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    FAQ/Walkthrough (JIS) by LegoTechnic

    Version: 1.01 | Updated: 11/06/06 | Search Guide | Bookmark Guide

    ===============================================================================
    
    Utawarerumono - Chiriyukumono heno komamouta
    ‚¤‚½‚ķ‚ź‚é‚ą‚Ģ ŽU‚č‚ä‚­ŽŅ‚Ö‚ĢŽqŽē‰S
    for the Playstation 2
    
    FAQ/Walkthrough (Shift-JIS encoding)
    
    Author: "LTN / LegoTechnic" (legoshinigami@yahoo.com)
    
                                                   Version 1.01 (work in progress)
                                                   submitted: 11/6/2006
    ===============================================================================
    
     This FAQ/Walkthrough is based on the Japanese version of "Utawarerumono" for
    the Playstation 2 console.  It was released in Japan on October 26th, 2006.
    
     This is a remake of the original Utawarerumono game by Leaf and Aquaplus 
    originally released for the PC on April 19, 2002.  The port to the PS2 was 
    largely done by the developer Flight-Plan.
    
    Utawarerumono is a hybrid between a Visual Novel (VN) and a Strategy RPG (SRPG)
    
     Official Japanese website for the game: http://www.aquaplus.co.jp/uta/
    
    ===============================================================================
    
     This guide is intended to help people unfamiliar the Utawarerumono PC game to 
    play it (because I want more people to play this game).  It will also help 
    those who aren't completely fluent in Japanese, though it is expected that you
    can at least read hiragana and katakana (if only for the Yes/No box that often
    appears).  Utawarerumono is an equal part Visual Novel and Strategy RPG, so be
    prepared for a lot of text and long inbetween battle dialogue.  Thankfully the
    game is almost fully voiced, as only narration and internal thoughts are not.
    
     This is NOT a story guide.  It is merely a gameplay guide with a summation 
    walkthru attached, and I will try to reduce spoilers to a minimum.  Because of
    this the character section is at the bottom of the FAQ, as it is full of 
    spoilers, and characters are listed in the order that you recruit them.  If
    someone else wants to do a crazy translation guide, be my guest.  This is 
    taking me long enough, and I have no intention of going that far.  If you have
    any criticisms about my translations or something else in this guide feel free
    to email me.
    
     If you're only interested in the skill translations, then CTRL+F seek for them
    using their table of contents number and title.  You will need to set the 
    language encoding of your browser to Shift-JIS to probably view the Japanese
    characters, which requires you to have support for east Asian languages.
    
     This FAQ is for GameFAQs, Gamespot, and Neoseeker use only.  Please don't
    swipe it and post it hither and yon, crappy though it may be.  Feel free to
    contact me if I made any mistakes.
    
    -------------------------------------------------------------------------------
    Update History
    -------------------------------------------------------------------------------
    
     11/06/2006 : Item List is updated and finished.  Compiling list to add item
                  and enemy information to the walthrough.  Final Scenario and CG
                  information added.  Guide is technically complete, and anything
                  else is just garnish or a correction.
     11/04/2006 : Added Skirmish Battle section, dumped all the Item garbage I've
                  been collecting, made some poor translations, added the rest of
                  the skills, preparing for an enemy/boss section.  Version 1.00!
     11/03/2006 : Multiple corrections and various edits to the text.  Added
                  stage names.  Version .99
     11/02/2006 : Finished typing up skills and abilities list, though some info
                  is missing.  Updated character section heavily, and finished
                  the walkthrough.  Now it's time to see what's new in the 2nd game
                  and find out how to unlock those last two CG and the eight extra
                  scenario.  Learned how to post FAQs in Shift-JIS!  Version .98,
                  because I've been a very busy beaver!
     11/01/2006 : Minor corrections to character section, Magic list, fixed 
                  Equipment/Ability garbage, added up to stage 24, added more
                  Scenarios.  Version .60
     10/31/2006 : Made numerous corrections, added Eruruu's Herb List (Partial), 
                  fixed Element names, updated walkthrough.  Version .40
     10/30/2006 : First Release.  Version .25
    
    ===============================================================================
    
    -------------------------------------------------------------------------------
    What's different in the PS2 version from the PC?
    -------------------------------------------------------------------------------
    
     The PS2 version includes various new gameplay elements not in the original.
    
      1. A brand new opening animation and song (two variations).
      2. With the exception of narration and internal thought, the game is fully
         voiced.
      3. Additional new characters, new CG, and new bonus extras.
      4. Additional new Events and Battle Stages.
      5. A new and robust Item system.
      6. Eruruu now has a special item technique for various stat/healing/damage
         effects.
      7. Characters now learn unique special abilities and skills.
      8. Characters can now perform Team Attacks with each other.
      9. Characters no longer buy extra attacks with bonus points, and thus stat 
         level-up costs are changed.
     10. New tutorials are available for the new abilities.
     11. All H-scenes have been removed.  Some CGs have been edited, while others
         have been replaced.
     12. Random skirmish battles have been added, making the number of available 
         battles no longer set.
     13. You are allowed to deploy more characters per stage than in the PC 
         version.  Additionally maps are filled with even more enemies.
     14. There is no longer a difficulty setting when starting a new game. >_>;
    
    
    
    ===============================================================================
    
    -------------------------------------------------------------------------------
    Table of Contents
    -------------------------------------------------------------------------------
    
       I. Getting Started
            1. Main Menu                           
            2. Saving and Loading (Options Menu)                  
            3. Fast Forward                        
            4. Rest Phases                           
            5. Skirmish Battles                     
      II. Battle
            1. Setup Screen                        
            2. Basic Gameplay
            3. Turn Order               
            4. Elemental Affinity               
            5. Special/Energy Meter and Combo Finisher
            6. Team Attacks
            7. Items and Skills
            8. Status Ailments
            9. Leveling Tips
     III. Skill list
      IV. Ability Skills
            1. Eruruu's Medicinal Herbs and Effects
            2. Magic Spells
       V. Walkthrough
      VI. Skirmish Battles
     VII. Characters
    VIII. Team Attack Pairings
      IX. Extra Scenarios and Tutorials
       X. Bonus Menu
      XI. Completion Bonuses
            1. Unlockable Bonuses
            2. New Game +
     XII. Item List
    XIII. Q & A (Questions and Answers)
     XIV. Appendix (inflamed!!!)
    
    
    
    ===============================================================================
    I. Getting Started
    ===============================================================================
    
    -------------------------------------------------------------------------------
    1. Main Menu
    -------------------------------------------------------------------------------
    
     After the opening plays the main menu will give you five options:
    
      New Game
      Load Game
      Extra Scenarios (and tutorials)
      Bonus
      Options
    
     The Bonus menu is further subdivided into four additional categories:
    
      CG viewer
      Sound Test
      Event Viewer
      Item Viewer
    
     Items in the bonus menu are unlocked as they are encountered in-game.
    
    -------------------------------------------------------------------------------
    2. Saving and Loading (Options Menu)
    -------------------------------------------------------------------------------
    
      Pressing the Select button at any time brings up the Options menu.  The first 
     menu option is Save, which can be done anytime during the rest phase or at the 
     pre-battle setup menu, but not during battle or during cutscenes that take
     place on the battle map.  Under it is Load, which can be used at any time.
     The third option below Load will return you to the Title Screen.
    
     Option Menu translated:
     *----------------------------------------------------------------------------*
     |Save                 Sound                  Stereo             Monoral      |
     |Load                 Character Voices       On    Off   Main-Character-Muted|
     |Title Screen         BGM volume             Quiet-----------------Loud      |
     |                     Sound Effects          Quiet-----------------Loud      |
     |Items & Word         Voice volume           Quiet-----------------Loud      |
     |  Item/Equipment                                                            |
     |     Dictionary      Message                                                |
     |  Character            Text Speed           Slow      Medium      Fast      |
     |     Dictionary                                                             |
     |                     Battle                                                 |
     |                       Cursor Orientation   Reverse   Normal                |
     |                                                                            |
     |Etc                  Controller                                             |
     |  Reset to Default     Dual Shock feature   On        Off                   |
     *----------------------------------------------------------------------------*
    
    -------------------------------------------------------------------------------
    3. Fast Forward
    -------------------------------------------------------------------------------
    
      If you've already played the PC version of the game, or you for some reason
     don't care about the excellent story, then keep in mind that the R1 trigger 
     button will act as a fast-forward for dialogue and events.  In fact, holding 
     down R1 will speed up almost everything, including character movement during 
     battle and cutscenes.  Very handy for getting those enemy turns to finish 
     faster.
    
    -------------------------------------------------------------------------------
    4. Rest Phases
    -------------------------------------------------------------------------------
    
      Rest Phases occur in between battles.  They basically consist of selecting 
     areas around your location for Hakuoro to visit, though don't worry about
     missing important events.  You eventually get to see all events regardless of
     the order you choose them.
    
     Controls for Rest Phases:
    
       Circle Button : Advance text, confirm selection.
       X Button      : Remove/Restore text window (for CG viewing).
       L2 Trigger    : Review Dialogue (lets you re-read previous windows)
       R1 Trigger    : Fast Forward
       R2 Trigger    : Advance Dialogue (lets you advance dialogue when reviewing)
       Select        : Options Menu
    
    -------------------------------------------------------------------------------
    5. Skirmish Battles
    -------------------------------------------------------------------------------
    
      After stage 8 or so, a gate location will begin to appear during the Rest
     Phases as the bottom-right location on the event selection map.  Selecting 
     this will take you to a random encounter where you can train your troops and 
     charge your meters. These missions can be done as many times as you want for 
     no loss in scenario time, so feel free to earn a little extra bit of stat 
     increases if you feel the need.
    
      Skirmish Battles always have the following have a victory condition of "Kill
     all enemies" and a loss condition of "all characters killed".
    
    
    
    ===============================================================================
    II. Battle
    ===============================================================================
    
    -------------------------------------------------------------------------------
    1. Setup Screen
    -------------------------------------------------------------------------------
    
      Before battle you're given a setup menu where you select your characters to 
     sortie. Pressing the square button on this menu will allow you to equip items 
     earned in battle to characters. You start out with only some weak healing 
     items, but eventually you will gain a variety of stat boosting items, as well
     as items that change your elemental affinity. Note that enemies also have 
     items, and will sometimes come at you with boosted stats. Stats that have been
     boosted appear blue on the stat display. Pressing Start on the setup screen 
     will begin a battle, but remember that the setup screen is your last chance to
     save.
    
     *** Get in the habit of saving during the setup screen.  Sometimes it's the 
         only opportunity you get, as there aren't always Rest Phases after battle,
         and you're not allowed to save during event scenes on the battle map. ***
    
    -------------------------------------------------------------------------------
    2. Basic Gameplay
    -------------------------------------------------------------------------------
    
     Basic gameplay controls -
    
       Circle Button   : Confirmation/Selection button
       X Button        : Cancel Button
       Square Button   : View entire battle map and turn order
       Triangle Button : View a character's or enemy's movement or attack range
     
       L1 Trigger      : Rotate the direction a character faces before ending their
                         turn.
       R1 Trigger      : Rotate the direction a character faces before ending their
                         turn.  Also speeds up dialogue, events, and enemy movement
                         if held down.
       L2 Trigger      : Cycles the highlighted character's display window between
                         Status, Items, and Equipments.  Works on enemies.
                         Lets you review previous dialogue.
       R2 Trigger      : Makes objects transparent, so that you can see characters
                         otherwise obscured.
    
       Select          : Options Menu
    
      Battles take place on a typical square grid. Your character can move and 
     attack in one of four directions as they see fit. When in battle, more damage 
     is done to a character if they are attacked from the sides or from behind, 
     keep this in mind when positioning your units.  To view a zoomed-out version 
     of the entire map, simply press the square button during your turn. 
    
      When it is your character's turn to move, a blue movement grid is shown, as 
     well as their attack range which is shown in red. Obviously clicking a square 
     moves them there, or clicking an enemy in a red square enables an attack. If 
     you click the square the character is standing on after a move, then you will 
     instead be given an additional menu. The bottom option of this menu is always 
     "end turn", and the option above it is "use items" (in case you equipped a 
     useable item earlier). If a combo attack is available, then an additional 3rd 
     option will appear at the top of the menu. In addition, some characters have 
     4th options that appear at above this option as well (see character section).
    
      When attacking in battle, you will eventually see a white circle zoom in on 
     your target. As your characters level they will gain extra attacks, and if you 
     press the circle button when these circles zoom in on the character, you will 
     trigger their extra attack. Some characters have only a few extra attacks, but
     others (like Oboro) have a good many, and can have long button chains.
    
     *** Note that the map cannot be rotated, but you can remove objects from the
      field by holding R2.  Useful if you need to see someone standing behind a 
      tree or wall. ***
    
      In order to view an enemy's movement range, highlight the enemy and press the
     triangle button.  Press the button again to toggle between their movement and
     attack range.  Very useful especially against mages. 
    
    -------------------------------------------------------------------------------
    3. Turn Order
    -------------------------------------------------------------------------------
    
      Character turns come up based on an unviewable speed stat.  Some characters
     are faster than others, and thus get to act on their turn more often.  At any
     time during a battle, press the square button to bring up the map display.
     Character and enemy turn order will be listed vertically on the right, so use
     that to plan ahead if you so desire. 
    
    -------------------------------------------------------------------------------
    4. Elemental affinity
    -------------------------------------------------------------------------------
    
      In your character stat window you'll notice an elemental affinity on the 
     left. Certain elements do better against others, and will often give an 
     additional minor damage bonus or penalty when characters attack each other. 
    
            Earth symbol is a Brown Rock
            Fire  symbol is an Orange Flame
            Water symbol is a Blue Lightning Bolt
            Wind  symbol is a Green/White Tornado
    
     The Element Affinity Wheel goes like this:
    
            Earth > Fire > Water(Lightning) > Wind > Earth
    
            And yes, Lightning is considered to be the water elemental in this 
              game, as it is labeled as such in the tutorial.
    
     In other words, 
    
            Earth is strong against Fire, and weak against Wind
            Fire is strong against Water, and weak against Earth
            Water is strong against Wind, and weak against Fire
            Wind is strong against Earth, and weak against Water 
    
      Therefore if someone of the Fire element (like Oboro) attacked someone of the
     Earth element (like Kurou), then Oboro would do less damage than normal and
     take slightly more damage from Kurou.  Alternatively, if Oboro attacked 
     someone of the Water element (like Benawi), then he would do more damage than 
     normal and receive less damage from him in return.
    
      Hakuoro is one of the few characters to not have an elemental affintiy. 
     Instead he has a question mark for a symbol.
    
      In addition, you will run into Light (Holy) and Dark (Shadow) elements.  
     Holy gives a slight affinity to both water/lightning and wind and slight 
     weakness to fire and earth, while Shadow is the opposite.  However since the 
     characters with these affinities have such stupid-high natural magic defense 
     anyway, this doesn't really matter.  Light and Dark are weak to each other.
    
            Light symbol is a White orb of light
            Dark  symbol is a Black/Purple orb of dark
    
      Magic spells cast by mages all have an elemental affinity as well.  In the 
     case of spells, the spell's element is the factor of how the damage will be 
     calculated, and not the elemental affinity of the caster.  If an Earth mage 
     casts a Lightning(Water) spell on a Fire character, then that character will
     recieve slightly less damage than another Earth character.  Spells that you 
     can cast will all have an elemental symbol next to them informing you of their
     affinity.
    
    -------------------------------------------------------------------------------
    5. Special/Energy Meter and Combo Finisher
    -------------------------------------------------------------------------------
    
      Also in your character stat window you'll notice an HP bar, a special meter, 
     and your experience progression bar. The special meter increases with every 
     action you take, and when it is maxed you can perform an additional extra 
     attack during your combo (ie, if you can only do a 2-hit combo, the special 
     meter will allow you to do a third hit). If your special meter is maxed, then 
     at the end of your attack combo you'll see a red circle instead of a white 
     circle. Hitting the button for this red circle will trigger the extra attack 
     and consume your meter. Early in the game this is fairly bad, as an extra 
     attack does very little damage, and there are better uses for your special 
     meter.  However, if your character has progressed far enough that they've 
     learned all of their natural extra attacks, then the red circle attack will 
     enable a special combo finisher. These moves are excessively powerful versus 
     single targets and come complete with special cut-ins, but deplete the meter. 
     For instance, Teoro can learn up to a max of 3 attacks in a combo by level 7 
     or so. If he's level 3, then he only has 2 attacks available, and using the 
     special meter merely grants him a weak 3rd attack. However, if he's level 7 
     and has all three attacks available, then the special meter will grant a 4th 
     attack, which is one more than his max limit.  This fourth attack will deal 
     very serious damage greater than any other hit in the chain, and will look
     awesome to boot. ;-]
    
      The special meter may also confer subtle character bonuses in the PS2 game
    depending on their skills.
    
