TACTICS OGRE: KNIGHT OF LODIS
Version 3.1
Last Updated: 8/9/2002
Presented by bearsman6
The Guide to Questions We Know You Want to Ask, but Shouldn't...
A Complete Guide
>>>>>TABLE OF CONTENTS<<<<<
I. Revision History
II. Introduction to the Guide
III. Back story...
IV. Characters
V. Game Controls
VI. The Walkthrough!
1. Let it begin!
2. The chosen path... A
3. Chapter 2 (Path A)
4. Chapter 3 (Path A)
5. The chosen path... B
6. Chapter 2 (Path B)
7. Chapter 3 (Path B)
8. ENDINGS... **MAJOR SPOILERS**
VII. Quest Mode
VIII. Class Details
IX. Emblems
X. Items
XI. Cheats
XII. Misc. Questions
XIII. Credits and Disclaimer
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--------I. Revision History, Because History is Good For You!----------
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VERSION 1.0 (4/24/2002)
- First version! Wow... this will take lots of work...
- I am still missing... mostly everything. Just beginning some of the
walkthrough segments, so bear with me... Oh wait, this version won't
ever be posted. HAH! SCORE!
VERSION 1.1 (4/30/2002)
- Well, the progress has to start somewhere. Started adding characters, while
also trying to learn more of their back stories... Not the most simple task,
especially since the English version isn't even out yet...
- Walkthrough now includes TWO WHOLE BATTLES! Whee... Now if only that was
a good thing. I can tell this will take a _very_ long time. Still, any
progress is good progress!
- Still filling out the class section. Seems like that's all I'm doing of
late: filling out. I can't call anything completed, because it isn't. Oi.
VERSION 1.2 (5/1/2002)
- Added a lot more to the character/class sections, including the new
section dedicated to enemy-only classes. Finished, now, with all of
the human classes... about time really.
- Began reworking the beast classes, including more 'species' as well as
complete descriptions and 'talents' sections.
- Reformatted a few of the other sections, including some to the 'history
of the series' introduction, but it was MAINLY a day spent on classes...
VERSION 1.3 (5/2/2002)
- Updated parts of the walkthrough, especially the battles previously
"completed." Basically completed a few more battles, too. If only
I could read what the dialogues were saying.
- Realized that I really *don't* have to give complete commentaries on
what happens after the battles... at least not in this version. So,
from now on, the guide will likely be a bit more trimmed in those sections.
It should work out for the best.
- Hope to finish the class section (as finished as can be expected that
is) today... some time.
- Added a few extra categories for each class, so as to make the section
more thorough... Movement type, a section of just commentary, etc.
- Reformatted some more... Still trying to find something that is both
appealing to the eye AND EASY TO READ/DIFFERENTIATE. This is, and has
always been, the biggest challenge... blah....
VERSION 1.4 (5/6/2002)
- Game was delayed, so it will be a while before this goes public... as in,
longer than previously thought. Seems the new release date is the 9th...
- Added lots of good stuff into the classes section. Mainly, put in level
bonuses. This should take me lots of time to get around to... yay.
- Also finalized third battle, thinking of adding another today. Maybe...
- Getting pretty far in this translation, and it's still enthralling, despite
the language barrier. The hard part is explaining some of the more
complicated
ideas, like persuasion. Tried that section today. Hah. Not happening...
- Proceeded to the more tedious work on the emblem section. Working amazingly
well so far, again, despite translation problems. Still, pretty nice.
- As if that wasn't enough, added a bit more about persuasion, mostly to the
"random questions" section of the guide. It fit there... sort of.
(5/7/2002)
- Not worthy of another version number, so... finished some minor work on
emblems... mostly the appearance and complete descriptions.
- Went through another battle, completing write-up (totalling... four...)
VERSION 1.5 (5/10/2002)
- GAME RELEASED (and bought)! Touched up character section, added few more
detail, etc., while actually fixing some of the English translation deals...
- Filled in a bit of the story, not to mention add a lot about some of the
larger, key characters. This will be fun!
- Redoing all of my walkthrough, since lots of things need a touch-up due to
English translation differences. Also will help fill in gaps in story...
- Retouching emblem and class sections for translation differences.
- Filling in Quest Mode section with actual information (lol).
- Completely redid the controls (thanks to the game's manual). The section
now actually makes sense. O_o
- Pulled the Emblems out into their own section (which should have been done
long ago, I realize, but oh well)...
VERSION 1.6 (5/11/2002)
- <6 AM> Pulling an all-nighter due to work, so I might as well work on this...
- Added a bit more to story, specifically surrounding some key characters and
the second, third, third prime, and fourth battles... Yay.
- Added section on items... specifically curatives and expendables.
- Finished through fourth battle now... Still no sleep <10 AM>
(5/12/2002)
- Finished with current lists of items and spells... gave descriptions and
uses along with other pertinent information.
