale damaged 6 times, so if you have Durant, don't use him because sadly, his
    Road :) will win him battles. Just go passive repeatedly to lose, hopefully.
    
      After you defeat the witches, move your characters two squares east of knight
    (d), but not next to him. They are invincible until the conditions change, but
    it is best to get closest to them before then, preferably with a female in
    front. In the PSP version, these knights are not invincible, but rather,
    protected. You still need your turn to attack Eudy, so just leave Mistel/Rosary
    next to an enemy knight in union with Rosary/Roswell/Durant and try to knock
    down some of the knights' morale so you will have a head start in 16-4. Once
    again, you may only damage these knights in the PSP version, and you cannot get
    their morale below 1.
    
    Map 16-3:
    
                                X
    T T R d R R R R R R R R R R R R
        a 3         4     R     R
      V T   # # #   #     T T T T T
        b     # #   5     T 1   T T
        R X # 7           T   2 B ~
              # #   @ h   T T T B ~
        c   # # # 6 # K   T   ~ ~ ~
    
    Legend:
    R: Road
    B: Bridge
    T: Town
    V: Village
    X: Barricade
    #: Fort
    ~: Water
    @: Ankh
    
    Fixed: Noon
    
    Temporary Ally:
    K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe)
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5
    
    Enemies:
    a: Level 7 Knight,        Morale: 2260/2260 (Invincible)*
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    b: Level 7 Knight,        Morale: 2260/2260 (Invincible)*
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 9 Knight [Leon], Morale: 5480/5480 (Invincible)*
       + Item: Catastrophe (1): +6 GEN, ATK UP, +4 TEC, +2 LUK, Dark attack UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 2.7
    d: Level 7 Knight,        Morale: 3390/3390 (Invincible)*
       + Item: Medallion (1): Recover morale
       + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    
    h: Level 8 Witch [Eudy], Morale: 4940/4940
       + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0%
       + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0
    
    * Note: In the PSP version, the knights do not have the Invincible status but
      instead, the Protect status.
    
    Items:
    1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP
    2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP
    3: Nestle Bouquet -> Nana's Candy (1): Morale UP slowly
    4: Warm Dud
    5: Sweetberry (1): Edible LUK UP
    6: Cracked Dud
    7: Princess Dress (3): GEN UP, +2 ATK, +4 TEC, +4 LUK, Void all attr
    
    General Strategies:
    
      And here Kylier comes. Hopefully, you should already have someone close by
    to the town two east of Kylier so you can form a union right away. You might
    want to do this fast, so choose your highest power card (besides Steal if you
    are using Milanor), Shield Barrier, or Ace Guard and attack Eudy. If the power
    of your Ace Guard is below 2000, then don't even try. The reason you don't want
    to Steal immediately is that stealing the item raises Eudy's ATK to 2 stars,
    and I am sure you don't want to do that.
    
      If you have Shield Barrier, then you should win twice easily on the counter.
    After that, use Steal if you have Milanor (Kylier can't use Steal but she is an
    Ace for axe) or use another powerful card/useful card like Sanctuary or Mind
    Change. You should defeat Eudy on this turn if you plan accordingly. If you
    have the PSP version, then the witches are probably not defeated yet. They will
    leave once Eudy is defeated, so don't worry about them. Stand by to get the
    Warm Dud (4) and Sweetberry (5). After Eudy is defeated, the conditions change
    and you will now have to defeat Leon.
    
    Map 16-4:
    
                                X
    T T R d R R R R R R R R R R R R
        a 3         4     R     R
      V T   # # #   #     T T T T T
    8   b     # #   5     T 1   T T
    e # R X # 7           T   2 B ~
    # g h     # #   @ #   T T T B ~
    f   c   # # # 6 # K   T   ~ ~ ~
    
    Legend:
    R: Road
    B: Bridge
    T: Town
    V: Village
    X: Barricade
    ~: Water
    #: Fort
    @: Ankh
    
    Fixed: Noon
    
    Temporary Ally:
    K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe)
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5
    
    Enemies:
    a: Level 7 Knight,        Morale: 2260/2260
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    b: Level 7 Knight,        Morale: 2260/2260
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 9 Knight [Leon], Morale: 5480/5480
       + Item: Catastrophe (1): +6 GEN, ATK UP, +4 TEC, +2 LUK, Dark attack UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 2.7
    d: Level 7 Knight,        Morale: 3390/3390
       + Item: Medallion (1): Recover morale
       + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    e: Level 6 Valkyrie,      Morale: 1950/1950
       - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 2.4
    f: Level 6 Valkyrie,      Morale: 1950/1950
       - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 2.4
    g: Level 6 Necromancer,   Morale: 1990/1990
       - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 3.0
    h: Level 6 Necromancer,   Morale: 1990/1990
       - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 3.0
    
    Items:
    1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP
    2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP
    3: Nestle Bouquet -> Nana's Candy (1): Morale UP slowly
    4: Warm Dud
    5: Sweetberry (1): Edible LUK UP
    6: Cracked Dud
    7: Princess Dress (3): GEN UP, +2 ATK, +4 TEC, +4 LUK, Void all attr
    8: Treasure Map (1): React to an item
    
    General Strategies:
    
      Finally you can attack the knights, only to find out that there are more
    enemies that you must defeat. I recommend that first you use Doll Craft or
    Necro Gate and bring Kylier to get Cracked Dud (6) and Princess Dress (3), then
    going to the northwest corner of the fort, moving a female character east of
    knight (d) to form a union with Kylier and someone else. This way, the knights
    should fall quickly, since knights are weak against griffon riders. If you want
    the +2 MVP bonus, then you must absolutely include Kylier in your unions.
    
      However, it is useless if Kylier gets MVP since she's a temporarily character,
    right? Absolutely. This would be a problem but if you put someone in Kylier's
    union to help beat Eudy, then she should not have inflicted enough morale
    damage to get MVP. If you defeated Eudy with Kylier alone, then you might be in
    trouble. In that case, don't use Kylier altogether and use Mistel/Roswell/
    Rosary/Durant/Milanor, whoever you have, to defeat the knights.
    
      Leon is one hard enemy, only because of his item, Catastrophe, which raises
    his GEN, ATK, and TEC to the next big star. If he manages to get a Chariot off,
    then his high GEN will pretty much means you will not do any morale damage to
    him if he wins. If you chose to stick Milanor with Kylier, then you might have
    a bit of a disadvantage here. If you chose to stick Yggdra with Kylier, then
    just use Steal with Milanor and the battle just got a whole lot easier. If you
    took my advice and brought Kylier up to the northwest corner of the fort, then
    you should be able to defeat the knights and necromancers very easily, which
    is a huge advantage.
    
      Also, you might want to lure him to a town square instead of a road square.
    He is strong on roads, so it is a huge advantage for you if he is on a town
    square. However, this means that sometimes you will not be able to union with
    Kylier. That's okay. If you use the right cards, you should take down Leon, not
    easily, but eventually. Shield Barrier is again excellent here. Steal is again
    great. Ace Guard might be useful, Sanctuary is always useful on this map since
    it is fixed at noon. If you cannot defeat Leon on turn 20, don't expect to
    deplete his morale on turn 21. It's possible, but his high GEN + Chariot means
    if you win 1-0 or 2-0, he might not lose any morale at all.
    
      Make sure to get the Treasure Map if you can. If Leon advanced far enough,
    then only Durant can get it since he can walk over enemies. It is not that hard
    of a map since Leon will eventually go down especially with Kylier firing that,
    cannon every turn. But if you want that +2 MVP bonus, then this map's difficult
    increases tenfold. Kylier is so tsundere. Even though she doesn't help you that
    much, she's useful when you get her. After this map you get an incredibly
    useful Gravity Chaos card, one of the best in the game. However, one of the
    hardest battlefields is up next, so be prepared.
    
    New Cards: Gravity Chaos
    KholdStare's Turns: 20/21 (GBA)
    
    ---------------
    Battlefield 17:
    ---------------
    
    MVP: 17 turns
    
    Map 17-1:
    
            I           @
            H   1 # # # K
        V   Y   #
    X T T T M
        T   T T c
        T T T   d
        V B a b e
                      #
                    G f G
    
    Legend:
    G: Grass
    T: Town
    V: Village
    X: Barricade
    #: Fort
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Temporary Ally:
    K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe)
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5
    
    Enemies:
    a: Level 6 Griffon Rider,           Morale: 2100/2100
       - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0
    b: Level 6 Hunter,                  Morale: 2110/2110
       - GEN: 2.3, ATK: 2.0, TEC: 3.4, LUK: 2.4
    c: Level 6 Griffon Rider,           Morale: 2100/2100
       - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0
    d: Level 6 Hunter,                  Morale: 2110/2110
       - GEN: 2.3, ATK: 2.0, TEC: 3.4, LUK: 2.4
    e: Lvl 10 Guardian Knight [Baldus], Morale: 5860/5860
       + Item: Ipponki (1): GEN UP, ATK UP, TEC DOWN, Skills unusable
       + GEN: 4.0, ATK: 4.0, TEC: 3.0, LUK: 1.9
       - GEN: 3.2, ATK: 3.2, TEC: 4.0, LUK: 1.9
    
    f: Lvl 11 Dragon Knight [Gulcasa], Morale: 6320/6320
       + Item: Early Drive (2): +4 ATK, +4 TEC, Instant charge
       + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 3.2
    
    Items:
    1: Cat's Eye (2): +4 TEC, +4 LUK, Night :)
    
    General Strategies:
    
      Wow this battlefield is annoying. First of all, and the most important of all,
    make sure you include Gravity Chaos in your card selection, the one you just
    received. If you don't want to get pitifully destroyed, then I suggest that you
    do bring that card, and that you use it. If Yggdra and Milanor has no item
    equipped, then that is good news, because you should go all out this map. Don't
    be fooled that Kylier is with you. Even though she can help for a bit, she's
    cut off from the rest of the map really.
    
      Whatever ATK your Yggdra may have now, this is the time to use that Flamberg
    you got a long time ago. She should have at least 3.2 ATK, and if she has at
    least that, then equip the Flamberg. You should leave Milanor alone or equip
    him with an item that only lasts for one map, or if you want to equip something
    for more than one map, make that that item raises Milanor's TEC to 4. The
    reason is because you need 4 TEC to Steal in battlefield 19.
    
      Durant might still have the Ice Javelin, but if not, then you might want to
    equip Phalanx. Do not equip Catastrophe or Ipponki. If you have Rosary, then
    you might want to put on Lucky Broom to equip Lucky Broom (not yet Ruby Staff!).
    It is a nice item that will raise her ATK and LUK and also be useful for BF 19.
    I don't have Roswell, so equip Rosary and Mistel what you see fit.
    
      No matter if you've been using Nietzsche or not, ditch her his fight. If you
    have the GBA version, then bring Durant and Roswell/Rosary. If you have the PSP
    version, then bring Mistel then anyone of your choice. There are a few roads
    in this map, but most of the squares are town squares, so Durant isn't a must.
    Mistel and Roswell/Rosary is probably the best choice. And also, you should try
    to use some Medallions to raise your morale, especially for your main fighters
    such as Milanor.
    
      First of all, Baldus will have Ipponki if you have not defeated him in 13-3.
    This means that if you played the PSP version and got Mistel, then he will have
    Ipponki. I'm not sure if this is good or bad yet, but the trade off is that
    with Ipponki, Baldus will have higher GEN, ATK, lower TEC, and cannot use
    skills. He is pretty hard if he activates Ace Guard, but his morale will go
    down more slowly if he has Ipponki equipped.
    
      If you started out with Yggdra leading with Banshee's Cry or Rosary leading
    with Flame, then there's a high probably that by turn 4, Baldus will be alone
    or with only one other enemy. If so, then you're doing great. Just remember to
    get Cat's Eye with Kylier before you defeat Baldus, then move Kylier one south
    and Milanor up a bit so he can easily union with Kylier.
    
    Map 17-1:
    
            T     a b   @
            T   1 # # # K
        V   T   #
    X T T T T
        T   T T T
        T T T   T
        V T T R R
                      #
                    G c G
    
    Legend:
    G: Grass
    R: Road
    T: Town
    V: Village
    X: Barricade
    #: Fort
    @: Ankh
    
    Temporary Ally:
    K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe)
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5
    
    Enemies:
    a: Level 6 Assassin [Elena], Morale: 4060/4060
       + Item: Rainbow Arc (2): +2 GEN, +6 TEC, LUK UP, Foe Geo 0%
       + GEN: 2.0, ATK: 2.5, TEC: 3.0, LUK: 5.0
    b: Level 8 Assassin [Zilva], Morale: 4720/4720
       + Item: Nightmare (2): -2 GEN, +6 TEC, LUK DOWN, Dark attack UP
       + GEN: 1.0, ATK: 2.4, TEC: 4.0, LUK: 3.0
    
    c: Lvl 11 Dragon Knight [Gulcasa], Morale: 6320/6320
       + Item: Early Drive (2): +4 ATK, +4 TEC, Instant charge
       + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 3.2
    
    Items:
    1: Cat's Eye (2): +4 TEC, +4 LUK, Night :)
    
    General Strategies:
    
      Uh yeah. I'm sure you've already seen Gulcasa, which means you know that we
    will probably have to fight him later. So Baldus, Gulcasa, and now Elena and
    Zilva too? How nice. Luckily, they both have low GEN, so even if you win 1-0,
    they will lose massive morale, especially Zilva. You really want the Rainbow
    Arc, but wow, Elena has 5 LUK. This means that you will need to use Steal and
    have Milanor in the union somehow.
    
      If Zilva moves next to Kylier, then it's easily. Just use Steal and have
    Milanor in Kylier's direct union, since that means Milanor will go second to
    face Elena. If Elena moves next to Kylier, then Kylier will have to union with
    someone else then Milanor will be in that someone else's linked union. That
    way, Milanor will go third and face Elena. Despite their low GEN, it will
    probably take 2 or 3 fights to defeat them, since they have so much morale.
    
      Usually, Elena will move next to Kylier. This means that Elena will probably
    be defeated on Kylier's charge since Milanor will Steal from Elena then finish
    the job. When it's Zilva's turn, she will be up against a union of three, so
    there should be no reason for Zilva's morale to not get depleted. Yes, this
    map should be finished in two turns thanks to linked unions and assassins' low
    morale. If you do your Steal, then try to somehow get Durant down to one of the
    two visible road squares with someone in his union, that is, if you brought him.
    
    Map 17-3:
    
            T     a b   @
            T   1 # # # K
        V   T   #
    X T T T T     V   T T
        T   T T T T T d T
        T T T   T   b e ~
        V T T R R a c f ~
                      #
                    2 R G
    
    Legend:
    G: Grass
    R: Road
    T: Town
    V: Village
    X: Barricade
    #: Fort
    @: Ankh
    
    Temporary Ally:
    K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe)
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5
    
    Enemies:
    a: Level 7 Knight,                 Morale: 2260/2260
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    b: Level 10 Valkyrie [Aegina],     Morale: 5680/5680
       + Item: Zolfy (2): -4 GEN, +4 ATK, +6 TEC, -6 LUK, 1 on 1 = win
       + GEN: 2.2, ATK: 3.5, TEC: 5.0, LUK: 2.0
       - GEN: 2.6, ATK: 3.1, TEC: 4.1, LUK: 3.2
    c: Level 6 Witch,                  Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    d: Level 7 Knight,                 Morale: 2260/2260
       - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8
    e: Level 6 Witch,                  Morale: 2000/2000
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0
    f: Lvl 11 Dragon Knight [Gulcasa], Morale: 6320/6320
       + Item: Early Drive (2): +4 ATK, +4 TEC, Instant charge
       + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 3.2
    
    Items:
    1: Cat's Eye (2): +4 TEC, +4 LUK, Night :)
    2: Hero Badge (1): +4 GEN, +2 ATK, +4 LUK, Always Ace
    
    General Strategies:
    
      Wait what? Aegina is here too? Wow, we get to fight 5 named enemies this time,
    how fun! If you played the PSP version, then Aegina will have Zolfy here, and
    that is a very bad thing. Even though she will be easily defeated on a charge,
    her charge will easily defeat you. The good news is that she is part of
    Gulcasa's army, which means no Revolution! This makes her considerably weaker,
    although still be aware of her 1 on 1 = win item, Zolfy.
    
      Here's a tip. If Aegina is still in a union of some sort, then line her up
    with Yggdra. Since she has no revolution, she will just rage, adding her holy
    element to the void holy Yggdra. In truth, the levels of Gulcasa's army are so
    low that it's often not hard to defeat them. That's a really good thing, since
    it is hard to defeat Gulcasa himself. Save Gravity Chaos and Steal cards; you
    will be using them against Gulcasa.
    
      Preferably, you want Gulcasa alone before you touch him. You can let Durant
    step over Gulcasa with the Steal card go get the Hero Badge (2) while Milanor
    uses Steal, or you can start out with Gravity Chaos while making a big union
    with Milanor. Either way, using the movements of Gravity Chaos and Steal, you
    should be able to get the Hero Badge with Durant. If you don't have Durant,
    then you might have to go over Gulcasa, which will take more movement.
    
      I usually use Gravity Chaos before Steal. Here's a huge hint. Attack him with
    all you got, then disband your union. Milanor will be grayed out, but the other
    characters should get out of his X union so when Gulcasa attacks, then your
    army won't be victim to his TEC. Even though if Gulcasa charges against 4 in
    your union while cursed, he should still lose at least two fights, why lose
    morale for no reason? Try to get his Early Drive via Steal or otherwise,
    because it is an extremely useful item for Milanor later on...against Gulcasa.
    
    New Cards: None
    KholdStare's Turns: 12/17
    
    ---------------
    Battlefield 18:
    ---------------
    
    Map 18-2:
    
    Y R c R R R R R
    a b d G G G G
    
    
    
    G R G
    G R G
    G R G
    N M R
    
    Legend:
    G: Grass
    R: Road
    F: Flag
    
    Characters:
    Y: NPC Yggdra
    
    Enemies:
    a: Lvl 9 Valkyrie,                 Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    b: Lvl 10 Valkyrie [Aegina],       Morale: 5680/5680
       - GEN: 2.6, ATK: 3.1, TEC: 4.1, LUK: 3.2
    c: Lvl 11 Dragon Knight [Gulcasa], Morale: 1/6320
       - GEN: 3.3, ATK: 3.3, TEC: 3.2, LUK: 3.2
    d: Lvl 9 Valkyrie,                 Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    
    General Strategies:
    
      Yeah it's pointless to list 18-1 since I would have to list spoilers while
    you have no control anyways. For 18-2, you are just waiting until Yggdra's
    morale goes to zero. I will tell you this. If you want to get some experience
    here and fight, then get your characters' morale up. If Milanor wants to Steal
    Etherion from Nessiah, then give him Ranger Boots or some other +TEC items that
    you maybe have that lasts 1 map only.
    
      So Yggdra should go down in one turn. Position yourself for the next map
    if you want. You might want to bring Shield Barrier and Ace Guard if you are
    planning to get some experience. Refreshment might be another good card to
    bring if you are playing the PSP version. Either way, move up to the top of
    the map if you don't want experience. Make sure everyone is in a union and stay
    on the south side if you want some experience.
    
    Map 18-2:
    
    G R R R R R R R
    G R G G G G G
    
    
    
    G R G
    G R G
    G R G
    G R G
    a d f
    b e g
    c F h
    
    Legend:
    G: Grass
    R: Road
    F: Flag
    
    Characters:
    Y: NPC Yggdra
    
    Enemies:
    a: Level 9 Knight,                 Morale: 2580/2580 (Protect)
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    b: Level 9 Witch,                  Morale: 2390/2390 (Protect)
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    c: Level 9 Necromancer,            Morale: 2400/2400 (Protect)
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    d: Level 9 Knight,                 Morale: 2580/2580 (Protect)
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    e: Level 12 The Ancient [Nessiah], Morale: 6640/6640 (Protect)
       + Item: Etherion (1): GEN UP, +4 ATK, +4 TEC, +4 LUK, Gauge fills fast
       + GEN: 4.0, ATK: 4.0, TEC: 5.0, LUK: 3.0
    f: Level 9 Knight,                 Morale: 2580/2580 (Protect)
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    g: Level 9 Witch,                  Morale: 2390/2390 (Protect)
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    h: Level 9 Necromancer,            Morale: 2400/2400 (Protect)
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    
    Items:
    g: Mirror of Truth
    
    General Strategies:
    
      You should have gotten attacked first. If you had Shield Barrier or Ace Guard,
    then it should not be that bad. Note that if you wanted to Steal from Nessiah,
    then you will have to arrange your union in such a way that on Milanor's second
    turn, he will fight Nessiah, since you do not have direct access to Nessiah.
    Nessiah will also do huge damage, since aside from Reincarnation giving him
    full members, his weapon will change to whatever that has an advantage over
    yours.
    
      Each character at near max morale could probably take two defeats from
    Nessiah, but more could be dangerous. This is when you should re-arrange your
    union after every turn so that another character will face off with Nessiah.
    I hope you have learned how linked unions work now and also the order of combat
    in linked unions. Once you've hard enough, move up a bit, but not all the way.
    You will have just two turns to move all three characters to the flag.
    
      After Nessiah's...well, murder(s)-suicide, now you can get the Mirror of
    Truth. Just choose two high movement cards and you should finish on turn 24.
    I don't like this map because sometimes I get careless and have one of my
    characters destroyed by Nessiah, but at least I always get +2 MVP here without
    any trouble. No more sword users for us!
    
    New Cards: None
    KholdStare's Turns: 24/24 
    
    ---------------
    Battlefield 19:
    ---------------
    
    MVP: 13 turns
    
    Map 19-1:
    
                    h
                    @
      X         X
      G G G G c e f 1
              d R g
            a G R
    R R R R b M J I H V
    
    
    Legend:
    G: Grass
    R: Road
    V: Village
    X: Barricade
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Third chosen ally
    
    Enemies:
    a: Level 8 Knight,           Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    b: Level 8 Knight,           Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    c: Level 7 Fencer,           Morale: 2180/2180
       - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8
    d: Level 7 Bandit,           Morale: 2030/2030
       - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1
    e: Level 9 Fencer [Inzaghi], Morale: 5160/5160
       + Item: Iron Helm (2): GEN UP, -2 ATK, -4 TEC
       + GEN: 3.0, ATK: 2.0, TEC: 2.1, LUK: 3.2
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 3.2
    f: Level 7 Fencer,           Morale: 2180/2180
       - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8
    g: Level 7 Bandit,           Morale: 2030/2030
       - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1
    
    h: Level 9 Witch [Eudy], Morale: 5240/5240
       + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic
       + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0
    
    Items:
    1: Treasure Map -> Seductive Bustier (3): +2 GEN, +2 TEC, Morale UP slowly
    g: Burnt Dud
    
    General Strategies:
    
      First, you have to choose what you want to happen here. If you think that you
    are strong enough, then you can go for the +2 MVP bonus, which is only 13 turns.
    This means that you cannot get the Seductive Bustier or defeat Eudy. Sure it's
    probably possible somehow, but I've tried to clear the map three times with
    three different strategies, and I cannot defeat Eudy by turn 13 and have enough
    movement for Milanor to make it to her location. Equip Treasure Map on Milanor
    if you want to try and defeat Eudy, and don't equip anything on Milanor at all
    if you want the +2 MVP bonus. Also, bring both Doll Craft and Necro Gate.
    
      Before we start, here's the turns you have to take to get the +2 MVP bonus:
    
    1)  Milanor (noon)
    2)  Eudy
    3)  Inzaghi
    4)  Milanor (evening, defeat Inzaghi to receive Imperial Armor)
    5)  Milanor (evening)
    6)  Eudy
    7)  Milanor (night, step on the fort to reveal the defenders)
    8)  Eudy
    9)  Knight
    10) Milanor
    11) Eudy
    12) Knight
    13) Milanor
    
      This means that you have two turns to defeat Inzaghi and four more turns to
    move Milanor to his location. Four turns might seem quite a lot, but Milanor
    has to go past 20 squares plus someone has to accompany him for about 12 of
    those squares to clear the way for Milanor, because Milanor cannot fight here
    nor stand next to an enemy unit. You actually reveal the units that you need to
    fight on turn 7, so that gives you three turns to clear the enemies, and not
    enough turns to go to Eudy.
    
      Note that in order for you to get the Seductive Bustier, you have to go the
    square east of fencer (f) with Milanor, which means you will have to defeat
    fencer (f), wasting an extra turn. You will receive the Imperial Armor (which
    replaces your Treasure Map) right after Inzaghi is defeated so you have no time
    to get the Seductive Bustier afterwards. You should try to wait for the
    conditions to change before you get the Brunt Dud. If you have extra movement,
    move characters to the northwest of the map, left of Inzaghi.
    
      What you should do is choose a decently powered up card with 7 movement or so,
    move Mistel/Nietzsche/Rosary south of Inzaghi, Milanor/Roswell/Rosary/Nietzsche
    in the squares two and three south of Inzaghi, and whoever you have left at (M)
    or (I). This way, you will have the weapon advantage, hopefully knock out the
    two bandits (d) and (g), and proceed to gang up on Inzaghi. Watch out for the
    knight (b) since he is on the road. Other than that, hope that you deplete
    Inzaghi's morale on turn four.
    