    -------------------------------------------------------------------------------
    6. Team Attacks
    -------------------------------------------------------------------------------
    
      Another use of the special meter is the Team Attacks. Team attacks are only 
     available when certain characters are all within a range of 2 squares of the 
     attacker, and they generally deplete 2/3 of the special meter from the attack 
     leader and 1/2 from all other members involved. The option for team attacks 
     appears when you select the character during its turn, and will appear above 
     the "use item" command. Team attacks all hit various area of effects and 
     confer status ailments, but they can only be triggered by the attack leader.
     So as to keep spoilers minimal Team combos are listed in the character 
     section.
    
    -------------------------------------------------------------------------------
    7. Items, Equipments, and Abilities
    -------------------------------------------------------------------------------
    
      Press the L2 button to cycle through a characters status window to see their 
     equipped item list, and then their abilities menu.  Characters can get items
     from killing certain enemies, advancing to certain levels, and completing 
     maps.  New abilities/skills are earned as a character levels up, and are
     unique to that character.
    
      Enemies and objects on the battle maps often carry items as well which you 
     can view the same way.  When you kill these enemies, you sometimes get their 
     items at the end of the battle.  If you recieved an item, then a yellow 
     message will flash about the character's head to tell you "Hey, I got an 
     item!"  On many stages you'll find rocks, stick fortifications, fences, and 
     sometimes large boulders.  It is to your benefit to destroy these not only 
     for easy experience, but for the occasional item they might yield.
    
      In addition, it's a good idea to scan your enemy's special ability screen, 
     as certain skills can cause numerous problems, such as status ailments and
     boosted stats.  Most of the time it's a good idea to case a map for any 
     particularly nasty abilities ahead of time.
    
    -------------------------------------------------------------------------------
    8. Status Ailments 
    -------------------------------------------------------------------------------
    
       Note that if untreated, all status effects eventually wear off.  Their 
       duration is random for all characters, though they tend to last no longer 
       than three or fours character turns.
    
     a. Poison - indicated by a little purple skull over your head.  Life will 
                 decrease by percentage each time the character's turn comes up.
                 Poison cannot kill you, though it can reduce you to 1 HP.
    
     b. Confusion - indicated by a dark swirly cloud.  Hallucinating characters 
                    move erratically, and are not controllable, though they will
                    not attack others.  Eruruu's Fumiluir Honey will cure it, or it
                    will wear off.  Inflict enemies with it and laugh at them.
    
     c. Stun - indicated by stars over your head.  Stunned characters will be 
               unable to act when their turn comes up.  Stun is cancelled when 
               the character is attacked.
    
     d. Attack Down - indicated by a red arrow pointing down.  Eruruu's Attack Up 
                      buff will appear as a red arrow pointing up.
    
     e. Defense Down - indicated by a blue arrow pointing down.  Eruruu's Defense 
                       Up buff will appear as a blue arrow pointing up.
    
     f. Magic Defense Down - indicated by a green arrow pointing down.  Eruruu's 
                             Magic Defense Up buff will appear as a green arrow 
                             point up.
    
    -------------------------------------------------------------------------------
    9. Leveling Tips
    -------------------------------------------------------------------------------
    
      When leveling up your character's stats after a battle, it's most important
     to focus on the attack stat, otherwise you will end up doing very little
     damage in the end game.  Some characters have cheaper attack costs than
     others, in which case you should take advantage.
    
      However it is important to have a few good defensive units so that you aren't
     overwhelmed.  A few units have low defense costs and good defensive skills, so
     consider pumping up either their defense or magic defense and making them
     impervious to physical or magical damage.
    
      Generally you should always treat the attack stat with highest priority,
     followed by physical defense and then magic defense.  Also look at costs, as
     it's generally wasteful to spend 90 points on a single increase of magic
     defense when that same character can increase attack for only 50.  Typically
     physical frontliners need high physical defense with their attack, but ranged
     fighters are often served better by having a higher magic defense and just
     avoiding enemy archers (as they don't like to be hit).  Regardless, it's
     important to make sure they can still hurt the enemy.
    
      Note that the ATTACK stat increaes a character's effectiveness with spells.
     This includes Eruruu's healing abilities, as well as your mages.
    
      Character-based leveling recommendations are included in the Character 
     section if you feel you need additional advice.
    
    
    
    ===============================================================================
    III. Skill list
    ===============================================================================
    
      A list of Skills that your characters can learn.  They can be viewed by
     cycling to the skill display while highlighting a character (press L2).
    
       ‹ßŚ‰ń”š - Adjacent Evasion - evade melee attacks, including extended range
                    attacks from mounted riders and whips (but not projectiles)
       –¾‹¾Ž~… - "Clear and Serene" (as in "reflective mirror, still waters") - 
                    energy meter is not completely depleted after a combo finisher
       •ń•œ‚Ģ‹Z - Counter Technique - gives a chance to counterattack when 
                    attacked
       ‹‡Ž€ŠoĮ - Critical Awakening - evade rate increases as life decreases
     ƒ€ƒA‚Ģ‰ĮŒģ - Divine Protection of Mua - reduces damage taken by an amount
                    proportional to the special energy meter  
         ‹|‰ń”š - Dodge Arrows - allows a character to evade projectile attacks,
                    but not melee strikes
       Ž€’†‹Šˆ - Escape from Certain Death - at critically low life the energy
                    meter instantly fills to MAX
       —E‹C‚Ģ“µ - Eyes of Courage - allows a character to move freely 
                    irregardless of enemy positioning (overrides Eyes of Fighting
                    Spirit)
       “¬Žu‚Ģ“µ - Eyes of Fighting Spirit - prevents enemies from moving 
                    past the character (they can't step on a square next to the 
                    character and then continue on, they must go around)
           ”ņs - Flight - allows a character to move over enemies and obstacles 
                    unhindered (overrides Eyes of Fighting Spirit)
       ƒJƒ~ƒ†ƒC - "Hairdresser" - adjacent allies recieve less damage from magic
       ‘Ģ–эd‰» - Hardening of Fur - The direction from which you are attacked no
                    longer gives additional damage bonuses (being attacked from
                    behind is the same as being attacked from the front)
       Žm‹CŒüć - Improve Morale - slightly increases the abilities of certain 
                    characters when they're adjacent
           ‰““Š - Long Throw - Range of use for equppied items is increased
     “¹‹ļ‚ĢS“¾ - Knowledge of Tools - ????????
       ˆÅ‚Ģp–@ - Magic of Dark  - enables the use of dark magics
       “y‚Ģp–@ - Magic of Earth - enables the use of earth magics
       ‰Ī‚Ģp–@ - Magic of Fire  - enables the use of fire magics
       Œõ‚Ģp–@ - Magic of Light - enables the use of light magics
       …‚Ģp–@ - Magic of Water - enables the use of water (lightning) magics
       •—‚Ģp–@ - Magic of Wind  - enables the use of wind magics
       p–@’ļR - Magic Resistance - decreases damage due to magic
       ‚Ō‚æ‰ó‚µ - Mangle - drastically increases strength when attacking an 
                    obstacle, rock, or fortification
           –ņp - Medicinal Practicioner (herbal healer?) - allows the use of 
                    medicinal herbs and drugs (Eruruu's skill)
       ‹NŽ€‰ń¶ - Miracle - instant resurrection when killed with a MAX energy 
                    meter (consumes the meter)
       ŠŃ’ŹUŒ‚ - Penetrating Attack - when attacking an enemy directly adjacent
                    to the character, then an enemy standing directly behind it is 
                    also hit
       Ž©‘RŽ”–ü - Self-healing - character regenerates a small percentage of their
                    HP total at the start of their turn
     ŒģgŒÄ‹z–@ - Self-protective Breathing Technique - defense power increases as
                    the energy meter fills
       ‰ļS‚Ģ‹Z - Skill of Satisfaction - occasionally causes a critical strike 
                    (increased damage, indicated by a flash)
       ķpŽwŠö - Strategic Command - slightly increases energy of all adjacent 
                    allied units at the start of the character's turn
       —ó‰Ī‚Ģ‹Z - Technique of Raging Fire - attack power increases as the energy 
                    meter fills
       …‚ÉŽć‚¢ - Weakness to Water - defence is drastically reduced in areas full 
                    of water
    
     * Note: Skills that base their effect off of the energy meter also base off
             the total stat.  A character with a high attack stat will get more
             benefit from the Technique of Raging Fire than one with a low stat,
             just as a character with the Divine Protection of Mua will gain more
             benefit if their defense stat is higher. 
    
      Enemy units can not only have any of the above skills, but can also have any
     of the following special enemy skills depending on type.  These are marked
     with a purple swirl symbol to their left.  Player characters can only obtain
     these effects with certain equipments.
    
       ¬—UŒ‚ - Confusion Attack - gives a chance to confuse a target on attack
       ‹C—Ķ’į‰ŗ - Energy Decrease - lowers the energy of a target on attack
         “ōUŒ‚ - Poison Attack - gives a chance to poison a target on attack
       ‹CāUŒ‚ - Stun Attack - gives a chance to stun a target on attack
    
       ˆŁķ–³Œų - Immunity to Status Effects - cannot be effected by status effects
                    (note that all rocks, sticks, and obstacles have this skill)
    
    ===============================================================================
    IV. Ability Skills
    ===============================================================================
    
     Just a brief and spoiler-free listing of the various medicinal herbs and magic
    in the character ability menus. ;-] 
    
    -------------------------------------------------------------------------------
    1. Eruruu's Medicinal Herbs and Effects
    -------------------------------------------------------------------------------
    
         Green Herbs (buffs)
    
            ƒ„ƒcƒ‚ƒƒ‚Ģ–ņ“’ - Medicated Bath (water) of Yatsumororo
                                 Heals an area of 5 squares in a plus shape with
                                 the center positional anywhere within 2 squares.
                ƒ~ƒ‹ƒBƒ‹‚Ģ–Ø - Honey of Fumiluir
                                 Cures all status ailments (very useful).
              ƒJƒvƒ}ƒD‚Ģ÷–ņ - Infusion (shot) of Kapumau
                                 Slightly increases a character's special meter.
            ƒ|ƒƒlƒ‘‚Ģ“īp - Salve of Polonelo
                                 Temporarily increases a character's Attack.
            ƒgƒ“ƒvƒ‹ƒ`‚Ģ“īp - Salve of Tonpuruchi
                                 Temporarily increases a character's Defense.
              ƒRƒD[ƒn‚Ģ“īp - Salve of Kou-ha
                                 Temporarily increases a character's Magic Defense.
    
         Red Herbs (debuffs)
    
                ƒlƒRƒ“‚Ģ‰Œ - Burnt Incense of Nekon
                                 Slightly reduces enemy's energy meter.
              ƒPƒXƒpƒD‚Ģ‰Œ - Burnt Incense of Kesubau
                                 Chance to inflict "Stun" on an enemy. 
              gcƒoƒ`‚Ģ–ؘX - Beeswax of the Crimson Emperor Bachi
                                 Chance to inflict "Confusion" on an enemy.
              ƒƒuƒAƒu‚Ģ•²–– - Fine Powder of Wabuabu
                                 Chance to inflict "Attack Down" on an enemy.
            ƒeƒNƒkƒvƒC‚Ģ‰Œ - Burnt Incense of Tekenupui
                                 Chance to inflict "Defense Down" on an enemy.
    
    -------------------------------------------------------------------------------
    2. Magic Spells
    -------------------------------------------------------------------------------
    
      These are all of the magic spells in the game, not including any boss 
      specific spells (such as Orikakan's lightning attack).  Both enemy mages and
      your magically inclined characters can use these, though two are restricted
      to specific characters.
    
       …‚Ģp–@ - Magic of Water
    
    
           ƒNƒXEƒgƒDƒXƒJƒC - Kusu Tousukai   (Water)
                                 Lightning strikes a single square. Can target 
                                 any enemy within a range of four squares.
    
           ƒ„ƒ€ƒCEƒDƒ“ƒJƒ~ - Yamui Unkami    (Water)
                                 Lighting strikes in a giant diagonally connected 
                                 X-shape five squares long on each leg.  The 
                                 center of the X can be positioned anywhere 
                                 within a range of three squares.
                                 Can only be used from a standing start.
    
       •—‚Ģp–@ - Magic of Wind
    
           ƒtƒ€EƒgƒDƒXƒJƒC - Fumu Tousukai   (Wind)  
                                 Wind strikes all enemies on the eight squares
                                 directly around the caster.
    
           ƒGƒlƒ“EƒDƒ“ƒJƒ~ - Enen Unkami     (Wind)
                                 Wind strikes all enemies in a circle roughly two
                                 squares from the caster.
                                 Can only be used from a standing start.
    
       “y‚Ģp–@ - Magic of Earth
    
           ƒeƒkEƒgƒDƒXƒJƒC - Tenu Tousukai   (Earth)
                                 A falling rock strikes a single square. Can 
                                 target any enemy within a four square range.
    
           ƒVƒXƒGEƒDƒ“ƒJƒ~ - Shisue Unkami   (Earth)
                                 A giant rock hits all targets within a five 
                                 square area in a plus shape.  The center of the 
                                 plus can be set anywhere within a range of three
                                 squares.
                                 Can only be used from a standing start.
    
       ‰Ī‚Ģp–@ - Magic of Fire
    
           ƒqƒ€EƒgƒDƒXƒJƒC - Himu Tousukai   (Fire)
                                 Fire hits all targets within a five square area 
                                 in a plus shape.  The center of the plus can be 
                                 set anywhere within a range of three squares.
    
           ƒAƒDƒGEƒDƒ“ƒJƒ~ - Aue Unkami      (Fire)
                                 Fire blasts all enemies within a 13 square 
                                 diamond shape.  The center of the diamond can be 
                                 set anywhere within a range of 3 squares.
                                 Can only be used from a standing start.
    
       Œõ‚Ģp–@ - Magic of Light
    
           ƒ‰ƒ„ƒiEƒ\ƒ€ƒNƒ‹ - Rayana Somukuru (Light)
                                 Holy Light strikes all enemies within a 3x8 
                                 rectangular area in front of the caster.
                                 Can only be used from a standing start.
    
       ˆÅ‚Ģp–@ - Magic of Dark
    
           ƒkƒOƒCEƒ\ƒ€ƒNƒ‹ - Nugui Somukuru  (Dark)
                                 Shadows strike all enemies within a 3x8 
                                 rectangular area in front of the caster.
                                 Can only be used from a standing start.
    
    
    
    ===============================================================================
    V. Walkthrough
    ===============================================================================
    
     This section is a walkthrough, and as such it contains quite a few spoilers.
    I am not out to ruin the game, so story elements are left largely alone, though
    most bosses are named.  If you prefer, you can take this up on a stage-by-stage
    basis, but keep in mind that there ARE a good deal number of events that will
    be spoiled in the walkthrough section.
    
    
    
    -------------------------------------------------------------------------------
    Stage 1: µ‚©‚ź‚“‚é‚ą‚Ģ - The Uninvited Things
    -------------------------------------------------------------------------------
    
        Victory condition: All "Kimamau" are defeated (Kimamau = monkey things).
        Losing Condition : Hakuoro or Eruruu is killed.
    
        Party: Hakuoro, Teoro
    
      An introductory stage, really.  Victory is obtained when all the monkeys are 
     dead.  Eruruu shows up on the far left after Hakuoro's third turn or so to 
     provide much needed healing, so try not to dash too far ahead before she gets 
     there.
    
      * Completing this mission unlocks Scenario 2 (Attack Tutorial). *
    
    
    
    -------------------------------------------------------------------------------
    Stage 2: r‚Ō‚éX‚ĢŽå - The Wild Guardian Spirit of the Forest
    -------------------------------------------------------------------------------
    
     - Part a:
    
        Victory condition: Lure Mutikapa (the tiger) to the covered water trap.
        Losing Condition : Hakuoro is killed.
       
        Party: Hakuoro, Teoro, Eruruu
        
        Enemy: Kimamau x5
               Mutikapa
               Obstacle x2
    
      The goal of this mission is to lead the tiger to the highlighted trap (the
     round covered pit in the center).  The monkeys are there to get in your way
     and give experience, but you can ignore them.  You cannot actually kill the 
     tiger here no matter how you try (and it will trounce you).  Once the tiger 
     sets foot on the trap, you are whisked instantly away to the second half of
     the map.
    
     - Part b:
    
        Victory condition: Mutikapa (the tiger) is defeated.
        Losing Condition : Hakuoro is killed.
    
      Try to position yourselves in such a way that Eruruu is always shielded from
     attack, as it's very hard for her to run away from Mutikapa.  Also keep her 
     within healing range of Hakuoro and Teoro, so that they don't die miserably.
    
    
    
    -------------------------------------------------------------------------------
    Stage 3: — - War
    -------------------------------------------------------------------------------
    
        Victory condition: Open the Gate by reaching its switch.
        Losing Condition : Hakuoro is killed.
    
        Party: Hakuoro, Teoro, Dorii, Guraa
    
      This stage introduces the archers Dorii and Guraa.  They cannot attack 
     enemies right next to them, but attack a decent range away.  Get a feel for 
     them, as you'll probably be using them a lot.
    
      For this battle you need to reach the mechanism that opens the gate, which is
     marked at the beginning of the map (a guard is standing on the square, and he 
     won't move from it even if you pelt him with arrows).  You must actually stand
     on the square to complete the map.  Feel free to destroy the stick 
     fortifications for extra items and experience.  
    