- Continuing with walkthrough, now up to another few battles.
- Adding contributions (and credits) from others to provide alternate opinions.
- Began Quest Mode walkthrough, but only did first level. Need to find more
books to continue on...
- Wrote up more for classes and items/spells. I must just be masochistic...
VERSION 1.7 (5/13/2002)
- Getting very close to submission...
- Added lots more to items sections, especially thanks to goukei.
... correction, nearly COMPLETED items section. HUGE thanks to goukei ^_^
- Added a few more story battles to the walkthrough, and as always included
the events between the battles, too.
- Got up through The Choice of Urodela... Now the work will split along two
paths... Yay. Twice as much to do -_-''
- Updated a few character sections, including Cybil. Finally filling it in.
- It's Official... After this update, and this version is finished, it will
be submitted... It's just nasty to think about, but necessary... Even in
this state, the guide might help someone... or a lot of someones...
VERSION 2.0 (5/14/2002)
- Retooled the formatting, making it SOMEWHAT balanced on the edges...
- Retouched character profiles from early segment.
- Submitted! Now to get back to work! lol...
- Added a few more items and spells/abilities.
- With contributions from Landon, now 3/4 done with class level bonuses.
- Continued walkthrough... Got a few more battles done on both paths...
- Reformatted after seeing the posted FAQ on GameFAQs... It needed to have
the edges more even... so I fixed it.
- Proofreading now.. Gah, how this part of the process blows. Basically,
though, it's giving me a little break from just straight gameplay... I
DESPERATELY need that...
VERSION 2.1 (5/15/2002)
- Continuing work on the walkthrough... Added another few battles to the
path with Cybil and Shiven. Yay. Chapter 2 shall now begin.
- Compiled more info on hidded items (thanks to DeadSs' contribution)
- Filled in more information about classes, spells, and items.
- Generally just continued with the formatting flaws... I hate this part.
- Done for the night... (1:30 AM on the 16th)
VERSION 2.2 (5/16/2002)
- Continuing where I left off, filling in Unique Classes thanks to some help
from mikee83. Very nice, in-depth FAQ on special characters.
- Continuing walkthrough... now a few battles further.
- Added Battle 2 to Quest Mode. Yay for tediousness incarnate...
- Added another huge chunk to the "hidden items" section, as well as a
coordinate grid system. Whee...
VERSION 2.3 (5/20/2002)
- Slowing down due to current location (out of state) and inability to play
the game currently. Still, lots of contributions have made this a much
better guide, and more complete...
- Added more spells (notable Bane and Virtue) to make list nearly complete.
- Added a few more items that others found, either from Quest Mode or a Versus
Game (yes, that's right... another thing to cover... later).
- Answered quite a few emails, and hopefully a few more questions on the
boards.
If only this FAQ was as easy...
- Updated a few character sections... namely Euphaire and Elrik. I still have
lots to do there, however.
- Added some ROUGH levels to walkthrough. When I have time, I'll go back and
make them all pretty and such... Ugh. It will take me HOURS to do, however.
- Also added a few more "game text" descriptions, both to spells and emblems...
VERSION 2.4 (5/22/2002)
- Finishing touches on a few walkthrough battles (A Path).
- Added info for witch class, undead classes, and redid organization there...
- Checked through and verified a few "hidden items" levels.
- Slimmed down revision history a bit (Masvega would be proud...)
- Updated the info on Deneb and fairies thanks to a contribution from an
email by Austerity. Check those corrections out...
(5/24/2002)
- Added a few abilities discovered in recent battles. Also updated sections
in spells, adding in "Summons"
- Updated character info on Euphaire, as well as class data on her Shaman,
along with the Dragon Zombie, Warlock, and Giant.
VERSION 2.5 (5/25/2002)
- Complete overhaul of hidden items section, mainly thanks to Terence, who put
coordinates in system where (0,0) is BOTTOM corner of map. Very nice, and
now COMPLETE!
- Walkthrough progressing slowly...
(5/26/2002)
- Updated random questions section, mainly biorhythm and mental gauge Qs.
- Added another few battles to Path A. No progress on Path B as of yet.
- Fixed a few minor details, while adding new ones...
- Corrected something in the "hidden items" section.
(5/27/2002)
- Added another battle, updating info on Giants, Elrik, and a few spells.
- Also added the game text for a few emblems, updating that section.
- Added the Summoner class to the 'Unique Classes' sub-section.
- Thanks to a contribution, added a way for Alphonse to get the Archangel's
Feather emblem!
- Added info in two places about the Star Tiara ability...
- Clarified info on Lubina and how to get her to join.
VERSION 2.6 (5/28/2002)
- Added questions to the end about Angel Knights, transmigration, and also
the "Item Sets."
- Continued walkthrough Path A... Just trying to flesh out what beyowulf
contributed (some huge thanks go out to him!)