    Map 19-2:
    
          F
          # # # b e f
      T       a c   g
    V # # # # # d   @
      2         X
      G G G G G R G G
              G R 1
            G G R
    R R R R R R R G G V
    
    Legend:
    G: Grass
    R: Road
    V: Village
    F: Flag
    X: Barricade
    @: Ankh
    2: Step here at night to extend the map
    
    Enemies:
    a: Level 8 Valkyrie,    Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    b: Level 8 Hunter,      Morale: 2380/2380
       - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4
    c: Level 8 Valkyrie,    Morale: 2220/2220
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4
    d: Level 8 Knight,      Morale: 3690/3690
       + Item: Medallion (1): Recover morale
       + GEN: 2.0, ATK: 2.0, TEC: 2.0, LUK: 2.0
    e: Level 7 Witch,       Morale: 2110/2110
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.1
    f: Level 7 Witch,       Morale: 2110/2110
       - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.1
    g: Level 9 Witch [Eudy], Morale: 5240/5240
       + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic
       + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0
    
    Items:
    1: Burnt Dud
    
    General Strategies:
    
      If you're still aiming for that +2 MVP bonus, then on turn 5, use Doll Craft
    or Necro Gate, whichever card you don't use, to move Milanor all west, someone
    southwest of the closed fort (X), Durant east/southeast of that character on
    the road (depends on X or + union) if you brought him, and the last character
    as close to Milanor as possible. If you want to finish this map quickly, then
    your goal is to have a female on the fort left of knight (d) with someone else
    two south of that female and Durant on the road somewhere in a linked union.
    This way, you only have to move one character to face off the enemies.
    
      On turn 7, use a high movement card enough to put Milanor on the open fort (2)
    and set up the formation I mentioned above, then attacking an enemy, preferably
    valkyrie (a). For Milanor to get to the flag (F), valkyrie (a) has to leave the
    map, so focus your attacks on her. That valkyrie is not in a union with any
    witches, so you should be fine for now. On the counter, the knight (d) will
    probably attack you so get ready.
    
      On turn 10, choose a card and continue moving Milanor towards the flag if
    valkyrie (a) has left the map. You can finish the map now if you have a card
    with high enough movement, but try to get some experience. In order to get to
    Eudy, you would have to bring at least one other unit around and spend more
    than one turn beating her.
    
      On turn 13, attack any other enemies that might still be left, but remember
    to leave enough movement for Milanor to step on the map after you've had your
    fun. That was simple enough, wasn't it?
    
    New Cards: None
    KholdStare's Turns: 13/13
    
    ---------------
    Battlefield 20:
    ---------------
    
    MVP: 9 turns
    
    Map 20-1:
    
      # d #   # #   a # # 2   g # F
    A h   # 1   # # b   #   # f
        # # # c #   M # # e   # #
                    H     # # 3
                    
    Legend:
    F: Flag
    #: Fort
    a: Opens extension to the right
    b: Opens extension to the left and (c)
    c: Opens extension to the left and (d)
    d: Opens extension to the left and Aegina
    e: Opens extension to the right and (f)
    f: Opens extension to the left and (g)
    g: Opens extension to the right and the flag
    
    Characters:
    H: Chosen ally
    A: NPC Flone
    
    Enemies:
    h: Level 9 Valkyrie [Aegina], Morale: 5880/5880
       + Item: Platinum Ornament (3): +2 GEN, +2 TEC, +4 LUK, Void all but Dark
       + GEN: 3.3, ATK: 3.1, TEC: 4.3, LUK: 3.0
    
    Items:
    1: Blindfold (3): -4 GEN, -6 ATK, TEC DOWN, Foe critical 50%
    2: Letter
    3: Rusted Chain (3): ATK DOWN, TEC DOWN, Can't counter
    C: Iron Shackles (3): -2 GEN, -4 ATK, TEC DOWN, Move cost 2x
    
    General Strategy:
    
      Remember Phalanx, the item? It's very good in battlefield 23.5 for beating
    Mizer if you're planning to use Durant. If you don't, then equip it here, since
    it will be very useful. You don't have to use Durant (Roswell/Rosary/Mistel can
    take care of Aegina easily), but Durant always seem to have beat Aegina for me,
    even after a Revolution. Of course, you can choose to let Durant skip a map too
    after he defeats Aegina so you can have him for battlefield 23.5 if you want.
    As for me, I'm equipping it since I have enough small stars in ATK and TEC for
    it to increase those stats to the next big star. Note that Aegina has 3 LUK, so
    if Durant does not have 3 LUK then it's really pointless to bring him.
    
      Right now you should be starting to use your items regularly; don't save them.
    For example, I found Iron Helm useless so I used it to recover Durant's morale.
    If you still have Rune Crystal or Obsidian, then they're useless. Use them to
    recover morale. Lady's Coat isn't such a great item either. I'll save it,
    intending to use it on Rosary or Yggdra for morale recovery. If you've been
    collecting duds, however, don't use them for morale recovery. Items such as
    Dowsing Rods (if you have Roswell), Early Drive, Gale Bow, Kill Blade, Ruby
    Staff, Straw Hat, and Zolfy should never be used for morale recovery.
    
      Here comes your decision. If you uncover Aegina and defeat her, then you will
    rescue Flone, someone you can use to recruit Russell and obtain the Ivy Whip
    card in the best manner possible. However, you cannot get the +2 MVP bonus if
    you choose this route. Russell is great, but getting the Ivy Whip card early is
    better. If you didn't rescue Flone, then you will have to uncover and defeat a
    group of enemy in battlefield 23, which you don't want to do. Battlefield 23 is
    one of the best battlefields to get a character MVP and it would be a waste to
    have to fight then. In summary, forget the +2 MVP bonus and defeat Aegina.
    
      As for the map itself, bring all the high movement cards like Doll Craft,
    Necro Gate, Poison Breath, Earthquake, Steal, Revolution, etc... You will only
    be fighting maybe two turns, so two good cards like Gravity Chaos and Shield
    Barrier should do. Note that the objective of this map is to get only one
    character to the flag, not two. Don't run out of cards trying to get both
    characters to the flag. Also, the other character that you bring (besides
    Milanor) will get MVP, so this is a great way to give someone easy +1 MVP.
    
      There's nothing I can help you with that's not already on the map, except how
    to read the map itself. Use the legend to figure out which letter opens which
    extension; that's it. In the first, turn, just put both characters on (a) and
    (b). Then, put Milanor on (c) and the other character on (e). The reason is
    because Milanor has to get discovered first so he can remove his Imperial
    Armor. After that, put Milanor on (1) to get Blindfold then (d) and bring the
    other character back left as far as you can. Now you should be able to see
    Aegina and Flone.
    
      Aegina's item is a wonderful item. In fact, you should get this item and use
    it against Gulcasa someday. However, it doesn't void Dark and Aegina is weak to
    Dark. What does this mean? Yes, union Milanor with someone else two squares
    southeast of him then use Gravity Chaos. My Milanor actually won after he
    activated Gravity Chaos! Now Aegina should be used and the other character
    should be able to take huge morale off Aegina.
    
      When it's Aegina's turn, she will indeed attack Milanor. Try to use Gravity
    Chaos, since it will take her to 1 member only and Milanor might win again.
    When it's your turn again, use Shield Barrier. Then go passive once more and
    use Shield Barrier again. For your second character, if you think Aegina will
    be able to pull off a Revolution, then use Shield Barrier to block it. That's
    all there is. If you followed my advice and brought a character with 3 LUK or
    more, then Aegina's item, Platinum Ornament, should drop.
    
      Milanor should now step on Flone's square (C) to get Iron Shackles and the
    other character should step on (2) to get Letter. Now, leave Milanor there and
    just let the other character go to (3) for Rusted Chain, (f), (g), and then (F)
    to end the map.
    
    New Cards: None
    KholdStare's Turns: 10/9 (after recuing Flone)
    
    ---------------
    Battlefield 21:
    ---------------
    
    Map 21-1
    
              # M H I J
              #
      X X     #
      c g     #
    a d h j   #
    b e i # # #
      f # k   1
    
    Legend:
    X: Barricade
    #: Fort
    ?: Not on map
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Second chosen ally
    ?: NPC Flone
       + Item: Misanga of Life (3): +4 TEC, +4 LUK, 1 time-revival
    
    Enemies:
    a: Level 8 Necromancer,       Morale: 2270/2270
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 3.1
    b: Level 8 Assassin,          Morale: 2070/2070
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    c: Level 10 Fencer [Russell], Morale: 5280/5840
       + Item: Yashamaru (3): GEN UP, ATK UP, TEC UP, LUK DOWN, Hvy counter % UP
       + GEN: 3.0, ATK: 4.0, TEC: 5.0, LUK: 2.0
    d: Level 8 Assassin,          Morale: 2070/2070
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    e: Level 8 Necromancer,       Morale: 2270/2270
       - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 3.1
    
    f: Level 8 Knight,           Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    g: Level 9 Fencer [Inzaghi], Morale: 5160/5160
       + Item: Criticalizer (1): TEC UP, Critical 50%
       + GEN: 2.5, ATK: 3.0, TEC: 3.0, LUK: 3.2
    h: Level 7 Fencer,           Morale: 2180/2180
       - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8
    i: Level 7 Bandit,           Morale: 2030/2030
       - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1
    j: Level 8 Knight,           Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    k: Level 7 Bandit,           Morale: 2030/2030
       - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1
    
    Items:
    1: Armory Key
    
    General Strategies:
    
      This is a quick and easy map that could be a bit hard. First of all, decide
    whether or not you want the Misanga of life. It's just an item for Russell, so
    this is not a life changing experience. The only reason to get this is for item
    completion, since trying to get it might be too troublesome. You need 8 or less
    REP when you talk to Russell to get this (assuming you rescued Flone). You
    might want to try it if you brought characters with already low or no REP to
    this battlefield, but if all four of your characters have almost max REP, then
    don't try.
    
      Now if you have the Boss Bandana, then equip it on Milanor or someone else
    that you want to get MVP. This gives them the Always Ace attribute, which, I
    admit, isn't very useful (if not permanent) except for this map. Always Ace is
    a great effect, but it's one of those effects when you use it as the situation
    allows you to, and not something you can usually plan out. Anyways, select
    whichever character you gave the Boss Bandana to first.
    
      My advice for you is to bring one character down at a time. This might seem
    suicidal, but with the right cards, you can do very well. I picked Sanctuary,
    bring Milanor down, and won all five battles, including the five counters with
    Inzaghi's charge. If you can time Sanctuary right, then you can activate it
    twice or more and turn the tide of a battle. If Milanor has the Boss Bandana,
    he can use Banshee's Cry to come down if you want to power up that card. Just
    make sure to attack bandit (i) instead of knight (j). The whole map are forts,
    so it will mostly likely take two turns to deplete their morale.
    
      Whichever character who had the Boss Bandana should be next to Milanor (if
    selected first at character selection). You can bring the evil Gravity Chaos
    down, use it on knight (j), which brings Inzaghi into the union, and use
    Gravity Chaos on Inzaghi when the time comes. It doesn't matter who the
    character is, since Always Ace will allow that character to use Gravity Chaos.
    Remember that cards such as Doll Craft, Necro Gate, and Steal are specific to
    a class or character, and you still cannot use it with Always Ace.
    
      After whoever goes down and fight a bunch of enemies, bring another unit down
    and make a simple union with the character that's already there. If you don't
    have enough movement to get the Armory Key, then don't worry about it now. If
    you have Inzaghi cursed, then you could use Steal with Milanor to remove that
    annoying Criticalizer. Milanor can actually beat Inzaghi if the latter is
    cursed. After you defeat a few enemies, if you have some movement left, then
    try to get in a better formation if that is possible.
    
      Now if you have two strong characters, then you actually finish this map by
    turn 7 by moving next to Russell immediately, but who would want to do that?
    I usually defeat Inzaghi first then move next to Russell. You can bring down
    another character with Doll Craft/Necro Gate to get the Armory Key, then on
    turn 10, move the third character over into a union, defeat Inzaghi, then move
    next to Russell to end your map. You actually have another turn and still make
    the +2 MVP bonus, so seriously, this should be a very easy map.
    
      Also, try not to hurt Russell a lot, if you want to recruit him that is. He
    will be recruited with whatever morale he finishes the map with, so if you
    hurt him a lot, he will stay hurt. Speaking of Russell, his card is Item Break,
    and you may or may not want him to use this on you. If most of your characters
    have nothing, then it's better to attack his units over Inzaghi's units. If you
    have important items that you don't want broken (Phalanx, Boss Bandana), then
    attack Inzaghi's units. Whoever is union leader will use his or her card. You
    can see which card the enemy you're attacking uses by moving your cursor over
    that unit and looking at the bottom left corner.
    
      If you want the Misanga of Life, then you have to purposely lose. This can be
    harder than it looks. From the start, you have to leave some bandits standing
    so you can let Nietzsche and Durant lose to them, and let Milanor lose to
    Inzaghi. If you gain a few REP while doing so, then attack the necromancers and
    go passive or wait until night and let the assassins attack you. Do this for
    three characters, and then get Roswell/Rosary/Mistel clear the rest of the
    map. This way, you have three characters with 0 REP and one character with 1-6
    REP. Now, talk to Russell, and Flone should give you the Misanga of Life. It's
    entirely possible, albeit hard, to do this and still get the +2 MVP bonus.
    
    New Cards: None
    KholdStare's Turns: 10/13 (did not try for Misanga of Life)
    
    ---------------
    Battlefield 22:
    ---------------
    
    MVP: 29 turns
    
    Map 22-1:
    
    a @
    
    2 #             g
    # #
    # #
    T c 1
    b d f             T
    V e T T # #   J L T
          V   # M H I
                  # #
    
    Legend:
    T: Town
    V: Village
    #: Fort
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Second chosen ally
    L: Fouth chosen ally
    
    Enemies:
    a: Level 9 Witch [Eudy], Morale 5240/5240
       + Item: Sorcery Glasses (1): -2 ATK, TEC UP, +2 LUK, Gauge fills
       + GEN: 2.5, ATK: 1.0, TEC: 4.0, LUK: 4.0
       + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic
       + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0
       
    b: Level 7 Hunter,            Morale 2260/2260
       - GEN: 2.4, ATK: 2.0, TEC: 3.4, LUK: 2.4
    c: Level 7 Hunter,             Morale 2260/2260
       - GEN: 2.4, ATK: 2.0, TEC: 3.4, LUK: 2.4
    d: Level 11 Valkyrie [Aegina], Morale 6100/6100
       + Item: Gauntlet (1): +4 GEN, +4 TEC, Block counter
       + GEN: 2.5, ATK: 1.0, TEC: 4.0, LUK: 4.0
    e: Level 7 Assassin,           Morale 1890/1890
       - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4
    f: Level 7 Assassin,           Morale 1890/1890
       - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4
    
    g: Level 5 Dragon Knight [Gulcasa], Morale 4320/4320
       + Item: Cardinal Cloak (3): +6 GEN, +4 TEC, Void Fire
       + GEN: 3.0, ATK: 2.5, TEC: 3.4, LUK: 3.0
                    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Second chosen ally
    L: Fouth chosen ally
    
    Items:
    1: Hero Badge -> Insect Cage (3)
    2: Armory Key => Elegant Spear (2): +2 ATK, +4 TEC, +2 LUK, Exp +2
    
    General Strategies:
    
    * Note: Do not equip any items on Roswell right now that lasts more than 3 maps.
    If you equip something on Roswell (like Cat's Eye), make sure that it lasts for
    2 maps. It can last for 3 maps, but then you will have to bring Roswell to BF
    23.5, and that's not a great BF for him to be in. This is so that he can equip
    the Dowsing Rods later on (if you have it), but don't equip it on him now. Put
    another item on Roswell that helps him fight Eudy and/or Gulcasa.
    
      I used to think that this is one of the hardest maps, but now I think that
    it's one of the easiest. The reason being if you know exactly what's coming
    and prepare for it, then you can breeze through it. If you don't, then you
    might struggle with it a lot. Fortunately, this guide will help you get through
    it and prevent what could be a disaster, really.
    
      Eudy is in this map. This means that Nietzsche is bad, so if you have the PSP
    version, take Russell along and leave Nietzsche behind. If you have the GBA
    version, then tough luck. If you made the Noble Glasses drop in battlefield 19,
    then Eudy will appear with Sorcery Glasses and only 1 ATK. If not, then she
    will have 2 ATK, and this might prove to be a little bit harder. Russell is
    extremely powerful for this map because of his Yashamaru.
    
      Here's a hint. Equip Cat's Eye on Mistel, Rosary, or Roswell. You will sooner
    or later encounter Eudy at night, so doing this helps greatly. I equipped it
    on Rosary to excellent results. Not only did it raise her TEC and LUK, making
    it possible for Eudy's item to drop, but it makes her have a great advantage
    over Eudy's army. The cards I brought were Doll Craft, Gravity Chaos, Steal,
    Bloody Claw, Shield Barrier, Flame, Blizzard, Thunderbolt, Banish, Sanctuary,
    Banshee's Cry, and Necro Gate.
    
      For Aegina, just use Gravity Chaos. It doesn't really matter when and how you
    do it, but make sure Aegina is cursed. Not only that, but because valkyries are
    weak to Holy, Milanor can actually beat Aegina if he can activate the card.
    Note that if you use Gravity Chaos on an enemy who is already cursed, it will
    say Miss, but unless it also says Guarded, the enemy received dark damage as
    well. Miss only means that the enemy cannot be cursed a second time. Aegina
    shouldn't be that hard to deal with. I do recommend that you use your high
    movement cards to move everyone towards Eudy before stepping on Aegina's square
    though.
    
      The Insect Cage is an item that will be used to get the Good Luck Charm later,
    but you have to have the Wilting Bouquet. To get the Wilting Bouquet you have
    to have gotten the Nestle Bouquet in BF 15, did not trade it for Nana's Candy
    in BF 16, and it will wilt after some time. After you get the Insect Cage in
    BF 22, the Wilting Bouquet will turn into White Butterfly after some time; I
    have heard reports of it doing so in BF 24. Then, you equip the Insect Cage
    after you get the White Butterfly. You will now have the Caged Butterfly. Now,
    you can trade the Caged Butterfly for the Good Luck Charm in BF 31. If you have
    gotten Nana's Candy, then keep your Hero Badge. No matter what you do, it's not
    a life changing decision, since the Good Luck Charm is good (Drop rate 100%)
    but only lasts for one map.
    
    Map 22-1:
    
    a #     # # # # # #
    b d # # # 3 
    c @     # #   # g #
          # # #   e   j
    2 # # #   #   # h 4
    # # # #   #   f   k
    # #       #   # i #
    T T 1     # # #
    T T T             T
    V T T T # #   # # T
          V   # # # #
                  # #
    
    
    Legend:
    T: Town
    V: Village
    #: Fort
    @: Ankh
    
    Enemies:
    a: Level 8 Witch,        Morale: 2280/2280
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.1
    b: Level 8 Witch,        Morale: 2280/2280
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.1
    c: Level 9 Witch [Eudy], Morale: 5240/5240
       + Item: Sorcery Glasses (1): -2 ATK, TEC UP, +2 LUK, Gauge fills
       + GEN: 2.5, ATK: 1.0, TEC: 4.0, LUK: 4.0
       + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic
       + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0
    d: Level 8 Witch,        Morale: 2280/2280
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.1
       
    e: Level 8 Knight,                  Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    f: Level 8 Knight,                  Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    g: Level 8 Knight,                  Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    g: Level 5 Dragon Knight [Gulcasa], Morale: 4320/4320
       + Item: Cardinal Cloak (3): +6 GEN, +4 TEC, Void Fire
       + GEN: 3.0, ATK: 2.5, TEC: 3.4, LUK: 3.0
    i: Level 8 Knight,                  Morale: 2410/2410
       - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8
    j: Level 7 Fencer,                  Morale: 2180/2180
       - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8
    k: Level 7 Fencer,                  Morale: 2180/2180
       - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8
                
    Items:
    1: Hero Badge -> Insect Cage (3)
    2: Armory Key => Elegant Spear (2): +2 ATK, +4 TEC, +2 LUK, Exp +2
    3: Armory Key => Mirage Coat (2): +4 GEN, GEO + 20%
    4: Evening Dress (3): +4 GEN, -4 TEC, +2 LUK, Night :)
       Morning Dress* (3): -4 GEN, +4 TEC, +2 LUK, Noon :)
    a: Disfigured Dud
    
    * Note: The Morning Dress only exists in the PSP version, and you have to step
      on the square at noon.
    
    General Strategies:
    
      If you want the +2 MVP bonus, then the best way to do it is to leave someone
    behind and have two deal with Eudy and two deal with Gulcasa. If Eudy has 1 ATK,
    then she's actually really easy, but her charge and counter will be more deadly.
    I recommend Russell for this. With 5 TEC and the chance to do a heavy counter,
    he is excellent to do against Eudy. His 4 ATK means that he will deal a good
    amount of morale damage to the witches also. Roswell, Rosary, and Mistel are
    also good for Eudy. However, note that you need someone with 4 LUK if you want
    her item to drop, regardless of what item it is.
    
      Note that Roswell is really great for this map since he can warp. However,
    you would have to plan out his movements in the previous evening. He could use
    his warp to get to Eudy's army faster or go to Gulcasa, but beware that if he
    warps right into Gulcasa, then there's not really a way for you to use Gravity
    Chaos immediately if you don't have Always Ace. Also, you might get stuck
    between enemies so make sure you know exactly what you're doing. Rosary is good
    for Gulcasa, but I find her way more useful against Eudy. If you haven't
    noticed yet, Gulcasa is level 5 on this map. He is way weaker than when you
    last encountered him.
    
      As for Gulcasa, I recommend that you move Milanor over gradually until you're
    without 9 movements of the square below knight (f) and some other character
    two squares northwest of that square. Then, just use Gravity Chaos, attack
    knight (f), and just curse the whole enemy union, including Gulcasa. After you
    get counter-attacked, the fight should be yours. If you want to get the Evening
    Dress, then you might have to waste some more turns. Remember that Steal has
    a kill bonus. If it's high enough, using Steal and win with Milanor can take
    off 1/3 of Gulcasa's morale! It's entirely possible to defeat Gulcasa in two of
    your turns, if you defeat the units northwest or northeast of Gulcasa before
    your second turn. Note that if you're attempting this, then Eudy should have
    been defeated. If so, then move another unit over into a linked union.
    
      Another method is to not care about Eudy. Yes, the battle conditions never
    told you to defeat her. If you go straight for Gulcasa, then that pretty much
    guarantees that you'll get all items on the map (except Eudy's glasses and the
    Disfigured Dud). This method will net you less experience but will give you
    less trouble, with more items to use later on. Whatever you do, the best hint
    is to use your cards wisely. Don't try to get all of your units to gang up on
    Eudy, because then you'll have no cards to get to Gulcasa. You should bring
    both Doll Craft and Necro Gate, using the one you don't use to move characters
    into position when you're not attacking.
    
      Here's something else. If you want the Aran Doll on the next map, then you
    have to make everyone lose before the map ends except for the person who will
    finish off Gulcasa. This means that you might not want to use Gravity Chaos
    until that happens. The Aran Doll is extremely bad and will wreck whoever
    character that's using it, but you will need it for item completion. The
    requirement is that you need a total of 5 REP or less, hence the fact that
    everyone except one character has to lose their final battle. Fortunately, you
    can't have a better map than one with Aegina, Eudy, and Gulcasa if you want to
    repeatedly lose. When you do get it, please never equip it again or use it for
    morale recovery so you will never accidentally equip it.
    
    New Cards: None
    KholdStare's Turns: 29/29
    
    ---------------
    Battlefield 23:
    ---------------
    
    MVP: 14 turns
    
    Map 23-1:
    
    % a
    %   %   d % %
    % % 6   e   %
    5   % b f h %
    %     c g i
    I   % % % % %
    L   6 6 6   6 1 F
    M J H   % % %   %
                % % 2
    
    Legend:
    F: Flag
    %: Forest
    5: Step here to reveal Pamela
    6: Step here will reveal enemies
    
    Enemies:
    a: Level 11 Mystic Witch [Pamela], Morale: 5000/5000
       + Item: Dream Cap (2): +4 ATK, +4 TEC, LUK UP, Noon = sleep
       + GEN: 1.7, ATK: 2.7, TEC: 5.0, LUK: 5.0
    
    b: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    c: Level 9 Knight,      Morale: 2580/2580
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    d: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    e: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    f: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    g: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    h: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    i: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    
    Items:
    1: Aran Doll (Infinite): LUK DOWN, Can't remove
    2: Trap -> Elfin Bow (3): TEC UP, +4 LUK, Morale UP when low
    
    General Strategies:
    
    * Note: If you haven't done so already, equip Roswell with Dowsing Rods if you
    have them.
    
      For the GBA version, you have two turns to defeat Pamela. The best way is to
    move a female character up and have someone else be in her union. Note that
    your first turn is at noon, and Pamela sleeps at noon, so you will
    automatically win your first fight and Pamela will not attack you back. If you
    cannot defeat her in the evening, then she will leave when it's her turn, so
    make sure that you do defeat her. Pamela has high TEC, so her counter might
    hurt. Shield Barrier is a good card to use here, and other defensive cards are
    good too. The Dream Cap will drop regardless of your LUK. However, you might
    want to not open up her extension at all if you want Pamela's Broom.
    