      Once you reach the switch, you move on to the next stage.  Note that the only
     chance you get to save in between is during the next pre-battle setup screen.
    
      * Completing this stage unlocks the Scenario 3 (Archery Tutorial). *
    
    
    
    -------------------------------------------------------------------------------
    Stage 4: –ß‚ź‚Ź“¹ - The Path of No Return
    -------------------------------------------------------------------------------
    
        Victory condition: Nuwangi and Sasante are defeated (both of them).
        Losing Condition : Hakuoro or Oboro are killed.
    
        Party Limit: All available
    
      Oboro will join you on the first turn, and be under your control.
    
      Both Sasante (fat guy) and Nuwangi (straw-head-guy) are fairly strong, and if 
     any of your characters get attacked by them with low life they'll probably be 
     killed.  Additionally, Sasante can initiate a team attack with Nuwangi that
     will effect a 5 square plus-shaped area for high damage as well as inflict
     a poison element (not cool!).  Fortunately they seem content to hang around 
     for a few rounds, so clean up as much as you can before they come after you 
     Note that Sasante also has the skill that increases the special meter of 
     allies standing next to him at the start of his turn, and that Nuwangi has a
     skill that raises his attack as his energy rises.
    
      If you prefer, you can actually lure Nuwangi far enough away that they never
     pull off their team attack (as Nuwangi needs to be within a 2 square range of
     Sasante), but if you do that then you won't be able to unlock it in the Event
     Viewer.  As far the bosses go individually, Nuwangi is actually the bigger
     threat.  Sasante has the worst movement range of any mobile character in the
     entire game (range of 2), and can easily be soloed by either of your archers.  
    
      Also be sure to notice the first winged character sneaking along the upper-
     left side of the map.  Winged characters are all mages, and they have good 
     range.  Additionally, all enemy mage units have a special ability to instantly
     fill their special meters to MAX when at critical life.
    
      The map ends when both Sasante and Nuwangi are defeated.
    
     * Completing this stage unlocks Scenario 4 (Status Recovery). *
    
    
    
    -------------------------------------------------------------------------------
    Stage 5: X‚Ģ–ŗ - Daughter of the Forest
    -------------------------------------------------------------------------------
    
        Victory condition: Benawi and Kurou are defeated (both of them).
        Losing Condition : Hakuoro is killed.
    
        Party: All available
    
      Mounted lizard riders, including Benawi and Kurou, all have an attack range 
     of 2 squares in any direction, so keep that in mind.  For this map, move up 
     once and then hang back so that they can come to you.  After a few turns you'll
     receive some special reinforcements whose very presence will frighten the 
     lizards so much that their movement for the rest of the battle will be reduced 
     to a single square only.  Note that Benouwi has a leadership effect that 
     raises the special meter for all friendly units standing next to him.
    
      This is actually the first stage that Team Attacks are available for you to
     use.  If you feel so inclined, then give them a try.
    
    -------------------------------------------------------------------------------
    Stage 6: ƒ^ƒgƒRƒŠ‚ĢŠÖ - The Barrier of Tatokori
    -------------------------------------------------------------------------------
    
        Victory condition: Destroy the Gate and Fences (all of them) 
        Losing Condition : Hakuoro is killed.
    
        Party: Field 6 total - Hakuoro, Oboro required (note that 6 is all you have)
               * Teoro will be temporarily unavailable for this stage *
    
      The goal here is to totally destroy the barricade, which means not only the 
     big gate but all the targetable fence pieces attached to it.  Once either the
     gate or a piece of the fence is destroyed (there are three pieces), you'll get
     a cutscene showing you what shenanigans Teoro was up to.  Once you've finished
     destroying the gate and all three fence pieces, then Kurou will show up as an
     enemy reinforcement.  Take him out to end the map.
    
      Characters with the Mangle skill can destroy fortifications and fences almost
     instantly, so consider them for the door.  While Teoro is unavailable, you
     should have at least one other character with ths skill. ;-]
    
    -------------------------------------------------------------------------------
    Stage 7: ƒkƒƒ“ƒM - Nuwangi
    -------------------------------------------------------------------------------
    
        Victory condition: Defend the bridge (survive for ??? rounds).
        Losing Condition : Hakuoro is killed.
    
        Party: Field 6 total - Hakuoro, Eruruu required
    
      You must defend yourselves for a certain amount of time against the ever 
     increasing horde of enemies.  Feel free to run up and fight the mobs for 
     experience and items, but be careful not to become overwhelmed.  If you want 
     to play it safe, turtle up on the bridge, though you lose a lot of time doing
     this when you could be killing.  Team Attacks work excessively well due to the
     large number of enemies grouped together here.
    
      After a certain amount of time has passed, you get to battle Nuwangi again, 
     but he's all alone this time.  He's still fairly strong, but you shouldn't 
     have any problems with him.
    
    
    
    -------------------------------------------------------------------------------
    Stage 8: c“sNU - Capital Invasion
    -------------------------------------------------------------------------------
    
        Victory condition: Kurou is defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: All available
    
      This time you're on the offensive heading towards the capital, but once again
     Kurou stands in your way.  Make use of the fortifications to bottleneck entry
     points if you like, or destroy them for cheap experience.  Be mindful of the 
     troops in the alleys so they don't surprise you in the rear.  The stage ends
     when Kurou is defeated.
    
    
    
    -------------------------------------------------------------------------------
    Stage 9: Œˆķ - Decisive Battle
    -------------------------------------------------------------------------------
    
        Victory condition: Benawi is defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: All available
    
      You're at the capital, but Benawi is guarding the palace gate.  There are a 
     lot of enemies spread about, so be careful and use those nicely placed 
     defensive walls for cover.  Benouwi won't move for a few turns, so use that 
     time to mop up as many of his troops as you can.  The stage ends when Benaowi
     is defeated.
    
      * Completing this mission unlocks Scenario 5 (Team Attacks). *
    
      * Skirmish Set #1 is available during the rest phase *
    
    
    
    -------------------------------------------------------------------------------
    Stage XX: Skirmish Missions
    -------------------------------------------------------------------------------
    
      From this point on, you'll occasionally see a gate area during the rest 
     phases down in the lower right corner of the room map.  Selecting these 
     initiate a random battle that you can use to train your troop or charge their 
     meter.  They're completely optional, but you can sometimes get nice items 
     from them.
    
      * Teoro is no longer available for story missions, but can still participate 
     in skirmishes *
    
    
    
    -------------------------------------------------------------------------------
    Stage 10: ƒVƒPƒŠƒyƒ`ƒ€ŒRNU‘jŽ~ - Obstruction of the Shikeribachim Invasion
    -------------------------------------------------------------------------------
    
        Victory condition: All Woptars (lizards) are defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: All available
    
      The goal of this mission is to stop the lizards carrying the explosives
     before they make it up the path.  The stage ends if the lizards all die, 
     regardless of whether or not you killed the soldiers.
    
      Be mindful of the sword-using soldier with red armor, as he has skills that 
     boost his stats, making him a little stronger than normal.  This will be a 
     trend for all red-armored officers to come, so be sure to look out for them. 
    
      Afterwards enjoy the event.
    
    
    
    -------------------------------------------------------------------------------
    Stage 11: “ĮU - Suicide Attack
    -------------------------------------------------------------------------------
    
        Victory condition: All enemies are defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 7 total - Hakuoro, Eruruu, Karura required
             
      Just defeat all the enemies to win.  Make use of the traps to corral enemies,
     and let them have it.  
    
      This map marks the first appearance of the high-ranking woptar lizard riders,
     identified by their gold forehead protector (rather than silver one).  Like
     their red-armored soldier counterparts, gold lizard cavalry have skills that
     boost their stats and are much stronger than their troops.  In particular
     watch out for their Penetration skill, which allows them to attack both the
     person next to them as well as the person behind them if they're both within
     range.  Coupled with a lucky critical is serious hurt (since they have that 
     skill, too).
    
      If you're hunting for rocks to destroy for items, then be sure to use the 
     square button to check their locations on the map.  They're scattered out in 
     the far edges of this battle. >_>;
    
    
    
    -------------------------------------------------------------------------------
    Stage 12: ƒGƒ”ƒFƒ“ƒNƒ‹ƒK‚Ģ— - Woman of Evenkuruga
    -------------------------------------------------------------------------------
    
        Victory condition: Defeat Orikakan.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 7 total - Hakuoro, Eruruu required
    
      You're surrounded, which isn't good.  Try to keep your weaker characters out 
     of harm's way while they support others.  Hakuoro must also be watched, as 
     they really want him dead, and will gang him if possible (now would be a good
     time to exploit his Miracle skill if your meter is full).  Orikakan will not 
     move for the first few rounds, so take advantage of that to waste his troops 
     before dealing with him.  Keep in mind that he has the counter skill, as well
     as a lightning spell that strikes in a large checkered pattern.  Also take 
     note that one of his troops is a woptar rider officer (gold armor), and he
     should not be underestimated.  He can actually one-shot Eruruu if his critical
     skill activates.
    
      Remember that Aruruu, Benawi, and Kurou all have Eyes of Fighting Spirit, so
     use them to try to keep enemies from running past you to get to Eruruu and
     your weaker characters.
    
      When Orikakan is defeated, he'll recieve special reinforcements from the 
     upper-right side of the map.  In addition, he will regenerate half his life, 
     and must be taken down a second time.  The stage ends when both he and the 
     reinforcement "commander" are defeated.  The reinforcement archer has the
     poison skill, but it won't trigger often (if at all).
    
    
    
    -------------------------------------------------------------------------------
    Stage 13: ‹“‚Ģć‚Å‚ĢŽ€“¬ - Desperate Battle of the Bridge
    -------------------------------------------------------------------------------
    
        Victory condition: Touka is defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 6 total - Hakuoro, Eruruu required
    
      Touka and her troops are on the bridge, which keeps them nicely bottlenecked. 
     Only real problem is whether to go straight for her or wipe out her troops.
     Fielding archers and lizard cavalry is probably a good idea here.
    
      Afterwards enjoy her foolishness. ;-D
    
    
    
    -------------------------------------------------------------------------------
    Stage 14: ‹U‚č‚Ģ^ŽĄ - The Truth of Lies
    -------------------------------------------------------------------------------
    
     - Part a:
    
        Victory Condition: Hakuoro reaches the exit panel at the bottom-left of map.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 6 total - Hakuoro, Eruruu required
               * It is recommended that you do not field Aruruu *
    
      In a unique start, it's just Hakuoro and four generic soldiers against 
     Orikakan and his four minions (despite your earlier party selection).  The 
     only purpose your soldiers have is to stall them long enough for Hakuoro to 
     reach the designated escape panel.  You can try to keep them alive, but don't
     be surprised if they all die gloriously to cover your escape.  It is
     impossible to defeat Orikakan at this juncture with just Hakuoro and the 
     soldiers, though you may enjoy experimenting with your generic mage.
    
      You might get items for keeping them alive.  I don't know, as they always
     seem to die for me.
    
      Once you reach the designated square you switch to part b.
    
     - Part b:
    
        Victory Condition: Orikakan is defeated.
        Losing Condition : Hakuoro is killed.
    
      Your party members will be scattered about in the swamp.  Note that this is a
     "wet" area, and if Aruruu was fielded then you'll get a message indicating
     that her defense has plummeted drastically.
    
      This is a pretty rough stage, as Orikakan is powerful and he has a lot of 
     cavalry with him.  Be careful how you set your characters up and use your new
     ally's abilities to blast from range.  Also be mindful of Orikakan's lightning 
     spell, which still has its checkered hit pattern.  He will probably use it 
     quite a lot.
    
      * Completing this stage unlocks Scenario 6 (Magic Tutorial). *
    
      * Skirmish Set #2 is available during the rest phase *
    
     *** This is your last chance to do a skirmish battle for a while, so if you 
         think you need to build your characters, do so.  Skirmishes will not be 
         available again for quite a while.  Make sure your entire team is fairly
         even in levels, or you'll be sorry. *** 
    
    
    
    -------------------------------------------------------------------------------
    Stage 15: ƒMƒŠƒ„ƒMƒi‚ĢŒ•“z - The Sword-slave of Giriyagina
    -------------------------------------------------------------------------------
    
     *** Only your female characters (and Hakuoro) are available for the next set 
         of stages, because Haku's a pimp and he left all the men at home.  He even
         brings Yuzuha with him. ;-] ***
    
        Victory Condition: All enemies are defeated.
        Losing Condition : Hakuoro or Derihourai are killed.
    
        Party: Field 6 total (all but one) - Hakuoro, Eruruu, Karura required
    
      Don't let their generic appearance fool you.  This map begins the trend of 
     generic enemies with status-inducing abilities, and enemy types will be 
     having these abilities all the way until the end of the game.  Generic archers
     can all now randomly inflict poison (including YOUR generic archer), mages can
     now decrease your special meters (if they attack with a non-spell), and the 
     red-armored "officer" soldiers can inflict the stun effect if they hit
     you.  Also, note that the enemy officer in red has high skill-boosted stats, 
     making him very dangerous.  Ugh.
     
      The map is set up with your team in the upper left, and Derihourai and four 
     bodyguards at the bottom.  Worse yet, the only way for your troops to reach
     the action is by racing along a winding narrow path.  And they will have to 
     HURRY, as Derihourai and his bodyguards cannot hold out for long (seriously, 
     they can't).  Your mages are exceptional here due to their range, so I suggest
     you bring both.  Otherwise stress attack and abuse team combos if available.
    
      Derihourai and his generics are fully under your command, so have them back
     into the corner and hole up as best they can, giving priority to Derihourai
     himself (since if he dies the map is failed).  They should be able to hold out
     long enough for your other troops to save them, though feel free to do a 
     little fighting with them.  The generics have weak attacks, though their 
     defense is acceptable.
    
      The enemy captain is strong, but he'll mind his own buisness for a while.
     You'll still need to hurry though, as after four turns or so of doing nothing,
     he'll charge straight for Derihourai and his group, and he's lethal to them.
     If you have any available Team Combos that can hit large groups, you may want
     to consider them.
    
    
    
    -------------------------------------------------------------------------------
    Stage 16: ö“ü - Infiltration
    -------------------------------------------------------------------------------
    
        Victory Condition: Secret cave entrance is reached by a character.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 7 total - Hakuoro, Eruruu, Karura, Derihourai required
               (Again, all but one of your available)
    
      While the armies war elsewhere, you sneak into the castle along a hidden 
     coastal path, not unlike a thief in the night.  Only problem is the hidden 
     coastal path is full of evil monkeys and tiger cannons. >_>;
    
      If you've participated in a recent skirmish battle, then you'll know that the
     kimamau monkeys now have the dangerous new abilities to inflict "confusion" 
     and "stun" on your characters.  Having them helpless or wandering
     uncontrollably around this map is not good, so try to keep Eruruu within arm's
     reach of anyone engaged in melee.  She can use her "fumiluir honey" to cure 
     any status ailment (the 2nd herb in her list), but only a limited number of
     times per map.  Also note that monkeys have horrible magic defense, which you
     can exploit to your leisure.  Try to mob each monkey with multiple attacks, 
     and heal when needed.
     
      This stage is your first encounter with the tiger cannons.  Tiger cannons
     will blast anything in front of them, but they cannot move.  If you can, get
     behind or beside them and just smack them around until they break for some
     nice experience and items.  Try not to let them hit you, as their attacks
     often induce a stun or confuse effect, though characters strong against
     the fire element should serve as decent shields.  Note their odd attack range
     by highlighting one and pressing the Triangle button twice.
    
      Be sure to destroy any rocks you come across, including the giant boulder up 
     at the top.  Many of them have decent items on this map.
    
    
    
    -------------------------------------------------------------------------------
    Stage 17: ƒJƒ‹ƒ‰ƒDƒAƒcƒDƒŒƒC - Karurauatsuurei
    -------------------------------------------------------------------------------
    
        Victory Condition: Suonkas is defeated.
        Losing Condition : Hakuoro or Karura are killed.
    
        Party: Field 7 total - Hakuoro, Eruruu, Karura, Derihourai required
               (Again, all but one of your characters...)
    
      Let's just say Suonkas is rather displeased with how Karura has chosen to
     live her life. ;-]
    
      There are quite a number of enemies scattered around, so you might as well 
     keep together and take them out as you can.  Be careful with Karura and 
     Hakuoro, as the game ends if either of them die.  Also make sure to press the
     R2 button and check for any Stealthy McNinjas hiding behind the walls on the 
     sides, so that they don't surprise you.  Be careful with your positioning, as
     you don't want to keep so locked together that the mages can cook you alive 
     with their AoE fire spells.  Suonkas will content himself to wait for you, so 
     take your time with the grunts before ascending the steps.
    
      When the enemies on the bottom floor are cleared, group together and heal up.
     Once you're ready, send your troops up the stairs.  As soon as someone steps 
     on the last step, a trap wall will trigger, blocking your path to the boss.  
     In addition, some reinforcements will charge in from the sides (3 on each).
     While the trap wall can be destroyed, it's better to let it stay up for a bit
     as it forces the reinforcements to funnel towards you, and lets you control 
     them easier.  Suonkas and his archer bodyguards can attack you through the 
     wall, so run back a bit and let his own trap weaken his forces.
    