- Revived the section on Quest Mode, including more details on Battle 2.
- Updated the "Items" section to include new items, while also added the
elemental properties to weapons. Yay.
(5/30/2002)
- Updated "Items" section again, included more items and reformatted a few
of the sections alphabetically.
- Started work again on Path B walkthrough (at a request).
(6/6/2002 - 6/13/2002)
- Added another few battles to Path B, finishing Path A with beyowulf's basic
outlines and just filling in personality and format.
- Updated some wrongs in the hidden items section (thanks Terence).
- Added another question about Angel Knights to the 'random' section.
- Added a few abilities, items, and random questions.
- Validating hidden items as I go along. whee...
VERSION 3.0 (7/2/2002)
- Finally updated on sites again! Not yet finished with Path A, nor B, but
getting much closer...
- Updated 'item set' information.
VERSION 3.1 (7/6/2002 - 8/9/2002)
- Added three supplemental location-events at beginning of chapter 3.
- Been adding battles to the B route lately... Still need to finish A...
- Reformatted a LOT, to fit the screen better on GameFAQs.
- Added more battles to Part A.
- Updated the classes section, adding a few computer-only classes.
- Lots of corrections, thanks to Tetra (again ^_^)
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II. Introduction to the Ogre Battle Saga:
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This FAQ is actually going to be a complete rundown of the major points
this game has to offer. Why? Because it desperately needs one, especially
to help people with absolutely no idea how to figure out their own tactics.
This guide also should only be found on the following sites. Please note,
if you find it elsewhere, please email me, since i will then need to contact
someone about a little copyright problem. Thanks for your help.
www.gamefaqs.com
www.tacticsogre.com
www.gamespot.com
www.neoseeker.com
www.cheathappens.com
www.ign.com
www.mmxt.cjb.net
However, let me not digress. This FAQ is made for YOU. For anyone and
everyone who has a question about the game, I hope to be able to
provide some relief. But before we get straight into it, a few pieces
of advice that apply to MANY questions:
(1) THIS IS NOT THE SAME AS THE TACTICS OGRE FOR THE PLAYSTATION!!
Please, do not ask this question again. It has been overdone. It was
overdone two days after the game was released in English. Hell, it was
overdone days BEFORE it was released. So, please note: all of the people
answering questions ANYWHERE about this game are tired of answering that
question. It is a completely different game. Related, yes, but a new
and different game.... completely... 100%... all of it and, if possible,
even more. Thanks.
(2) Play through the game with the Help Messages on for the first few
battles. Think tutorial. Then, if you still have questions, check with the
"Pumpkinhead Help" set of menus. They are, by far, the best introductory
tools the game provides (unless you have the original Tactics Ogre: Let Us
Cling Together). These 'Tutorial' aids will teach you basically all you
need to know about navigating through menus, going through battles, and
even attacking, guarding, class changes, etc. So, final thought: JUST
USE THEM!! Save us the trouble of telling you something that is obviously
found there.
(3) Read through the instruction booklet. If you don't have one, then
this doesn't apply to you. However, if you DO, and you don't read it,
that is about as bad as ignoring the Tutorial. Both of those tools are
very helpful to someone who has never played an Ogre Battle game
before, and, honestly, they can teach you everything you know about the
basic game (not the total game, but how to start, how to play, just not
strategy).
(4) To save yourself some time, get used to the Ctrl-F function -- FIND.
All it requires is that you hold down the Ctrl key and hit F.
A new window will appear where you can type in a word, a set of words,
etc. and it will search the entire document for those words. This is
VERY helpful on a long page (such as this, or other FAQs)...
Just keep these basic lessons in mind, and now, let the learning begin!
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III. Only through knowledge of the past can you be prepared...
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Long ago,
there was a time
when strength ruled
and evil held
the world in
its vile clutches...
The age of Zeteginia...
The story is set TWENTY-THREE years before the events of Ogre Battle 64
(Chapter 6 in the grand saga) and the original Tactics Ogre (Chapter 7),
both of which occur at almost the same time. Its main focus will be on the
island nation of Lodis as well as the enigmatic land of Ovis. A traditional
antagonist that we all know and hate by now, Lodis is known in the other games
as the Holy Lodis Empire, where the church seems to be the true behind any and
all power that the nation has. The church itself is centered on the worship
of St. Lodis, who we will learn more about later.
Here is a general timeline, just to clarify a few of the dates...
P.Y.227 The Zeteginian Empire, founding of the country
P.Y.231 TO:tKoL
P.Y.250 OB:MoBQ
P.Y.251 the New Zenobian Kingdom, founding of the country
Located northwest of Galicia, Lodis has been trying to "enlighten" its fellow
men lately, using horribly brutal tactics. This has been continuing for
nearly 15 years and has involved the conquering of many surrounding lands
and converting them to its religion, Lodisism. Fun stuff, don't you agree?