      For the PSP version, if this is your second playthrough, then you can get
    Pamela. There is an unknown requirement in your first playthrough to activate
    this event, but if you defeat Pamela and got the Dream Cap in 23-1, then you
    can get her in your next playthrough. That I know for sure. You also don't need
    to be in hard mode. Anyways, to get Pamela, move Nietzsche next to Pamela and
    have them talk. You can defeat her if you want; it doesn't affect the fact that
    you can get her later. The important thing is for you to uncover and defeat her
    in your first playthrough.
    
      Regarding Pamela, you can get Demon Tail in the GBA version in BF 24 if you
    fight her here but did not defeat her. If you don't uncover her, then you will
    have a chance to defeat her for Pamela's Broom in BF 24. If you defeated her
    in BF 23 (this map) and got the Dream Cap, then she will not appear in BF 24.
    In the PSP version, this changes quite if you can get her. She will appear in
    BF 24 even if you defeat her in BF 23, but you have to move Nietzsche next to
    her. If Pamela has Pamela's Broom equipped, then she will give you that item
    when she joins and equips Demon Tail. The opposite happens if she has the Demon
    Tail equipped. In short, you can get both items and Dream Cap on your second
    playthrough.
    
      Back to this map, the good thing is that you only have to move one character
    to the flag to advance. Try not to step on the (6) squares since that will open
    up the enemy. If you started the map with 5 or less REP, then you can get the
    Aran Doll, so try to do that before you uncover Pamela. If you can step on the
    flag at night but still haven't traded Trap for Elfin Bow yet, step on the flag
    anyways. You can still visit the village for the Elfin Bow in 23-2, provided
    that you have Trap and your total REP is 17 or more.
    
    Map 23-2:
    
                      F
    % a               6 % %     % F
    %   %   d % %         % 8 % %
    % % 6   e   %     6 % % 4   7
    5   % b f h %     % 3       %
    %     c g i       %       % %
    %   % % % % %   % 7 % j m o %
    %   6 6 6   6 1 % 7 % k n p %
    % % %   % % %   %   % l   %
                % % 2     % % %
                
    Legend:
    F: Flag
    %: Forest
    5: Step here to reveal Pamela
    6: Stepping here will reveal enemies b-i
    7: Stepping here will reveal enemies j-p
    8: Step here to reveal flag to 23.5
    
    Enemies:
    a: Level 11 Mystic Witch [Pamela], Morale: 5000/5000
       + Item: Dream Cap (2): +4 ATK, +4 TEC, LUK UP, Noon: Sleep
       + GEN: 1.7, ATK: 2.7, TEC: 5.0, LUK: 5.0
    
    b: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    c: Level 9 Knight,      Morale: 2580/2580
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    d: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    e: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    f: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    g: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    h: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    i: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    
    j: Level 9 Fencer, Morale: 2460/2460
       + Item: Medallion (1): Recover morale
       + GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    k: Level 9 Bandit, Morale: 2310/2310
       - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2
    l: Level 9 Bandit, Morale: 2310/2310
       - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2
    m: Level 9 Hunter, Morale: 2540/2540
       - GEN: 2.5, ATK: 3.1, TEC: 3.5, LUK: 2.5
    n: Level 9 Hunter, Morale: 2540/2540
       - GEN: 2.5, ATK: 3.1, TEC: 3.5, LUK: 2.5
    o: Level 9 Fencer, Morale: 2460/2460
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    p: Level 9 Bandit, Morale: 2310/2310
       - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2
    
    Items:
    1: Aran Doll (Infinite): LUK DOWN, Can't remove
    2: Trap -> Elfin Bow (3): TEC UP, +4 LUK, Morale: UP when low
    3: Poison Viper (1): Edible TEC DOWN
    4: Elfin Bow -> Beasterfang (1): +4 ATK, +4 TEC, +2 LUK, < Archers
    
    General Strategies:
    
      If you uncover the enemies, then you cannot go to Cruz's map. It doesn't
    really matter if you want Cruz or not, but there are good items on his map such
    as Powershroom and that is worth more than beating the enemies here for
    experience. Stay away from the (6) and (7) squares if you don't want to uncover
    the enemies, get Poison Viper (in the evening only), and head to (8) to open
    the extension to Cruz's map. Even though Beasterfang is a good item, it only
    lasts for one map and only Milanor can use it. That's why I usually keep my
    Elfin Bow unless I want the Beasterfang for item completion.
    
      The reason I told you not to uncover the enemies is that they're not at very
    high levels unlike the enemies in BF 13-3. It should not be hard at all to
    defeat the enemies, but you will also miss out on easy MVP (and easily
    resettable for the GBA version). If you don't have the Ivy Whip card yet, then
    the only way to get it is to defeat the enemies, so do that if you wish. There
    are two flags (F). Move one character to the right flag if you want to go to BF
    23.5 (recommended), or move one character to the left flag if you want to go to
    BF 24. One of the two characters who attacked Pamela should get MVP.
    
    New Cards: Fortune (optional), Ivy Whip (optional)
    KholdStare's Turns: 7/14
    
    -----------------
    Battlefield 23.5:
    -----------------
    
    MVP: 14 turns
    
    Map 23.5-1, 23.5-2:
    
        & % c
        % %
          a &
          b C
          %
    H M   1
      % V %
                
    Legend:
    V: Village
    %: Forest
    &: Catapult
    
    Fixed: Noon
    
    Characters:
    H: Chosen ally
    C: NPC Cruz
    
    Enemies:
    a: Lvl 9 Bandit,         Morale: 1930/2310
       + Item: Medallion (1): Recover morale
       + GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.1
    b: Lvl 9 Assassin,       Morale: 2020/2170
       + Item: Medallion (1): Recover morale
       + GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    c: Lvl 10 Hunter [Mizer], Morale: 5280/5280 (Protect)
       + Item: Hoof Shoes (2): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 2.2, ATK: 3.0, TEC: 4.2, LUK: 4.2
    
    Items:
    1: Killer Beehive (1): Hvy counter % UP
    
    General Strategies:
    
    * Note: Don't equip anything on Roswell except Dowsing Rods!
    
      This a pretty easy map once again, and it will be the only map where your
    primary opponent is Mizer. If you've been making Mizer drop his shoes every
    time he appears, then he should now have Hoof Shoes. Mizer will now have
    natural 4 LUK, so you will have to Steal and/or give Milanor and/or your chosen
    ally an item so they can get 4 LUK. Unless you want to power up some other
    cards, Steal is recommended. Mistel is perfect for this map, but Nietzsche is
    fine too. You want at least one female. This map is fixed at noon and Mizer is
    strong at noon, so you do not want to bring Roswell or Rosary.
    
      Make sure to bring some powerful cards along if you want to make the MVP
    bonus. On turn three (your first turn), choose a card with at least 6 movement,
    move Milanor to (1) to get Killer Beehive then 1 north, and move your other
    character 2 southwest of Milanor. You should now have a union of three. Attack
    with Milanor, going aggressive all the way. Hope that your card was strong
    enough to deplete both enemies' morale. If not, then hope to do so on their
    turn.
    
      Now you are on move 6. Choose a high movement card, bring your female unit
    all north next to Mizer then move Milanor next to Cruz to change battle
    conditions. Mizer is on a fort and he's strong at noon, so you have to use what
    you have to your advantage, which are those two catapults.
    
      Your cards will reset, and choose a card with a least 6 movement. Move
    Milanor south of your female character and Cruz south of Milanor. Now attack,
    and you should bring both catapults into the union. Mizer should get seriously
    hurt, but you do not to bring your union into the counterattack unless you have
    a card like Shield Barrier. Move Milanor 1 west and Cruz 1 south after you
    attack Cruz to minimize morale lost.
    
      Now you can either let Milanor change places with the female unit so you can
    use Steal or arrange your union in such a way that a person with 4 LUK will
    finish off Cruz. Either way, you should finish Cruz here and have enough
    movement to move Cruz to where Mizer was standing. Once Cruz reclaims his
    hideout, the battle conditions will change again.
    
    Map 23.5-3:
    
            & % #
        2 % % %
      F % %   % &
            f % %
          d g %
      b % %   1
    a c   % V %
          e h
                
    Legend:
    V: Village
    F: Flag
    #: Fort
    %: Forest
    &: Catapult
    
    Fixed: Noon
    
    New Ally:
    C: Level 10 Hunter [Cruz], Morale: ?/5960 (bow)
       Effects: > G. Rider, Noon :), Forest :)
       + Item: Handmade Bow (2): GEN UP, -2 ATK, -2 TEC, Critical 0%
       + GEN: 4.0, ATK: 2.0, TEC: 3.1, LUK: 1.9
       - GEN: 3.1, ATK: 3.0, TEC: 3.3, LUK: 1.9
    
    Enemies:
    a: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    b: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    c: Level 9 Assassin,    Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    d: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    e: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    f: Level 9 Knight,      Morale: 2580/2580 (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    g: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    h: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    
    Items:
    1: Killer Beehive (1): Hvy counter % UP
    2: Powershroom (1): Edible ATK UP
    
    General Strategies:
    
      If you followed my strategies, then you should be at turn 11. You have two
    turns to play around here, so attack the other army if you want but make sure
    that on your next turn, you have a card with high enough movement to move
    everyone to the flag. Attacking the army is a very good way to ensure that the
    character attacking will get MVP, but you might lose a lot of morale on the
    enemy's turn since they can also use the catapult. In any case, make sure to
    get the Powershroom (2) before finishing the map.
    
    ---------------
    Battlefield 24:
    ---------------
    
    MVP: 13 turns
    
    Map 24-1:
    
            b d g %
          a c e   %
        F %   f h %
        5 % 1 %   %
        2   5 5 M H
      % % V %     I J
      M   % 3 %     L
    I H J % %
      L
    
    Legend:
    V: Village
    F: Flag
    %: Forest
    5: Stepping here will reveal enemies a-h
    
    Enemies:
    a: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    b: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    c: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    d: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    e: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    f: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    g: Level 9 Knight,      Morale: 2580/2580
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    h: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    
    Items:
    1: World Tree Branch (2): +4 GEN, +2 TEC, +2 LUK
    2: World Tree Leaf (1): LUK UP, GEO card anywhere
    3: Element
    
    General Strategies:
    
    * Note: If you have Roswell, then equip him with Dowsing Rods if you haven't
    done so already, and bring him to this battlefield. He is the only person who
    can get Element (3), and only if he has Dowsing Rods equipped.
    
      Now this battlefield is an interesting one. Like BF 23, you can just easily
    go through it and get the +2 MVP bonus if you want, but since Aegina is here,
    this is a good map to level up. However, if you're trying to get Pamela in the
    PSP version, then just don't risk it. Go straight through the map and open up
    her extension. Note that if you want to defeat the enemies on this map, then
    you should bring Durant.
    
      Why Durant? It's true that he's really weak in the forest and that Ivy Whip
    will immediately defeat him, but if you're planning to defeat enemies, then you
    won't have time to get the Protato. Thus, you should bring Durant because he
    has the ability to step over enemies, enabling him to get the Protato before
    you accidentally defeat Aegina, because the map ends right away once all
    enemies leave the map. This is rather risky, but I've found a trick. Leave
    Durant on a village instead of a forest square. This way, he will survive, and
    if you can put him in a union someone, he might even be good. Of course, you
    can also equip the Hoof Shoes on someone, but why waste that item now?
    
      If you are planning to use Cruz, then you have to bring him on this map for
    two reasons. The first reason is that it's full of forest squares, and Cruz is
    strong in the forest. Plus he's immune to Ivy Whip. The second reason is his
    crappy Handmade Bow. You better bring him now so that the bow goes away on this
    map. Even if you don't uncover any enemies, bring Cruz anyways, just so Cruz
    won't be equipping the bow on the next map. Even if you don't want to use Cruz
    later on, bring him anyways, because he will help with enemies on this map.
    
      So now that we have discussed our options, it's time to actually discuss our
    main route, which is to get to the flag undetected. If you finished BF 23
    without going to BF 23.5, then you will notice that you have to move everyone
    to the flag, not just one character. It is the same for this map. Even though
    moving one character to the flag in 24-1 will expand the map, you will have to
    move everyone to the final flag. If you want to defeat the enemies instead,
    then use the map for 24-3.
    
      Note that there are two starting points on the map. If you went to BF 23.5,
    then you will appear in the southeast corner. If you moved everyone to the left
    flag in BF 23, then you will appear in the southwest corner. This doesn't
    really matter much, but I find that if you do want to fight the enemies, then
    being in the southeast corner gives you a better formation to create your union.
    Also, it is in your best interest to move everyone closer to the flag before
    moving one character on the flag. The reason is because your cards reset, so
    try to use up your high movement cards before they get reset.
    
      In any case, you will have to uncover the enemies to get World Tree Branch
    (1). I don't recommend that you do this, since it will pretty much mean that
    you won't get the +2 MVP bonus. You can get World Tree Leaf (2) pretty easily,
    but you can only get Element (3) if Roswell equipped with Dowsing Rods step on
    that square. Interesting, there is a way to get the World Tree Branch and still
    get the +2 MVP bonus. It is entirely possible to defeat all of the enemies
    within 13 turns. (Once I did it in 11 turns because I was lucky enough to get
    Aegina to move east early on.)
    
    Map 24-2:
    
    i j k l m n     b d g %
    % %   %   %   a c e   %
      6 % 6 % 6 % %   f h %
        % V     5 % 1 %   %
      % %       2   5 5 % %
      F %     % % V %     % %
        V     %   % 3 %     %
            % % % % %
                  %
    
    Legend:
    V: Village
    F: Flag
    %: Forest
    5: Stepping here will reveal enemies a-h
    6: Stepping here will reveal enemies i-n
    
    Enemies:
    a: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    b: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    c: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    d: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    e: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    f: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    g: Level 9 Knight,      Morale: 2580/2580
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    h: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    
    i: Level 10 Bandit,            Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    j: Level 10 Valkyrie,          Morale: 2510/2510
       - GEN: 2.2, ATK: 2.6, TEC: 3.2, LUK: 2.5
    k: Level 10 Hunter,            Morale: 2710/2710
       - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5
    l: Level 13 Valkyrie [Aegina], Morale: 6580/6580
       + Item: Bloody Rapier (1): ATK UP, TEC UP, Mv: Morale [DOWN]
       + GEN: 3.0, ATK: 4.0, TEC: 5.0, LUK: 3.3
    m: Level 10 Hunter,            Morale: 2710/2710
       - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5
    n: Level 10 Bandit,            Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    
    Items:
    1: World Tree Branch (2): +4 GEN, +2 TEC, +2 LUK
    2: World Tree Leaf (1): LUK UP, GEO card anywhere
    3: Element
    
    General Strategies:
    
      Once again, just move through the map, avoiding (5) and (6) squares. Get
    everyone as close to the flag as possible then have someone step on the flag.
    That's about it, really...
    
    Map 24-3:
    
    F     i j k l m n     b d g %
    %   6 % %   %   %   a c e   %
    % % %   6 % 6 % 6 % %   f h %
        %     % V     5 % 1 %   %
      % %   % %       2   5 5 % %
    % 7 4 % % %     % % V %     % %
    %   % %   V     %   % 3 %     %
    o             % % % % %
                          %
    
    Legend:
    V: Village
    F: Flag
    %: Forest
    5: Stepping here will reveal enemies a-h
    6: Stepping here will reveal enemies i-n
    7: Step here to reveal Pamela (o)
    
    Enemies:
    a: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    b: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    c: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    d: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    e: Level 9 Necromancer, Morale: 2400/2400
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2
    f: Level 9 Valkyrie,    Morale: 2350/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    g: Level 9 Knight,      Morale: 2580/2580
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    h: Level 9 Knight,      Morale: 2580/2580
       - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8
    
    i: Level 10 Bandit,            Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    j: Level 10 Valkyrie,          Morale: 2510/2510
       - GEN: 2.2, ATK: 2.6, TEC: 3.2, LUK: 2.5
    k: Level 10 Hunter,            Morale: 2710/2710
       - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5
    l: Level 13 Valkyrie [Aegina], Morale: 6580/6580
       + Item: Bloody Rapier (1): ATK UP, TEC UP, Mv: Morale [DOWN]
       + GEN: 3.0, ATK: 4.0, TEC: 5.0, LUK: 3.3
    m: Level 10 Hunter,            Morale: 2710/2710
       - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5
    n: Level 10 Bandit,            Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    
    o: Level 11 Mystic Witch [Pamela], Morale: 5000/5000
       + Item: Demon Tail (1): -6 GEN, TEC UP, LUK UP, Noon = sleep
       + GEN: 1.1, ATK: 2.3, TEC: 5.0, LUK: 5.0
       + Item: Pamela's Broom (2): -2 GEN, +4 ATK, +6 TEC, LUK UP, Skill time 2x
       + GEN: 1.5, ATK: 2.7, TEC: 5.0, LUK: 5.0
       - GEN: 1.7, ATK: 2.3, TEC: 4.2, LUK: 4.2
    
    Items:
    1: World Tree Branch (2): +4 GEN, +2 TEC, +2 LUK
    2: World Tree Leaf (1): LUK UP, GEO card anywhere
    3: Element
    4: Protato (1): Edible ATK UP
    
    General Strategies:
    
      Now it's time to meet Pamela, if you can. If you have the GBA version or if
    this is your first playthrough on the PSP version, and you defeated Pamela in
    BF 23, then she will not appear. If you encountered Pamela but did not defeat
    her, then she will appear with Demon Tail. If you didn't reveal the extension
    leading to Pamela in BF 23 at all, then she will appear with Pamela's Broom.
    Of course, if this is your second PSP playthrough and you've placed Nietzsche
    next to Pamela in BF 23, then she will appear even if you defeated her, and you
    can then recruit her. Just step on (7) to reveal Pamela's extension.
    
      But anyways, you have to move all of your characters to the map. Make sure
    that you get the Protato (4), and if you have been moving all of your units
    gradually to each flag, then you should easily receive the +2 MVP bonus. Of
    course, if no one fought anyone, then it's random which character will receive
    the bonus. If you have Rosary and/or Mistel, then you might want to use either
    Powershroom or Protato on them when their ATK reaches the next big star, or
    just use them on Rosary immediately. If you gave Mistel the Gold Dozeu, then
    her stats might be already decent enough.
    
      If you wanted to fight, then I suggest that you place Durant on a village
    first then uncover the enemies. Thus, you should uncover the enemies near the
    beginning of the map. There is a convenient village, southwest of (2), that you
    can put Durant on then have someone step on the square south of valkyrie (f) to
    bring Durant into the union. If Aegina comes over to the east side of the map,
    then consider yourself lucky. Remember to bring Durant over to the (4) and get
    the Protato when you are about to defeat all enemies. You just have to defeat
    all enemies (or the two leaders, Aegina and the knight with the Medallion) so
    you don't have to worry about the flag at all. If you are intent on recruiting
    Pamela (in the PSP version), then I suggest you not to take this route.
    
    New Cards: Fortune (optional)
    KholdStare's Turns: 13/13 (brute force)
    
    ---------------
    Battlefield 25:
    ---------------
    
    MVP: 27 turns
    
    Map 25-1:
    
      W W W W a
    W W W   W W b W
      W M     W   c
        H
        I
    
    Legend:
    W: Wasteland
    
    Enemies:
    a: Level 9 Bandit, Morale: 2310/2310
       - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2
    b: Level 9 Knight, Morale: 2580/2580
       + Item: Medallion (1): Recover morale
       + GEN: 3.2, ATK: 2.6, TEC: 2.5, LUK: 1.9
    c: Level 9 Bandit, Morale: 2310/2310
       - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    General Strategies:
    
    * Note: Do not give Rosary anything that lasts more than 1 map. If it will
      increase your TEC, you can choose to equip Warp Shoes on Rosary on this map.
      If you don't have Rosary but Roswell, then you can disregard this note.
    
      Durant is pretty bad for this bad since there are a lot of Griffon Riders.
    This can be a pretty rough map, so make sure to bring high movement cards and
    equip some items if it can bring one of your characters' stat to the next big
    star. I often bring Milanor, Roswell/Rosary, and Nietzsche. Actually, Nietzsche
    is better on this map than Mistel, believe it or not. You might want to wear
    your Shell Breastplate to prevent critical hits if you still have it. Mistel
    could replace Roswell/Rosary, but you might want to use Flame to get Grilled
    Griffon if you haven't yet gotten it.
    
      For the first turn, please don't make it so the enemies are defeated on turn
    2. This is very bad, since the cards reset after and you're stuck at the start
    of the map. By the way, if you're using Rosary, then she should now have 3 ATK.
    Give her Protato immediately if her ATK is still stuck at 2.3 so she can have
    higher ATK. You shouldn't defeat the garrison captain in two turns unless you
    got a critical on the first turn or if your card has maybe 3500 power. The best
    strategy is to move only one character up to face the three enemies, then on
    turn three move everyone else as close as possible with a high movement card
    then deplete the enemies' morale.
    
    Map 25-2:
    
                          F
      b d e f W     h W i
    a c     W     g 3   j
      W W W W W     W   k l
    W W W   W W W W W W 3 m n
      W W     W   W W
        %           V
        %
    
    Legend:
    W: Wasteland
    V: Village
    F: Flag
    %: Forest
    3: Step here to reveal enemies
    
    Enemies:
    a: Level 9 Fencer,            Morale: 2460/2460
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    b: Level 9 Assassin,          Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    c: Level 9 Fencer,            Morale: 2460/2460
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    d: Level 9 Assassin,          Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    e: Level 11 Assassin [Zilva], Morale: 5640/5640 (Protect)
       + Item: Scorpio Tail (2): +2 ATK, +6 TEC, Sand :)
       + GEN: 3.2, ATK: 2.6, TEC: 2.5, LUK: 1.9
    f: Level 10 Assassin [Elena], Morale: 5200/5200 (Protect)
       + Item: Meteor (3): +2 ATK, +6 TEC, Critical 50%
       + GEN: 2.2, ATK: 3.0, TEC: 4.0, LUK: 4.0
    
    g: Level 10 Knight,       Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    h: Level 10 Knight,       Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    i: Leon, Level 13 Knight, Morale: 6700/6700
       + Item: Knight Killer (3): +6 ATK, +2 TEC, > Knight
       + GEN: 3.3, ATK: 4.0, TEC: 3.5, LUK: 2.6
    j: Level 10 Knight,       Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    k: Level 10 Knight,       Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    
    l: Level 10 Griffon Rider,         Morale: 2710/2710
       - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2
    m: Emilia, Level 12 Griffon Rider, Morale: 5860/5860
       + Item: Ribbon (2): +4 TEC, +2 LUK, Void ailments
       + GEN: 2.3, ATK: 3.2, TEC: 5.0, LUK: 4.2
    n: Level 10 Griffon Rider,         Morale: 2710/2710
       - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2
    
    Items:
    g: Skull Stone
    
    General Strategies:
    
      So yeah, the map isn't that big; it should end at (3) both to the north and
    to the east. When you step on one of those squares, then enemies will come out
    of hiding and attack you, so be careful. north is Leon's army and east is
    Emilia's army. Milanor is good on wasteland squares, so I recommend that he be
    the one to step on a (3). I recommend that you bring Roswell/Rosary/Mistel to
    the village first so he or she can be in Milanor's union and have Milanor step
    on the right (3) next to Emilia (m). You shouldn't lose here, unless you put
    Nietzsche or Durant on the village square or something.
    
      I suggest that you leave your third character behind on the square 2 south of
    Elena (f) so you can clear some assassins while not wasting turns. Nietzsche or
    Mistel (or Durant, if you insisted on bringing him) are great for this. Also,
    since Kylier will come soon, it would be nice if someone could be in her union
    so she can finish off Zilva faster. However, expect the person who stayed
    behind to lose to Zilva and Elena, but you shouldn't lose that much morale. You
    don't really have to do this, but if you're not short on Medallions, it could
    make your life way easier.
    
      You should try to get Ribbon, either through Steal or by having someone with
    4 LUK get the last hit on Emilia. You can ignore Leon for now. After two of
    your turns, an event will happen and both Leon and Emilia will retreat from the
    map. However, Leon will drop his item, and Emilia will not. I really sensed
    Zilva's disappointment when she spoke. Now Elena will get attacked if there are
    assassins left (except Zilva, since she doesn't move). After a turn, Kylier
    will show up yet again.
    
    Map 25-3:
    
          K               F
      b d e W E     2 W W
    a c     W     1 W   W
      W W W W W     W   W W
    W W W   W W W W W W W W V
      W W     W   W W
        %           V
        %
    
    Legend:
    W: Wasteland
    V: Village
    F: Flag
    %: Forest
    
    Characters:
    E: NPC Elena
    
    Temporary Ally:
    K: Level 11 Griffon Rider [Kylier], Morale: ?/?
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 4.0, TEC: 4.0, LUK: 4.0
    
    Enemies:
    a: Level 9 Fencer,            Morale: ?/2460
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    b: Level 9 Assassin,          Morale: ?/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    c: Level 9 Fencer,            Morale: ?/2460
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    d: Level 9 Assassin,          Morale: ?/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    e: Level 11 Assassin [Zilva], Morale: ?/5640 (Protect)
       + Item: Scorpio Tail (2): +2 ATK, +6 TEC, Sand :)
       + GEN: 3.2, ATK: 2.6, TEC: 2.5, LUK: 1.9
    
    Items:
    1: Skull Stone
    2: Knight Killer (3): +6 ATK, +2 TEC, > Knight
    
    General Strategies:
    
      Zilva is still protected here. Remember that Kylier can fly over enemies, so
    you really just have to defeat the assassin between Zilva and Elena and have
    Kylier move over Zilva onto that square. If Kylier can form a union with
    someone you left behind, then this will be quick. If not, then you can still
    get MVP if you bring someone back to help Kylier, but only one. Once you moved
    next to Elena, she will leave the map and the conditions change yet again.
    