      When you're ready, hit the wall a few times and go after Suonkas and his two
     archers.  He's a knife-thrower with a linear attack range of three, but 
     unlike archers his range doesn't skip a space in front of him.  He also has a
     powerful lightning spell that strikes out linearly for three squares in all
     four directions (centered on him), so be careful when clustering around him.
     He's surprisingly strong, so whatever you do don't let him and his archers 
     gang up on a low defense character, or worse yet Hakuoro or Karura.
    
      The stage ends when Suonkas is defeated. 
    
      * Derihourai will stay behind after the battle and no longer be available. *
    
     *** The upcoming event scene marks the first PS2 exclusive stage chronicling
         the adventures of those left behind while Hakuoro jaunted off with Karura.
         New characters and new CG abound, as well as new battle stages. ***
    
    
    
    -------------------------------------------------------------------------------
    Stage 18: ’ĒÕ - Pursuit                                        [PS2 exclusive] 
    -------------------------------------------------------------------------------
    
        Victory Condition: All enemies defeated.
        Losing Condition : All allies defeated.
    
        Party: Dorii, Guraa, Oboro, Benawi, Kurou
               * It is recommended that you equip healing and status restoration 
                 items to your characters before starting the map, or else play very
                 carefully, as Eruruu is not here to heal you. *
    
      Most of the enemies on this map are weak, but don't underestimate them as 
     their damage can pile up.  Also check out the officer soldier in red with his
     boosted stats, as well as Nopon and Gomuta, both of whom have beefed defense 
     and attack (despite their appearance they're actually quite skilled).
    
      Gomuta the customized Kimamau (monkey) can cause both confusion and stun
     if he hits you (ugh), but since you have two archers and two mounted knights,
     you should be able to kill the stupid thing without actually getting close to
     it.  Gomuta will start ambling towards you from the start of the battle, but 
     he's a little indecisive on who to go for. ;p
    
      Nopon is a much bigger pain in pretty much every aspect.  He knows greater 
     thunder magic (Yamui Unkami), so be careful about staying in his range. 
     If this is your first exposure to the spell (Urutorii learns it at level 17),
     then know that greater magic can only be cast from a standing start and 
     generally has a large area of effect.  Better to force the mage to move first
     before being able to launch a spell. 
    
      If you can, destroy all those sticks at the top of the map for items.
    
    
    
    -------------------------------------------------------------------------------
    Stage 19: –Å‚Ń‚µš ‚Ģc— - The Ruined Country Princess          [PS2 exclusive]
    -------------------------------------------------------------------------------
    
        Victory Condition: Kamchataal, Nopon (the real one), and Gomuta are all 
                           defeated.
        Losing Condition : All allies defeated.
    
        Party: Dorii, Guraa, Oboro, Benawi, Kurou
               * It is strongly recommended that you equip healing and status 
                 restoration items to your characters before starting the map. *
    
      Yes, I know.  As if the fact that Inkara even HAD a daughter wasn't strange 
     enough, Nopon actually manages to become even MORE annoying.  A feat I 
     believed impossible just a map ago.  This stage absolutely sucks, not only 
     because it's moderately tricky, but because you'll be hearing Nopon call 
     himself a genius so many times you'll scream in agony. ~_~
    
      As far as I'm concerned the map has five boss characters.  Gomuta you should
     remember, as he's the same as before (but a level higher).  Nopon also gained
     a level, and apparently learned "kage bunshin" during the event scenario, 
     which means you have two level 12 clones to deal with as well.  Be careful of 
     their lightning, though it seems only the real Nopon uses the greater thunder
     magic.
    
      Try to take out Gomuta as soon as possible.  The last thing you need is a 
     confused character wandering around confused and getting killed.  His monkey 
     friends aren't as dangerous, but you definately don't want them ganging up on
     you.  Try to keep away and kill them with mob tactics and range as best you 
     can, but make Gomuta and the Nopon clones a definate priority (hope you 
     brought healing items).
    
      You unfortunately don't have long before Kamchataal and the real Nopon come
     after you (only a turn or two).  Surprisingly enough, Nopon is infintely more
     dangerous than Kamchataal with his greater magics, so make sure he goes down
     hard.  Kamchataal herself is decently strong, and as she uses a whip she can
     attack up to two squares away.  However, she doesn't really have any spells or
     specials, and she's not too difficult to stay away from.  She has a much
     better voice than her minions as well. >_>
    
      There's a big rock with an item in it over on the left if you think you have
     a chance to get it without being magicked to death.  The stage ends when all 
     bosses are defeated.
    
      When you're done, watch Oboro learn why monkey's are disgusting creatures.
    
    
    
    -------------------------------------------------------------------------------
    Stage 20: Žc‚µ‚Ä‚«‚½‘z‚¢ - Feelings Left Behind                 [PS2 exclusive]
    -------------------------------------------------------------------------------
    
        Victory Condition: All enemies defeated.
        Losing Condition : All allies defeated.
    
        Party: Dorii, Guraa, Oboro, Benawi, Kurou
               * It is strongly recommended that you equip healing and status 
                 restoration items to your characters before starting the map. *
    
      This map isn't so bad as it looks, really.  Nopon's big super genius surprise
     is really just a pair of those tiger flame cannons, only he's allowed them to
     actually move (one single space per turn).  Of course, to do so he had to make
     them lightweight, which means their HP is very low.  Not a problem at all.
    
      The real trouble is everything else.  The Kimamau monkeys can confuse and 
     stun, as can Gomuta, and the red-armored officers can stun as well.  As it is,
     you have four ranged attackers, so use them to clear a spot and let things 
     come to you.  By now Benawi might have learned the Penetration skill, allowing
     him to attack everything within his range at the same time (both squares at
     once), so if the opportunity presents itself be sure to use it.
    
      Nopon is still the most dangerous due to his greater magic, but don't under-
     estimate Kamchataal's attack strength.  If someone is hit by her, they might
     strongly consider an item for healing.
    
      There's some sticks to destroy for items.  You might as well.
    
      *** After this stage the flashback ends and you resume the main storyline ***
    
    
    
    -------------------------------------------------------------------------------
    Stage 21: ‹Å‚š—‚·ŽŅ - The One Who Disturbs the Dawn
    -------------------------------------------------------------------------------
    
        Victory Condition: All enemies defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 8 total - Hakuoro, Eruruu, Aruruu, Touka required
    
      This stage has lots of obstacles you can destroy for items or experience.  
     Most of the enemies here are fairly weak, but note the woptar lizard rider 
     that starts in the upper-right corner of the map, as he is in fact an officer
     with boosted attack and defense stats.  However since he's enclosed in a tiny
     area blocked by two stick fortifications (with an archer), he won't move from
     that spot until you get up right next to him (enemies here will never destroy 
     foritifications, even to get out).  Since he won't bother you, concern 
     yourself with everyone else and take him out last.
    
      Additionally, archers continue the trend of poisoning you randomly, but at 
     least now you have Eruruu.  Consider an Eruruu/Aruruu combo to clean yourself
     since they're both automatically fielded.
    
      Also notice that this is the first stage that Aruruu goes into battle with 
     Gachyatara (the Mikyuun fox/weasel) sitting on her shoulder.  Gachyatara will
     not only change her attacks and their timing, but enable her true combo
     finisher.  It will also power up Touka's Team Attack with her.  Try them out.
    
    
    
    -------------------------------------------------------------------------------
    Stage 22: ƒnƒ“ƒTƒi‚ĢU–h - The Offense and Defense of Hansana
    -------------------------------------------------------------------------------
    
        Victory Condition: All enemies defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 8 total - Hakuoro, Eruruu required
               * This is a "wet" stage, so it is recommended that you do not
                 field Aruruu, as her defense will be drastically reduced. *
    
      Again there is a soldier captain with boosted stats, as well as a number of
     mages to worry about and archers that can inflict poison.  The thing you 
     really need to watch out for is the captain's stun effect, because stun can
     equal death on this map (you'll see why later).  Don't let him hit you if you
     can help it.  Otherwise head over to them and let them have it.
    
      After so many enemies have been defeated, Hakuoro will notice the effect the
     heavy rain is having on the river.  At this point the victory/loss conditions 
     change drastically.  You have to race all of your characters up onto shore,
     and if any of them are left standing in the river, then they'll be killed by 
     the oncoming flood waters.  It doesn't matter which riverbank you send your 
     units, so long as they are standing on shore by the end of Hakuoro's 2nd turn 
     after the cutscene, otherwise you will get a game over if even ONE of your
     characters fails to escape.  If there are any leftover enemies (and there
     probably are), you can ignore them or kill them on your way, but your priority
     is reaching the shore over all else.
    
    
    
    -------------------------------------------------------------------------------
    Stage 23: Žė‚肵ŽŅAŽė‚ē‚ź‚µŽŅ - One Who Hunts, and One Who Hunts the Hunter
    -------------------------------------------------------------------------------
    
      * Buckle down, this is a LONG stage.  Be sure to save on the setup screen. *
    
     - Part a.
    
        Victory Condition: Hakuoro reaches the end of the mountain path.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 8 total - Hakuoro, Eruruu required
    
      The path here is long and annoying, mostly because it just takes so long to
     move eight characters along to the end of it.  There's a lot of fortification 
     scattered about to get in your way, but you can also use it to your advantage
     with the groups of enemies.  Split into two groups and work your way along the
     two paths while being mindful of the archers and mages (who can shoot down 
     cliffs over the wooden walls).
    
      There's a single red-armored officer near where you start.  Kill him first 
     as he can cause stun.  You shouldn't have a great deal of trouble with the 
     rest of the map if you play it carefully.
    
      Both Kurou and Karura have the mangle ability that lets them break 
     fortifications in a single hit, including the special high-HP stick things 
     on this map.  Aruruu also has the skill if you choose to field her.
    
     - Part b. 
    
        Victory Condition: Niui is defeated
        Losing Condition : Hakuoro is killed.
    
      You start this map with whatever characters you had running up the path, and
     everyone has had their health restored to full (no chance to save in between).
    
      Niui stands on his raised area guarded by three red officers, but they won't
     move for four or five rounds, so start cleaning up the grunts.  Be mindful
     of the tiger flame cannons as they can still cause stun and confusion effects
     (which are disastrous).  Thankfully these are just standard cannons and can't
     move like Nopon's things (or even turn for that matter), so if you watch their
     attack ranges you can ignore them completely.
    
      This stage introduces a new generic unit : the greater mage.  Greater mages
     can cast both Shisui Unkami (greater lightning spell) and Yamui Unkami 
     (greater fire spell), but only from a standing start.  Both have fairly large
     areas of effect, and even though there are only two mages you should be 
     careful about how you approach them.
    
      After enough time has passed if you haven't come for Niui then Niui will come
     for you.  He has a movement range of 5, so you've next to no chance of out-
     running him, and his physical combo is strong enough to annihalate your weaker
     characters.  In addition, he has a wind spell that effects a 3x3 square area
     in front of him for decent damage (though argueably much less that his single
     target combo).  Keep Eruruu the hell away from him and try to surround him 
     with beefier characters.  Also note that his three red-armored bodyguards will
     come after you at the same time he does, and they're also very dangerous 
     thanks to their stun effects.  The officers also have the critical skill,
     which can kill even some of your best characters in a combo.
    
      Enjoy the event afterwards (is it just me, or does Niui have the weirdest 
     laugh ever? >_>).
    
     * Skirmish battles are once again available during the Rest Phase, as well as
       the two events you didn't select waaaaay back during the last Rest Phase. *
    
    
    
    -------------------------------------------------------------------------------
    Stage 24: ƒAƒ”EƒJƒ€ƒD - Avu Kamuu
    -------------------------------------------------------------------------------
    
        Victory Condition: A least one characters survives until time expires.
        Losing Condition : Everyone dies. ;_;
    
        Party: Everyone except for Hakuoro, Eruruu, and Aruruu
    
      After one of the longest rest phases in the game, you're greeted with this
     rather strange stage.  The Avu Kamuu armors will head up the map destroying
     everything in their path, and try as you might you can't inflict even a single
     point of damage on them (though that doesn't stop you from trying).  Oddly
     enough they seem much more interested in destroying all of the rocks lying
     around rather than your characters, and will completely ignore you unless 
     there are no other rocks lying around.  The stage ends either when enough time
     has passed, or the Avu Kamuu start attacking the 2nd gate at the top.  All you
     need is a single character to survive to clear the stage.
    
      While there are many rocks, none of them have items.  In fact, the only thing
     to do in this stage is be useless and run away.  However, you still earn bonus
     points for attacking (quite a lot, in fact).
    
     * This stage unlocks Scenario #7 : Challenge tutorial *
    
     * Skirmish Set #3 is now available during the rest phase *
    
     *** After the event following this stage, the opening animation will also
         change to reflect late game characters and events.  The old opening can 
         still be seen in the Event Viewer found in the Bonus option on the title
         screen menu (Event 88). ***
    
    
    
    -------------------------------------------------------------------------------
    Stage 25: ŽÜ”M‚Ģ˜S - Prison of Scorching Heat
    -------------------------------------------------------------------------------
    
        Victory Condition: Reach the Gate
        Losing Condition : Hakuoro is killed.
    
        Party: Field 8 total - Hakuoro, Eruruu, Urutorii, Kamyu, Genjimaru required
    
      Lots of new and weird enemies, but don't let them fool you.  None of the
     prototype Avu Kamuu can move, and their attack range is only one, so feel
     free to have your way with them.  Watch out for the little automated crossbows
     as they like to hide out of sight and surprise you when you step in their
     expansive range.  They also can't move but have a cannon's range, and can
     poison.
    
      There are two paths you can take, though you can actually swing by doing
     both.  Genjimaru is pure awesome in a can, so have no qualms about sending him
     and a few others one way and the rest another.
    
      When you reach the land bridge and try to cross it, Hien will show up in his 
     blue Avu Kamuu.  It's both strong and well armored, but nothing you can't 
     handle.  The victory condition will change to Defeat Hien, and doing so will
     end the stage for you.
    
      Hien has a movement of 3 and an attack range of 1, but he also has a special
     melee strike that hits everything within a 2 square range around him.  Expect
     him to pull if off on you and keep your mages and healer away from it.
     Otherwise he's not too bad, as he can't use the skill after moving.
    
    
    
    -------------------------------------------------------------------------------
    Stage 26: –Å‚Ń‚ä‚­ŽŅ - The One Who Destroys
    -------------------------------------------------------------------------------
    
        Victory Condition: All enemies are defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 8 total - Hakuoro, Eruruu, Genjimaru required
               * This is a "wet" stage, so it is recommended that you do not
                 field Aruruu, as her defense will be drastically reduced. *
    
      Lots of Avu Kamuu here, as well as a few hidden crossbows along the sides.
     Thankfully after your training in the previous map the armors are just tough
     as opposed to undefeatable, so employ mob tactics to take them out.  If you've
     been pumping Karura's attack stat, you'll find her to be excellent at
     slaughtering pretty much everything in this map, especially if Urutorii or
     Touka is with her.  The armors like to bunch together due to their low
     movement stat (3 sqaures) so you might consider some team attacks as well.
     Avu Kamuu have a chance to reduce your special energy meter when they hit you,
     and the crossbows can still poison you. 
    
      If you haven't been using your combo finishers, now is the time to start.
     They make the armors much easier.  Try not to get sniped by crossbows hidden
     from view by the armors themselves.
    
    
    
    -------------------------------------------------------------------------------
    Stage 27: ‰¼–Ź - Mask
    -------------------------------------------------------------------------------
    
        Victory Condition: All enemies are defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 8 total - Hakuoro, Eruruu, Genjimaru required
    
      More new enemies.  They have poor movement range but are decently strong.
     Also unlike the majority of what you've been dealing with lately they actually
     have elemental affinities.  Clear out the first few near you and work your
     way over to the path leading up the hill (it makes a good choke point).
    
      Once all initial enemies are defeated Dii will show up with Kanhorudari and
     some more masked men, and the victory condition changes to "defeat Dii".  If
     you want you can just blitz Dii, or you can take out the others for items.  I
     recommend fortifying yourself on the path and letting Kanhorudari and the
     masked men to come to you, where you can pick them apart.
    
      Kanhorudari is powerful, but not really strong enough to worry.  He has a
     powerful fire attack that he can use from a standing start, but frankly you
     should be able to kill him easily before he ever gets the chance to use it
     (assuming you fortfied and waited for him back at the hill).
    
      Dii isn't very strong physically, but he has a powerful light magic attack 
     that hits everyone within a two square radius around him for moderate damage.
     However he cannot use the skill after moving.  Defeating him ends the map.
    
    
    
    -------------------------------------------------------------------------------
    Stage 28: ƒN[ƒ„ - Kuuya
    -------------------------------------------------------------------------------
    
        Victory Condition: Kuuya is defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: Field 8 total - Hakuoro, Eruruu, Urutorii, Kamyu, Genjimaru required
    
      Kuuya stands at the top with no less than ten Avu Kamuu scattered about.  
     While it's possible to blitz Kuuya and the four guards near her, it is 
     recommended that you get some leveling done on the armors on the side.  Kuuya 
     and the four armors nearest her won't move until at least the eighth or ninth
     turn, so you have plenty of time to deal with them.
    