Anyway, the southern region of Ovis, Anser, initially resisted the changes and
forced conversion, it has actually grown to flourish due to the trade with the
mainland that Lodis provided. The northern region, Rananculus, which is
surrounded by lots of mountains and rivers (effectively hampering
communications and trade) accepted the subjugation without a fight. It is now
settled mostly by the aristocrats or landed elite, with inhabitable land being
a scarcity.
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IV. Getting to know your army: the players
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ALPHONSE LOEHER
A member of the Empire's top unit of knights, the Order of the Sacred Flame
at the quest's beginning, the 15-year-old Alphonse is only a new recruit. He
began his military training at 12, however, and became a knight at 14, but
this was the 'normal' path for the son of an aristocrat. He has trouble
accepting his 'new' family name, and is constantly forced to deal with the
problems within his family.
Sent to Rananculus with his good friend, and commander, Rictor Lasanti
supposedly to investigate an unusual occurrence and aid the southern territory
of Anser, he doesn't know that this will begin a journey to forever change his
path in life. Alphonse knows of war, but is still naiive. The good guy, and
your main character, Alphonse just wants to bring justice to his island home
of Ovis and figure out who he really is.
Class: Soldier
Description: A young man with blue/purple hair, light armor, and a blue sash.
To Recruit: Begin a new game
(Actual birthday: Tierra 22)
Element: Varies
Alignment: Varies
Fortune: Idleness. Don't slack off too much. Remember your original purpose.
Thoughts: Your basic hero, Alphonse has the potential to be one of the
strongest fighters in the land. He starts off doing relatively well
in the soldier class, which should tell you something right off the
bat. He can be a damned fine fighter in ANY class, and that says a
lot about him.
RICTOR LASANTI
A very proud, young, and strong swordsman, Rictor is also a friend to
Alphonse. Though only recently appointed to a commanding position, he
believes strongly in the goals of the Holy Lodis Empire, as well as their
practices. At times, he is known to disagree with Alphonse, especially
about matters of the aristocracy and the way things should be, but the two
are still very close. Very capable in the realm of fencing, and by far no
stranger with the foil, Rictor also has decent skill with magic, which he
uses as an attack or curatively. Lone son to the Duke of Felis, the young
Rictor doesn't quite know what his future will hold. Though he once dreamt
of becoming a priest of Lodis, now his future is cloudy. Perhaps he will
take the title of Duke after his father, and he seems to want Alphonse by
his side in that event as an advisor.
Class: High Priest
Description: A young, blonde man in a blue cloak/tunic and hair tied back in
a very proper manner behind his head.
To Recruit: Take Path B in Urodela, after siege of Castle Ostorea Rictor will
ask to join you.
Birthday: Treva 6
Element: Earth
Alignment: L
Fortune:
Thoughts: A man who knows how to kick ass, unfortunately Rictor doesn't seem
to want to disobey orders, meaning that you won't get him. He has
a great attack, though, which is a shame, since later on it's only
directed at your people. Oh well...
ELEANOR OLATO
She first meets our hero, Alphonse, in the beginning of the game, lying on
a beach and near dead courtesy of an arrow wound. Eleanor cares a lot about
her new friend, but also wants to see him become something truly great, as she
knows he can. Originally a nun, aiding Father Hamen of the church in Solea,
her foster father, she truly is an innocent amongst warriors... She was an
orphan who never knew her real parents. She was raised by step-parents in the
town of Sotavento, after being found by a mermaid and delivered to them...
Perhaps this is why she loves to be alone on the beach... hoping that her
childhood playmate, that mermaid, might return...
Her relationship with Alphonse Loeher began when she found him lying
nearly dead upon a beach at the Church at Solea, but blossoms into much more.
Though slowly, she eventually becomes an advisor, and confidant, for the young
knight, a source of confidence and strength. What more could Eleanor and
Alphonse become? Only time can tell.
!!!SPOILER!!!
Eleanor is the sister of Cybil, the sorceress!
Class: Soldier
Description: A young, blonde girl wearing a white dress, trimmed with blue
and green. Also wearing a green ribbon in her hair.
To Recruit: Finish Chapter 1 on Path A (Cybil's path).
Birthday: Sombra 7
Element: Water
Alignment: N
Fortune: Endurance. Personal glory isn't everything. Think about what's
important.
Thoughts: Overall, not THAT bad... She comes equipped with a pearl necklace
but no weapon. She's helpless for the first little while, but then
she does get better. A natural warrior once she gets into it, you
won't regret using her in your party at all!
Final Note: If you get her INT above 170, she learns a special/super
technique called Star Tiara. It's incredibly powerful (like an Orb),
but is limited to one use per 'learning.' To relearn this spell, just
level up or beat a Quest (or battle, or training fight).