    * Note: This is important, so pay attention. Get the Knight Killer, but don't
    use it until I tell you to. This is because it will help against a hard
    battlefield later on.
    
    Map 25-4:
    
                          F
      W W W W W     2 W W W
    W W     W     1 W   W
      W W W W W     W   W W
    W W W   W W W W W W W W V
      W W     W   W W
        %           V
        %
    
    Legend:
    W: Wasteland
    V: Village
    F: Flag
    %: Forest
    
    Items:
    1: Skull Stone
    2: Knight Killer (3): +6 ATK, +2 TEC, > Knight
    
    General Strategies:
    
      Now you can defeat Zilva if you wish. After that, just move everyone to the
    flag, because finally there's actually a path there. Don't forget the Skull
    Stone and the Knight Killer. You should easily make the +2 MVP bonus. Kylier
    will stay with you this time for a bit before throwing a fit and fly off, so
    look forward to the next map. 
    
    New Cards: None
    KholdStare's Turns: 23/27
    
    ---------------
    Battlefield 26:
    ---------------
    
    MVP: 54 turns
    
    Map 26-1:
    
                  T T
            2   W 4 T W
                    W W
            4 T     W 1
            T T W V j
      T 4     W W   W
        T T     h W k W m
    V W a c W W W i l   n
      W W   d f     W W
      W     W         W W
    W W b W e g W W   M K I
        W     W   W W W H J
        
    Legend:
    W: Wasteland
    T: Town
    V: Village
    4: Visit all three towns to advance
    
    Temporary Ally:
    K: Level 11 Griffon Rider [Kylier], Morale: ?/?
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 4.0, TEC: 4.0, LUK: 4.0
    
    Enemies:
    a: Level 9 Hunter,  Morale: 2540/2540
       + Item: Medallion (1): Recover morale
       + GEN: 2.5, ATK: 2.1, TEC: 3.5, LUK: 2.5
    b: Level 9 Witch,   Morale: 2390/2390
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    c: Level 10 Bandit, Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    d: Level 10 Bandit, Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    e: Level 10 Bandit, Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    f: Level 9 Witch,   Morale: 2390/2390
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    g: Level 9 Hunter,  Morale: 2540/2540
       - GEN: 2.5, ATK: 2.1, TEC: 3.5, LUK: 2.5
    
    h: Level 9 Assassin,       Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    i: Level 9 Fencer,         Morale: 2460/2460
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    j: Level 10 Griffon Rider, Morale: 2710/2710
       - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2
    k: Level 9 Fencer,         Morale: 2460/2460
       - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8
    l: Level 9 Assassin,       Morale: 2170/2170
       + Item: Medallion (1): Recover morale
       + GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    m: Level 10 Griffon Rider, Morale: 2710/2710
       - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2
    n: Level 10 Griffon Rider, Morale: 2710/2710
       - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2
    
    Items:
    1: Soul Crucible (3): -4 GEN, -6 LUK, 1 time-revival
    2: Dragon Killer (card)
    n: Dragon Eater (2): +6 ATK, +6 TEC, > Dragon
    
    General Strategies:
    
    * Note: If you have Rosary and have Warp Shoes, then equip it on her this map
      if you haven't done so already. If you have Roswell then this doesn't apply
      to you.
    
      Your first order of business is to get rid of the Skull Stone. The easiest
    way to do this is to use it for morale recovery, even though you recover
    nothing. I'm not exactly sure how badly this item affects you, but I've heard
    way too many reports of it making people unable to get items because villagers
    will not talk to you. Just get rid of it without knowing what it really does.
    
      To tell you the truth, you cannot go wrong with this map. Seriously. There
    are no challenging enemies and you have all the time in the world plus all the
    cards in the world. The first thing you might notice is that your map is
    smaller than my map. You have to defeat and step on griffon rider (j) to open
    up the extension north of (j), assassin (h) to open up the extension north of
    (h), and hunter (a) or bandit (c) to open the extension north of (a) and (c).
    
      Once you've opened up the extensions, you have to visit the 3 towns (4) and
    the winning conditions will change. Make sure that you step on the village
    where (n) was with Milanor when you have a total of 20 REP to get Dragon Eater.
    This item is extremely useful against Gulcasa later on. Get Soul Crucible for
    the sake of item completion. When it is evening, position Roswell or Rosary
    with Warp shoes so that you can get to (2) when night comes and still have 2
    movements leftover so you can warp out. You will then get the Dragon Killer
    card, one of the most useful cards against Gulcasa.
    
    Map 26-2:
    
                  T T
            2   W T T W
                    W W W W V
            T T     W 1   W
            T T W V W     W
      T T     W W   W   W W F
        T T     W W W W W
    V W W W W W W W W   3
      W W   W W     W W
      W     W         W W
    W W W W W W W W   W W W
        W     W   W W W W W
        
    Legend:
    W: Wasteland
    T: Town
    V: Village
    F: Flag
    
    Items:
    1: Soul Crucible (3): -4 GEN, -6 LUK, 1 time-revival
    2: Dragon Killer (card)
    3: Dragon Eater (2): +6 ATK, +6 TEC, > Dragon
    
    General Strategies:
    
      Once you've visited all three of the villages, a flag will appear, and you
    should move all of your units towards it. If there are still enemies left,
    defeat them if you want. If there are still items left, get them before you
    finish the map. There's really nothing else to say about this map other than
    Dragon Eater and Dragon Killer are must get items, because they are so useful
    in the future. Note that Nessiah is still alive (?) and will talk to Milanor.
    That's nice.
    
    New Cards: Dragon Killer (optional)
    KholdStare's Turns: 20/54 (I took my time)
    
    ---------------
    Battlefield 27:
    ---------------
    
    MVP: 18 turns
    
    Map 27-1, 27-2:
    
    I     W V
    H M   W W
    K W W W
          b W
        & E d
        a W e g         h
        1 c f
          &
        
    Legend:
    W: Wasteland
    V: Village
    &: Catapult
    
    Temporary Ally:
    K: Level 11 Griffon Rider [Kylier], Morale: ?/?
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.0, ATK: 4.0, TEC: 4.0, LUK: 4.0
    
    Enemies:
    a: Level 10 Griffon Rider,          Morale: 2480/2710
       - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2
    b: Level 10 Griffon Rider,          Morale: 2260/2710
       - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2
    c: Level 9 Valkyrie,                Morale: 2230/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    d: Level 9 Valkyrie,                Morale: 1950/2350
       - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5
    e: Level 9 Witch,                   Morale: 2390/2390
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    f: Level 9 Witch,                   Morale: 2390/2390
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    g: Level 12 Griffon Rider [Emilia], Morale: 5860/5860
       + Item: Small Breastplate (2): +2 GEN, +2 TEC, +4 LUK, > Archer
       + GEN: 2.5, ATK: 3.2, TEC: 4.2, LUK: 5.0
    
    h: Level 13 Knight [Leon], Morale: 6700/6700
       + Item: Silvia (2): ATK UP, +6 TEC, LUK DOWN, Lowers gauge
       + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 1.0
    
    Items:
    1: Mana Stone
    
    General Strategies:
    
      Yay, it's finally time to get Elena. Your first task is to move someone next
    to Elena. I recommend you do this as soon as possible, so Elena (as an NPC)
    will not waste turns. Just use an 8 movement card to get unit H to the square
    above griffon rider (b) and Milanor or Kylier in that unit's union. You should
    by now know to use cards with high enough power to deplete an enemy's morale.
    Then move either Milanor or Kylier onto the square where (b) was and Elena will
    join you.
    
    New Ally:
    E: Level 11 Assassin [Elena], Morale: ?/5620 (bow)
       Effects: Night :), Void Dark
       + Item: Meteor (3): +2 ATK, +6 TEC, Critical 50%
       + GEN: 2.3, ATK: 3.0, TEC: 4.0, LUK: 4.0
       - GEN: 2.3, ATK: 2.7, TEC: 3.3, LUK: 4.0
    
      Now you get to defeat Emilia. The smart player will check and see that Emilia
    is on a fort, which is just wonderful. Gravity Chaos can be a pain here. Even
    if you Steal from Emilia, she will still have 4 TEC, so unless you have someone
    with 5 GEN, you will have to avoid it somehow. Catapults are a great idea.
    Elena is a great idea, but she should not be union leader and you should remove
    Elena from your union before you end your turn so Elena will not get charged.
    
      It's actually not hard to defeat Emilia. Sure one or two of your characters
    will be cursed, but once you step on the fort, all of your cursed characters
    become uncursed. Fun, right? In my opinion, it is best to defeat Emilia right
    away so it doesn't take three turns per day sequence. You can choose to get
    Mana Stone in 27-3 if you want. It doesn't hurt you either way.
    
    Map 27-1:
    
    W     W V
    W W   W W     2
    W W W W     & a W
          W W     W c
        & W #   W W W f
        W W # # W W d g h
        1 W #   W b W
          &     W   e &
                W   W W
                W 3 W
        
    Legend:
    W: Wasteland
    V: Village
    #: Fort
    &: Catapult
    
    Enemies:
    a: Level 9 Assassin,       Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    b: Level 10 Knight,        Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    c: Level 10 Knight,        Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    d: Level 10 Knight,        Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    e: Level 9 Assassin,       Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    f: Level 10 Knight,        Morale: 2750/2750
       - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9
    g: Level 9 Assassin,       Morale: 2170/2170
       - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5
    h: Level 13 Knight [Leon], Morale: 6700/6700
       + Item: Silvia (2): ATK UP, +6 TEC, LUK DOWN, Lowers gauge
       + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 1.0
    Items:
    1: Mana Stone
    2: Kiss of Death card
    3: [Random item] -> Dark Matter
       [Random item] -> Uncanny Fruit (1): Edible STAT UP
    
    General Strategies:
    
      Unless you are aiming for item completion, you should try to lose to Leon
    until you can get the Uncanny Fruit. If your total REP is 12 or more, then you
    will get Dark Matter. If your total REP is less than 12, then you will get the
    fruit. Uncanny Fruit gives you a random stat up, but you can control which
    stat you want to increase by resetting easily. Dark Matter will get you Dark
    Sabre later on, an item that...is not one of my favorite items. So yes, prepare
    to lose to Leon on purpose to get Uncanny Fruit...which should not be hard
    actually. Having 4 ATK while standing on a fort gives him a good advantage.
    
      It is actually pretty easy to get less than 12 REP. Just attack as usual and
    defeat all the enemies on your charge. When it's night comes and the assassins
    charge at you, then just go passive or stay neutral and the assassins will
    handily beat you. Note that to get both Dark Matter/Uncanny Fruit or the Kiss
    of Death card, you have to visit the towns at night, so make sure to position
    your characters well in the evening prior to your attempt. If you have the PSP
    version, then you can suspend to trade in a crappy item for Dark Matter/Uncanny
    Fruit, since it's random what you lose.
    
      Don't try to get Elena MVP because...well, you can't. This is because Elena
    is not yet a playable character. She is permanent, but not yet playable, if
    that makes sense. You can find out what I mean by starting up the next map,
    which does not have Elena. She will indeed play a role in the next map, but not
    yet playable, once again. If you're confused, then just try to get someone else
    MVP because you can't get Elena MVP. You should, however, attack with Elena a
    lot this map since she needs to level up in some way. This is because her ATK
    reaches 3 natural big stars once she levels.
    
    ---------------
    Battlefield 28:
    ---------------
    
    MVP: 25 turns
    
    Map 29-1:
    
        W W
    W W W W
      M   W W W
      H I   W W
      J   a W W
            W W W W 1
              W W
            b e
            c Y g
            d f h
              W W
    
    Legend:
    W: Wasteland
    F: Flag
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Third chosen ally
    Y: Unconscious Yggdra
    
    Enemies:
    a: Level 11 Bandit, Morale: 2630/2630
       - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2
    b: Level 9 Witch,   Morale: 2390/2390
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    c: Level 10 Golem,  Morale: 2720/2720
       - GEN: 3.1, ATK: 3.1, TEC: 1.9, LUK: 1.9
    d: Level 9 Witch,   Morale: 2390/2390
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    e: Level 11 Knight, Morale: 4440/4440
       + Item: Medallion (1): Recover morale
       + GEN: 3.3, ATK: 2.9, TEC: 2.5, LUK: 1.9
    f: Level 10 Golem,  Morale: 2720/2720
       - GEN: 3.1, ATK: 3.1, TEC: 1.9, LUK: 1.9
    g: Level 10 Golem,  Morale: 2720/2720
       - GEN: 3.1, ATK: 3.1, TEC: 1.9, LUK: 1.9
    h: Level 9 Witch,   Morale: 2390/2390
       - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2
    
    Items:
    1: Old Music Box
    
    General Strategies:
    
      This map is, in my opinion, the hardest map of all. The reason is because
    strategy doesn't really play a part here. On the "harder" Gulcasa maps, with
    the right union, characters, items, and cards, you can make the map incredibly
    easy. For this one, you just have to run from Gulcasa, and even if you can beat
    him, he has HIGH and protect anyways, which makes it very frustrating. However,
    it's definitely not the most annoying map, and it can be easy if you just want
    to finish the map as soon as possible. Max the morale of your four characters
    just to be on the safe side.
    
      If you have items, use them now. Many will equip Catastrophe on Durant here
    so he can stand a chance against Gulcasa, but it's not needed. Try to equip
    items to boost your stats to the next big star, because it will help a lot.
    What you want to do is to split your group into two (when the conditions change,
    but you have to plan it now). I recommend Milanor and Roswell/Rosary/Mistel
    (not Pamela) to go after Gulcasa while two other characters stay behind to hold
    off Aegina. You don't have to fight Aegina, but if you want the +2 MVP bonus,
    then it's best not to send everyone towards Gulcasa for no reason.
    
      Really the best way to start off the map is to take Milanor and only other
    person down to defeat the enemies. They're easy so you shouldn't have that hard
    of a time beating them. They do have Shield Barrier, so make sure you bring
    along cards you can use. Any skill will take down Shield Barrier. However, all
    you need to do is defeat the garrison captain to remove all enemies, which you
    could easily do on turn 4 if you jump in with Milanor. Now, you have a few
    options. Once you choose your option move a character next to Yggdra.
    
    Map 28-2:
    
            W W
        W W W W
          W   W W W
          W W   W W
          W   W W W
    f g j k     W W W W 1
      h           W W
      i         W W     b d
      W         W 2 W a c e
                W W W
                  W W
    
    Legend:
    W: Wasteland
    
    Enemies:
    a: Level 13 Imperial Knight,   Morale: 3180/3180
       - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9
    b: Level 13 Imperial Knight,   Morale: 3180/3180
       - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9
    c: Level 13 Imperial Knight,   Morale: 3180/3180
       - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9
    d: Level 15 Dragoon [Gulcasa], Morale: 7680/7680 (Protect) (HIGH)
       + Item: Inferno (1): GEN DOWN, ATK UP, TEC UP, LUK DOWN
       + GEN: 3.0, ATK: 5.0, TEC: 4.0, LUK: 2.0
       - GEN: 4.1, ATK: 4.1, TEC: 3.4, LUK: 3.4
    e: Level 13 Imperial Knight,   Morale: 3180/3180
       - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9
    
    f: Level 12 Hunter,            Morale: 3030/3030 (Protect)
       - GEN: 3.0, ATK: 2.3, TEC: 4.0, LUK: 2.6
    g: Level 13 Valkyrie,          Morale: 2950/2950 (Protect)
       - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6
    h: Level 12 Bandit,            Morale: 2760/2760 (Protect)
       - GEN: 2.3, ATK: 3.2, TEC: 2.0, LUK: 3.3
    i: Level 12 Hunter,            Morale: 3030/3030 (Protect)
       - GEN: 3.0, ATK: 2.3, TEC: 4.0, LUK: 2.6
    j: Level 12 Bandit,            Morale: 2760/2760 (Protect)
       - GEN: 2.3, ATK: 3.2, TEC: 2.0, LUK: 3.3
    k: Level 14 Valkyrie [Aegina], Morale: 6920/6920 (Protect)
       + Item: Bloody Rapier* (1): ATK UP, TEC UP, Mv: Morale [DOWN]
       + GEN: 3.1, ATK: 4.0, TEC: 5.0, LUK: 3.4
       - GEN: 3.1, ATK: 3.4, TEC: 4.3, LUK: 3.4
    
    * Note: If you decided to defeat the enemies in BF 24 and obtained Bloody
      Rapier from Aegina, then she will not have this item.
    
    Items:
    1: Old Music Box
    2: Rope (3): GEN DOWN, ATK DOWN, TEC DOWN, < all units
    
      The first option is to form your union and defeat the imperial knights to net
    more experience and possibly get Dragon Steak. This is risker, although it is
    a great way to gain experience. If you do this, then make sure to Steal from
    Gulcasa so he can do less damage to you. The second option is to just run,
    getting whatever items you can. If you do this, then Gulcasa will have a harder
    time chasing you, since Genocide's 10 movement will have to be shared among his
    army. The second option is kind of boring and makes the map so much easier.
    
      If you do take the second option, and if you brought Roswell or Rosary, then
    use Doll Craft/Necro Gate. The golem or skeleton might distract Gulcasa for a
    while. Actually, somehow my golem defeated Gulcasa on Gulcasa's charge... Maybe
    it's the fact that lump is not weak against scythe. If you can somehow pull
    that off, then the rest will be easy. Gulcasa will most likely attack whichever
    unit is closest to him, and if you don't move the golem or skeleton, then
    Gulcasa will focus on that unit.
    
      After a few turns Aegina's army will disappear. You should try to fight her
    army to get some more experience. However, the enemies are pretty high level,
    so the days of Nietzsche winning against bandits on a counter are pretty much
    over. Some nice cards like Shield Barrier will help. Also, try to summon that
    golem or skeleton. It will help. After a few more turns of running around
    aimlessly, Elena will appear.
    
    Map 28-3:
    
            W W
        W W W W
          W   W W W
          W W   W W
          W   W W W
    W W W W     W W W W 1
      W     F     W W
      4     W   W W     W W
      W   W W   W 2 W W W W
          W     W W W
      W 3 W       W W
      E
    
    Legend:
    W: Wasteland
    F: Flag
    
    Items:
    1: Old Music Box
    2: Rope (3): GEN DOWN, ATK DOWN, TEC DOWN, < all units
    3: Lost Material
    4: Rusted Sword (1): GEN DOWN, ATK DOWN, TEC DOWN, -4 LUK, Critical 0%
    
    General Strategies:
    
      If you're been running without trying to get Dragon Steak nor Inferno, then
    chances are you might be eligible for +2 MVP. If so, then on this turn get
    Elena to the flag immediately. She will shoot down Aegina and her army will
    leave the battlefield. Once again, if you haven't yet, try to summon a golem or
    skeleton to distract Gulcasa if he's alone. If he's not alone, then he would
    most likely not reach your units very easily.
    
    Map 28-4:
    
              W W
          W W W W
            W   W W W
            W W   W W
            W   W W W
    F W W W W     W W W W 1
        W     W     W W
        4     W   W W     W W
        W   W W   W 2 W W W W
            W     W W W
    F   W 3 W       W W
    W W W
    
    Legend:
    W: Wasteland
    F: Flag
    
    1: Old Music Box
    2: Rope (3): GEN DOWN, ATK DOWN, TEC DOWN, < all units
    3: Lost Material
    4: Rusted Sword (1): GEN DOWN, ATK DOWN, TEC DOWN, -4 LUK, Critical 0%
    
    General Strategies:
    
      There's nothing left to do now besides heading to the flag, with Elena going
    to her own flag, getting Lost Material (3) on her way. If your two characters
    who battled Gulcasa are low on morale, then let them escape first. Use your two
    other characters who have been fighting Aegina's army to block the way. Make
    sure to not form any unions, because you don't want multiple characters to be
    defeated. It's simple enough, really.
    
      Get the Rusted Sword if you think you're safe enough. If you do so, then make
    sure to have someone two north of you, so Gulcasa won't block your way to the
    map, making the map unbeatable. Elena is not in any kind of danger, so I
    recommend that you leave Elena for last. This is probably Gulcasa at his
    toughest. Never again will you encounter Gulcasa on wasteland squares, where he
    is too good.
    
    New Cards: Sandstorm
    KholdStare's Turns: 30/25
    
    ---------------
    Battlefield 29:
    ---------------
    
    MVP: 21 turns
    
    Map 29-1:
    
    S S         S I S S
    S S         S H S S
    S a         R M Y S
    S b         S S R R
    S c           S   R
    S R         1 S   R
    R R           S R R
    R S         d e f
    R S         S 2 g
    
    Legend:
    R: Road
    S: Sand
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Enemies:
    a: Level 12 Assassin,         Morale: 2560/2560
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    b: Level 12 Assassin,         Morale: 2560/2560
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    c: Level 13 Assassin [Zilva], Morale: 6200/6200
       + Item: Jack Hand (1): -6 GEN, ATK UP, +6 TEC, LUK DOWN, 1 on 1 = win
       + GEN: 1.0, ATK: 4.0, TEC: 5.0, LUK: 3.0
    
    d: Level 11 Witch,          Morale: 2720/2720
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 2.3, TEC: 4.0, LUK: 3.2
    e: Level 11 Assassin,       Morale: 2460/2460
       + Item: Medallion (1): Recover morale
       + GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    f: Level 11 Bandit,         Morale: 2630/2630
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2
    g: Level 12 Hunter [Mizer], Morale: 5820/5820
       + Item: Dragon Boots (2): +4 GEN, +4 TEC, Move -> Dragon
       + GEN: 2.7, ATK: 3.0, TEC: 5.0, LUK: 4.0
    Items:
    1: Mermaid Fin (1): -4 TEC, Move -> Swim
    2: Stardust
    
    General Strategies:
    
      Yggdra's back, and she's as weak as usual, especially since she hasn't been
    getting MVP. Give her some good items like Princess Dress to boost 2 or 3 of
    her stats. If you're planning to use Elena, then at least get her to level 12
    so when Meteor goes away, she will have a natural of 3 ATK. If you're not
    planning to use the Forbidden Fruit (which you will obtain on BF 33), then plan
    ahead to give it to Elena. This means either get her to level 14 so she can
    have a natural of 4 TEC or give her +2 MVP in TEC once you reached level 12.
    
      First of all, you should move Milanor down into the sand and one by one get
    the Mermaid Fin. You should do this with Kylier later on, but that means she
    will have to make a complete circle to get all the items. I recommend moving
    Milanor down now. Yggdra and Elena should come down to the fight Mizer's group.
    You should bring Nietzsche to get Stardust (2), which requires someone who can
    step on a water square at night. Other than that, Nietzsche is almost useless
    for this map. Yeah, forget about Zilva and her assassins.
    
      Mizer is not that hard, but he has high TEC. Sanctuary can beat him somewhat
    easily, and remember that you can use Bloody Claw now too. It makes Elena very
    useful later on because she can use the card at night to fight solo against a
    whole union. Remember that Bloody Claw defeats the lead member of a fight, also
    disabling that enemy from using any card skills. it is both an offensive and
    defensive card, since even if you lose, you won't lose that much morale since
    your enemy won't receive the "head is alive" bonus.
    
      If you have been Stealing from Mizer all along, then he will have Dragon
    Boots. Just like Mizer's other boots, Dragon Boots are very useful. Mizer has
    4 LUK, and Elena has 4 LUK, so you can use Elena to make it drop. Nietzsche
    might have 4 LUK, and if she does, then you can use her too. Yggdra probably
    doesn't, but if she does, then you're all set. Step on Mizer's square after he
    is defeated to continue.
    
    Map 29-2:
    
    S 8 5       S R S S
    S S         S R S S
    S S S S   R R R S S
    4 R R R R R S S R R
    S R S   S S   S   R
    S R S       1 S   R
    R R 3         S R R
    R S         S S S
    R S     c e S 2 S
          a d R R R R
          b R R g S
    T     7 R f h
    
    Legend:
    R: Road
    S: Sand
    T: Town
    7: Step here to uncover Dort's group
    8: Step here to open extension to bath scene
    
    Enemies:
    a: Level 10 Bandit,        Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    b: Dort, Level 12 Bandit,  Morale: 6140/6140
       + Item: Hammer of Ruin (1): +6 ATK, -6 TEC, Destroy objects
       + GEN: 2.0, ATK: 2.0, TEC: 2.0, LUK: 2.0
    c: Level 10 Bandit,        Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    d: Level 11 Griffon Rider, Morale: 2870/2870
       - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2
    e: Level 11 Griffon Rider, Morale: 2870/2870
       - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2
    f: Level 10 Bandit,        Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    g: Level 10 Bandit,        Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    h: Level 11 Griffon Rider, Morale: 2870/2870
       - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2
    
    Items:
    1: Mermaid Fin (1): -4 TEC, Move -> Swim
    2: Stardust
    3: Rope -> Yarde Horn (3): +2 GEN, +2 ATK, Evening mv: Morale: UP
    4: Desert Rose
    5: Elemina Mint -> Fairy Bell (3): +4 TEC, LUK UP, Rate fill: slow
       (In addition to this trade, a bath scene occurs.)
    b: Power Fruit (1): Edible ATK UP
    
    General Strategies:
    
      You are told to go to the town in the southwest corner of the map, but that's
    impossible. You just have to get as close as you can to the town (7) and Dort's
    group will appear. Since all enemies use axes, it's best if you put Yggdra on
    (7) because she can actually defeat them all. Milanor should have already
    gotten the Mermaid Fin and is now on his way south to meet the rest of your
    characters.
    