      Along the left side of the map are 6 Avu Kamuu that will make their way 
     towards you.  Go up and employ mob attacks to take them down like before.
     After three or four turns a set of 6 reinforcement armors will come out of the
     wall, so be prepared to take them out as well.  Afterwards make your way to
     Kuuya, who should also be on her way to see you by now.
    
      Kuuya has a fire slash attack that hits everything in a 5x2 radius in front
     of her.  The range is awkward when she turns, so don't accidentally get your
     weaker characters killed.  She cannot use the skill after moving.
    
     * The upcoming Rest Phase is the last one in the game, and thus this is your
       last chance to take part in any skirmish battles (Set #4) in order to level
       up your characters.  Note that the only chance you'll have to save your game
       from here on out is during the pre-battle setup phases (may be a few 
       exceptions during off-map events). *
    
    
    
    -------------------------------------------------------------------------------
    Stage 29: ‘¾ŒĆ‚Ģ–²Õ - Ancient Ruins of Dreams
    -------------------------------------------------------------------------------
    
     - Part a.
    
        Victory Condition: Hakuoro reaches the designated square.
        Losing Condition : Hakuoro is killed.
    
        Party: All available
    
      The immortal slimes are defensively resilient and also have the regenerative
     self-healing skill, but they're scattered so far about that it's virtually
     impossible for them to give you any trouble.  Try to save your energy meters
     for later.
    
      Once Hakuoro (and only Hakuoro) reaches the designated square at the end of
     the path, you're sent to the second half of the map.
    
     - Part b.
    
        Victory Condition: All enemies are defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: All available
    
      This is probably the most amusing stage of the game.  The slimes morph into
     shadow clones of your characters, and best yet they copy many of your skills!
     Alas they're only at level 20, and by this time you should be higher level
     than them.
    
      For the first turn your shadow will move immediately after your character,
     though your higher level characters will begin to act faster during the later
     rounds.  If a character attacks (or is attacked by) their clone, then they'll
     say a little comment about it.  I liked having everyone finish off their
     respective dopplegangers with their combo finisher for poetic justice.  Well,
     except Eruruu, who just gave a confusion effect to hers.
    
      Things to watch out for: 
      - Hakuoro clone has the Miracle resurrection skill, and will probably have to
          be killed at least twice.
      - Eruruu clone will actually run up and smack you instead of healing others.
      - Karura clone is strong enough to kill your weaker characters in a single
          combo.
      - Benawi clone knows the Penetration skill.
      - Urutorii clone knows the Rayana Somukuru light spell, which has a very long
          area of effect (3x8 in front of her), and can be quite damaging.  She
          will cast the spell every chance she gets from back in her corner.
      - Character clones with evade skills can dodge your attacks in mid-combo.
      - Character clones with counter will usually smack you back.
    
      Anyway, have fun.
    
    
    
    -------------------------------------------------------------------------------
    Stage 30: —Ķ‚š‹‚ß‚µŽŅ - The One Who Seeks Power
    -------------------------------------------------------------------------------
    
        Victory Condition: Hien and Hauenkua are defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: All available
    
      A simple stage, as it's just the two bosses with no grunts.  You can attack
     Hien if you wish, but you can't actually hurt him (his defense stat is ??),
     so other than to maybe see the neat event don't bother.  He won't move from
     his inital spot, but he WILL attack anyone near him.
    
      When someone first attacks Hauenkua an event will trigger.  Afterwards gang
     him with your entire force.  He can hit a 3x3 area directly in front of him,
     but only from a standing start.  It's strong, but not terrible.
    
      Once Hauenkua is defeated another event will trigger, and then Hien will go
     active (and thus his defense no longer lists as ??).  Take him out the same 
     way as last time.
    
    
    
    -------------------------------------------------------------------------------
    Stage 31: ‘å••ˆó - The Large Seal
    -------------------------------------------------------------------------------
    
     - Part a
    
        Victory Condition: Mutsumi is defeated.
        Losing Condition : Hakuoro is killed.
    
        Party: All available except for Urutorii
    
      This is more of a fun event battle than anything else.  No comment, as you
     shouldn't have a problem figuring out what to do.
    
     - Part b 
    
        Victory Condition: Dii is defeated.
        Losing Condition : Hakuoro is killed.
    
      It's just Dii, but he's lethal when he's serious.  He's decently fast and 
     will probably even get the first turn (meaning some of your characters will
     likely get hurt), and he has decent movement, though he won't actually move 
     much.  He'll mainly use a long range skill with a 3x8? rectangular area of
     effect, so don't leave any characters in such a range while they make their
     way up to him.  He also has the regenerative self-healing skill now, but this
     is more of a mild inconvenience assuming your attack stats are decent.  
    
    
    
    -------------------------------------------------------------------------------
    Stage 32: ‚¤‚½‚ķ‚ź‚é‚ą‚Ģ - The One Who is Sung                    [Final Stage]
    -------------------------------------------------------------------------------
    
     * The setup phase is your last chance to save the game! *
    
        Victory Condition: "Final Boss" is defeated.
        Losing Condition : All characters are killed.
    
        Party: All available
    
      The final boss is big, but slow.  However he's incredibly powerful, and his
     attack ranges are huge!  If you're in front of him, then it's very likely that
     he'll hit you.  Eruruu's first medicinal herb (AoE healing) will be invaluable
     here, as will her combo attack with Aruruu (AoE healing).
    
      You can't hurt the actual boss at first, as its protected by its arms.
     Instead focus on them.  Scroll the cursor around the map to see where you can
     hit both the arms and the body, as each target has three places you can
     attack it at once.  Using AoE magic spells is exceptionally useful, as they
     can hit the arms and body three times at once if positioned properly.
    
      Sets of slimes will frequently spawn in  to harass you, but they're mainly to
     prevent you from leaving Eruruu outside of the boss's attack range and running
     a heal clinic.  Take out the slimes at range so they don't end up weakening
     your characters enough for the boss to kill them, and then focus on the arms.
    
      The boss will attack in the following pattern:
        - Left Arm hits everything on the left side of the map.
        - Right Arm hits everything on the right side of the map.
        - Body hits everything in front of it.
    
      While it's possible to try to run around avoiding his attacks, it's not
     really worth it to do so.  Once an arm is defeated that attack in the pattern
     changes to a more simplistic blast that will instantly reduce a single
     character to 1 HP, but won't actually kill them.  That skill is absolutely 
     horrible if you've been ignoring the slimes, but otherwise you should be able
     to have Eruruu cure them back up before the boss strikes again.  Once both 
     arms are defeated you can start to whittle away the boss's actual lifepoints.
    
      Fun fact: Your characters will say a new personalized comment when you use
                your combo finishers and team attacks on the boss (I'm particularly
                fond of Oboro's comments).  Additionally since the boss is level 50
                (and you're probably in your mid-late twenties), your characters
                will likely level up a few times during the battle, which acts as a
                free full healing.  
    
      Congratulations, you beat the game.  Enjoy the ending.  Afterwards you will
     be prompted to save a clear file.  Do so.  Did you catch the title reference?
    
    
    
    ===============================================================================
    VI. Skirmish Battles
    ===============================================================================
    
      Here are all of the available random skirmish missions available.  They're
     arranged in sets, with three being available for each major plot division 
     (save the last one).  Skirmish battles are randomly chosen when you select the
     area, so if you're aiming for a particular one just reset and try again.
    
      Skirmish availability:
         Set #1: Skirmish 1-3 - available after stage 9 until stage ??
         Set #2: Skirmish 4-6 - available after stage 14 until stage ??
         Set #3: Skirmish 7-9 - available after stage 23 but before stage 24
         Set #4: Skirmish 10  - available only during the final rest phase between
                                stages 28 and 29
    
    -------------------------------------------------------------------------------
    Skirmish 1 : ‰h‰Ų‚É‚·‚Ŗ‚肵‚ą‚Ģ : Those Clinging to Glory 
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 2 : Ä—ˆAµ‚©‚ź‚“‚é‚ą‚Ģ : Reappearance of the Uninvited Things
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 3 : ‚Ā‚ķ‚ą‚Ģ’B‚ę : The Stalwart Breakthrough 
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 4 : ‘±E‚Ā‚ķ‚ą‚Ģ’B‚ę : Continuation of the Stalwart Breakthrough
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 5 : ‘Ɓ@: Thief
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 6 : ƒLƒ}ƒ}ƒD‚Ę—x‚ź : Dance with the Kimamau
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 7 : –v—Ž‚Ģ‰Ź‚Ä‚É : Ruin's End
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 8 : ‚Ā‚ķ‚ą‚Ģ’B‚Ģ‰ƒ : Feast of the Valiant
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 9 : ƒLƒ}ƒ}ƒDc : The Kimamau King
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Skirmish 10: œfœr‚¢‚µ‚ą‚Ģ : Those Who Wander
    -------------------------------------------------------------------------------
    ===============================================================================
    VI. Characters
    ===============================================================================
    
     This section contains a number of spoilers as well (obviously), but is useful
    for seeing how characters develop and when they learn their skills.
    
    -------------------------------------------------------------------------------
    1. Hakuoro
    -------------------------------------------------------------------------------
    
       The main character.  Uses a fan to attack and has a demon mask on his face.  
      Hakuoro is one of the few characters throughout the game that does not have
      an elemental affinity (his affinity is represented by a '?').  In addition, 
      his combo finisher is also unique in that it will take on a random elemental
      attribute, usually one that the opponent is weak against.  He also gains a 
      fifth finisher near the end of the game that is "non-elemental".
    
       Hakuoro is the main character, and thus you are often required to field him.
      In addition, the losing conditions of many maps is for Hakuoro to die, which
      makes keeping him alive your top priority.  His unique "Miracle" skill helps
      with this, as anytime he dies with a full energy meter he'll instantly 
      resurrect with full life.  Try equipping him with energy raising equipments
      to keep him safe in the case of emergenciess.  The —ū‹C‚ĢŠ• item would 
      probably help in that regard.
    
       As his survival is usually top priority, consider taking advantage of his
      decent defense cost to buff him up a bit.  Magic Resistance isn't nearly as
      important as physical defense for Hakuoro, as he not only a melee fighter,
      but also obtains the Magic Resistance skill.
    
       His Improve Morale skill slightly increases the abilities of all female
      allies that are adjacent to him.  Seriously. >_>;
    
     Element: Non-Elemental
    
     Movement Range : 4
     Attack Range   : 1
    
     Number of Attacks: 4 (finisher is 5th)
                        1 -> 2 at level 5
                        2 -> 3 at level 9
                        3 -> 4 (max) at level ?? (missed it >_>;)
    
     Skills:   Žm‹CŒüć - Improve Morale (starts with this skill) 
               ‹NŽ€‰ń¶ - Miracle (starts with this skill)
               ķpŽwŠö - Strategic Command (learns at level 15)
               p–@’ļR - Magic Resistance (learns at level 20)
      
     Costs: Attack 60
            Defense 50  
            Magic Defense 50
    
     Combos with: Oboro
      Attack hits a 3x3 square in front of Hakuoro.  Reduces the special energy
      meter of enemies.
    
    
    
    -------------------------------------------------------------------------------
    2. Eruruu
    -------------------------------------------------------------------------------
    
       Your one and only Healer-type character.  Eruruu can heal characters
      adjacent to her, but cannot normally heal herself.  She carries a number of 
      herbs with her that serve various medicinal effects, such as antidotes and 
      area-of-effect heals, as well as a bevy of debuffing herbs to let her pester
      enemies.  Herbs have a limited number of uses per battle that increases as 
      Eruruu levels up, but all medicinal drugs are replinished at the start of the
      next map (so feel free to use them like crazy).
    
       Typically Eruruu is very fragile to physical attack and should never be on
      the front line.  It's best to keep her in a supportive role, but well within
      range of the characters actually fighting.  Her speed is slow and her 
      movement is very low, so consider speed increasing equipment so that she'll
      act more often.
    
       Raising her Attack stat increases the effectiveness of her healing
      techniques, so try to put at least a point in that every level or so.  With
      such a high defense cost you'll want to keep her away from archer range
      (Dodge Arrow helps with that), though you might as well toss a few points
      into her cheap Magic Defense to keep her nigh-immune to mages.
    
     Element: Earth
    
     Movement Range : 3
     Action Range   : 1
    
     Number of Actions: 2 (finisher is 3rd - Yes, she has a Super Heal)
                        1 -> 2 (max) at level 6
    
     Skills:       –ņp - Medicinal Practicioner (learns at level 4)
                 ‹|‰ń”š - Dodge Arrows (learns at level 7)
                   ‰““Š - Long Throw (learns at level 12)
             “¹‹ļ‚ĢS“¾ - Knowledge of Tools (learns at level 26)
    
     Costs: "Attack" 50 
            Defense 80 
            Magic Defense 30
    
       Medicinal Practicioner skills (in order of appearance in her list):
    
         Green Herbs (buffs)
    
            ƒ„ƒcƒ‚ƒƒ‚Ģ–ņ“’ - Medicated Bath (water) of Yatsumororo (level 7)
                ƒ~ƒ‹ƒBƒ‹‚Ģ–Ø - Honey of Fumiluir (Familiar?) (level 4)
              ƒJƒvƒ}ƒD‚Ģ÷–ņ - Infusion (shot) of Kapumau (level 16)
            ƒ|ƒƒlƒ‘‚Ģ“īp - Salve of Polonelo (level 6)
            ƒgƒ“ƒvƒ‹ƒ`‚Ģ“īp - Salve of Tonpuruchi (level 9)
              ƒRƒD[ƒn‚Ģ“īp - Salve of Kou-ha (level 17)
    
         Red Herbs (debuffs)
    
                ƒlƒRƒ“‚Ģ‰Œ - Burnt Incense of Nekon (level 19)
              ƒPƒXƒpƒD‚Ģ‰Œ - Burnt Incense of Kesubau (level 23)
              gcƒoƒ`‚Ģ–ؘX - Beeswax of the Crimson Emperor Bachi (level 21)
              ƒƒuƒAƒu‚Ģ•²–– - Fine Powder of Wabuabu (level 11)
            ƒeƒNƒkƒvƒC‚Ģ‰Œ - Burnt Incense of Tekenupui (level 13)
    
     Combos with: Aruruu
      Creates a massive area of effect healing centered on Eruruu that also cures 
      all status ailments.
    
    
    
    -------------------------------------------------------------------------------
    3. Teoro
    -------------------------------------------------------------------------------
    
       A big guy with an axe.  Teoro has a good defense, powerful attacks, and he
      starts with the critical strike skill.  Unfortunately he's slow and weak to
      magic, and his movement is terrible.  However he has mangle, so he can just
      tear up all those rocks and sticks and stuff. ;-D
    
       Toss all your bonus points into his Attack and Defense.  Don't bother with
      his magic defense, as it'll never amount to anything anyway.  Just keep him
      away from mages and he'll be a great hard-hitting wall, which you seriously
      need at the beginning of the game.  He also gets his combo finisher before
      ANYONE else (level 5) so try to take advantage of it, especially since he 
      doesn't have a skill or team attack to divert your energy interests. 
    
     Element: Earth
    
     Movement Range : 3
     Attack Range   : 1
    
     Number of Attacks: 3 (finisher is 4th)
                        1 -> 2 at level 3
                        2 -> 3 (max) at level 5
    
     Skills:   ‰ļS‚Ģ‹Z - Skill of Satisfaction (starts with this skill)
               ‚Ō‚æ‰ó‚µ - Mangle (starts with this skill)
    
     Costs: Attack 70
            Defense 50
            Magic Defense 70
    
     Combos with: No one
    
    
    -------------------------------------------------------------------------------
    4. Dorii
    -------------------------------------------------------------------------------
    
       The archer in the blue pants.  His attack cost is cheaper than his twin's 
      but he learns his additional attacks later, and has a more expensive defense
      cost.  While it's easier to make him stronger by buying stats, most of 
      Dorii's earlier skills are defensive in nature, which is kind of weird, but
      help even him out with his brother.
    
       I usually like to pump the two archers' Attack stats almost exclusively, as
      they should never be out front tanking.  I might put a few points into Magic
      Defense if I have extra points left over, though.  And maybe a few points in
      Defense if it rounds out a number?  His first skill will help the latter out
      when his energy meter fills.  Regardless keeping your archers strong is the
      best way to raise them.
      
     Element: Wind
    
     Movement Range : 3
     Attack Range   : 2-5 (straight linear direction only)
    
     Number of Attacks: 2 (finisher is 3rd)
                        1 -> 2 (max) at level 8
    
     Skills: ŒģgŒÄ‹z–@ - Self-protective Breathing Technique (learns at level 5)
               ‹ßŚ‰ń”š - Adjacent Evasion (learns at level 10)
                   ‰““Š - Long Throw (learns at level 14)
               ‹‡Ž€ŠoĮ - Critical Awakening (learns at level 20)
               ‰ļS‚Ģ‹Z - Skill of Satisfaction (learns at level 25)
    
     Costs: Attack 70 
            Defense 70 
            Magic Defense 40
    
     Combos with: Guraa
      Hits all enemies in a 3x5 rectangular area in front of Dorii.  Causes 
      Defense Down.
    