IVANNA BATRAAL
The daughter of the previous Lord of Rananculus and an ex-member of the
White Fang Troops, Ivanna knows how to fight, and she does it very well. She
first meets Alphonse when he is rescued from the surf by Eleanor, after the
first battle in the Lutra Islands. She later joins him on his mission in Ovis,
seeing that his path may well be the one she needs to help uncover the truth
of her father's death.
Like Alphonse, she is a very capable Knight, dressed in red, and her
determination to uncover the truth of the events from 15 years ago (when her
father died, presumably by the hand of her uncle, Naris) only make her the
more deadly. She escaped both her uncle and the White Fang Troops through
the aid of her weapons instructor...Perhaps her most useful talent early on
in the game is her ability to heal, but do not underestimate her prowess
physically.
Class: Knight
Description: A raven-haired woman clad in red armor.
To Recruit: Complete battle 3 (Vespa Hill) and Ivanna will ask to join you.
Birthday: Deus 9
Element: Earth
Alignment: L
Fortune: Self-contempt. Ignore the small things. Forget about your worries.
Thoughts: A very capable fighter, and a welcomed addition to your army,
especially so early in the game. With the added bonus of being
able to cast a healing spell (courtesty of her knight class), she
is incredibly versitile. Keep her around and you won't regret it!
FATHER HAMEN
Over-protective and often deluded priest who looks over Eleanor as if she
was his own daughter. He has cared for her since she was young, making sure
that she learned her lessons while also watching out for her well being. He
doesn't know about her past, but always looks toward her future. Though he
means only for the best, his judgement is often clouded by bouts of selfish
behavior and pride.
ORSON LAMIES
An archer who is traveling with Rictor and Alphonse on their mission in
Ovis, Orson stays alongside Rictor. He joins and splits with Alphonse a
number of times, but every time, he makes the most out of his experience
and skill with the bow. A valuable warrior within Lodis' Army.
Class: Archer
Description: An old man wearing a green headband and blue clothes.
To Recruit: Choose path B at Urodela, going in search of Rictor. During the
next fight, Orson will offer to join you.
Birthday: Deus 20
Element: Wind
Alignment: L
Fortune: Discontent. Things may seem rather ordinary, but your comrades will
pull you through!
Thoughts: Any person that comes as an archer is either insanely good to
pull it off, or just crappy enough to fit the archer class. Orson
is actually good enough to pull this class off. Scary, isn't it?
NARIS BATRAAL
Current Lord of Rananculus, Naris used to be the head knight of the White
Fang Troops. He inherited the title of Lord from his brother, as the position
has been in their family for generations. The uncle of Ivanna, his
relationship with his neice is very shaky, especially since it is questionable
concerning his involvement with the previous Lord's death. His intentions are
unknown, but it is certain of his involvement in the continuation of the war
between Rananculus and Anser.
NICHART BRIFFAUT
Current leader of the White Fang Troops and a knight of Rananculus, Nichart
is striving to follow the orders issued down to him by Naris Batraal. A
devoted knight in the midst of a war between two adjoining nations, Nichart
just does what he is ordered to do, but he does it well.
MALICIA BATRAAL
A young, raven-haired woman. She hates her uncle, Naris Batraal, for reasons
not quite known yet. She calls him arrogant and greedy (pretty accurate,
really). Seemingly unknown to her, she is Naris' dead brother's daughter --
Ivanna's sister. She seems to have a very strong interest in Rictor Lasanti,
romantic, and the two are engaged for marriage in the undisclosed future. We
shall just have to see how that develops...
...Malicia Batraal died years ago, when she was 13 years old.
BERNARD LASANTI
Leader of the Knights of Felis during the Reformation 15 years ago, he was
believed to have been present, with the Order of the Sacred Flame, to sign
the treaty with the kingdoms of Ovis, or force their decision. Father to
Rictor, Bernard also seems to have ties with Naris Batraal, Lord of
Rananculus.
GLYCINIA
A fairy who decides to join Alphonse on his quest for justice after he saves
her life from attackers. Normally from the forest that separates the two
warring countries of Rananculus and Anser, Glycinia only left to search for
her sister, Lubina, who ran away from the forest a while ago. (She thought it
was boring there, go figure!) Although a fairy, Glycinia still has some decent
items equipped, and seems to just show that fairies can TRY to pull their own
weight.
Class: Fairy
Description: A fairy clad in a blue dress and with purple hair.
To Recruit: Return to Vespa Hill after battle 3 and another battle will take
place. Win this battle, while saving Glicina, and she will ask
to join your troops.
Birthday: Oceano 21
Element: Wind
Alignment: L
Fortune: Vivacity. Many opportunities to use your talents. Always do your
best.
Thoughts: Oi. You really can't expect that much from a fairy. I know this,
but she is a special character. Wouldn't you expect that to make
her at least a bit better? I would, but she isn't. Her only benefit
is that she comes with a glass pumpkin and some other decent
equipment. Blah. She learns a decent special talent after level
10, but by that time, you'll have far more capable fighters.