      After Dort's charge, you can now use Elena and Thunderbolt on Dort's group.
    Note that you still have Meteor, which gives you a 50% chance at landing a
    critical hit. That's pretty good if you ask me. Don't try to get the items now.
    Leave Nietzsche on the water square and have Kylier fly around to form unions.
    Since Yggdra and Elena probably has the lowest stats, let them clear the map.
    Once Dort is defeated, you can actually go to town now.
    
    Map 29-3:
    
    S 8 5       S R S S
    S S         S R S S
    S S S S   R R R S S
    4 R R R R R S S R R
    S R S   S S   S   R
    S R S       1 S   R
    R R 3         S R R
    R S         S S S
    R S     S S S 2 S
    R S S S S R R R R
    R ~ ~ 6 R R S S
    T R R R R S S
    
    Legend:
    R: Road
    S: Sand
    T: Town
    8: Step here to open extension to bath scene
    
    Items:
    1: Mermaid Fin (1): -4 TEC, Move -> Swim
    2: Stardust
    3: Rope -> Yarde Horn (3): +2 GEN, +2 ATK, Evening mv: Morale: UP
    4: Desert Rose
    5: Elemina Mint -> Fairy Bell (3): +4 TEC, LUK UP, Rate fill: slow
       (In addition to this trade, a bath scene occurs.)
    6: Power Fruit (1): Edible ATK UP
    
    General Strategies:
    
      But first, we have things to do. Move Kylier down to where Dort was (6) and
    collect the Power Fruit. Then, have Kylier collect Yarde Horn (3) and Desert
    Rose (4). If you still have Elemina Mint and want the Fairy Bell (because I
    know you don't care about a silly bath scene, right?), then move Yggdra along
    the road to (8). The extension will open at noon, and you can...trade Elemina
    Mint for Fairy Bell then plus fanservice material. You only need one character
    to step on (T) to finish the map.
    
    New Cards: None
    KholdStare's Turns: 19/21 (no bath scene)
    
    ---------------
    Battlefield 30:
    ---------------
    
    MVP: 32 turns
    
    Map 30-1:
    
    S S S g h i S H I S
    S S S S S S M Y S K
    2 d R R R R S S S S
    a S f S S S S S 1 S
    b e ~ S S S S
    c ~ 3 S S S
    
    Legend:
    R: Road
    S: Sand
    ~: Water
    
    Temporary Ally:
    K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1
    
    Enemies:
    a: Level 10 Assassin, Morale: 2350/2350
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    b: Level 10 Bandit,   Morale: 2480/2480
       + Item: Medallion (1): Recover morale
       + GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    c: Level 10 Assassin, Morale: 2350/2350
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    d: Level 10 Bandit,   Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    e: Level 10 Assassin, Morale: 2350/2350
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    f: Level 10 Bandit,   Morale: 2480/2480
       - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2
    
    g: Level 14 Griffon Rider [Emilia], Morale: 6440/6440 (Protect)
       + Item: Walnut Bread (1): Edible GEN UP
       + GEN: 2.4, ATK: 3.4, TEC: 4.1, LUK: 4.1
    h: Level 13 Griffon Rider,          Morale: 3150/3150
       - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3
    i: Level 13 Griffon Rider,          Morale: 3150/3150
       - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3
    
    Items:
    1: Rokon Skull
    2: Yumina's Diary (1): +4 LUK, No zero reset
    3: Mepple (1): Edible LUK UP
    
    General Strategies:
    
      This is really an easy map if you know what you're doing. First of all, look
    at 30-2 to see where this is going. This means that travelling along the road
    will be longer and it is best to cut across the desert. However, you will have
    to defeat the enemies to the southwest of you. This is why I recommend that you
    split your party into two groups, group one with characters already have high
    REP and Kylier going south throughout the sand and another group follow the
    road west to defeat the bandits and assassins. Ignore Emilia's army.
    
      You can only get to 30-2 if you have 20 or more REP, hence the reason for why
    you let your units with high REP head south. Even if Kylier has no REP, just
    let her be, flying around to get Rokon Skull (1) and Mepple (3), since she is
    not obstructed by the sand. The best characters that you can send south is
    Milanor and anyone else that's not a spear or bow user. If that's not the case,
    then don't worry. You can't even go to 30-2 if you don't have enough REP, so
    get your priorities straight.
    
      As for characters, you should try to use Elena if you're intent on using her
    later on. However, I don't suggest Elena or Cruz going through the sand since
    they cannot counter. You're going to be at a disadvantage, so an advantage in
    weapon will work to counter that. Spear users are terrible for this map,
    although Nietzsche is exceptionally bad since she will be destroyed in sand
    squares. Use Kylier if you want but make sure not to overuse her to the point
    where she will get MVP.
    
      I haven't said anything about the enemies on this map yet, maybe because they
    are not really worth mentioning. If you want to be cautious, move away from the
    assassins at night or don't attack them so that they do not charge at you at
    night. Remember that your goal here is not to win but is to not be defeated. If
    most of your characters need REP, then you don't have to go through the desert.
    The +2 MVP bonus is 32 turns and really, it's not very challenging to get it.
    
    Map 30-2:
    
    S S S S S S S S S S
    S S S S S S S S S S
    2 R R R R R S S S S
    R S S S S S S S 1 S
    T S ~ S S S S S S S
    S ~ 3 S S S S S S S
    S R S S S c S h S R
    S S R S a d f & S S
    S S 4 S S e g S S S
    S S S S b & S & S S
    
    Legend:
    R: Road
    S: Sand
    T: Town
    ~: Water
    &: Catapult
    
    Enemies:
    a: Level 11 Bandit,            Morale: 2630/2630 (HIGH)
       - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2
    b: Level 11 Griffon Rider,     Morale: 2870/2870 (HIGH)
       - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2
    c: Level 11 Bandit,            Morale: 2630/2630 (HIGH)
       - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2
    d: Level 12 Golem [Protector], Morale: 4470/4470
       + Item: Golem Suit (1): GEN UP, +4 ATK, TEC DOWN, Move -> slow
       + GEN: 4.0, ATK: 4.0, TEC: 1.0, LUK: 1.9
    e: Level 10 Assassin,          Morale: 2350/2350 (HIGH)
       - GEN: 1.7, ATK: 2.2, TEC: 4.0, LUK: 4.0
    f: Level 10 Assassin,          Morale: 2350/2350 (HIGH)
       - GEN: 1.7, ATK: 2.2, TEC: 4.0, LUK: 4.0
    g: Level 13 Bandit [Dort],     Morale: 6460/6460 (HIGH)
       + Item: Gaudy Turban (2): +6 GEN, +2 LUK, No zero reset
       + GEN: 4.0, ATK: 3.5, TEC: 1.9, LUK: 3.0
    h: Level 11 Griffon Rider,     Morale: 2870/2870 (HIGH)
       - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2
    
    Items:
    1: Rokon Skull
    2: Yumina's Diary (1): +4 LUK, No zero reset
    3: Mepple (1): Edible LUK UP
    4: Stardust + Desert Rose -> Stardust Hourglass
    e: Sun Orb (3): +2 GEN, +2 LUK, Noon mv: Morale: UP
    
    General Strategies:
    
      The list of enemies look more intimidating than it should be. Most of these
    enemies you can defeat in one turn on the charge, and if you defeat the
    Protector (the golem), all enemies lose HIGH status. Since you are on the sand,
    you have a bit of a disadvantage, but that disadvantage turns into nothing if
    you have rod users, scythe users, Kylier (Geo 0%), or use a good card. Beware
    of the catapults. Once you have everyone surrounding Dort, try to get all of
    your characters near Dort instead of rushing in.
    
      Dort is a bit hard, since he's in a position to use all three catapults when
    it's his charge. However, I found that Gravity Chaos takes care of that. Don't
    have anyone in the sand be in a union with someone attacking Dort; move all
    units onto the fort squares. Once again, he's extremely easy if you curse him,
    and he should go down slowly but surely. Make sure to have someone get the
    Stardust Hourglass (4) and also get the Sun Orb (e) when the enemy on forts are
    defeated. Also, try to get the Gaudy Turban.
    
    New Cards: None
    KholdStare's Turns: 18/32
    
    ---------------
    Battlefield 31:
    ---------------
    
    MVP: 47 turns
    
    Map 31-1:
    
              S S S
            S S S S
              Y H I
          S S M S S
      R R R   R S S
      R   R R R   S
    a A     1
    b f   @
    c S   K
    d S   S S
    e
    
    Legend:
    R: Road
    S: Sand
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    A: NPC Gordon
    
    Temporary Allies:
    K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1
    
    Enemies:
    a: Level 12 Assassin,        Morale: 1260/2560
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    b: Level 12 Assassin,        Morale: 1320/2560
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    c: Level 11 Bandit,          Morale: 2630/2630
       - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2
    d: Level 11 Bandit,          Morale: 2630/2630
       - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2
    e: Zilva, Level 13 Assassin, Morale: 6200/6200
       + Item: Jack Hand (1): -6 GEN, ATK UP, +6 TEC, LUK DOWN (1 on 1 = win)
       + GEN: 1.0, ATK: 4.0, TEC: 5.0, LUK: 3.0
    f: Level 11 Bandit,          Morale: 2250/2630
       - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2
    
    Items:
    1: Caged Butterfly -> Good Luck Charm (1): +4 GEN, LUK UP, Drop rate 100%
    
    General Strategies:
    
      Hm, this map is kind of interesting. There are lots of items to be gotten
    here but there are also lots of requirements. First of all, make sure that you
    do not have the Skull Stone. If so, give it to one of your characters to
    recover morale now. With the Skull Stone, some villages will not let you trade
    with them. You also need high REP to get some of these items, so try not to
    recklessly rush in and attack.
    
      Because of the nature of BF 32 and BF 35, we have to decide what item to give
    Milanor now. Two great items for Milanor to use in BF 32 are Dragon Eater and
    Early Drive, but if you want to save yourself some trouble, then you will need
    to equip another item on Milanor in BF 35. Both Dragon Eater and Early Drive
    last two maps, which means you'll have to equip them now, let they disappear at
    the end of BF 32, and then you can equip a new item in BF 35. (You cannot use
    Milanor in BF 33 or BF 34.) I recommend Early Drive if Milanor has high stats.
    
      Gordon has HIGH status and he's on a town square, so he can't really lose.
    You should bring one (preferably female) unit to the square two northeast of
    Gordon to be in his union. Don't move Kylier, because she's already in Gordon's
    union. When a space west or south of Gordon is free, you can proceed to move
    that character down to attack Zilva. Also, move Milanor as close to Gordon as
    possible if you have extra movement after you move your female character (maybe
    moving Milanor into the female character's linked union). It doesn't matter
    which card you use since you'll be using Gordon's Ace Guard.
    
      Note that Zilva has Jack Hand. You could Steal it from her, but it's not
    required since she has so low GEN. You might have a bit of problem with her
    because of her item, but with a high enough card (2000 or more power), she will
    fall easily in about 3 losses. Zilva has only 3 LUK so it's not very hard to
    make her item drop. Make sure to get this item, since it is very useful,
    especially against large units, such as Gulcasa (hint hint).
    
    Map 31-2:
    
    ~ ~ ~ ~ ~ ~ ~ S T S     S S S
                  S S S   S S S S
                S S   V     R R R
                S       S S R S S
              ~ S   R R R   R S S
              B S   R   R R R   S
              T ~ T A     1
              V ~ T T   @
              R R R S S K
                  T S   S S
                  S
    a
    
    Legend:
    R: Road
    S: Sand
    B: Bridge
    T: Town
    V: Village
    ~: Water
    @: Ankh
    
    Temporary Allies:
    K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1
    
    A: Level 14 Temple Knight [Gordon], Morale: ?/7320
       Effects: Void ailments, Town :), Void Holy, < G. Rider
       + Item: Crusade Lance (Infinite): GEN UP, +4 ATK, +4 TEC, +2 LUK, > Skeleton
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 3.0
    
    Enemies:
    a: Level 13 Necromancer [Mardym], Morale: 6600/6600
       + Item: Jewel Rod (2): GEN UP, -2 ATK, +6 LUK, Lightning attack UP
       + GEN: 4.0, ATK: 2.0, TEC: 2.6, LUK: 4.0
       
    ?: Level 14 Griffon Rider [Emilia], Morale: 6440/6440
       + Item: Walnut Bread (1): Edible GEN UP
       + GEN: 2.4, ATK: 3.4, TEC: 4.1, LUK: 4.1
    ?: Level 12 Griffon Rider,          Morale: 3050/3050
       - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3
    ?: Level 12 Griffon Rider,          Morale: 3050/3050
    
    Items:
    1: Caged Butterfly -> Good Luck Charm (1): +4 GEN, LUK UP, Drop rate 100%
    
    General Strategies:
    
      About the map, Emilia and her two griffon riders will one by one appear and
    head for the town square up top. Emilia will eventually be on the town while
    the two griffon riders are east and south of Emilia. After they come, the
    village to the north will appear, although it doesn't do anything to my
    knowledge. Your goal is to get Gordon to the Old Church up there, but he is
    weak to Griffon Riders. I suggest you bring only Milanor up.
    
      To do this, you have to move through the sand one square at a time. Move
    Milanor to the first sand square on the left of the map and move Gordon as
    close to Milanor as possible. Then on the next turn, move Milanor up and move
    Gordon to the sand square Milanor was on. This way Milanor will lead the way
    and Gordon will follow. You technically can leave a character southeast of the
    north village so he or she can form a union with Milanor when he gets there,
    but Milanor should be able to handle Emilia and her army easily.
    
      While you move up, you will have extra movement. Get everyone to the
    southwest corner of the map after you move Milanor and Gordon to prepare for
    when the conditions change. Once you're finally there, don't let Gordon be in
    Milanor's union. All you need to do is use Gravity Chaos and curse all three
    griffon riders and you should easily win the fight. If Milanor does not yet
    have 4 LUK, then use Steal after Gravity Chaos. After Emilia falls, simply move
    Gordon onto the (T). After Emilia is defeated, the village to the north
    disappears for whatever reason.
    
    Map 31-3:
    
    ~ ~ ~ ~ ~ ~ ~ S T S     S S S
                  S S S   S S S S
                S S   V     R R R
                S       S S R S S
              ~ S   R R R   R S S
    4 S ~ ~ 2 B S   R   R R R   S
    T ~ 3 ~ R T ~ T A     1
    R B R B R V ~ T T   @
    B ~ B ~ R R R R S S K
    R c R g R 5 R T S   S S
    a d R R R R R S
    b e f R h R S
    
    Legend:
    R: Road
    S: Sand
    B: Bridge
    T: Town
    V: Village
    ~: Water
    @: Ankh
    
    Enemies:
    a: Level 11 Skeleton,            Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    b: Level 13 Necromancer [Mardym], Morale: 6600/6600
       + Item: Jewel Rod (2): GEN UP, -2 ATK, +6 LUK, Lightning attack UP
       + GEN: 4.0, ATK: 2.0, TEC: 2.6, LUK: 4.0
    c: Level 11 Assassin,            Morale: 2460/2460
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    d: Level 11 Skeleton,            Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    e: Level 11 Skeleton,            Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    f: Level 11 Valkyrie,            Morale: 2670/2670
       - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5
    g: Level 11 Assassin,            Morale: 2460/2460
       - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0
    h: Level 11 Valkyrie,            Morale: 2670/2670
       - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5
    
    Items:
    1: Caged Butterfly -> Good Luck Charm (1): +4 GEN, LUK UP, Drop rate 100%
    2: Rokon Skull + Poison Viper -> Lacan's Medicine (1): Edible TEC UP
    3: Twilight Viel (2): +2 GEN, +4 TEC, +2 LUK, Evening :)
       Dark Matter -> Dark Saber (2): -6 GEN, +6 ATK, +6 TEC, LUK DOWN,
                                      Dark attack UP
    4: Shiny Coin
    h: Yumina's Diary -> Marchen Wings (3): +2 GEN, +6 LUK, Move -> Fly
    g: Rusted Sword + Mana Stone -> Magical Sword (2): +2 GEN, +4 TEC, +4 LUK,
                                                        Gauge fills
    
    General Strategies:
    
      And here's the final phase of this map. If you have enough REP, try to get
    some items before you fight. If you didn't dawdle, you should be on turn 35 or
    somewhere close, which leaves you with a whole 6 turns to beat Mardym. You can
    only get Magical Sword and Dark Sabre at night and Twilight Veil in the evening.
    7 Star Sword requires 23 REP, Lacan's Medicine requires 18 REP, and Shiny Coin
    is in the water. Try to get them all of you have the requirements. Once again,
    if you have Skull Stone in your inventory, you will not be able to make these
    trades or acquisitions.
    
      The skeletons are the strongest enemies on this map. Whether you attack a
    valkyrie or assassin, the skeleton will be third or fourth in her union, making
    sure that she have a high enough rage bar to pull off Poison Breath before
    going down, and you need 4 GEN to block it. Therefore, if it's not yet noon,
    just run around and get items until it is noon then attack at noon, since the
    skeletons will be asleep. Don't bother bringing Milanor and Gordon down.
    
      Mardym uses rods, so he is weak against bows. Elena or Cruz will do wonders
    here. Even if they get charged, with the right card or passive/aggressive
    maneuvers, bow users can still beat Mardym easily. Seriously, he is very easy.
    His card is Poison Breath, which he can't use, and even Yggdra will beat him if
    she goes aggressive since Mardym is weak to Holy. Anyways, you have 47 turns to
    do so, more than enough to do everything. If you do get poisoned, then you lose
    morale every turn and lose members more quickly in battle (lowers defense), so
    watch out.
    
    New Cards: None
    KholdStare's Turns: 41/47
    
    ---------------
    Battlefield 32:
    ---------------
    
    MVP: 46 turns
    
    Map 32-1:
    
        d f g h B l ~ K I
      b e     ~ ~ m ~ ~ H
    R c     G i j n ~ S A
    a G     2 ~ ~ B S M Y
              G S R R R S
                ~ ~ S S S
                3 ~ ~
                ~ ~
              1 k o
    
    Fixed: Noon
    
    Legend:
    G: Grass
    R: Road
    S: Sand
    B: Bridge
    ~: Water
    
    Characters:
    H: First Chosen Ally
    I: Second Chosen Ally
    
    Temporary Allies:
    K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1
    
    A: Level 14 Temple Knight [Gordon], Morale: 7320/7320
       Effects: Void ailments, Town :), Void Holy, < G. Rider
       + Item: Crusade Lance (Infinite): GEN UP, +4 ATK, +4 TEC, +2 LUK, > Skeleton
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 3.0
    
    Enemies:
    a: Level 13 Necromancer [Juvelon], Morale: 6200/6200
       + Item: Meria Bible (2): +6 GEN, -4 ATK, +6 LUK, Void Holy
       + GEN: 4.0, ATK: 2.0, TEC: 1.9, LUK: 5.0
    b: Level 14 Assassin [Amareus],    Morale: 6380/6380
       + Item: Wind Cutter Blue (2): +6 ATK, TEC UP, No battle penalty
       + GEN: 2.4, ATK: 4.0, TEC: 5.0, LUK: 4.1
    c: Level 12 Necromancer,           Morale: 4270/4270
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 3.0, TEC: 3.3, LUK: 3.3
    d: Level 12 Knight,                Morale: 3030/3030
       - GEN: 3.2, ATK: 3.0, TEC: 2.6, LUK: 1.9
    e: Level 12 Necromancer,           Morale: 4270/4270
       + Item: Medallion (1): Recover morale
       + GEN: 2.3, ATK: 3.0, TEC: 3.3, LUK: 3.3
    f: Level 11 Skeleton,              Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    g: Level 11 Skeleton,              Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    h: Level 11 Skeleton,              Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    
    i: Level 11 Skeleton,             Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    j: Level 13 Necromancer [Mardym], Morale: 6600/6600
       + Item: Alchemy Glass (3): +6 TEC, +4 LUK, EXP + 3
       + GEN: 3.3, ATK: 3.0, TEC: 3.0, LUK: 4.0
    k: Level 12 Griffon Rider,        Morale: 3050/3050
       - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3
    l: Level 11 Skeleton,             Morale: 2720/2720
       - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0
    m: Level 11 Valkyrie,             Morale: 2670/2670
       - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5
    n: Level 11 Valkyrie,             Morale: 2670/2670
       - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5
    o: Level 12 Griffon Rider,        Morale: 3050/3050
       - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3
    
    Items:
    1: ########
    2: Kalinka Berry (1): Edible STAT UP
    3: Banango (1): Edible LUK UP
    
    General Strategies:
    
      Here we go, one of the hardest battlefields in the game, as least if you are
    not prepared. You should still have the Cardinal Cloak. Durant is best for it,
    but if he is weak, then Milanor, Mistel, and Roswell are good candidates. If
    you followed my tips, then Rosary should have at least 3 ATK. If so, then use
    an item to raise her GEN and TEC (Gauntlets are excellent for this map) and she
    should be fine versus Gulcasa. Milanor with Dragon Eater is great too, but it
    might be overkill with Cardinal Cloak and Gauntlets, so you might want to save
    it. Early Drive is another great option for Milanor because you can get Steal
    and maybe Gravity Chaos off easily without the overkill.
    
      You have Kylier for this map, so make use of her. Have her get all three
    items because edible stat UP items are wonderful and ######## (which might turn
    into Mjollnir) is great too. One thing that I will note is that you cannot in
    any way make the Meria Bible drop from Juvelon. If you want it, you must Steal
    it. There is no other way. I'm not a big fan of the item, and I would rather
    Steal Amareus' Wind Cutter Blue. However, if you're going for item completion
    and need this item, then you will need to Steal it, which means you will have
    to deal with Amareus' high TEC in some other way. This would be a good map to
    first raise your characters' morale.
    
      The battlefield is fixed at noon, so if you want a weaker character to get a
    boost, give him or her Straw Hat or Morning Dress; the latter is not available
    in the GBA version. Once you defeat Mardym, all of his units disappear, but
    then again, his skeletons will always be asleep. Durant is strong to put on the
    bridge, but the griffon riders will move up to attack, so be careful. Just get
    rid of Mardym (you can do so by turn 6 or 7) and then have Kylier get the items
    after. Move your units up before you attack recklessly, especially if you try
    to attack Amareus. I would rather take it slowly this map than worry about the
    +2 MVP bonus at all.
    
      If you're trying to be quick, then moving all of your characters will just
    slow you down. I advise you to not use Kylier (after you collect all the items
    with her) and Gordon, and use your precious movement to move only your four
    permanent characters. Juvelon's card is Medusa Eye, which turns your characters
    into stone. In the GBA version, this sucks, since you cannot move past stoned
    allies. In the PSP version, you can, so it's not really annoying. However, you
    should lead with Milanor (Void Stone) or another character wearing Headgear or
    Ribbon, which gives Void ailments to meet Amareus, who has 5 TEC. The safest
    way is to not form unions and defeat Amareus with Milanor one on one.
    
      Aside from Amareus, Juvelon himself only has 1 TEC, so he cannot do anything.
    Watch characters with low GEN though; if they have 3 or less GEN, you should be
    very careful. The knight (d) is annoying because he stands on a road and will
    probably need three fights to deplete his morale. The necromancers aren't bad.
    Pretty much the real challenge of 32-1 is Amareus, and once you defeat her, the
    rest is easy. Whatever position you're on when you defeat Juvelon doesn't
    matter, and try to end 32-1 with a card Gordon can use, like Blizzard, Shield
    Barrier, Ace Guard, or Mind Change. You'll see why soon.
    