    
    
    -------------------------------------------------------------------------------
    5. Guraa
    -------------------------------------------------------------------------------
    
       The archer in the red pants and Dorii's twin brother.  Always has a slight 
      blush on his cheeks for whatever reason...
    
       Guraa has a slightly more expensive Attack cost, but he learns the Raging
      Fire skill very early, so that will boost his attack up to his brother's
      level nicely.  In fact, in the early game he'll probably outshine Dorii in
      damage not only because of his skill, but because he learns his combo 
      finisher two levels earlier than his brother.  In the end the two of them
      pretty much even out though, so they both end up about the same.
    
       As previously stated, attack is definately the most important stat for the
      archers.  Gura's cost is a little higher, so feel free to plop a few points
      elsewhere if needed (because eventually even your most reclusive characters
      WILL get hit).  The raging fire technique increases attack relative to the
      amount of energy currently in the meter, but this shouldn't dissuade you from
      using his finisher and combos.  
    
     Element: Wind
    
     Movement Range : 3
     Attack Range   : 2-5 (straight linear direction only)
    
     Number of Attacks: 2 (finisher is 3rd)
                        1 -> 2 (max) at level 6
    
     Skills:   —ó‰Ī‚Ģ‹Z - Technique of Raging Fire (learns at level 5)
                 ‹|‰ń”š - Dodge Arrows (learns at level 10)
               –¾‹¾Ž~… - "Clear and Serene" (learns at level 15)
               ‹‡Ž€ŠoĮ - Critical Awakening (learns at level 20)
               ‰ļS‚Ģ‹Z - Skill of Satisfaction (learns at level 25)
    
     Costs: Attack 80
            Defense 60
            Magic Defense 40
    
     Combos with: Dorii
      A 13 square area of effect in a diamond shape can be positionally targetted 
      centering up to three squares from Gura (linear distance only).  Causes 
      Defense Down.
    
    
    
    -------------------------------------------------------------------------------
    6. Oboro
    -------------------------------------------------------------------------------
    
       Your ninja of the game.  Oboro wields two swords and is one of your fastest
      characters by far.  His turn will come up faster than most others, and he has
      the best movement out of ALL your characters (he's the only one with 5 move).
      If you need someone to get somewhere in a hurry, he's usually your guy.
    
       Oboro's attack stat cost is great!  It's his cheapest stat, so pump it like
      no one's buisness to really see Oboro shine.  He occasionally gets two turns
      in for an enemy's one, so having him hit hard twice in a row is definately a
      pleasant action.  Some defense would be good every now and again so that he
      doesn't die by accident, but focus on attack to make him awesome.
    
       He has both evade skills, but don't rely on them.  They might save you a few
      times, though.
    
     Element: Fire
    
     Movement Range : 5!
     Attack Range   : 1
    
     Number of Attacks: 5! (finisher is 6th!)
                        1 -> 2 at level 7
                        2 -> 3 at level 10
                        3 -> 4 at level 13
                        4 -> 5 (max) at level 16
    
     Skill:   —E‹C‚Ģ“µ - Eyes of Courage (starts with this skill)
                ‹|‰ń”š - Dodge Arrows (starts with this skill)
              •ń•œ‚Ģ‹Z - Counter Technique (learns at level 5)
              ‹ßŚ‰ń”š - Adjacent Evasion (learns at level 10)
              ‹‡Ž€ŠoĮ - Critical Awakening (learns at level 20)
              Ž€’†‹Šˆ - Escape from Certain Death (learns at level 25)
    
     Costs: Attack 50 
            Defense 60 
            Magic Defense 60
     
     Combos with: Dorii and Guraa (both must be in range of him).
      Effects an area of 13 sqaures arranged in a diamond pattern, with the center
      of the area positional anywhere up to two squares away from Oboro.  
      Causes Stun effect.
    
    
    
    -------------------------------------------------------------------------------
    7. Aruruu
    -------------------------------------------------------------------------------
    
       Eruruu's sister riding on Muukuru the tiger.  She has extremely high defense 
      with a low cost, but if you field her in a stage with water then her tiger
      loses strength and her defense stat plummets.  In addition, although she 
      gains all of her attacks at level 13, her combo finisher is not available
      until after she obtains the Mikyuum fox/weasel.  Trying to use her finisher
      before then has both humorous and completely useless results.  However it's
      worth seeing once just to complete the Event Viewer.
    
       The "Mikyuum" fox/weasel will appear during the Rest Phase following stage 
      20, and Aruruu will name it Gachyatara.  It will upgrade her sprite, change 
      her attacks, and finally enable her true combo finisher.  It will also grant
      Aruruu the wonderful Self-healing skill.
    
       Since her defense cost is so low, I tend to pump it up with leftover points,
      though I always buy at least one attack stat per chance.  Once she hits level
      10 and gains her Divine Protection of Mua skill, her defense stat will ascend
      to stupidly high levels as her energy meter fills, making her your absolute
      best tanking character in the game.  Additionally she'll gain both the 
      Self-healing and Hardening of Fur skills on top of that, making her almost
      physcially unkillable (and effectively immune to poison).
    
       Also don't neglect her Eyes of Fighting Spirit ability, which prevents
      enemies from moving past her in one turn.  It lets her act as a three
      character wall instead of just one in regards to enemy movement (though it
      will not work on characters with the Flight skill).
    
     Element: Wind
    
     Number of Attacks: 3 (finisher is 4th)
     Movement Range   : 4
    
     Skills:   …‚ÉŽć‚¢ - Weakness to Water (starts with this skill/flaw)
               ‚Ō‚æ‰ó‚µ - Mangle (starts with this skill)
               “¬Žu‚Ģ“µ - Eyes of Fighting Spirit (starts with this skill)
             ƒ€ƒA‚Ģ‰ĮŒģ - Divine Protection of Mua (learns at level 10)
               Ž©‘RŽ”–ü - Self-healing (learns after stage 20)
             “¹‹ļ‚ĢS“¾ - Knowledge of Tools (learns at level 20)
               ‘Ģ–эd‰» - Hardening of Fur (learns at level 25)
    
     Costs: Attack 70
            Defense 30 
            Magic Defense 50
    
     Combos with: Kamyu
      Strikes a 3x7 rectangular area in front of Aruruu.
    
    
    
    -------------------------------------------------------------------------------
    8. Benawi
    -------------------------------------------------------------------------------
    
       Benawi is a mounted "woptar" rider with a halberd.  He ties Oboro in having
      the most number of attacks, but gains his finisher much later.  He's the only
      character on your team to gets the situationally useful Penetration skill 
      which can let him strike two enemies at once if they're standing next to each
      other, but he never really gets as strong as others.  Still, his skills are
      very useful.
    
       Even if you pump his attack stat, Benawi will still seem more of a defensive
      fighter.  Even so, with his penetration skill ability to hit with critical
      strikes, he more than makes up for any deficiencies.  In fact, that's one 
      area where he has Oboro beat, as Benawi gains a chance to hit a critical with
      each attack in his combo, and he has five hits to try with!  Criticals on 
      later hits of the combo still do massive damage, even if normally those hits
      are very weak.  Additionally you'll want him around for his strategic command
      skill, as it boosts the energy of all allies next to him at the start of his
      turn (and he comes with it).  Give him a speed increasing item like the
      ƒtƒ€ƒJƒ~‚ĢiŠļjŒä° and watch him be an energy battery.
     
     Element: Water
    
     Movement Range : 4
     Attack Range   : 2 (directly in front of him)
    
     Number of Attacks: 5! (finisher is 6th)
                        starts at 2
                        2 -> 3 at level 13
                        3 -> 4 at level 16
                        4 -> 5 (max) at level 19
    
     Skills:   “¬Žu‚Ģ“µ - Eyes of Fighting Spirit (starts with this skill)
                 ‹|‰ń”š - Dodge Arrows (starts with this skill)
               ķpŽwŠö - Strategic Command (starts with this skill)
               ŠŃ’ŹUŒ‚ - Penetrating Attack (learns at level 12)
               ‰ļS‚Ģ‹Z - Skill of Satisfaction (learns at level 15)
               –¾‹¾Ž~… - "Clear and Serene" (learns at level 18)
             ŒģgŒÄ‹z–@ - Self-protective Breathing Technique (learns at level 22)
    
     Costs : Attack 70
             Defense 40
             Magic Defense 40
    
     Combos with: Kurou
      Strikes in a massive X-shaped pattern in front of Benawi (7 squares for each
      half of the X).  Causes Stun.
    
    
    
    -------------------------------------------------------------------------------
    9. Kurou
    -------------------------------------------------------------------------------
    
       A mounted "woptar" rider with a very long sword.  Due to his lower cost and
      skills, it is much easier for Kurou to become stronger than Benawi by the
      late game, though his defense will not be near the same.
    
       Kurou is actually an unexpected gem.  His attack cost isn't too high, and
      he learns the Raging Fire technique pretty early, giving him a great boost
      to his attack.  His stats start out pretty low when you first get him, but
      if you work with him and pump that attack, he'll be one of your stronger
      characters in the end game.  And he can attack from a range of two, which is
      just bonus!  He also has mangle, and since he's a lizard cavalry he's
      decently speedy.  If you need obstacles cleared away, then he's probably your
      best go-to guy.  Raise his defense with extra points if you like, as he does
      eventually learn the Divine Protection of Mua, which works best off of a
      high defense stat and full energy meter.
    
       Kurou gets a lot more love in the PS2 version, including his first
      appearance in a CG image.  I think someone at Flight-Plan or Sting really
      liked him.
    
     Element: Earth
    
     Movement Range : 4
     Attack Range   : 2 (directly in front of him)
    
     Number of Attacks: 4 (finisher is 5th, gained at level 17)
                        starts at 2
                        2 -> 3 at level 13
                        3 -> 4 (max) at level 16
    
     Skills:   “¬Žu‚Ģ“µ - Eyes of Fighting Spirit (starts with this skill)
               ‚Ō‚æ‰ó‚µ - Mangle (starts with this skill)
               —ó‰Ī‚Ģ‹Z - Technique of Raging Fire (learns at level 13)
               •ń•œ‚Ģ‹Z - Counter Technique (learns at level 17)
             ƒ€ƒA‚Ģ‰ĮŒģ - Divine Protection of Mua (learns at level 21)
               Ž€’†‹Šˆ - Escape from Certain Death (learns at level 25)
    
     Costs: Attack 60
            Defense 40
            Magic Defense 50
    
     Combos with: Oboro
      Hits a 5-square area in a plus-shaped pattern centered two squares in front
      of him.  Causes Stun.
    
    
    
    -------------------------------------------------------------------------------
    10. Karura (Karla?)
    -------------------------------------------------------------------------------
    
       She's the character with the large heavy collar, blue braided hair, and the
      giant sword.  A little slow and weak on the magic defense, she makes up for
      it with a very high strength potential.  In fact, since she has so few 
      attacks in her combo, they tend to do excessively large amounts of damage, 
      especially her finisher.
    
       There is only one thing you need to do when leveling Karura, and that is
      pump up her strength.  Her magic defense will never amount to anything, and
      beyond maybe a few points to keep her defense a nice round number, there's
      no reason to ever bother doing anything EXCEPT increase her attack.  Simply
      put, she is to be your strongest character hands down, and once she learns
      the Raging Fire technique you'll see her first attack almost double most 
      other characters entire combos!  She might start out unimpressive, but she'll
      make up for it in the later stages where she's one of the only characters 
      that can still one-hit KO enemies with her finisher.  If she ever manages to
      get a critical with her skill, then expect the enemy to go splat.
    
       Don't worry too much about her defense, as she has a pretty high HP total.
      Her speed is a little slow, but not unbearably so like it was in the PC game.
      So long as you watch out for mages, Karura will tear up, especially as a
      support attacker and boss killer.
    
     Element: Fire
    
     Movement Range : 4
     Attack Range   : 1
    
     Number of Attacks: 3 (finisher is 4th)
                        1 -> 2 at level 15
                        2 -> 3 at level 18
    
     Skills:   ‚Ō‚æ‰ó‚µ - Mangle (starts with this skill)
             ƒ€ƒA‚Ģ‰ĮŒģ - Divine Protection of Mua (learns at level 14)
               —ó‰Ī‚Ģ‹Z - Technique of Raging Fire (learns at level 16)
               “¬Žu‚Ģ“µ - Eyes of Fighting Spirit (learns at level 19)
               ‰ļS‚Ģ‹Z - Skill of Satisfaction (learns at level 21)
               –¾‹¾Ž~… - "Clear and Serene" (learns at level 22)
    
     Costs: Attack 50 
            Defense 70 
            Magic Defense 90!
    
     Combos with: Touka
      Strikes a triangle-shaped area in front of Karura five squares wide and three
      squares tall.  Causes Defense Down
    
    
    
    -------------------------------------------------------------------------------
    11. Urutorii
    -------------------------------------------------------------------------------
    
       The blond character with white wings.  Urutorii is a mage specializing in 
      Wind and Lightning (water) magic, and later in Light.  Since she has wings 
      (and thus the Flight skill), she is able to move anywhere within range 
      regardless of any obstacles or enemy skills that might otherwise hinder her.
      While she does technically have a basic attack, her spells tend to be much 
      more useful, and rare is the occasion to actually go melee with her (though 
      you'll want to see her combo finisher at least once to complete the Event 
      Viewer).
    
       Urutorii works best as a magic sniper, though her spells tend to have odd
      hit ranges.  Unfortunately it's her attack stat that determines the damage
      done by her spells, and it's cost is quite expensive.  You should put as many
      points into it as possible, otherwise she'll be gimped and useless late in
      the game, and Urutorii is actually quite useful.  As a mage she can hit
      multiple enemies every turn with spells, and can attack with two different
      elements to exploit enemy weakness.
    
       While you should focus on attack, go ahead and toss a few points into magic
      defense to make her impervious to it.  She raises the MDef of those around
      her just by being next to them, so that's somewhat handy.  She begins each
      stage with a limited stock of magic spells, but they replenish at the
      beginning of every battle, so feel free to spend them.  Note that her last
      three magic spells can only be used from a standing start, so you can't move
      and then cast them, though you can still jump away after casting the spell.
    
     Element: Light (unique)
    
     Movement Range : 4 (flight)
     Attack Range   : 1
     Number of Attacks: 2 (finisher is 3rd)
                        1 -> 2 (max) at level 18
    
     Skills:       ”ņs - Flight (starts with this skill)
               …‚Ģp–@ - Magic of Water (starts with this skill)
               •—‚Ģp–@ - Magic of Wind (starts with this skill)
               ƒJƒ~ƒ†ƒC - "Hairdresser" (learns at level 16)
               Œõ‚Ģp–@ - Magic of Light (learns at level 23)
               p–@’ļR - Magic Resistance (learns at level 20)
    
     Costs: "Attack" 80
            Defense 80
            Magic Defense 20
    
       Magic Spell List (in order of appearance):
    
           ƒNƒXEƒgƒDƒXƒJƒC - Kusu Tousukai   (Water) (starts with this spell)
           ƒtƒ€EƒgƒDƒXƒJƒC - Fumu Tousukai   (Wind)  (starts with this spell)
           ƒ„ƒ€ƒCEƒDƒ“ƒJƒ~ - Yamui Unkami    (Water) (learns at level 17)
           ƒGƒlƒ“EƒDƒ“ƒJƒ~ - Enen Unkami     (Wind)  (learns at level 17)
           ƒ‰ƒ„ƒiEƒ\ƒ€ƒNƒ‹ - Rayana Somukuru (Light) (learns at level 23)
    
     Combos with: Karura
      Hits a 3x5 rectangular area in front of Urutorii.  Causes Attack Down.
    
    
    
    -------------------------------------------------------------------------------
    12. Kamyu
    -------------------------------------------------------------------------------
    
       Kamyu is the young blue haired girl with black wings.  She is a mage 
      specializing in Earth and Fire magics, and later in Dark.  Kamyu proves to be
      a MUCH better mage than her counterpart Urutorii for a number of reasons,
      mainly in regards to her spells.  First of all, the earth and fire lists
      have much less restrictive area of effect requirements, and Aue Unkami in 
      particular hits in an absolutely abuseable area.  Secondly, her attack cost
      is cheaper, and since the attack stat determines the strength of her magic 
      spells, it makes it much easier for her to do more damage as a magic sniper.
    
       I'd say pump up her attack stat exclusively.  She's a fragile little waif
      with the absolute lowest defense stat in your army (and it will likely always
      be dirt poor), but so long as you avoid archer ranges and the frontline 
      you'll have no problems.  Her spells are all positionally snipeable, so have
      her jump around and blast the hell out of everything.
    
       Like Urutorii, Kamyu has a melee attack you won't use much (though you'll
      still want to see her finisher once to unlock it in the Event Viewer). Kamyu 
      begins each stage with a limited stock of magic spells, but they replenish at
      the beginning of every battle, so feel free to spend them.  Note that her 
      last three magic spells can only be used from a standing start, so 
      you can't move and then cast them.
    