LUBINA
Another fairy, a friend to Glycinia, and, depending on your path, someone
who might join with Alphonse. Hidden in a gremlin costume, Lubina ran away
from her life, and Glycinia, to have fun. She got bored. That's it. The
definition of a free spirit, Lubina and Glycinia have been best friends for
longer than they can remember, and together make an incredible team (for
fairies).
Class: Fairy
Description: A fairy, dressed in red and with purple hair.
To Recruit: In Graculla (Volcano area), defeat every enemy EXCEPT the lone
gremlin who won't attack your troops, named Lubinnia. Then,
with Glycinia in your party, move Glycinia right beside the lone
gremlin and Lubina will offer her services to join you!
Birthday: Oceano 21
Element: Water
Alignment: N
Thoughts: Another fairy? I already have ONE... and I really don't want to
have to take care of another... Gah. Oh well. Together the fairy
duo has one decent attack, but that really isn't worth using them
for. I guess they were just thrown in to increase the number of
hidden characters. Useful for bragging rights...
CYBIL ALINDA
Another early member of the party, Cybil rescues Alphonse from a cell at
Fort Formido. A war orphan sent to Galius at age 6 and educated to become a
member of the Hand of the Pope, Cybil has dedicated her life to the Church,
and is unafraid to show her strong will, overbearing personality, or incredible
abilities in battle to further the Pope's cause. She, unlike Alphonse, is
very in-touch with the current state of things, realizing how the Pope, the
Duke, and more are all in a politically destructive conflict. She is sent to
Ovis to retrieve its secret, and believes that the mermaids might hold the key.
Cybil lost her hometown during the Reformation. Born and raised on the
island, she joined Lodis out of faith, and because she had the skill. Her
determination also played a large part in this, though. She was driven from
her home after her parents were burned to death in front of her young eyes...
Now unafraid to devastate her opponents with her wind-elemental magic, Cybil
can be a good addition to any party.
!!!SPOILER!!!
Cybil is the older sister of Eleanor!
Class: Sorceress
Description: A strong, brunette wearing a long, purple dress.
To Recruit: Choose path A at Urodela, then after the siege of Castle Ostorea
she will offer to join you.
Birthday: Preta 22
Element: Wind
Alignment: N
Fortune:
Thoughts: A very good character, if only for her spells. She can devastate
her enemies, and is immediately one of the strongest members of
your army when she joins you.
SHIVEN
Second in command to Cybil and one of the few people she trusts, Shiven is
skilled as both an assassin and in reconnaissance. Often used on intelligence
missions of great importance, Shiven follows Cybil wherever she goes. When
Cybil's path crosses with that of Alphonse, how will Shiven react, and will
he join the young knight who he might not always agree with?
Class: Ninja
Description: A ninja-like character in gray pants, a blue headband, and
strawberry blonde hair.
To Recruit: Choose path A at Urodela, and after the fight at Bison, he appears
and offers to join your troops.
Birthday: Tierra 8
Element: Fire
Alignment: C
Fortune: Overconfidence. Don't overestimate yourself or you may get hurt.
Decide carefully.
Thoughts: Getting another ninja is never a bad thing, but when he also comes
with a Kagari-bi and pre-equipped spell, it's that much sweeter.
Shiven is a great addition to any team, especially due to his skills
as a ninja. However, he can become an even greater Swordmaster if
you build him up that way. Still, he loses his unique appearance
outside of the ninja class, so I typically leave him there. ^_^
AERIAL
The strongest mermaid warrior still alive, Aerial is one heck of a powder
keg in terms of personality. She meets Alphonse and company at Rana, after
he saved the life of another mermaid. Even after this, however, Aerial
mistakes his intentions as purely greedy (which she views as how ALL humans
are), and attacks you. After her defeat, and a conference, however, she asks
to join his cause, hoping to one day undestand how someone can love so deeply
as to sacrifice the thing that means the most to them.
Class: Mermaid
Description: Mermaid with blue hair, golden horn-like ears, and a red lower
body of a fish...
To Recruit: Choose path A at Urodela, and after the long talk and battle at
Rana, she offers to join you in a cutscene at Arena. However,
she will NOT offer to join if Minerva died in the previous battle.
Birthday: Branca 2
Element: Wind
Alignment: N
Fortune: A strong will. You will bear many hardships, but do not dwell on
them.
Thoughts: A typical mermaid. Unfortunately, that isn't a good thing. She's
excellent in water combat situations, but on dry land Aerial just
cannot hold her own against such other attackers (like Shiven).
Still, what she lacks in physical skill she almost makes up for
with her Lullaby and Cheer talents... almost.