    Map 32-2:
    
            R R R R B R ~ S B
          R R     ~ ~ R ~ ~ R
        H I     G S S R ~ S T
        M K     2 ~ ~ A b d f
        X         G S a c e S
      B B           ~ ~ S S S
    G G             3 ~ ~
    B               ~ ~
    F             1 S S
    
    Fixed: Evening
    
    Legend:
    G: Grass
    R: Road
    S: Sand
    T: Town
    F: Flag
    X: Barricade
    B: Bridge
    ~: Water
    
    Enemies:
    a: Level 16 Dragoon [Gulcasa], Morale: 8000/8000 (HIGH) (Protect)
       + Item: Burning Sun (3): +4 ATK, +2 TEC, Noon :)
       + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1
    b: Level 14 Imperial Knight,   Morale: 3030/3030
       - GEN: 3.4, ATK: 3.4, TEC: 3.4, LUK: 1.9
    c: Level 14 Imperial Knight,   Morale: 3030/3030
       - GEN: 3.4, ATK: 3.4, TEC: 3.4, LUK: 1.9
    d: Level 14 Imperial Knight,   Morale: 3030/3030
       - GEN: 3.4, ATK: 3.4, TEC: 3.4, LUK: 1.9
    e: Level 15 Valkyrie [Aegina], Morale: 7460/7460 (HIGH) (Protect)
       + Item: Rosary of Taboo (1): GEN UP, TEC UP, LUK DOWN, Morale: DW slowly
       + GEN: 4.2, ATK: 5.0, TEC: 4.0, LUK: 3.4
    
    Items:
    1: Stardust Hourglass + Lost Material -> ########
    2: Kalinka Berry (1): Edible STAT UP
    3: Banango (1): Edible LUK UP
    
    General Strategies:
    
      Now is the hard part. If you ended your turn with Shield Barrier, Mind Change,
    or Ace Guard, then you might actually defeat some of the imperial knights. Your
    next goal is to move to the bridge northwest of you while Durant (or anyone
    with Cardinal's Cloak or an item with Void all attr) as close to Gordon as you
    can. Use Shield Barrier or Mind Change to do so. Next, move Gordon 1 west and
    move Durant (or whoever you're using) onto the bridge. If it's Durant, then you
    should soundly defeat the imperial knights (and Aegina). You should be able to
    stall Gulcasa also.
    
      Now we must wait until the pope reaches the Flag. This takes a long time, but
    if you have Void Fire, then you should easily stall Gulcasa. He has HIGH status,
    so he will start combat in rage mode, which automatically adds in the fire
    element. I recommend you moving your other characters closer to Durant; Durant
    cannot form a union with them because he is male. I do not recommend you to try
    and Steal from Gulcasa right now because Milanor will probably lose (unless he
    has Dragon Eater or Early Drive). Gravity Chaos won't work because Gulcasa has
    HIGH status. Just stall with Durant for now. You can use this chance to power
    up some of you weaker cards that you intend to use later on.
    
    Map 32-3:
    
        R R R R B R ~ S B
      R R     ~ ~ R ~ ~ R
    R R     G S S R ~ S T
    # G     2 ~ ~ B S R T
    X         G S R R R S
                ~ ~ S S S
                3 ~ ~
                ~ ~
              1 S S
    
    Fixed: Night
    
    Legend:
    G: Grass
    R: Road
    S: Sand
    T: Town
    X: Barricade
    B: Bridge
    ~: Water
    #: Fort
    
    Items:
    1: Stardust Hourglass + Lost Material -> ########
    2: Kalinka Berry (1): Edible STAT UP
    3: Banango (1): Edible LUK UP
    
    General Strategies:
    
      Now that Aegina and Gulcasa lost their HIGH and Protect status, things get a
    bit harder. Yes, you heard me right, harder. Since Gulcasa does not always add
    his fire element when he attacks, Cardinal Cloak won't save you completely.
    However, if you play correctly, then you should still win. If you don't have
    Durant on the bridge, then let someone like Mistel or Rosary be on that bridge.
    If Aegina forms a union and is union leader, then the fight gets easier. This
    is because by the time it's Gulcasa's turn, he will most likely be near rage
    mode or in it.
    
      To make the battle easier, Gravity Chaos and Steal are great. However, Aegina
    will literally destroy Milanor, especially with her 5 TEC. For this reason, get
    rid of Aegina first (which keeping a firm hold on the bridge) then move Durant
    away and let Milanor stand on the bridge to use Gravity Chaos first then Steal.
    You don't really need to Steal if you have Gravity Chaos down, but if you are
    really having trouble, then go ahead and use Steal. If you have the PSP version,
    then let Rosary or Mistel be union leader and use Dragon Killer. If you have
    the GBA version, don't use it (since you can only use it with Milanor) because
    Milanor cannot make any unions on that bridge, unless you want him to hog all
    of the experience.
    
      Night time opens a variety of options for you. If you have high REP, then use
    the Kiss of Death card. You have 7.77 seconds to defeat Gulcasa then your head
    goes down. I'd rather lose to Kiss of Death than to Genocide. Also, while Kiss
    of Death is active, Gulcasa cannot use Genocide. Another option is Bloody Claw,
    which Elena can use to win easily. The problem with this is that Elena will be
    grayed out after using it and is very vulnerable Gulcasa's charge. However, it
    is a great card to use if you think you can deplete Gulcasa's morale with it.
    Gulcasa has 3 LUK so you should get his item easily if you didn't Steal it.
    
    New Cards; Medusa Eye
    KholdStare's Turns: 40/47
    
    ---------------
    Battlefield 33:
    ---------------
    
    MVP: 10 turns
    
    Map 33-1:
    
    G G Y
    1 G
      b
    G G     G G G
    a   G G G   2
    G G G   G
      G
      c
    
    Fixed: Night
    
    Legend:
    G: Grass
    
    Enemies:
    a: Level 12 Golem [Roccia], Morale: 2980/2980
       - GEN: 3.2, ATK: 3.2, TEC: 1.9, LUK: 1.9
    b: Level 12 Golem [Fels],   Morale: 2980/2980
       - GEN: 3.2, ATK: 3.2, TEC: 1.9, LUK: 1.9
    c: Level 14 Witch [Rosary], Morale: 6900/6900
       + Item: White Rose Crest (1): +4 GEN, -4 ATK, +4 TEC, -4 LUK, Holy attack UP
       + GEN: 1.4, ATK: 2.0, TEC: 5.0, LUK: 3.0
    
    a: Level 12 Skeleton,              Morale: 2830/2830
       - GEN: 2.3, ATK: 2.3, TEC: 3.3, LUK: 4.0
    b: Level 12 Skeleton,              Morale: 2830/2830
       - GEN: 2.3, ATK: 2.3, TEC: 3.3, LUK: 4.0
    c: Level 14 Necromancer [Roswell], Morale: 7220/7220
       + Item: Black Rose Crest (1): -4 GEN, +4 ATK, -4 TEC, +4 LUK, Dark attack UP
       + GEN: 1.0, ATK: 3.5, TEC: 3.0, LUK: 4.0
    
    Items:
    1: Orihalcum
    2: Forbidden Fruit (1): Edible ALL UP
    
    General Strategies:
    
      I won't separate the maps into BF 33a and 33b because both scenarios use the
    exact same map with the exact same enemy and item locations. If you've gotten
    Yggdra to 2 LUK via MVP in the early stages of the game then gave her an edible
    LUK UP item, then she should have at least 3 LUK, which means she can make
    Rosary drop her crest. If you do have 3 LUK and want to make Roswell's crest
    drop, then use one of the many LUK UP or +LUK items that you may have. If you
    don't have 3 LUK and have Four-Leaf Clover or Good Luck Charm, then you may
    equip one of the items on Yggdra if you really want the crest.
    
      About the enemies they are not hard, especially since Yggdra is strong
    against golems and skeletons are weak against Holy (Yggdra's element). This is
    why you should choose any card and go aggressive without bother using its skill
    and you should easily win. The golems/skeletons don't move, but they will
    attack if you end you turn next to them. Try to get the Orihalcum (1) before
    you attack the first enemy (b), then just attack the second enemy (c). Also,
    Yggdra has HIGH status.
    
      Do not forget the Forbidden Fruit. They are quite useful for a character you
    want to use but is lacking in stats, such as Mistel or Elena. Just pick Steal
    after you defeat enemy (a), go to the (2), then move one up and end your turn.
    On the next turn, use Banshee's Cry and you should have just enough movement to
    reach Roswell or Rosary. Plus you can use the skill of the card, although you
    should just go aggressive if you're fighting Roswell since he's weak against
    Yggdra's element.
    
      If you're fighting Roswell, then the battle is basically over since you can
    just use Banish and win easily. Rosary if a bit harder and you might want to
    use cards such as Shield Barrier or Kiss of Death (if you have high REP) to
    defeat her if you Yggdra has low stats. If you equipped Yggdra with Twilight
    Veil in BF 32, then you should have a significant power boost since the item
    often raises Yggdra's small stars to the next big star. Either way, you have
    turns 7 and 9 to charge and turn 10 to finish. In the GBA version, this is an
    easy map to restart and get Yggdra the MVP that you want. I would advise you
    against getting an MVP in LUK if you already have at least 3 LUK.
    
    New Cards: None
    KholdStare's Turns: 9
    
    ---------------
    Battlefield 34:
    ---------------
    
    MVP: 2 turns
    
    Map 34-1:
    
      G   a
      G G G
    G Y   G
      G
    
    Fixed: Night
    
    Legend:
    G: Grass
    
    Enemies:
    a: Lvl 16 Valkyrie [Aegina], Morale: 7780/7780 (HIGH)
       + Item: Revenger (2): -6 GEN, +2 ATK, TEC UP, LUK DOWN, Cntr same damage
       + GEN: 3.0, ATK: 4.2, TEC: 6.0, LUK: 1.0
    
    Items:
    None
    
    General Strategies:
    
      You automatically wear the Miracle Tiara, which gives you all stats UP for
    one map (which means for this fight only) and Always Ace, which is useless
    since you get that as La Pucelle anyways. Anyways, you will first lose and then
    you will have to fight back. To win, wait until your gauge automatically goes
    passive and charge Crusade then release. This is also another easy map to reset
    to get Yggdra the right MVP if you're playing the GBA version. You will get
    Revenger no matter what your LUK is.
    
    New Cards: Crusade
    KholdStare's Turns: 2/2
    
    ---------------
    Battlefield 35:
    ---------------
    
    MVP: 49 turns
    
    Map 35-1:
    
    a @   R e 1
          c B
        b R f R Y I L
          d B     B
          R g G M H J
    
    Legend:
    G: Grass
    R: Road
    B: Bridge
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Third chosen ally
    L: Fourth chosen ally
    
    Enemies:
    a: Level 15 Witch [Eudy], Morale: 7140/7140
       + Item: Formular (1): ATK UP, TEC UP, Gauge = Max
       + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2
    
    b: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect)
       + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge
       + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4
    c: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    d: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    e: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    f: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    g: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    
    Items:
    1: Muddy Dud
    
    General Strategies:
    
      This battlefield is just really weird. You have to lose ten times or waste
    enough turns for the battle conditions to change. The popular way to do this is
    to use Soldier's Bandana on Milanor to Steal Mars Shield plus Medallions while
    losing five times while Durant gets the Muddy Dud since he can step over
    enemies. If you followed my instructions from the earlier battlefields, then
    Milanor should have nothing equipped. If he does, then you could still Steal
    the Mars Shield from Baldus if you are charged high enough to start the battle
    with Baldus with a full gauge.
    
      For the PSP version, however, the knights are no longer invincible but are
    still protected. This actually causes a problem. Since you will not lose all
    the time, you may actually win, which means you cannot lose ten times easily
    in two turns. You could try to beat the knights for experience. (You could lose
    and still get experience but it's better if you win anyways.) If so, then you
    will just spend more time with the knights.
    
      Now, select Durant second so he will be in the (I) spot. Also max out Durant
    and Milanor's morale if you are taking the Muddy Dud/Mars Shield route as well
    as a character that needs experience, since those three will be the most likely
    ones who will lose morale to the knights. Select pretty much any cards you want,
    but make sure to select Steal. If you have the PSP version, then skip the next
    paragraph. Oh, and note that Eudy will also shoot her ankh, which is pretty
    annoying.
    
      In the first turn, choose any card with high movement except Steal and move
    Durant to (1) to get the Muddy Dud. Then move a character you want to get some
    experience to the square Durant was previously standing on. You could spread
    the damage by using sub-unions if you want. Don't attack with Durant and end
    your turn. On your next turn, move Durant back, select Steal and move Milanor
    west. Steal each knight's Medallion then go passive all the way so you can
    Steal again on your next fight. After Milanor loses five times, the battle
    conditions will change.
    
      If you have the PSP version, then the knights will not be invincible. You can
    use a character weak against knights like Yggdra, give her Soldier's Bandana,
    attack the knights with no one in her union, repeatedly go passive and you
    should always lose. The Soldier's Banana will most likely not let Yggdra win
    anything, but it is there so that Yggdra won't lose too much morale. Have
    Yggdra form a union with someone else like Elena or Cruz before you end your
    turn. This is to ensure that Yggdra's morale will not go to zero. If your
    Yggdra actually beats a knight, then you have a really powerful Yggdra.
    
    Map 35-2:
    
            a @   R e 1
                  c B
                b R f R R R R
                  d B     B
                  R g G G G G
      R           G R G G
    G R R R R R R R R G
      G G G h i k m G G G
              j l       G
                G G G   2
                F F F G
                F F F
    
    
    Legend:
    G: Grass
    R: Road
    B: Bridge
    F: Flag
    @: Ankh
    
    Enemies:
    a: Level 15 Witch [Eudy], Morale: 7140/7140
       + Item: Formular (1): ATK UP, TEC UP, Gauge = Max
       + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2
    
    b: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect)
       + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge
       + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4
    c: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    d: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    e: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    f: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    g: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    
    h: Level 13 Undine, Morale: 3150/3150
       - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6
    i: Level 13 Hunter, Morale: 3150/3150
       - GEN: 3.0, ATK: 2.4, TEC: 4.1, LUK: 2.6
    j: Level 13 Undine, Morale: 3150/3150
       - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6
    k: Level 13 Hunter, Morale: 3150/3150
       + Item: Medallion (1): Recover morale
       + GEN: 3.0, ATK: 2.4, TEC: 4.1, LUK: 2.6
    l: Level 13 Bandit, Morale: 2910/2910
       - GEN: 2.4, ATK: 3.3, TEC: 1.9, LUK: 3.3
    m: Level 13 Bandit, Morale: 2910/2910
       - GEN: 2.4, ATK: 3.3, TEC: 1.9, LUK: 3.3
    
    Items:
    1: Muddy Dud
    2: Orihalcum -> Excalibur (2): GEN UP, ATK UP, +4 TEC, +4 LUK, Holy attack UP
       Element + World Tree Branch -> Element Rod (2): +2 GEN, +2 ATK, +4 TEC,
                                      +2 LUK, GEO card anywhere
    
    General Strategies:
    
      Now is the easy part. The knights won't move, so first move everyone away
    if they are right next to a knight. Then, just continue to move towards the
    flags. The enemies are easy, easy enough for you to defeat with one character
    so that character will be guaranteed to get MVP. Just try not to waste your
    time and move quickly to the flags.
    
      If you have never retried a level, then you can try to get Excalibur and/or
    Element Rod. Step on (2) with Yggdra or Russell if you have the Orihalcum and
    you will get the Excalibur. Step on (2) with Roswell if you have both Element
    and World Tree Branch and you will get Element Rod. You can only get these
    items at noon.
    
      It should be very easy to get +2 MVP on this map. You should be able to give
    it to the character you wanted too if you cleared the ambushers with mostly
    that character. You may have lost a lot of morale on this battlefield, and
    unfortunately, you will lose more in the next battlefield so make sure to
    remember to restore your morale.
    
    New Cards: Crusade
    KholdStare's Turns: 32/49
    
    ---------------
    Battlefield 36:
    ---------------
    
    MVP: ? turns
    
    Map 36-1:
    
            a @   R k G
                  i B
                h R l F F F F
                  j B     B
      X           R m G G G G
      b           G R G G
    G c d e f g R R R G
      G G G G G G G G G G
              G G       G
          F F   G G G   V
            G G M H Y G
                E L I
    
    
    Legend:
    G: Grass
    R: Road
    B: Bridge
    V: Fillage
    F: Flag
    X: Barricade
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Third chosen ally
    
    Enemies:
    a: Level 15 Witch [Eudy], Morale: 7140/7140
       + Item: Formular (1): ATK UP, TEC UP, Gauge = Max
       + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2
    
    b: Level 15 Knight,   Morale: 5410/5410 (Protect) 
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 2.7, LUK: 1.9
    c: Level 14 Valkyrie, Morale: 3070/3070
       - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6
    d: Level 14 Valkyrie, Morale: 3070/3070
       - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6
    e: Level 14 Valkyrie, Morale: 3070/3070
       - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6
    f: Level 14 Valkyrie, Morale: 3070/3070
       - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6
    g: Level 14 Valkyrie, Morale: 3070/3070
       - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6
    
    h: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect)
       + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge
       + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4
       - GEN: 4.3, ATK: 4.3, TEC: 3.3, LUK: 2.0
    c: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    d: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    e: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    f: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    g: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    
    Items:
    None
    
    General Strategies:
    
      Don't bother putting on any items because you will only fight weak enemies
    here with no one strong. That is, except for the knights...again. If you look
    at the map, you will see that four of the flags are next to the knights. This
    means that you will have to fight them since the bridge will soon be broken. In
    this case, I personally think that it is best to have a male character that you
    do not use (like Russell or Cruz) steps on the flag next to unit (l) and lose
    so the morale of your other characters will not be depleted. Also, since the
    male union is an X, the other characters will be safe even before your male
    sacrificial character leaves the battlefield.
    
      Another method is to do the same to one of the male units you are using.
    Remember that when your morale goes to 0, you get the "zero reset" message,
    meaning that your experience will reset to 0 and your morale will be 1 when you
    can use that character again. To do this, give the male character one of the
    Imperial Warfares (if you have any left) or the Gaudy Turban that you just got.
    Whatever you decide to do, in summary, put a male character on the left-most
    flag and have him leave the battlefield by zero reset. The knights will not
    move in to attack your other characters.
    
      If you have the PSP version, then the knights are once again not invincible.
    You can technically "win" but you might lose once in a while and under cannon
    fire, you might lose a lot of morale. It is risky, but it could be a nice way
    to get lots of experience. Of course, if you do this, then you will need a
    female character on the left-most flag, and I recommend Rosary, Nietzsche, or
    Mistel for this. The character next to Rosary should be someone not weak
    against spear such as Durant, Roswell, or Pamela. The third person in Rosary's
    union, two east of her, should be a male such as Durant, Roswell, or Cruz.
    Place Yggdra to the far right flag and she should not be included in a union.
    
      Now, that's just planning for 36-2, but it was still necessary to plan first.
    Move Milanor and Elena onto the two nearby flags and move your other army up to
    defeat the valkyries. Don't bother trying to fight the knight because he is
    protected. Now you have to plan. Pick one of the three scenarios above and
    determine which character you want to place on the left-most flag. That
    character will have to step on the flag last. Move all of your other characters
    into the right flags then place your victim (unless you are doing the PSP
    scenario) on the left-most flag. Remember that cannons do not fire at night.
    
    Map 36-2:
    
              a @   R k G
                    i B
                  h R l F F F F
                    j B
        X           X m X
        b           G X G G
      G R R R R R R R R G
        G G G G G G G G G G
                G G       G
          F F F   G G G   V
    F F F F   G G M H Y G
                E L I
    
    
    Legend:
    G: Grass
    R: Road
    B: Bridge
    V: Fillage
    F: Flag
    X: Barricade
    @: Ankh
    
    Enemies:
    a: Level 15 Witch [Eudy], Morale: 7140/7140
       + Item: Formular (1): ATK UP, TEC UP, Gauge = Max
       + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2
    
    b: Level 15 Knight,   Morale: 5410/5410 (Protect) 
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 2.7, LUK: 1.9
    
    h: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect)
       + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge
       + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4
       - GEN: 4.3, ATK: 4.3, TEC: 3.3, LUK: 2.0
    c: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    d: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    e: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    f: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    g: Level 15 Guardian Knight,          Morale: 5490/5490 (Invincible) (Protect)
       + Item: Medallion (1): Recover morale
       + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9
    
    Items:
    None
    
    General Strategies:
    
      Remember that Baldus and his knights may or may not have the Mars Shield or
    Medallions depending on if you stole them in battlefield 35. This time, you
    cannot get them because Milanor is not with you to use Steal and you cannot
    deplete their morale. You are basically sitting duck, unless you chose one male
    character to keep the rest of your characters safe like I asked you to. If you
    are trying to beat the knights in the PSP version, then good luck and I hope
    that you are in formation because you cannot move your characters any longer.
    
      On the other side, you have Milanor and Elena, who has a very simple task.
    Simply do nothing during noon and evening and move to the flags at night. Even
    if your three characters are safe from the knights, Eudy will still fire that
    ankh, so expect to lose morale nonetheless. You can only advance through the
    flags two at a time and only every other third turn, so this might take some
    time. Eventually, you will make it. I don't know what the +2 MVP bonus is since
    I have never gotten it. Anyways, the annoying battlefields are over.
    
    New Cards: Crusade
    KholdStare's Turns: 57/?
    
    ---------------
    Battlefield 37:
    ---------------
    
    MVP: 16 turns (GBA), 13 turns (PSP)
    
    Map 37-1:
    
        X
        1
      K % % %
    F F     % %
              %
          b d %
      F a c
      F
      W         W E M
      W         F
      F F W W W F
    
    Fixed: Night
    
    Legend:
    W: Wasteland
    X: Barricade
    F: Flag
    %: Forest
    
    Temporary Allies:
    K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2
    
    Enemies:
    a: Level 15 Assassin [Zilva], Morale: 8480/8480
       + Item: Carnage Claw (1): +6 ATK, +4 TEC, Inifinite Rage
       + GEN: 2.5, ATK: 4.0, TEC: 5.0, LUK: 5.0
    b: Level 13 Assassin,         Morale: 2740/2740
       - GEN: 1.8, ATK: 2.4, TEC: 4.1, LUK: 4.1
    c: Level 13 Assassin,         Morale: 2740/2740
       - GEN: 1.8, ATK: 2.4, TEC: 4.1, LUK: 4.1
    d: Level 13 Assassin,         Morale: 2740/2740
       - GEN: 1.8, ATK: 2.4, TEC: 4.1, LUK: 4.1
    
    Items:
    1: Mountain Grapes (1): Edible TEC UP
    
    General Strategies:
    
      You will only use Milanor and your enemy will be Zilva's army and some spear
    users. The whole battle takes place at night, but Zilva will never charge so
    let Elena charge as much as possible. If you haven't yet, try to use power up
    Dragon Killer, Thunderbolt, and Bloody Claw. Also, since this battle takes
    place at night entirely, bring Bloody Claw and let Elena have fun with it. Also
    bring some high movement cards since you will be moving for a while before you
    encounter any enemies. Bring Shield Block if you are afraid of Zilva's Bloody
    Claw. Also bring Steal and Gravity Chaos for the +2 MVP bonus.
    
      As you can see, you need more movement to move to the second set of flags so
    try to save a high movement card for the second turn. After the third turn, you
    will uncover Zilva's army, but they will just run, which means you have three
    turns to waste high movement cards that are useless. On the fifth turn, Zilva
    should be the assassin that you can attack, unless the RNG really hates you.
    Whoever it is, attack Zilva with Elena in union with Milanor using Bloody Claw.
    Zilva should go down quickly only you kill off the head. Have Milanor watch out
    for the other side's Bloody Claw as well. If his GEN is 5, then he doesn't have
    to worry about a thing.
    
      And since you are attacking assassins, don't go aggressive with Elena against
    them. You should be going passive to use Bloody Claw anyways, but just in case
    you did not use the card, don't go aggressive. I advise you against Stealing
    with Milanor because you will have to move Elena back and it doesn't really
    help you in general. Just attack with Elena using Bloody Claw and Thunderbolt
    and you should be fine.
    
      When the seventh turn, Zilva will still run, and depending on if you took
    care of the other assassins, Zilva might be alone but it's still hard to defeat
    her on turn 8. If not, then she will still run and you can finish her on the
    next turn. However, be warned that because Zilva is in infinite rage mode, her
    rage bar will start off in rage mode, which means she will activate Bloody
    Claw quickly. Thus, if she is alone, then try to attack with Elena while using
    Shield Barrier. Elena will win easily because it is night, and when Milanor's
    turn comes around, he can use Shield Barrier to block Bloody Claw.
    
      On turn 10, Kylier will appear, but don't move her and just let Elena and
    Milanor finish the job. After that, move the characters onto the flags. Try not
    to miss the Mountain Grapes at (1) though. However, if you want the +2 MVP,
    then place your characters in a certain way. Move Milanor to the southwest-most
    flag, Kylier east of him, and Elena on the last flag. This is because Elena
    will leave and Kylier and Milanor will need to fight more enemies. Make sure
    you have at least a 7 and a 10 movement cards when you go to 37-2. Since Elena
    will leave, use Bloody Claw for high movement. Don't use Steal or Gravity Chaos
    since you will need it soon.
    
    Map 37-2:
    
    a b
      c     X
      W     1
    W W   % % % %
    W   K M     % %
    W W W         %
              b d %
          F a c
          F
          W         W E M
          W         F
          F F W W W F
    
    Fixed: Night
    
    Legend:
    W: Wasteland
    F: Flag
    X: Barricade
    %: Forest
    
    Temporary Allies:
    K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2
    
    Enemies:
    a: Level 14 Knight, Morale: 5160/5160
       + Item: Medallion (1): Recover morale
       + GEN: 4.0, ATK: 3.1, TEC: 2.6, LUK: 1.9
    b: Level 13 Undine, Morale: 3150/3150
       - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6
    c: Level 13 Undine, Morale: 3150/3150
       - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6
    
    Items:
    1: Mountain Grapes (1): Edible TEC UP
    
    General Strategies:
    
      If you followed my strategies, then you should be at turn 14 if you defeated
    Zilva after Kylier appeared, which means you have two attacking turns to finish
    the map for the +2 MVP bonus. If you placed the characters in the right flags
    as I said above, then you are in good shape. First, choose Gravity chaos and
    move Milanor up to the first undine. Let Kylier stay where she is because she
    should be in Milanor's union. Make sure to curse the knight, and if he blocks
    it using Shield Barrier, try to active it again.
    