       Also of note is that her combo attack with Urutorii covers an absolutely
      MASSIVE area (the largest available, in fact), and can do some decent damage
      to a lot of enemies.
     
     Element: Dark (unique)
    
     Movement Range : 4 (flight)
     Attack Range   : 1
    
     Number of Attacks: 2 (finisher is 3rd)
                        1 -> 2 (max) at level ?? 
    
     Skills:       ”ņs - Flight (starts with this skill)
               “y‚Ģp–@ - Magic of Earth (starts with this skill)
               ‰Ī‚Ģp–@ - Magic of Fire (starts with this skill)
               ˆÅ‚Ģp–@ - Magic of Dark (learns at level 23)
               ‹ßŚ‰ń”š - Adjacent Evasion (learns at level 18)
    
     Costs: "Attack" 70
            Defense 80
            Magic Defense 40
    
       Magic Spell List (in order of appearance)
    
           ƒeƒkEƒgƒDƒXƒJƒC - Tenu Tousukai   (Earth) (starts with this spell)
           ƒqƒ€EƒgƒDƒXƒJƒC - Himu Tousukai   (Fire)  (starts with this spell)
           ƒVƒXƒGEƒDƒ“ƒJƒ~ - Shisue Unkami   (Earth) (learns at level 17)
           ƒAƒDƒGEƒDƒ“ƒJƒ~ - Aue Unkami      (Fire)  (learns at level 17)
           ƒkƒOƒCEƒ\ƒ€ƒNƒ‹ - Nugui Somukuru  (Dark)  (learns at level 23)
    
     Combos with: Urutorii
      Strikes a massive plus shaped area in front of Kamyu 3 squares wide and 9 
      squares long with an additional 3x9 rectangular perpendicularly crossing it
      in the center.  Causes defense down.
    
    
    
    -------------------------------------------------------------------------------
    13. Touka
    -------------------------------------------------------------------------------
    
       Touka is the purple-haired warrior with a brown long-coat.  She fights with
      a sheathed-sword style and apparently likes cute animals.
    
       Touka comes to you largely balanced in all attributes, and best of all 
      appears with her combo finisher ready for use from the get-go.  Her innate
      critical skill is also very nice to have.
    
       Stat-wise she's very strong in defense (which is apparently a common trait
      among the Evenkuruga), but her attack stat is a little low when compared to
      others.  I would recommend pumping it like mad when you can, as her defense
      attributes are already pretty decent, and with high attack you'll have a very
      good frontline fighter.  She may not be as strong as Karura, but she's
      faster, and she can take a hit much better.  Dodge and Counter are both fun
      to have as well, even if you can't completely rely on them.
    
       Touka's combo attack with Aruruu actually has two forms.  If you want to
      complete the Event Viewer, you'll need to see them both.   
    
      Fun fact: When used on living things her combo finisher creates a great 
                splash of blood, but when used on objects and cannons it doesn't.
    
     Element: Water
    
     Movement Range : 4
     Attack Range   : 1
    
     Number of Attacks: 4 (finisher is 5th)
                        She has all her attacks from the moment she joins you.
    
     Skills:   ‰ļS‚Ģ‹Z - Skill of Satisfaction (starts with this skill)
               ‹ßŚ‰ń”š - Adjacent Evasion (starts with this skill)
               •ń•œ‚Ģ‹Z - Counter Technique (learns at level 16)
               —E‹C‚Ģ“µ - Eye of Courage (learns at level 19)
             ŒģgŒÄ‹z–@ - Self-protective Breathing Technique (learns at level 20)
               –¾‹¾Ž~… - "Clear and Serene" (learns at level 22)
               ‹‡Ž€ŠoĮ - Critical Awakening (learns at level 24)
    
     Costs: Attack 60
            Defense 50
            Magic Defense 40
    
     Combos with: Aruruu
      Hits an area made of two 3x5 rectangles in the shape of a plus directly in
      front of Touka.  In addition to being absolutely hilarious, it reduces enemy
      special meter as well.  This combo attack will both change in animation and
      increase in power once Aruruu gains Gachyatara, though it is still useful
      beforehand.  The latter form isn't as funny, but is more powerful.
     
    
    
    -------------------------------------------------------------------------------
    14. Derihourai
    -------------------------------------------------------------------------------
    
       Karura's brother who wields a pair of Tonfa.  He has much better stats than
      his sister for some strange reason, but no skills. >_>
    
       Derihourai's stats are all pretty balanced, and his magic defense is
      far superior to Karura's meager value.  Frankly he's more like Touka in this
      regard.  You should probably pump his attack exclusively, as he doesn't
      really need anything else.
    
       He has an absolutely awesome combo finisher, so make sure you see it while
      you can.  You don't get him for too long, but he's pretty decent while he's 
      there.
    
     Element: Fire
    
     Movement Range : 4
     Attack Range   : 1
    
     Number of Attacks: 4 (finisher is 5th)
                        starts at 3
                        3 -> (max) at level 15
    
     Skills:     ‹|‰ń”š - Dodge Arrows (starts with this skill)
               •ń•œ‚Ģ‹Z - Counter Technique (starts with this skill)
    
     Costs: Attack 50
            Defense 70
            Magic Defense 70
    
     Combos with: No one
    
    
    
    -------------------------------------------------------------------------------
    15. Genjimaru
    -------------------------------------------------------------------------------
    
       An old one-eyed warrior who aids Kuuya.  This guy absolutely rocks!
    
       Genjimaru is one of the fastest characters you get in the game (rivaling
      Oboro), and his turn will come up very quickly.  While he may not be the
      strongest character, his defensive stats and extremely high HP total make
      him a walking tank, and his ability to retain energy after using his
      finisher makes him amazing (especially considering that he has no team
      attack or skill to distract him from using it).  Charge him forward to the
      front of the party and watch him not only outrun everyone else, but shrug off
      everything thrown at him to boot.
    
       Like a certain other Evenkuruga, his attack stat is a little low, so pump
      that.  His defense is already high enough that it doesn't need any extra
      attention.    
    
      Fun fact: When used on living things his combo finisher creates a great 
                splash of blood, but when used on objects and cannons it doesn't.
    
     Element: Earth
     
     Number of Attacks: 4 (finisher is 5th)
     Movement Range   : 4
                        He has all his attacks from the moment he joins you.
    
     Skills:   ‰ļS‚Ģ‹Z - Skill of Satisfaction (starts with this skill)
               ‹ßŚ‰ń”š - Adjacent Evasion (starts with this skill)
                 ‹|‰ń”š - Dodge Arrows (starts with this skill)
               “¬Žu‚Ģ“µ - Eye of Fighting Spirit (starts with this skill)
               –¾‹¾Ž~… - "Clear and Serene" (starts with this skill)
    
     Costs: Attack 70
            Defense 60
            Magic Defense 60
    
     Combos with: No one 
    
    
    
    ===============================================================================
    VII. Team Attack Pairings
    ===============================================================================
    
      Each character has at least one Team Attack with another character, so if
     that's all you're looking for then feel free to check here.  Keep in mind that 
     in order for the Team Attack option to appear, character need to be within a
     range of no more than 2 squares from each other.  Also, only the first name of
     the set can initiate the attack.
    
      List is in order of their appearance in the Event Viewer, in case you need to
     reference one you missed. 
    
       Hakuoro + Oboro
       Eruruu + Aruruu
       Aruruu + Kamyu
       Oboro + Dorii + Guraa (both must be within range)
       Dorii + Guraa
       Guraa + Dorii
       Benawi + Kurou
       Kurou + Oboro
       Karura + Touka
       Touka + Aruruu
       Touka + Aruruu + Gachyatara
       Urutorii + Karura
       Kamyu + Urutorii  
       Sasante + Nuwangi (the only boss combo)
    
    
    
    ===============================================================================
    VIII. Extra Scenarios and Tutorials
    ===============================================================================
    
    Extra Scenarios can be reached from the third option on the main menu.
    
    Scenario #1 : Basic Tutorial - Available from the start
    
      This is the basic tutorial for gameplay.  Ask Eruruu-sensei anything you
      like, and then destroy the sticks.
    
    Scenario #2 : Attack Tutorial - Available after stage 1 or 2
    
      This is the tutorial for extra attacks, and allows you to practice hitting
      the circle button as the circle zooms in.  Combo the sticks to death.
    
    Scenario #3 : Archery Tutorial - Available after stage 3
    
      This is the archery tutorial.  Destroy the stick targets from over the fence
      and rocks.
    
    Scenario #4 : Status Recovery Tutorial - Available after stage 3
    
      This is the tutorial for Eruruu's herbs.  Use the "fumiluir" herb (Familiar
      herb) to cure Hakuoro's poison status.
    
    Scenario #5 : Team Attack Tutorial - Available after stage 9
    
      Use Eruruu and Aruruu's combo to cure everyone of their status ailments in 
      one turn.
    
    Scenario #6 : Magic Tutorial - available after stage 14
    
      Use Urutorii's spells to destroy all three stick targets in the same move.  
      Note that you can't use her third and fourth and spells after moving.  She is
      given her first four spells for this stage, but you only need the third one.
    
    Scenario #7 : Challenge Stage - available after stage 24
    
      Granted it looks imposing seeing a level 50 Sasante and two Avu Kamuu's next
      to your level 15 characters with only a wooden wall between them, but this
      mission is actually very easy in the PS2 version (the PC version of the stage
      was a lot harder).
    
      All you have to do is everything you learned from the previous tutorials. 
      Urutorii can annihalate the three enemies corraled in the pen with her magic
      quite easily, and then she can magic away most of the rocks and fort walls
      (her fifth spell can do most of it alone).  Have Dorii use his arrows to 
      snipe the wooden sticks in the upper corner, and let Eruruu cure Hakuoro's 
      poison with her familiar herb (2nd one).  Let Hakuoro and Aruruu destroy the
      giant boulder at the bottom of the screen.
    
      The giant rock is supposed to be nearly impervious to all damage except for 
      combo finishers, but it looks like the developers bugged and forgot to make 
      it immune to Aruruu.  Whoops. ;-]
    
      Once all enemies and rocks are gone, the stage ends. 
    
    Tutorial 8: Extra Challenge #2 - Obtained after collecting all items 
                [PS2 exclusive] 
    
      This stage pits your entire cast of playable characters (including all
      temporary ones) against the entire cast of boss characters, set in waves.
      Everyone (your units included) is level 50, and Hakuoro has his "special end-
      game finisher combo", if you get the point.  The object is to defeat all the
      bosses.  Really, you should just have fun with it. ;-]
    
      Completing this stage unlocks the last two CG in the CG Viewer.
    
    Tutorial 9: Developer's Room - available after completing the game.
    
      Wander around and talk to the game developers.  There's some fun surprises
      inside this stage, so be sure to explore.  Why they're all cats is anyone's
      guess. ;-]
    
    
    
    ===============================================================================
    IX. Bonus Menu
    ===============================================================================
    
    -------------------------------------------------------------------------------
    1. CG Viewer
    -------------------------------------------------------------------------------
    
      CG viewer lets you view CG seen in the game.  Anytime you view a CG the data
      is flagged and it will appear here.  All CG are unlocked in the normal 
      playthrough save the final two.  
    
      I haven't unlocked those yet. :-/
    
    -------------------------------------------------------------------------------
    2. Sound Test
    -------------------------------------------------------------------------------
    
      Lets you listen to music you've encountered in the game.  Once you hear it
      for the first time, it will show up here.  The last few songs are obtained
      by beating the game, and include the TV anime's opening song and the opening
      music of the original PC game.
    
    -------------------------------------------------------------------------------
    3. Event Viewer
    -------------------------------------------------------------------------------
    
      Let's you watch events from the game.  Events 1-57 are unlocked during the
          standard playthrough.  58-87 are unlocked whenever you perform the 
          corresponding move.  88 is always unlocked, and 89 unlocks after 
          stage 24.  Event 90 is unlocked upon completion of the game.
    
      Events 1-57  : All of the story events and the various selectable scenes 
                     from the Rest Phases.
      Events 58-73 : Character Combo Finishers. 
      Events 74-87 : Character Team Attacks.
      Event  88    : Original Game Opening Animation. 
      Event  89    : 2nd Game Opening Animation.
      Event  90    : TV anime opening (textless)
    
    -------------------------------------------------------------------------------
    4. Item Viewer
    -------------------------------------------------------------------------------
    
      View the various items descriptions of everything you collected during your 
      playthrough.
    
    
    
    ===============================================================================
    X. Completion Bonus * SPOLIERS *
    ===============================================================================
    
    -------------------------------------------------------------------------------
    1. Unlockable Bonuses
    -------------------------------------------------------------------------------
    
     Upon completing the game you are asked if you want to create a clear-file
     save.  Doing so creates a save file with a star on it, and it unlocks the 
     following:
    
     1. The TV anime opening video in Event Viewer
     2. The original opening music from the PC version of the game, as well as the
        PS2 version's ending music in the sound test
     3. The Developer's Room in the Scenaio option of the Main Menu (Scenario 9)
     4. The next time you start a new game you will be prompted on whether or not
        you wish to play in "Scenario Skip" mode, which will skip all Rest Phases.
     5. ?????
    
    -------------------------------------------------------------------------------
    2. New Game +
    -------------------------------------------------------------------------------
    
      If you saved a clear-file at the end of the game, you'll notice it in the
     load game menu (it will be marked with a Star).  Loading this file will start
     a New Game +.
    
      Benefits of New Game + :
       - You keep all of the items and equipments previously collected
       - Eruruu has all of her medicinal herb abilities from the start (which lets
           you do silly things like like inflict confusion on Nuwangi)
       - Aruruu starts with her Regenerate skill (glitch?)
    
       Still looking for more.
    
    
    
    ===============================================================================
    XI. Item List
    ===============================================================================
    
      First of all, if you're looking for a particular item that happens to be a
     clear bonus from one of the skirmish stages, know that there are multiple
     reward sets for each skirmish stage, so you may have to beat the mission
     multiple times to get what you want.  Also note that you can't take part in
     skirmishes if you're playing on "Scenario Skip" mode.
    
      If an item is described as "found in", this means that the item is in a rock
     or other obstacle, or maybe carried by a grunt.  If you want to be sure you
     get everything, then always press the square button to check the map for
     destroyable obstacles, and clear them all.  Sometimes they're hidden in hard
     to reach corners of the map.
    
      I am well aware that my Japanese skills are probably horrible, and that some
     of the item translations are wonky or incomplete.  If you wish to correct me,
     or better yet contribute, then please email me.
    
      And if you were thinking about playing the game without using item, then
     think again!  I didn't do this for my health, you know, so now you have no
     excuse to ignore them! ;p
    
      Items are listed in the numbering order used in the bonus menu.  Items that
     you acquire naturally during the storyline do not have ':' comments stating
     where/when they're found, because you can't miss them.
    
    
    
    -------------------------------------------------------------------------------
    1. Equipments
    -------------------------------------------------------------------------------
    
      Equipment items tend impart stat bonuses or effects.  With the exception of
     rings and bracelets you can't "use" them like a normal item, though they still
     take up one of your two item slots.
    