EUPHAIRE
The talented daughter of Elrik, Euphaire was born with a gift, magically
blessed beyond what most people dream of. However, this exceptional youth is
plagued by the choices of her father. All too recently, Elrik forced the
spirit of his departed wife, Euphaire's mother, into the body of the young
shaman. She then ran into hiding, haunting the region of her old home.
Euphaire decides to join Alphonse on his mission after he defeats her in a
battle, thus freeing her of her mother's influence. A decent magical
attacker, Euphaire also has the ability to heal her allies, but she must
trade some of her own livelihood to do so.
Class: Shaman
Description: Another blonde girl in a blue and white dress, but also wearing
a green hair band.
To Recruit: Choose Path A in Urodela and ...
Birthday: Ouro 11
Element: Fire
Alignment: C
Fortune: Slump. Relax and think things over. Sometimes it's better to wait.
Thoughts: A decent character, with good offensive magic capabilities. What
really makes Euphaire shine, however, is her unique ability, which
allows her to transfer MP to another character... at the cost of
her own HP. It is a great deal, though. It often allows for a huge
tactical advantage, granting a summon spell your very first turn!
ELRIK
A very talented warlock who joins Alphonse early on, Elrik uses a doll
to attack his foes when not conjuring powerful spells. Unusual for men of
the age, Elrik can even call forth summons, to destroy his foes. Some people
wonder how this mere man can conjure forth mighty golems from at a whim, but
they never really last long enough to get an answer. Also of note, Elrik is
the father of Euphaire, another strong ally.
Unfortunately, there is a tragic story behind this powerful man. Long ago,
he lost his beloved wife to death. Grieving her loss to an unhealthy degree,
he summoned her spirit to return... into the body of his daughter, Euphaire.
Too late, he now regrets the decision, but he is forced to live with it. In
joining Alphonse's troops he hopes to make up for past mistakes, while
righting things yet to come.
Class: Summoner
Description: A tall, blonde man wearing green shoes with white and blue robes.
To Recruit: Choose Path A in Urodela, at the beginning of Chapter 2, he will
offer to join after the Belleza (optional) battle.
Birthday: Fogo 24
Element: Water
Alignment: C
Fortune: Misunderstanding. Be cautious. Good intentions may be
misinterpreted.
Thoughts: Too sweet for words. This man can do it all, literally. He can
cast almost any spell in the game, including summons. He's one
of the best natural mages in the game. Use him, and use him often.
CIRVANTE
A powerful sorcerer, known for researching problems and finding solutions. Twin
to Lethe, together the twins make a formidably duo. Clad in all blue,
including
a cape and turban-like hat, this blonde-haired twin holds his own in any
battle.
Hired by Naris Batraal to research the Sacred Spear, Lonicolnis, particularly
in
the folklore of the island, his primary concern is to find and recover the
spear.
LETHE
When we are first told of the sorcerer Lethe, she is away, thinking about
something. Twin to Cirvante, she wears the exact same colors. Wow...
SAIA
Saia is definitely an interesting, complex character. A daemon from the
underworld, he was actually drawn to Rebanada by the fallen angel, and the
monstrosity that lived there, Rimmon.
Class: Lesser Daemon
Description: A gargoyle-looking demon with gray skin and green wings >;)
To Recruit: After the battle at Rebanada with Rimmon (in Chapter 3), return
to fight against Saia. Defeat him, then tell him that you fight
for yourself and he will offer to join you.
You cannot have Lobelia in your group and have Saia offer to join.
Birthday: Sombra 16
Element: Bane
Sex: --
Fortune: Misjudgement. Your actions may be for naught. Keep an eye on your
enemies.
Thoughts:
LOBELIA
Another interesting story, Lobelia was drawn by the power of the fallen
angel to our plane.
Class: Angel Knight
Description: Just your ordinary girl... with a halo over her head... white
wings on her back, and in a blue dress with blue shoes (which
match!)
To Recruit: At the beginning of Chapter 3, go to Ardea and Lobelia will ask
to join you.
You cannot have Saia in your group and have Lobelia offer to join.
Birthday: Agua 14
Element: Virtue
Thoughts:
DENEB RHODE
Class: Witch*
Description: A young witch with brown hair, beautiful face, but clad in RED!
To Recruit: (see cheats and tricks section!)
Birthday: Varies
Element: Varies
Alignment: C - N
Thoughts: Yes, it's official. Deneb has found her way into yet ANOTHER game
of this series. However, in this one, she was actually toned down
a little bit. Still a huge upgrade over the normal witch, Deneb
can cast summon spells(!) as well as the normal support spells all
witches use. She's definitely worth acquiring, especially seeing as
how that can be done as early as Battle 3. Worth adding to any army!
-----------------------------------------------------------------------
V. For those who've lost control, or never had it...
-----------------------------------------------------------------------
Basic Controls:
- L button -
Shortcut function on the field map.
In conjunction with A and/or B buttons can ease character selection.