      Chances are you have defeated one of the Undines (using Kylier) which means
    the enemies will not attack you in turn 15. Even though it looks like you only
    took away so little of the knight's morale, don't be fooled. Kylier is strong
    against knights, which means she will take away a whole lot of the knight's
    morale, especially if the knight is cursed and Kylier loses no members. If you
    really have trouble with this map though, try to let Kylier go solo against
    the three enemies with Gravity Chaos since this means she will face the knight
    twice instead of once. However, make sure you have another high movement card
    to get Milanor into Kylier's union in turn 16.
    
      Anyways, if you are at turn 16, lead with Kylier using a strong card (over
    3000 in power) with Milanor in her union and you should win. Remember that any
    card activation will take down Shield Barrier, so use a card that you can
    activate like Steal, since you still need to step on the fort. I'm not going to
    go on about how to defeat a knight with a griffon rider and an axe user, so...
    good luck. He is on a fort though, which sucks. Anyways, that was a sweet and
    short map!
    
      For the PSP version, it seems that the +2 MVP for the PSP version is 13. What
    this means is you have to clear all of the assassins in the first Zilva
    encounter and defeat Zilva on turn 8 before Kylier appears. If your Bloody Claw
    card is over 3000 in power (and it should be if you have been using it like I
    said throughout the guide) then you should defeat all of the assassins on turn
    6. Then, attack with Elena using Shield Barrier. You should win easily without
    activating it. After that, let Milanor activate Shield Barrier right away and
    he should block Zilva's Bloody Claw.
    
    New Cards: None
    KholdStare's Turns: 16/16
    
    ---------------
    Battlefield 38:
    ---------------
    
    MVP: 40 turns
    
    Map 38-1:
    
                d
                          @
                          #
                X
            # # # # #
      # # a c       1
      #   b     W       2
    E M 3 W W W W
      K         W W W W Y H J
                W W   W W I
                        W
    
    Legend:
    W: Wasteland
    X: Barricade
    #: Fort
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Third chosen ally
    
    Temporary Allies:
    K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2
    
    Enemies:
    a: Level 13 Valkyrie, Morale: 1620/2950
       - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6
    b: Level 13 Valkyrie, Morale: 1580/2950
       - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6
    c: Level 13 Valkyrie, Morale: 1540/2950
       - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6
    
    d: Level 17 Guardian Knight [Baldus], Morale: 8180/8180
       + Item: Medallion (1): Recover morale
       + GEN: 5.0, ATK: 5.0, TEC: 4.3, LUK: 2.0
    
    Items:
    1: Damp Dud
    2: Snipe Glass (1): TEC UP, 1 on 1 = win
    3: Dozeu (3): Edible GEN UP
       Dozeu + Glass Bottle -> Bottled Dozeu (1): Edible GEN UP
    
    General Strategies:
    
      This is quite a large map. First of all, look at Baldus. Wow, 5 GEN and ATK.
    That means he will attack hard and lose little morale, especially since he is
    on a fort. Equip Burning Sun to Milanor because it will help. Now is also the
    time to start using up items as well as edible items if you haven't been doing
    so yet. You should know whom to give which edible item to and when to do it. My
    tip is try to balance out your GEN, ATK, and TEC. Also, if you need one or two
    small stars to reach the next big star, then don't use an edible item.
    
      I recommend that you defeat the three valkyries in one turn (since their
    morale is about half anyways). To do this, just use Crusade, move Nietzsche,
    Rosary, or Mistel south of valkyrie (b) and attack unioned with Milanor. My
    Milanor had 4 GEN, ATK, and TEC and still won easily. Of course, Milanor will
    win easily if you have Burning Sun equipped since the first turn is at noon
    (and he's on wasteland). Don't feel like you wasted an item just to defeat the
    valkyries, because you will thank me later when you encounter Baldus. If you
    can't beat the valkyries in one turn, then you just got very unlucky
    
      After that, all you have to do is have every character right next to another
    character. Use Nietzsche to get the Dozeu* at (3) at night as well as grouping
    your units through the water square. If you have Roswell, then let him hang
    back to warp in and get the Snipe Glass. Emilia's army will appear to the
    northwest so if you want to, plan for that. You should meet up at the end of
    turn 7 or 8.
    
    * Note: If you did not put the Dozeu in the bottle, it will die and become Dead
    Dozeu. This means you won't have a chance to eat the Dozeu itself. However, if
    you want a random STAT UP from Milanor, Nietzsche, or Cruz (the ones who can
    eat Dead Dozeu), then get the Dozeu without a bottle. Remember that random stat
    up means you can reset until you get the stat up that you want. If you want
    any character besides Elena to have GEN UP, then it's best if you get the
    Bottled Dozeu, which means equipping Nietzsche with the Glass Bottle before you
    fight. Also, beware that the Dead Dozeu will last for only one battlefield,
    which means you can only eat it in battlefield 39.
    
    Map 38-2:
    
            f g i j l   B n
          B B h B k B B m @ p
            B B B B B   B o 4
                #
    a d e   # # # # #
    b # # a c       1
    c #   b     W       2
    W W 3 W W W W
      W         W W W W Y H J
                W W   W W I
                        W
    
    Legend:
    W: Wasteland
    X: Barricade
    #: Fort
    @: Ankh
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    J: Third chosen ally
    
    Temporary Allies:
    K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2
    
    Enemies:
    a: Level 14 Griffon Rider,          Morale: 3320/3320
    b: Level 14 Griffon Rider,          Morale: 3320/3320
    c: Level 14 Griffon Rider,          Morale: 3320/3320
    d: Level 16 Griffon Rider [Emilia], Morale: 7120/7120
       + Item: Bead Bracelet (1): -4 GEN, +2 TEC, +4 LUK, Evade panic
       + GEN: 2.2, ATK: 4.0, TEC: 5.0, LUK: 5.0
    e: Level 14 Griffon Rider,          Morale: 3320/3320
    
    f: Level 15 Golem,                    Morale: 2210/3460
    g: Level 14 Undine,                   Morale: 3320/3320
    h: Level 13 Fencer,                   Morale: 2460/3060
    i: Level 17 Guardian Knight [Baldus], Morale: 8180/8180
       + Item: Grand Cross (3): GEN UP, +2 ATK, Void all attr.
       + GEN: 5.0, ATK: 5.0, TEC: 4.3, LUK: 2.0
    j: Level 14 Undine,                   Morale: 3320/3320
    k: Level 13 Fencer,                   Morale: 2510/3060
    l: Level 15 Golem,                    Morale: 2140/3460
    
    m: Level 13 Witch,        Morale: 2550/3000
    n: Level 13 Witch,        Morale: 2710/3000
    o: Level 15 Witch [Eudy], Morale: 7140/7140
       + Item: Formular (1): ATK UP, TEC UP, Gauge = Max
       + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2
    p: Level 13 Witch,        Morale: 2640/3000
    
    Items:
    1: Damp Dud
    2: Snipe Glass (1): TEC UP, 1 on 1 = win
    3: Dozeu (1): Edible GEN UP
       Dozeu + Glass Bottle -> Bottled Dozeu (1): Edible GEN UP
    4: Holey Dud
    
    General Strategies:
    
      First of all, watch out for Emilia! She has her Bead Bracelet, which gives
    her 5 TEC, so you can only block her Gravity Chaos with Shield Barrier or
    having 6 GEN. For example, if you are in a union and you know Emilia's up next
    and your enemy has a high rage meter, then go passive and let that enemy use
    Gravity Chaos because you will likely block it so you can defeat Emilia before
    she uses Gravity Chaos when it's her turn.
    
      An easy way to do this is to choose Blizzard and let Yggdra be union leader
    while making a huge union. This way, you can deal fatal damage to pretty much
    every enemy and win easily. Step on where Emilia was standing to advance.
    
      Now, just head for Baldus. I recommend using your mages, Mistel, Nietzsche,
    Milanor, and Durant to take care of Baldus. Advance Yggdra if you want, but
    she is not very useful. Have Elena in the back, slowly moving towards Eudy's
    army. Hopefully by the time Elena is near Eudy's army, Baldus' army is nearly
    wiped except for Baldus himself. Have someone get the Damp Dud at (1).
    
      Baldus is so dangerous that I suggest you to just get Milanor in there and
    use Steal on him. It's best if he comes with someone else like Mistel, or
    Roswell/Rosary but for now just go in with two characters and Steal Baldus'
    Grand Cross. Oh yeah, Milanor needs 5 TEC to do this, hence the Burning Sun.
    Even if you lose against the golems, it's okay, because Baldus is the most
    dangerous. Even without his Grand Cross, on the charge, he could very well
    defeat Nietzsche or Durant.
    
      Since Durant is there, have him step over Eudy and get the Holey Dud at (4).
    Eudy is actually pretty easy. I was bored and it was night so I charge Eudy
    with Nietzsche (lol) using Kiss of Death. Nietzsche actually won since she had
    high REP. When Eudy charged Nietzsche, Eudy won, but I lost via Kiss of Death
    so Nietzsche lost no morale at all. What's the morale of the story? Know your
    cards and what you can do with them. Finally we have gotten that elusive
    Formular. Now if you have Rosary, she has a new riding toy.
    
      Some general tips would be to use your weapon advantages. Elena does well
    against Eudy, and she can use Shield Barrier during the day and Blood Claw
    during the night to completely destroy Eudy's army. Don't go aggressive against
    undines if you're using Nietzsche and don't go aggressive against witches if
    you're using Rosary. I just basically left Yggdra and Kylier back because there
    was no reason for them to join the fight. Yggdra is bad against both Baldus and
    Eudy and Kylier just sucks up experience.
    
    New Cards: None
    KholdStare's Turns: 22/40
    
    ---------------
    Battlefield 39:
    ---------------
    
    MVP: 14 turns
    
    Map 39-1:
    
    X
    a d f # # # 1
    b e #     #
    c # #   # # M
    # # # # # # H
            Y I K
    
    Legend:
    X: Barricade
    #: Fort
    
    Characters:
    H: First chosen ally
    I: Second chosen ally
    
    Temporary Allies:
    K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060
       Effects: > Knight, No GEO effect, < Hunter, < Ice
       + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP
       + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2
    
    Enemies:
    a: Baldus, Level 18 Guardian Knight, Morale: 6400/6400 (HIGH)
       + Item: Werdna (3): +6 GEN, +4 ATK, +2 TEC, Always Ace
       + GEN: 6.0, ATK: 6.0, TEC: 5.0, LUK: 2.0
    b: Level 15 Golem,                   Morale: 3460/3460
    c: Level 14 Fencer,                  Morale: 3220/3220
    d: Level 15 Golem,                   Morale: 3460/3460
    e: Level 14 Fencer,                  Morale: 3220/3220
    f: Level 14 Fencer,                  Morale: 3220/3220
    
    Items:
    1: Item Manual
    
    General Strategies:
    
      Oh here it is, one of the toughest battlefields in the game (claimed by some
    people). I can see how it is tough, but if you use certain cards, then it no
    longer is tough. It is very possible that at this stage of the game, your
    Milanor's TEC isn't 5 stars yet so you cannot get 6 stars with Burning Sun,
    which means you cannot Steal Werdna. That's a shame, isn't it. Well, the two
    cards that we will use is Shield Barrier on the counter and...pretty much
    anything else on the charge. Fortune works wonders though, and also Ace Guard
    if you have powered that up. This might actually be one time where Crusade is
    useful.
    
      Also, go crazy with items. I picked Durant and Rosary. I equipped Knight
    Killer for maximum effect, and also because it raised Durant's ATK and TEC.
    I also equipped Sun Orb on Rosary to raise her GEN but if her attack is low,
    equip items that raises ATK. Milanor already has Burning Sun, so he's good.
    What with Knight Killer and Kylier, I think we're ready. If Kylier has good
    REP (and I don't know why she shouldn't), then follow my plan below. If she
    doesn't, then use Kylier to clear out the enemies to get 6 REP.
    
      Baldus has HIGH status, which means you can ignore him for now. Even if he's
    in your enemy's union, it doesn't matter if you won or lost, so just try to
    beat him. Clear out all the enemies without using Kylier, but advance her. Once
    only Baldus is left, we can start out strategy. The best way is to use a high
    movement card like Crusade, Place Durant east of fencer (c), place a female
    southeast of him and another character east of the female. This way, Baldus
    will attack fourth which means he will attack Durant, which has the Knight
    Killer.
    
      Before you attempt to defeat Baldus, waste a turn moving all of your units
    close to him but not next to him. Now choose Shield Barrier. Move only Kylier
    next to Baldus. So the right of her should be Durant (with Knight Killer). To
    the northeast of Durant should be Milanor and to the south of Kylier should be
    Mistel or Roswell/Rosary. If you want put in Yggdra then place her southeast of
    Durant to go last but I don't know how your Yggdra will fare. I would say do it
    because Baldus will be severely weakened through battle penalty. Also, set this
    up during the evening. This is important.
    
      Now, chances are Baldus will get Ace Guard up. What you need to know is know
    how to manipulate Shield Barrier. This means go aggressive for a bit then
    passive and use Shield Barrier. This is because 1) going aggressive then
    passive will do more damage than just staying still and 2) you use Shield
    Barrier late which means you will be shielding his max rage hits which does
    more damage than his regular rage hits. Make sure Kylier wins with 2 members
    left. Durant may lose, but that's okay. Mistel/Roswell/Rosary could win with 2
    members left if you manipulate Shield Barrier. Milanor should win easily if you
    activate Shield Barrier right away, let go midway, charge up, and use Shield
    Barrier again. Yggdra actually won with 4 members left.
    
      Depending on where you're at Baldus should have at least one-third to half of
    his morale knocked down. What you need to do now, though, is prevent him from
    using Ace Guard. While in the same formation, just choose Kiss of Death. It
    should be night time if you ended your last turn in the evening. All you need
    to do is attack with Kylier, go aggressive for one second, then go all the way
    passive then use Kiss of Death just before Baldus' rage meter reaches max. Kiss
    of Death will prevent Baldus from using Ace Guard and you should have more than
    enough time to beat Baldus providing that Kylier has decent REP. I won with
    about 2 seconds left. This works because everyone's Kylier will have the same
    stats and I know this method works for everyone.*
    
      After that, just let Durant use Kiss of Death the same way Kylier used it.
    Without Ace Guard, you should be able to win easily. Even if Durant has no REP,
    it will prevent Baldus from using Ace Guard and you should be able to win with
    Knight Killer. When it comes to Mistel/Rosary/Roswell, Baldus should be weak
    due to battle penalty but use Kiss of Death if you want. You pretty much have
    the battle won now. Milanor will destroy Baldus if Ace Guard is not up. The
    point is again to use Kiss of Death to not let Baldus activate Ace Guard so
    Milanor can take off a huge chunk of his morale. Yggdra can also do that as
    well.
    
    * If you have the PSP version, then you can just suspend here. Kylier has a
    nice chance of knocking Baldus' members down to 2 or dealing a critical hit, so
    if you want to take the easy way out, just suspend and continue until you get
    a win with Kylier without Baldus activating Ace Guard. If you do this, I would
    still use Kiss of Death with Durant just to be on the safe side.
    
      There are a lot of ways to beat this battlefield but I presented this way
    because everyone's Kylier will have the same stats so it will pretty much work
    for everyone. All that it requires you to do is pick up the Knight Killer from
    battlefield 25 (which you don't have to defeat anyone to get). Some claim that
    if you Steal Werdna, Baldus loses HIGH status, which enables you to use Gravity
    Chaos. Hell, if you managed to get 6 TEC on Milanor and Steal from Baldus, then
    it is guaranteed that on your charge, Kylier will defeat him without him being
    able to activate Ace Guard.
    
      You can also send in Elena as well to use Bloody Claw then Milanor to quickly
    defeat Baldus. Fortune can replace Shield Barrier since Baldus has low LUK.
    Mind Change will work if Durant has 6 TEC. Whatever you do, just at least plan
    something or else Baldus will annihilate you.
    
    New Cards: Mantrap
    KholdStare's Turns: 11/14
    
    -----
    NOTE:
    -----
    Because of time, I will leave up the general strategies from my previous
    version. If I say steal an item for one of your characters to use, and you are
    not using that character, then you don't have to do what I say. I am confident
    that if you get to this point, then you can beat the rest of the game easily,
    since BF 39 (the previous one) is probably the final hurdle of the game. If
    you use the strategies you've learned until now, then you will breeze through.
    And with that said, best of luck!
    
    Battlefield 40-1:
    * Note: Be careful of water square and use Nietzsche to get an advantage.
    
    + Rosary of Hope, Monica: This is a great item, especially since in this stage
      of the game, since you have almost maxed stats that a slight increase could
      easily bump you up to the next big star. It fills gauge, anyone can use it,
      and increases GEN, TEC, and LUK, so do get this somehow.
    
    Battlefield 40-2:
    + Lionheart, Canaan: At this point you should have enough characters with high
      LUK to get this item without Stealing, but Canaan is a sword user anyways, so
      why bother with Milanor? This is a pretty good item that anyone can use, but
      it only lasts for one map.
    
    = Cat Ears, Emilia: To be frank, this is a pretty good item. However, Emilia
      has HIGH status this time around, so I'm not sure if stealing it would be a
      good idea. Right now morale recovery shouldn't be a problem, so I would just
      use strong cards to bring her down instead of trying to Steal and such.
    
    Battlefield 41-1:
    * Note: Bring Mantrap, the card. This battlefield is annoying not only because
      of poison but because you can only move one square at a time. This is why you
      will need to plan it out. If you're planning to get the Shaman Mask and
      convert the duds, then have only one character move southwest to those two
      square, while the rest move straight west. Note that since you can only move
      one square at a time, use the female union to your advantage.
    
    - Medallion, Level 12 Hunter: This is the leader. Just make him drop it.
    
    - Medallion, Level 14 Necromancer: This is the leader. Just make him drop it.
    
    + Black Maria, Emilia: If Nietzsche's low GEN and TEC is starting to bother you,
      then this is the perfect item for her. Steal it anyways so Emilia will have
      less GEN, meaning lose more morale, but either way, get this item for
      Nietzsche.
    
    Battlefield 42-1:
    * Note: Eudy's cannons do more damage in this battlefield than the previous
      ones, so be careful. Also, the victory conditions lie. You don't have to
      defeat anyone, but wait a while for Kylier to show up. If you're up to it
      though, try to combat the enemies (which has HIGH status) to try and get more
      experience, but just calculate Eudy's cannons into the equation. Also note
      that your cards do not reset after Kylier arrives, so try not to screw up.
    
    - Medallion 3x, Level 14 Imperial Knight: You don't really need to defeat
      these enemies, but if you so you'll get Medallions and more experience.
    
    - Ifrit Fling, Gulcasa: It looks like he can be defeated with no Protect status,
      but he has 9000+ morale with HIGH status, so I never tried. This item is only
      for Milanor only, and he will max out soon if not yet, so it's pretty much
      useless to get. Like I said before though, if you're really confident, you
      can combat Gulcasa for some experience, but don't expect to defeat him. In
      short, unless you're suicidal, stay away from Gulcasa this map.
    
    Battlefield 42-2:
    * PSP Note: In the PSP version, at some time in this BF, all of your units will
      recover to full morale. Like any other PSP changes, this is not yet confirmed.
    
    - Medallion, Level 16 Knight: This is the leader. Just make him drop it.
    
    Battlefield 43-1:
    * Note: This is an important note, but get the Stray Dragon item at the top-
      left-most corner of the map. Durant will become a scythe-user for 3 maps,
      which means he will be better suited to combat Gulcasa. Plus, Gulcasa doesn't
      fight in this map and it's a really fun one too. Level up Nietzsche/Durant
      here a lot, especially Nietzsche, since she might still be weak. Also, the
      game lies again, since you only need to defeat Luciana or Aegina. However,
      try to take out most of the enemies before you defeat one or the other to get
      more experience. I recommend you to defeat Luciana.
    
    + Red Crimson, Aegina: What I do is Steal from the one I won't defeat and use
      Nietzsche (or someone with high LUK) to defeat the other. Whatever you do
      here, it's best if you get both items, even though you will only defeat
      either Aegina or Luciana. However, do note that both of these are sword users,
      so be careful so that Milanor doesn't get defeated.
    
    + Blue Stinger, Luciana: See above.
    
    Battlefield 43-2:
    * Note: If you got both items from the previous map, then the person you're
      fighting here won't have anything. However, she will have HIGH status, so be
      careful. This is why we stole from her in the last map.
    
    Battlefield 44-1:
    * Note: Equip the Stray Dragon now. It lasts for three maps, and the game is
      going to end soon. Use the same cards I've listed at least ten times in this
      guide to defeat him, Rosary/Roswell, and your new Dragon Knight. I think the
      whole battlefield takes place at night, so have Elena use Bloody Claw. Even
      if she manages to lose somehow, Gulcasa can't use Genocide for that clash.
    
    + Ifrit Fling, Gulcasa: Definitely Steal this item (and of course, Milanor will
      lose the clash), because it lowers his ATK by one big star. After that,
      pummel him with the strongest cards and characters.
    
    Battlefield 44-2:
    * Note: If you took my advice and defeated Luciana earlier, then you will get
      to fight Aegina now. Aegina has a better weapon than Luciana in this map, so
      that is the reason.
    
    - Medallion, Level 16 Guardian Knight: This is the leader. Just make him drop
      it.
    
    - Medallion 4x, Level 18 Imperial Knight: You should not be going after Gulcasa,
      since your focus is on Aegina or Luciana.
    
    + End of Ages, Aegina: Wow, this item is good. In fact, it is too good, so you
      might want to Steal this if you're having trouble defeating her. Of course,
      remember that Milanor is an axe user, so he might very well lose after doing
      the dirty work.
    
    + Mistilteinn, Luciana: This item isn't as good as End of Ages, but it still
      gives Luciana ATK UP, so Steal this also. However, whenever Luciana wins a
      clash, she will lose morale, which is interesting to say the least. This is
      why I didn't want this item.
    
    Battlefield 44-3:
    * Note: Gulcasa has HIGH status and is now stronger, so be very careful. I
      would get close to him, pick Steal, then place Milanor close to him, forming
      a union with Durant and Rosary/Roswell. If you want to be strategic, place
      another character between Milanor and Durant (order-wise) so when it comes
      to Durant, Gulcasa will have 2 members instead of 3. Do not include Elena.
      The idea is for Gulcasa to attack Milanor, Milanor Steals (and loses), the
      second character loses, but Durant and Rosary/Roswell should win. Next, form
      a union with Elena as leader with another character that will lose, Durant,
      and Rosary/Roswell. The point is for Elena to use Bloody Claw for a quick win,
      then some random character loses, and Durant/Rosary/Roswell will face Gulcasa
      with 2 health instead of 3. Of course, if you don't want to Steal or have
      other problems, then try Shield Barrier, Ace Guard, and Kiss of Death.
    
    Battlefield 45-1:
    * Note: Do save before attempting this character (but you should save after
      every map anyways, right?). Also, the other character that you picked besides
      Milanor cannot be the union leader (since he or she will be in another area)
      but can form a union with Milanor, so cards such as Bloody Claw, Doll Craft,
      etc..., should not be used. My recommendation is Steal, Dragon Killer, and
      some other strong card like Ace Guard or Kiss of Death.
    
    + Prominence, Gulcasa: So yes, this item also gives Gulcasa ATK UP, so Steal it
      promptly. This isn't really a hard battlefield at all, especially if your
      other character is Durant or Rosary. You will never have to fight Gulcasa
      again after this. Actually, all of the tough battlefields in this game are
      over. Pat yourself on the back and move on to the ending.
    
    Battlefield 46-1:
    * Note: You can either win easily or lose easily. Kylier's card's power is 8000,
      which means if you lose a clash, you take a huge morale hit. However, she's
      just a Griffon Rider, and you should have four characters who are strong
      against her, Yggdra, Durant (as a Dragon Knight), Rosary/Roswell, and Elena.
      As usual, don't include Elena when you form your first union, and when it's
      your turn, form a union starting with Elena's Bloody Claw. It's like your
      second to last fight with Gulcasa, only with half the difficulty.
    
    Battlefield 47-1:
    * Note: You might think that rods are useful against books, but you're wrong.
      Don't let Rosary/Roswell clash with Nessiah, and like usual, use Elena's
      Bloody Claw. That card is getting pretty useful lately, doesn't it? Nessiah
      has HIGH status, but he is incredibly easy to beat if you any useful card
    that does something. He will also lose the HIGH status once the astartes are
    defeated.
    
    - Medallion 3x, Level 19 Astarte: Just defeat them.
    