    
      1. ƒtƒ€ƒJƒ~‚Ģ‘—š   - Sandals of Fumukami
                              - Increases movement by 1
                              : found in stage 3
      2. ƒtƒ€ƒJƒ~‚Ģķ‘«‘Ü - Battle Socks of Fumukami
                              - Increases movement by 2
                              : found in stage 22
      3. ƒtƒ€ƒJƒ~‚ĢŒä°   - Soul of Fumukami
                              - Increases "speed" by a slight amount
                              : found in stage 12
      4. ƒtƒ€ƒJƒ~‚ĢŠļŒä° - Weird Soul of Fumukami
                              - Increases "speed" by a moderate amount
                              : found in stage 16
      5. •ŗŽm‚ĢƒgƒDƒoƒC   - The Soldier's Toubai 
                              - Increases attack power (no effect on Eruruu)
                              : found in stage 7
      6. ‹ą„ī           - Indestructible Folding Fan
                              - Increases attack power (Hakuoro only)
                              : clear stage 10
      7. ‘o–Å‰å           - Dual Fang of "Horo"
                              - Increases attack power (Oboro only)
                              : clear skirmish 2
      8. –ņ”              - Medince Box
                              - Increases recovery power (Eruruu only)
                              : clear skirmish 4
      9. łv‹|           - Fast Spinning Bow and Arrow
                              - Increases attack power (Dorii and Guraa only)
                              : clear skirmish 4
     10. ”ew             - Battle Supremacy
                              - Increases attack power (Karura only)
                              : found in stage 17
     11. Ž¾•—             - Squall
                              - Increases attack power (Touka only)
                              : found in stage 20
     12. ŒÕ’Ü‰å           - Tiger Claws
                              - Increases attack power (Aruruu only)
                              : clear skirmish 2
     13. —ó”j‘„           - Violent Tearing Spear
                              - Increases attack power (Benawi only)
                              : found in stage 14
     14. „c’¼“         - Straight-edged Sword with Hardened Core
                              - Increases attack power (Kurou only) 
                              : clear skirmish 4
     15. ‰H’±ī           - Butterfly Wing Folding Fan
                              - Increases attack and adds chance to inflict poison 
                                (Hakuoro only) 
                              : clear skirmish 2
     16. ‘oŽÖ“           - Dual Serpent Blades
                              - Increases attack and adds chance to inflict poison 
                                (Oboro only)
                              : found in stage 14
     17. Ž‡‹M‚ĢŒ¶‹|       - Royal Phantom Bow
                              - Increases attack and adds chance to inflict poison
                                (Dorii and Guraa only)
                              : clear skirmish 5
     18. –p‰Ģå           - Humble Sage
                              - Increases attack and adds a chance to stun (Karura
                                only)
                              : clear skirmish 4
     19. ‹S“”•ö           - Cascading Demonic Light
                              - Increases attack and adds a chance to stun (Kurou
                                only)
                              : found in stage 18
     20. ™į‹¶‰å           - Crazy Beast Fang
                              - Increases attack and decreases enemy energy
                                (Aruruu only)
                              : found in stage 21
     21. Œ‘M             - Roaring Spark (Thunder?)
                              - Increases attack and decreases enemy energy (Touka
                                only)
                              : clear skirmish 5
     22. •—‰Ų•ˆŠ         - Fragrant Wind's Militaristic Power
                              - Increases attack and decreases enemy energy (Benawi
                                only)
                              : clear skirmish 5
     23. ŠZ“O‚µ           - Armor Focus
                              - Increases attack against Avu Kamuu (Karura and 
                                Touka only)
                              : clear skirmish 8
     24. bÓ‚«           - Shell Breaker
                              - Increases attack against Avu Kamuu (Aruruu only)
                              : clear skirmish 8
     25. ÕāJ‚ĢŽ}         - Ritual Branch
                              - Prevents loss of skill bonus when energy meter is
                                depleted for applicable skills by 1 stage
                              : clear skirmish 2
     26. ÕāJ‚Ģ”u         - Ritual Glass
                              - Prevents loss of skill bonus when energy meter is
                                depleted for applicable skills by 2 stages
                              : clear skirmish 6
     27. ÕāJ‚ĢŠķ         - Ritual Container
                              - Prevents loss of skill bonus when energy meter is
                                depleted for applicable skills by 3 stages
                              : clear skirmish 7
     28. ÕāJ‚Ģ‹¾         - Ritual Mirror
                              - Prevents loss of skill bonus when energy meter is
                                depleted for applicable skills by 4 stages
                              : clear skirmish 10
     29. •ŗŽm‚ĢƒAƒxƒŠƒ…   - Soldier's Aberyu
                              - Increases defense
                              : clear skirmish 2
     30. ƒeƒkƒJƒ~‚ĢŠZ     - Armor of Tenukami
                              - Increases defense and magic defense, and also 
                                protects against status ailments
                              : found in stage 25
     31. —ū‹C‚Ģ”«‹ą       - Gold Crown of Tempered Air
                              - Increases rate of energy acquisition slightly
                              : clear skirmish 4
     32. —ū‹C‚ĢŠ•         - Helmet of Tempered Air
                              - Increases rate of energy acquisition moderately
                              : found in stage 18
     33. ķ•‘‚Ģ—Ś—ž       - Lapis Lazuli of the War Dance
                              - Begin a battle with MAX energy meter
                              : clear skirmish 2
     34. ķ•‘‚Ģņ—Ś—ž     - Joruri of the War Dance
                              - Begin a battle with MAX energy meter
                              : clear skirmish 6
     35. ƒqƒ€ƒJƒ~‚ĢŒģ•„   - Charm of Himukami
                              - Changes elemental affinity to Fire
                              : clear skirmish 2
     36. ƒNƒXƒJƒ~‚ĢŒģ•„   - Charm of Kusukami
                              - Changes elemental affinity to Water
                              : found in stage 9
     37. ƒtƒ€ƒJƒ~‚ĢŒģ•„   - Charm of Fumukami
                              - Changes elemental affinity to Wind
                              : clear skirmish 2
     38. ƒeƒkƒJƒ~‚ĢŒģ•„   - Charm of Tenukami
                              - Changes elemental affinity to Earth
                              : found in stage 8
     39. ƒJƒ“ƒgƒRƒ‚ĢŒģ•„ - Charm of Kantokoro
                              - The effects of elemental affinites are increased
                              : clear skirmish 4
     40. ƒ‚ƒVƒŠƒRƒ‚ĢŒģ•„ - Charm of Moshirikoro
                              - The effects of elemental affinities are reduced
                              : clear skirmish 6
     41. ƒ†ƒ^ƒ“ƒJƒ‰‚ĢŒģ•„ - Charm of Yutankara
                              - Elemental affinities have no effect
                              : clear skirmish 5
     42. –é_Šy‚ĢŒŪ       - Hand Drum of the Evening "Kagura" Dance
                              - Probability of recieving a status effect reduced 
                                by 50%
                              : found in stage 12
     43. —¢_Šy‚Ģ‰”“J     - Flute of the Village "Kagura" Dance
                              - Immunity to status ailments
                              : clear skirmish 8
     44. ƒqƒ€ƒJƒ~‚ĢŽw—Ö   - Ring of Himukami
                              - Use the ring to cast a ranged fire attack
                              : found in stage 4
     45. ƒqƒ€ƒJƒ~‚Ģ˜r—Ö   - Bracelet of Himukami
                              - Use the bracelet to cast a ranged area of effect
                                fire attack
                              : clear skirmish 8
     46. ƒNƒXƒJƒ~‚ĢŽw—Ö   - Ring of Kusukami
                              - Use the ring to cast a ranged water attack
                              : found in stage 12
     47. ƒNƒXƒJƒ~‚Ģ˜r—Ö   - Bracelet of Kusukami
                              - Use the bracelet to cast a ranged area of effect
                                water attack
                              : clear skirmish 5
     48. ƒtƒ€ƒJƒ~‚ĢŽw—Ö   - Ring of Fumukami
                              - Use the ring to cast a ranged wind attack
                              : clear skirmish 1
     49. ƒtƒ€ƒJƒ~‚Ģ˜r—Ö   - Bracelet of Fumukami
                              - Use the bracelet to cast a ranged area of effect
                                wind attack
                              : clear skirmish 5
     50. ƒeƒkƒJƒ~‚ĢŽw—Ö   - Ring of Tenukami
                              - Use the ring to cast a ranged earth attack
                              : found on stage 6
     51. ƒeƒkƒJƒ~‚Ģ˜r—Ö   - Bracelet of Tenukami
                              - Use the bracelet to cast a ranged area of effect
                                earth attack
                              : clear skirmish 6
     52. ƒ„ƒIƒVƒPƒv‚Ģ‘Ü   - Bag of Yaoshikepu
                              - Increases the range of items when used
                              : clear skirmish 4
     53. ƒNƒXƒJƒ~‚ĢŸ£     - Tear of Kusukami
                              - Increases bonus points earned when character kills
                                an enemy
                              : clear skirmish 6
     54. ƒLƒ€ƒ“‚Ģ–Ń”ē     - Fur of Kimun
                              - Increases experience earned when equipped
                              : clear skirmish 6
     55. ƒ†ƒJƒbƒe‚ĢŠp     - Horn of Yukatte
                              - Increases chance to hit?
                              : clear skirmish 4
     56. ƒVƒgƒDƒ“ƒy‚Ģ—é   - Bell of Shitounba
                              - Increases evade rate?
                              : clear skirmish 6
    
    * –Å (Horo) is the Japanese character for Nirodha, one of the Four Noble Truths
       of Buddhism.  Nirodha is the noble truth of the cessation of suffering.
    ** ņ—Ś—ž (joruri) is a sung narrative with a shamisen accompaniment.
    *** _Šy (kagura) is a type of ancient Shinto music and dance.
    
    -------------------------------------------------------------------------------
    2. Consumable Items
    -------------------------------------------------------------------------------
    
      Consumable items are just that.  Consumable.  When you use one of these items
     it will disappear from your character's equipment forever.  However, starting
     a New Game + will give you back the total of all the items you found in the
     previous playthrough.
    
      Consumable items are scattered everywhere throughout the game, and most of
     them are very common.  By the end game you should have encountered at least
     one of each, if not more than that.  You get them from both enemies/objects
     and as stage clear bonuses.
    
     57. ƒVƒDƒlEƒPƒjƒƒ   - Shiune Kenya
                              - Recovers a small amount of HP 
     58. ƒVƒDƒlEƒkƒNƒC   - Shiune Nukui
                              - Recovers a moderate amount of HP
     59. ƒVƒDƒlEƒEƒ“ƒ„ƒN - Shiune Un'yac
                              - Completely recovers HP
     60. ƒ\ƒ”ƒ„ƒsEƒ“ƒNƒŠ - Sovyabi Nkri
                              - Increases energy by a small amount
     61. ƒAƒ}ƒ€EƒEƒ`ƒ…   - Amam Uchyu
                              - Increases energy by a moderable amount
     62. ƒPƒEƒgƒDƒAƒ}ƒ“   - Keutouaman
                              - Instantly fills energy meter to MAX
     63. ƒXƒŠƒeƒ“ƒ†ƒVƒŠ   - Suritenyushiri
                              - Cures poison and heals for a small amount
     64. ƒgƒDƒŒƒv‚ĢŒs     - Stalk of Tourebu
                              - Cures stun and heals for a small amount
     65. ƒnƒ‹ƒjƒŒ‚Ģ—t     - Leaf of Harunire
                              - Cures confusion and heals for a small amount 
     66. Ž‡ąęąß‚Ģ—ģ–ņ     - Purple Amber Miracle Drug
                              - Cures all status ailments and fully restores HP
     67. …–½’O           - Red Water of Life
                              - Permanently increases attack by 1
     68. —z‰Š’O           - Red Haze of Heat
                              - Permanently increases defense by 1
     69. “yb’O           - Red Shell of Earth
                              - Permanently increases magic defense by 1
     70. –²Œ¶’O           - Red Fantasy
                              - Permanently increases attack, defense, and magic
                                defense by 1
     71. ƒ^ƒ‰ƒ`Eƒ^ƒ€ƒqƒg - Tarachi Tamahito
                              - When character is dealt a killing blow, item is 
                                consumed and the character continues to live
    
    -------------------------------------------------------------------------------
    3. Collection Items
    -------------------------------------------------------------------------------
    
      Collection items serve no purpose but to look neat.  Some collection items
     are gained for completing certain stages, while others have rather unique 
     requirements.  I'll try to fill them in as best I can as best I can.  Note 
     that the final item (Hakuoro's mask) will not appear until the game has been
     completed.  Also, only item #72 requires you to view Rest Phase events in any
     type of particular order, as only in the very beginning are there events that
     can be sicked (note that said events are not listed in the event viewer). 
    
      * Thanks to sou for White Cloth information *
    
     72. ”’‚¢•z           - White Cloth
                              : Go outside before entering the bedroom to see
                                Eruruu's laundry scene after stage 2
     73. •ŗ–@‘           - Book of Strategies - Record of Benawi's experiences in
                              combat.  A warrior's handbook.
                              : clear stage 5
     74. ‘å‚«‚Č“æ—˜       - Large Sake Jug - Karura's favorite sake bottle.  Has a
                              capacity of approximately 1 "shou" (1.8 liters)
                              : obtained during Rest Phase after stage 10
     75. ƒkƒƒ“ƒM‚Ģēė     - Nuwangi's Hatchet - Hatchet only for Nuwangi.  The 
                              blade has only spilled a little blood?
                              : clear stage 7
     76. ‰Ÿ‚µ—t           - Pressed Leaves - The Eruruu and Aruruu flowers put
                              between paper and allowed to dry.
                              : Obtained during Rest Phase after Stage 1
     77. ƒ€ƒ“ƒg‚Ģ‰H       - Feather of Munto - One of Munto's white feathers.
                              It's a little dry.
                              : obtained during Rest Phase after stage 10
     78. ƒEƒ‹ƒgƒŠƒB‚Ģ‰H   - Feather of Urutorii - One of Urutorii's white feathers.
                              It is filled with vitality, and is fluffy and soft.
                              : obtained during Rest Phase after stage 10
     79. ƒeƒIƒ‚Ģ•€       - Teoro's Axe
                              : obtained during Rest Phase after stage 11 if Teoro
                                is level 10 or more
     80. ”hŽč‚ČŠO“…       - Gaudy Overcoat - A luxurious overcoat that Sasante
                              wore.  It is made of expensive materials.
                              : clear stage 4
     81. ŒŒõ‚ß‚Ģ‘Ń       - Bloodstained Sash - Cloth that Suonkas had wrapped
                              around his head.
                              : clear stage 17
     82. ˜ZŠp‚Ģ”Æ—Æ‚ß     - Hexagonal Hair Clinch - Kamchataal's hexagonal hair
                              ornaments.
                              : clear stage 20
     83. H‚ׂ©‚Æ‚Ģ‰ŹŽĄ   - Partially eaten fruit - Fruit that Gomuta has already
                              started eating.  It's begun to ferment a little.
                              : clear stage 18
     84. \“¾H‹ļ         - "Ten Profit Tool" - An object of Nopon's with various
                              tool attachments in it.
                              : clear stage 19
     85. •Žč’            - "Little Black Book" - Hauenkua's...
                              : clear stage 30
     86. —šķ‚Ģ”«‹ą       - Veteren's ????? - 
                              : clear stage 30
     87. —šķ‚ĢŠį‘Ń       - Veteren's Eyepatch - 
                              : obtained during Rest Phase after stage 28
     88. ƒJƒ~ƒ…‚Ģ‰H       - Feather of Kamyu - One of Kamyu's black feathers.  
                              It is filled with vitality, and is fluffy and soft.
                              : obtained during Rest Phase after stage 23
     89. ‹ą„ß           - Solid Weight - Kurou uses this to strengthen his body.
                              : clear stage 8
     90. –Ų’¤‚č‚ĢlŒ`     - Carved Wooden doll
                              : obtained during Rest Phase after stage 20
     91. ƒnƒŠƒZƒ“         - Harisen - Large fan made of paper.  It can't be used 
                              as a weapon.
                              : found in stage 13
     92. ‚Ā‚Ś             - Jar 
                              : found in stage 26
     93. “Ɛl‚Ģ‘         - Doujinshi (fan-made comic book)
                              : found in stage 29 (ha ha!)
     94. ¬‚³‚Č‹Š’…       - Small Purse
                              : clear stage 27
     95. ˆē–ŃÜ           - Hair Tonic - Inkara used it as a hair restorer.  It's
                              a very expensive hair tonic.
                              : clear stage 9
     96. ƒ†ƒYƒn‚Ģ”Æ‚Ģ–Ń   - Yuzuha's Hair - Hair that Yuzuha tied together.  It 
                              gives a very soft and delicate impression.
                              : obtained during Rest Phase after Stage 1
     97. h—æ           - Spices - A powdery yellow energizing spice that
                              everybody loves.
                              : found in stage 20
     98. ƒ€ƒbƒNƒ‹‚Ģ–D‚¢•ļ‚Ż Stuffed Toy of Mukkuru - A hand-stitched stuffed toy
                              of Mukkuru as a kitten. 
     99. ‚µ‚Ü‚µ‚Ü‚ĢƒVƒbƒ| - Striped Tail
                              : found in stage 29
    100. ƒnƒNƒIƒ‚Ģ‰¼–Ź   - Hakuoro's Mask 
                              : one of the rewards for clearing the game.
    
    
    
    ===============================================================================
    XII. Q & A (Questions and Answers)
    ===============================================================================
    
    Q: Is this game a hentai game?
    A: No. The original PC version was, but the PS2 version has had such content
       removed.
    
    Q: Are there any new CG in this game that weren't in the PC game?
    A: Yes, there is new CG to replace the ones that were removed, as well as a 
       few new scenario CG.
    
    Q: Are there any new characters or stages?
    A: Yes, there are new stages, and new characters in those new stages.  There
       are also new a few new events before and after those stages.
    
    Q: Do any new characters join your party that didn't in the PC game?
    A: No. No new characters join you.
    
    Q: Did the opening to the game just change? O_o;
    A: Yes, the opening changes to reflect more relevant scenes once you pass a
       certain point in the plot.  The original game did this as well.  This change
       happens after the completion of stage 24.
    
    Q: Why the hell did you write a FAQ for a game no one will ever play?
    A: ... Shut up!
    
    -------------------------------------------------------------------------------
     This guide is copywright (C) 2006 Joseph Wantland.
    
     This entire document is protected by US copywright law. All trademarks are 
    property of their respective owners. No section of this guide can be used 
    or altered without my permission. This includes (but is not limited to) posting
    on your website, making links to my guide, including parts of my guide in your
    own, or making reference to any material contained within.
    
     Utwarerumono and all characters within is a registered trademark of Aquaplus,
    Flight-Plan, Sting, Leaf, and whomever else was involved in the making of this
    game.
    
     All the sites mentioned below have permission to use this FAQ. Please email me
    at legoshinigami@yahoo.com to enquire about gaining permission to use this 
    document or the work within.
    
    www.gamefaqs.com
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     All additional copyrights and trademarks are acknowledged and respected even
    if they were not mentioned within the guide.
    

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