    = Rev. of the Gods, Nessiah: This item pretty much does nothing, and it doesn't
      boost up his stats or something. It's for the credits, so if you want to see
      all the pretty cards after you beat the game, then do get it.
    
    Battlefield 48-1:
    * Note: If you do what Marietta asks you to do then you will do no fighting.
      If you want to see an alternate ending, then start to head towards Marietta.
      Also, bring Crusade and max out everyone's morale.
    
    Battlefield 48-2:
    * Note: If you're here, that means you've decided to defy the will of the gods
      or something. Your object here is to form large unions and lose to Marietta
      repeatedly.
    
    - Scepter of Wisdom, Marietta: Much like Mistilteinn, this item will decrease
      Marietta's morale every time she wins a clash. This means you will have to
      lose repeatedly to Marietta (you shouldn't zero reset either, since her card
      has a low power) until she has 1 morale, and only then should Yggdra use
      Crusade to defeat Marietta. Enjoy your alternate ending.
    
    * PSP Note: In the PSP version, there is an alternate ending with a different
      battlefield in hard mode. It is not known whether the new battlefield will be
      integrated into BF 48 or if you have to beat BF 48 then go on to BF 49.
    
    ===============================================================================
                                    IX. Characters
    ===============================================================================
    This shouldn't come as a surprise to you, but be warned that this section
    reveals many spoilers. I will tell the history and basic outline of each
    character as long as their strengths and weaknesses in battle.
    
    ==============
    1. ALIES: MAIN
    ==============
    
    Yggdra, La Pucelle:
    ~~~~~~~~~~~~~~~~~~~
      As the Princess of Fantasinia, Yggdra Yuril Artwaltz fled her kingdom with
    only the holy sword Gran Centurio in her possession. She believes that justice
    lies in holy sword, and this ideology leads the army through its campaigns. She
    seeks revenge from Gulcasa for killing her parents, which sometimes lead to
    irresponsible actions without properly thinking. Sometimes, she wonders about
    justice and the innocents, which shows that she can also be compassionate even
    though she has to carry out her duty.
    
      She is a sword user, and she starts with good GEN and ATK gains but lacking
    in TEC and LUK. After she becomes La Pucelle, her TEC increases significantly,
    and she will end up naturally maxing GEN and TEC with a high ATK, but her LUK
    is still lacking. She has no notable advantages/disadvantages, although she
    might be weak against assassins since she is weak against Dark, and Holy
    attacks won't work against her. When she gets Zolfy, save it for one of the
    battles with Gulcasa, and she will automatically win after using Revolution or
    if somehow she gets Gulcasa to 1 member before losing.
    
      When she is crowned as Queen of Fantasia and changes her class to La Pucelle,
    she suddenly becomes very powerful. Now only can she use most cards with Always
    Ace, including powerful ones such as Gravity Chaos and Dragon Killer, but she
    can act as a flexible union leader since she is an ace with any card. She will
    also have a significant stat boost and the card Crusade, which is an automatic
    win. With time, Yggdra will be finding herself near the front lines often,
    leading the charge like a true leader should do.
    
    Class: Sword Maiden (Sword)
    -This character deals more damage to Golems.
    -This character deals more damage when at a fort plus 10% GEO.
    -This character is immune to Holy.
    -This character is weak to Dark.
    
    Class: La Pucelle (Sword)
    -This character is immune to all ailments.
    -This character is an ACE with any card.
    -This character deals more damage when at a fort plus 10% GEO.
    -This character is immune to Holy.
    
    Max Stats: 6 GEN, 5 ATK, 6 TEC, 3 LUK
    
    Rating: 8/10, Weak in the beginning, very useful near the end.
    
    Milanor, the Silver Wolf:
    ~~~~~~~~~~~~~~~~~~~~~~~~~
      Milanor appears to rescue Yggdra after what appears to be the end for her. He
    is really just a thief, and a famous one at that, which earns him the
    respectable title "The Silver Wolf" among other thieves. He first decided only
    to help Yggdra with her goal in exchange for her castle, but later on, he
    wanted to continue travelling and seek more adventures. Although he appears to
    be just following orders to get his castle, he later on agrees with Yggdra's
    ideal does his best to help her achieve her goal.
    
      He is an axe user, and a good one at that. He has higher ATK than Yggdra in
    the beginning, and this fact often means he will rack more MVP, and he will
    probably max out without needing any stat UP items. Without MVP, he will
    eventually max out ATK with high TEC and LUK and decent GEN, but since his ATK
    enables him to win often, he does not need high GEN anyways. A good portion of
    the maps have wasteland squares, so expect him to get an unexpected boost every
    now and then.
    
    Class: Stray Thief (Axe)
    -This character is immune to Petrify.
    -This character deals more damage when on wasteland squares plus 10% GEO.
    -This character is immune to Rockfall.
    
    Max Stats: 4 GEN, 6 ATK, 5 TEC, 5 LUK
    
    Rating: 9/10, very useful, but is weak against Aegina's units in the beginning.
      If overused, he might steal MVP bonuses and make others weaker.
    
    =====================
    2. ALLIES: SUPPORTING
    =====================
    
    Durant
    ~~~~~~
      Durant is a loyal knight to the kingdom, fighting until his very last breath
    for its cause, at least until Yggdra and Milanor rescues him from his doom.
    Since then, he works on very good terms with Milanor, not treating him as a
    thief but another support of Yggdra. He always follows Yggdra's orders, and he
    is an important strategist along with Milanor for many missions.
    
      In the beginning, he is pretty strong due to his high ATK, but unlike Milanor,
    he does not have the LUK to make many enemies drop their items. Without MVP, he
    will eventually max out GEN with high ATK and decent TEC, but he will never go
    above 2 LUK without extra help. His special card, Chariot, does not depend on
    TEC however, so that is a plus at the beginning of the game. He is a good
    fighter but shouldn't be used to finish off opponents with items. He should
    stay away from Griffon Riders, and he is a good wall on roads and bridges.
    
    Class: Knight (Spear)
    -This character deals more damage when on the road plus 10% GEO.
    -This character deals more damage when on a bridge plus 10% GEO.
    -This character deals less damage against Griffon Riders.
    -This character deals less damage when on forest squares plus -40% GEO.
    -This character receives fatal damage from Ivy Whip.
    
    Max Stats: 6 GEN, 5 ATK, 4 TEC, 2 LUK
    
    Rating: 7/10, very useful in the beginning and end, especially against
      Gulcasa's units. He is somewhat weak against archers' charges, and cannot
      be used in certain situations, such as in forests and against Emilia's units.
    
    Nietzsche
    ~~~~~~~~~
      Nietzsche is a young Undine who seeks the Transmigragem that has been stolen
    from her country. She joins the Royal Army because the Empire has tricked and
    taken over her home, and now she wants revenge, even if she has to fight
    against her own people. She is usually quiet, following the orders of others,
    but under no circumstances should she be treated as a child.
    
      Since she is a spear user like Durant, most people just toss her aside after
    a couple of maps, but she is very helpful when getting items due to her high
    LUK. Her GEN and TEC increases very slowly, but items can help with this, and
    there are especially many +GEN items. None of her stats will max out although
    she will have high ATK and LUK, decent GEN, and average TEC. She might have
    trouble using some techniques with 2 TEC, but with a TEC UP item, she should
    be a fine fighter.
    
    Class: Undine (Spear)
    -This character deals more damage when in water plus 50% GEO.
    -This character is immune to Ice.
    -This character deals less damage when on sand plus -20% GEO.
    -This character receives fatal damage from Sandstorm.
    -This character is weak to Fire.
    
    Max Stats: 4 GEN, 5 ATK, 3 TEC, 5 LUK
    
    Rating: 7/10, somewhat weak in the beginning due to low GEN/TEC gains, but can
      be powerful later on due to high ATK. Her high LUK makes her useful in
      getting items, and many battlefields have water. She is useless against both
      Eudy and Gulcasa, which is a pain.
    
    Roswell
    ~~~~~~~
      Roswell is a Necromancer who may be on your side or defeated by you depending
    on your actions. When you first meet Roswell, he is being attacked by Rosary
    and the Imperial Army because Rosary wants Roswell's cannon, the ankh. After
    the Royal army stops Rosary's attempts, Roswell invaded back, and Rosary fires
    her own ankh. When war breaks out, the Royal Army decides to side with Roswell
    and defeats Rosary, only to find Roswell betrayed by the Imperial Army. The
    Royal Army rescues Roswell, but alas, the Imperial Army is now in possession of
    his powerful ankh.
    
      Roswell is a rod user, which is a nifty addition to your team since rods are
    powerful against swords, spears, and axes. He starts out with low ATK and LUK,
    but with the help of items, he should be fine until level 13 when his ATK
    naturally increases to 3 big stars without MVP. He ends up not maxing any stats
    but has good GEN and decent ATK, TEC, and LUK. Although he is well-rounded, he
    does have a superior weapon and high GEN means that even if he does lose, he
    won't lose much morale. His summons are skeletons, which he can only do at
    night and skeletons sleep during the day, so it's pretty bad.
    
    Class: Necromancer (Rod)
    -This character deals more damage to Skeletons.
    -This character is immune to Dark.
    -This character is weak to Holy.
    
    Max Stats: 5 GEN, 4 ATK, 4 TEC, 4 LUK
    
    Rating: 8/10, useful for defeating opponents, but if ATK isn't boosted, he
      usually deals low morale damage. Being immune to Dark enables him to
      sometimes survive against archers, but his summons are often weak.
    
    Class: 
    
    Rosary
    ~~~~~~
      Rosary is a Witch who may be on your side or defeated by you depending on
    your actions. When you first meet Rosary, she, along with the Imperial Army, is
    attacking Roswell because Rosary wants Roswell's cannon, the ankh. After the
    Royal army stops Rosary's attempts, Roswell invaded back, and Rosary fires her
    own ankh. When war breaks out, the Royal Army decides to side with Rosary and
    defeats Roswell, only to find Rosary betrayed by the Imperial Army. The Royal
    Army rescues Rosary, but alas, the Imperial Army is now in possession of her
    powerful ankh.
    
      Rosary is a rod user, which is a nifty addition to your team since rods are
    powerful against swords, spears, and axes. She starts out with low ATK and
    GEN, which is somewhat annoying. Although she will still beat most enemies, she
    will often have one to two members left which takes off very little morale.
    However, if her ATK is boosted, and there are many ATK UP items, she will be a
    powerhouse. Her high TEK enables her to make powerful charges, and her high LUK
    enables her to critical hit often and good at making enemies drop items. She is
    a pretty useful character if you use her correctly. Her summons are golems,
    and for some reason enemies attack golems before they attack you. This is good
    for when Gulcasa is chasing you. Also, her immunity to Fire means that she is
    strong against Eudy and Gulcasa, providing she has at least 3 ATK.
    
    Class: Witch (Rod)
    -This character is immune to Fire.
    
    Max Stats: 4 GEN, 3 ATK, 5 TEC, 6 LUK
    
    Rating: 9/10, incredibly useful, especially against Gulcasa if you boosted her
      ATK. She helps in the beginning with making items drop. Her summons can stop
      an enemy dead in their tracks and can be used to distract them.
    
    Cruz
    ~~~~
    
      Cruz is the leader of the Resistance against the Imperial Army. His forces
    are thin and few, but he manages to resist for quite some time. Taking
    advantage of Cruz's army's weakened state, Mizer decides to raid headquarters
    of the Resistance Army. Just when things are starting to turn for the worse,
    the Royal Liberation Army comes and rescues Cruz as well and recruiting him
    into the main army. Amazed by his luck, he gladly takes the post and continues
    to fight for the princess until the end.
    
      As a hunter, Cruz uses his bow to strike down his enemies. His resilience
    is shown in his high GEN stat, allowing him to take many hits before retreating
    from battle. He also has high TEC, allowing him to use card skills very
    effectively, such as Thunderbolt and Sanctuary. His ATK is decent and his LUK
    is low, but he becomes stronger at noon and is good against Griffon Riders.
    However, he is not very useful, being overshadowed by Elena's pure offensive
    power. Cruz is too defensive in a way, and unless you have a problem with
    Emilia's army, there is no reason you should use him instead of Elena, since
    having two bow users on the field is usually not recommended. The deciding
    factor is that he cannot use Bloody Claw, a card that can take down the
    toughest enemies.
    
    Class: Hunter (Bow)
    -This character deals more damage to Golems.
    -This character deals more damage during noon.
    -This character deals more damage when in forest plus 20% GEO.
    
    Max Stats: 5 GEN, 4 ATK, 5 TEC, 2 LUK
    
    Rating: 5/10, could be useful in defeating Griffon Riders, generally, being
      weak against Spear, Axe, and Sword plus having average to decent attack
      doesn't cut it. Elena is a better alternative. 
    
    Russell, the Astral Fencer
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    
      Russell is at first working for the Imperial Army, but later on it was
    revealed that he was doing so only because his fiance, Flone, has been held
    hostage. Once the Royal Liberation Army rescues Flone, Russell immediately
    offers them his gratitude and sword, joining them with the search for Yggdra
    and eventual justice.
    
      Since Yggdra is missing when Russell joins the party, his sword affinity as a
    fencer is very valuable. Being the only sword user, he is pretty useful in the
    maps following his recruitment, but when you get Yggdra back, you should stop
    using Russell since you should only concentrate on five or six characters at
    most. If you stole or looted any items from him in the past, then use them now
    so he could become very powerful. He is actually a pretty decent character with
    high TEC, max ATK, and decent LUK, but Yggdra as La Pucelle is superior.
    
    Class: Fencer (Sword)
    -This character is immune to Lightning.
    
    Max Stats: 3 GEN, 6 ATK, 5 TEC, 4 LUK
    
    Rating: 6/10, good character, could possibly replace Nietzsche if she is not
      as strong as you wanted her to be, but Yggdra is better. He is definitely
      useful when Yggdra is missing, and you should use him then.
    
    Elena
    ~~~~~
    
      Elena is the sister of Leon, the Black Knight, one of the Five Dragon
    Generals. She has been against the Imperial Army for quite some time now, and
    she joined the assassin squad, waiting for that right time to take down her
    brother and restore the family honor. When her assassination attempt of Leon
    failed, she is rescued by the Royal Liberation Army and later on joins them to
    further her cause.
    
      Elena, in short, is amazing. Similar to Rosary, Elena is a bit lacking in a
    few areas but with some stat up items, they become extremely powerful. She will
    eventually max TEC with decent ATK and LUC and average GEN. Since you get Elena
    late in the game, giving her the Forbidden Fruit as well as maybe a GEN UP item
    will be sufficient. With such a high TEC, she can deal massive damage on
    charges and with cards such as Thunderbolt. Her best weapon, however, is the
    Bloody Claw card. She can stop Gulcasa's Genocide or disable the enemy's
    ability to use cards in general since Bloody Claw kills the head character of
    a clash. Even though it can only be used at night, many maps at the end of the
    game featuring Gulcasa are entirely fought at night time. 
    
    Class: Assassin (Bow)
    -This character deals more damage at night.
    -This character is immune to Dark.
    
    Max Stats: 3 GEN, 4 ATK, 6 TEC, 4 LUK
    
    Rating: 9/10, excellent character if trained properly. Elena is one of the
      characters that could take down boss enemies easily like Gulcasa. High TEC
      means more critical charges and when coupled with Bloody Claw, she is very
      hard to take down. However, her GEN is low, so don't let her lose.
    
    Mistel
    ~~~~~~
    
      Mistel is a character exclusive to the PSP version, so not much detail is
    known of her at the moment, expect that she is a Scythe user and can be
    recruited in BF 14II, skipping BF 14 if you visited two villages in BF 13-2.
    While her weapon affinity is strong against most enemies' in the game, she
    apparently cannot use any weapons (there are no scythe weapons) but only hats,
    boots, clothes, etc... Her ATK growth seems to be high although her LUK is low.
    She seems to be similar to Durant; the only difference is that she can use
    Oblivious Dawn, a powerful card to stop Gulcasa, not to mention the fact that
    her weapon affinity is not weak against Gulcasa's.
    
    Class: Tactician (Scythe)
    -This character deals more damage when in town plus 10% GEO.
    
    Max Stats: 4.1 GEN, 4 ATK, 3.5 TEC, 2.5 LUK
    
    Rating: 9/10, excellent character if trained properly. Let's face it, her
    initial stats suck and her stat gains are too spread out to be really useful.
    However, this doesn't mean that you can't take matters into her own hands.
    Elena or Roswell used to be the usual contender for the Forbidden Fruit, but
    in the PSP version give it to Mistel. Along with some smart ATK MVPs after
    getting her and a few edible stat UP items, Mistel will become a powerhouse.
    
    Pamela
    ~~~~~~
    
      Pamela is a character exclusive to the PSP version, and you can only get her
    in hard mode. Not much is known about her at the moment except that she is
    recruited with Nietzsche talking to her in BF 23-1 and 24. She is a rod user,
    although she cannot use Rosary's Doll Craft card nor have her fire element when
    in aggressive mode. Her growth is unknown, although it should be similar to
    Rosary's having low ATK and high TEC and LUK. Without the fire element, she is
    to me pretty useless at a first glance. She comes with the Coma Karma card,
    which puts enemies to sleep at night, but only she (and some other mystery
    character) can use it. It may be very useful for those night-only battlefields
    at the end of the game.
    
    Class: Mystic Witch (Rod)
    -?
    
    Max Stats: 2.6 GEN, 3.4 ATK, 6 TEC, 6 LUK
    
    Rating: ?/10, I have no clue if this character is useful or not.
    
    ================
    3. ENEMIES: MAIN
    ================
    
    Gulcasa, the Emperor of Carnage
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Gulcasa is the Emperor responsible for slaying Yggdra's parents and the
    leader of the Imperial Army. He is a dragon rider and a scythe user, which
    makes him powerful against most of your units. His card, Genocide, sacrifices
    all members besides the head to perform a devastating attack to your unit, also
    dealing extra morale damage. Hints and tips on how to beat this enemy are found
    in the FAQs section and in the Strategy Guide, when he appears. As a quick
    summary, Stealing his item usually lowers his stats, and cards such as Shield
    Barrier, Ace Guard, Fortune, Sanctuary, and Banshee's Cry may help. Kiss of
    Death and Oblivious Dawn cards can prevent Gulcasa from activating Genocide.
    
    Marietta, the Guardian Angel
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
      (Coming soon)
    
    #367
    ~~~~
    
      (Coming soon)
    
    ======================
    4. ENEMIES: SUPPORTING
    ======================
    
    Leon, the Black Knight
    ~~~~~~~~~~~~~~~~~~~~~~
    
      Leon is a knight, notorious for his violence and cruelty. His card is Chariot,
    which is somewhat strong if you cannot defeat him fast. However, unlike
    Genocide, you can use Shield Barrier to block the charge or use Sanctuary after
    Leon uses Chariot to replenish your members. It is often good to let other
    knights before Leon in Leon's union use Chariot so Leon will have a low rage
    meter. Also remember that Kylier is very effective against Leon since knights
    are weak against griffon riders. Leon has very low luck so even if you decide
    not to Steal his item, it will most likely drop anyways.
    
    Emilia, the Scarlet Princess
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Emilia is a griffon rider and also Gulcasa's half-sister. She is very
    powerful because of her card, Gravity Chaos. Her TEC is usually higher or equal
    to your character's GEN in all encounters, which means that Gravity Chaos will
    hit almost every time she uses it. This means that you can use the same
    strategy you used for Leon ? let another griffon rider before Emilia with lower
    TEC use Gravity Chaos and have it be guarded and miss, so Emilia will have a
    low rage meter when it's her turn. Griffon Riders are weak against cold, so use
    Nietzsche's aggression or the Blizzard card.
    
    Baldus, the God of War
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Baldus is an old and wise general but also a very powerful warrior. His card
    is Ace Guard, which is definitely annoying, but it does not usually work,
    especially if Baldus is not the union leader. There is really no strategy for
    Baldus since he is not that hard to beat. For the map where he can actually
    pose a problem, you have Kylier, who is once again strong against knights.
    Milanor usually destroys Baldus, taking away a good chunk of his morale too,
    without Stealing. Baldus, like Leon, has low LUK, so his items will also drop
    easily.
    
    Eudy, the Court Magician
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    Eudy is the powerful witch of the Imperial Army. Even though her weapon
    affinity is strong against your main characters, her true annoyance comes from
    the fact that she hides far away behind the cannons and hurt your characters'
    morale without fighting. You encounter Eudy as soon as battlefield 3, making it
    one of the hardest battlefields in the game. Since you won't get a bow user for
    a while, the best bet is just to gang up on Eudy and use as many useful cards
    as possible. Her card is Flame, which is powerful with Eudy's high TEC. A trick
    is to activate the Shield Barrier card right before Eudy's rage bar is max, so
    Eudy's activation will cancel your Shield but the Flame card will be nullified
    also. Keep Nietzsche away from Eudy, as well as characters will low GEN.
    
    Nessiah, the Fallen Angel
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Nessiah is the strategist of the Imperial Army and also the true mastermind
    behind the war and the Gran Centurio. Your first encounter with him is against
    a very powerful Nessiah, who besides having Protect, is unbeatable, except if
    you get a critical hit and take out the head right away. You won't get a real
    fight with Nessiah until the very end, and by then he is significantly weaker
    (well, your characters are significantly stronger). His card is Reincarnation,
    a very strong card. However, by the end of the game, you should be able to
    defeat Nessiah before he can activate Reincarnation anyways so that card never
    really come into use. Don't send Rosary or Roswell against Nessiah since for
    some reason books are strong against rods, but any other character with an
    attacking card will work well.
    
    Zilva
    ~~~~~
    
    What is Zilva? Well, no one really knows, since she and her army operate in
    "secret." In the beginning of the game she really sucks badly unless you are
    unfortunate enough to be charged at by her at night. There's nothing really
    that you can say about her, since she...really sucks. Her card is annoying, but
    unlike Revolution and Genocide, she can only use it at night. The only thing
    worth mentioning is that she has Jack Hand in battlefield 31, which gives her
    a huge advantage, so much that she will win every time she charges even if it's
    not at night. Her TEC and LUK on that map is wonderfully high too, so you can't
    just Steal it (unless you overMVP'ed Milanor, which you might) or make her drop
    it at the right time. Other than that, she's a bow user, so send in anyone, and
    I mean anyone except for Rosary and Roswell, and you should be fine. She is one
    of those characters where you don't even need to activate a card to win.
    
    Mizer
    ~~~~~
    
    Hey look, it's Mizer, that annoying person who wrecks havoc in the earlier
    map just when you were trying to focus on another objective. Even though he is
    a bow user, he becomes annoying by appearing at exactly noon (when he is
    strong). He is not that hard to beat, but you do not want have to charge since
    you cannot counter. Unlike assassins (Zilva), he has way too high HP and GEN,
    which means you will have to take multiple turns or a fairly large union to be
    able to defeat him. This means that in order to prevent him from charging at
    you, you should stray from your main objective and spend a turn forming a good
    enough union to defeat him before he can get a second chance. Mizer is quite
    an annoying guy, but he holds good loot so make sure you Steal or have enough
    LUK to make him drop his item. Of course, he is annoying here too because he
    has high GEN and LUK, making Milanor sometimes unable to Steal.
    
    ===============================================================================
                                 X. Credits & Contacts
    ===============================================================================
    Well this guide was written entirely by me and so far no one has sent any
    e-mail regarding corrections/additions. However, that doesn't mean I finished
    the game on my own, for I received help along the way. If you do want to e-mail
    me, please make sure that:
    
    1) You're at least 95% sure on what you're talking about. This game is pretty
    confusing, and little do you know that there might be other factors unknown to
    you regarding the content of your e-mail.
    
    2) No flaming/trolling/etc... Do realize that THIS IS A GUIDE SOLELY BASED ON
    OPINIONS. The point of this guide isn't to describe 50 choices and tell the
    reader to pick one, but to be straight to the point. If you have a problem with
    me preferring Elena over Cruz or Rosary over Roswell, then please keep it to
    yourself.
    
    3) Please read through the guide first to make sure that I covered what you're
    trying to tell me.
    
    4) Please e-mail me in English. I can read French but I won't use an online
    translator to try to decode weird languages.
    
    5) If you don't want your e-mail posted on this guide, leave an alias that you
    want to be referred to when I give you credit. I WILL give you credit, so if
    you want to contribute to the guide, then please go ahead.
    
    Also, thanks to:
    
    -Atlus and Sting for creating Yggdra Union (and Riviera too).
    -Walkthrough by Lufia_Maxim, which helped me get through the game in the first
     place.
    -FAQ by theseus19, which explained many things in great detail that I assumed.
    -The message board on GameFAQs.com, which is a great source of motivation when
     I quit the game at least two times before finishing it.
    -Lacrima Castle (http://leyviur.net/) and its forums for reference and
     information on PSP changes.
    -The Yggdra PSP Wiki (http://yggdra-psp.heriet.info/) for reference and
     clarification.
    -PRIDE, for providing much needed information about the Oblivious Dawn card.
    -ServantOfGoth for pointing out some errors and providing some obscure
     technicalities in the game.
    -Tracy Smith for being nice while giving constructive criticism and comments.
    -Chrono Ivan for providing more GBA -> PSP changes.
    -Many users on the GameFAQs.com message board for supporting my FAQs.

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