- R button -
From any screen, displays Command Menu.
Allows you to give orders to troops, access help screens, options screens,
etc. General use button that brings up ANY menu bar.
Love this button!
- Control Pad -
Move characters or icons around on the screen (duh).
Use to select items, commands, characters, or position them.
- Start button -
Used to suspend data during a battle (save mid battle).
Also used to display a character's status.
- Select button -
Used to display Help messages on any screen.
In conjunction with A, can tell more about items, characters, abilities,
or literally anything you would like to know more about.
- A button -
Used to scroll messages, confirm choices, etc.
Your basic control button, along with B, this is the "positive" button.
- B button -
Used to cancel messages, cancel choices, etc.
Your basic control button, along with A, this is tthe "negative" button.
-----------------------------------------------------------------------
VI. All you must do is walk this path....
-----------------------------------------------------------------------
------PART 1------
< < LET IT BEGIN! > >
***
As the game begins, you are shown a scene where a young, dark-haired
warrior is walking down the street, accompanied by an older, well-dressed
knight. They carry on a conversation in the town's market, immediately
showing off the vibrant color scheme the game will use, as well as the
style of characters to expect.
Near the base of the stairs, the conversation will veer off as a hooded
fortune teller asks if you would like your fortune told. After a bit
more dialogue between Rictor and the blue-haired knight, and a bit of
concern from Rictor over your current state of being, he decides to
leave you. The warrior then talks to the fortune teller (with a nice
background score, might I add), who asks for your name and date of birth.
"Six fates determine your path in life, whispering in the recesses of your
mind... They take form and scream out, 'Let it begin!'"
Ah, you thought you got off that easy? As with ALL of the Ogre Battle and
Tactics Ogre games, the next step is the infamous "Questions." These will
determine a lot about what happens to you, initially at least. As you
might expect, these answers will be very important.
>>Guide to the Questions<<
I know there will be a few questions, so here you go. I'm going to
outline what each answer to each question will actually do. Each
answer will give you a specific point value, or lack thereof. Here's
what each answer is worth, and what the points finally do:
Question 1 (Knight)
The Bearer asks: "Bear which burden?"
Resolve = 0 points, Fire
*Truth = -1 point, Wind
Sacrifice = 1 point, Earth
Affection = -1 point, Water
Question 2 (Horse)
The Wanderer asks: "Walk which path?"
*Belief = -1 point, Neutral
Freedom = 0 points, Neutral
Wealth = 0 points, Lawful
Longevity = 1 point, Chaotic
Question 3 (Tower)
The Builder asks: "Design which plan?"
Strife = 1 point, Wind
*Wisdom = 1 point, Water
Hatred = -1 point, Fire
Prosperity = 0 points, Earth
Question 4 (Magician)
The Sage asks: "Swear which oath?"
*Purity = -1 point, Lawful
Revenge = 1 point, Chaotic
Victory = 1 point, Neutral
Fuition = 0 points, Chaotic
Question 5 (King)
The Leader asks: "Share which vision?"
*Sadness = 0 points, Neutral
Mercy = -1 point, Lawful
Bliss = -1 point, Chaotic
Terror = 1 point, Lawful
Question 6 (Queen)
The Almighty asks: "Shape which future?"
Glory = 1 point, Fire
Peace = 0 points, Water
*Change = 0 points, Wind
Control = -1 point, Earth
(*Indicates which I chose my first game...)
Once the set of figures is complete, and the answers are given, the crystal
ball vanishes. What you don't yet know, is that the points you just
accumulated will go toward your later stats (for the hero), troops, and
items!
6 to 4 points
< Hero Stats > HP + 10, STR + 10, AGI + 4
< Troops > Ninja, Archer, 2 Soldiers
< Items > Long sword, 20 cure leaves, 2 cure seeds, 3 altars of
resurrection
3 to 1 point
< Hero Stats > HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6
< Troops > Wizard, Archer, 2 Soldiers
< Items > 20 Cure leaves, 2 magic leaves, 3 altars of resurrection
**0 to -3 points
< Hero Stats > HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6
< Troops > Cleric, Ninja, 2 Soldiers
< Items > Rapier, 10 cure leaves, 4 magic leaves, 3 altars of
resurrection
-4 to -6 points
< Hero Stats > MP + 10, INT + 10, AGI + 4
< Troops > Wizard, Ninja, 2 Soldiers
< Items > 10 cure leaves, 6 magic leaves, 3 altars of resurrection
Begin the opening sequence!
"A new day dawns, as roots dig deep into the earth
and water flows from its source...
Many years ago, the Lodis Empire began its imposition of Lodisism.
Troops from Galius andvanced into the regions that resisted.
It was more of an invasion than a reformation.
Many conflicts erupted as these territories were conquered.
But, some countries submitted and accepted Lodis' conditions.
Although supervised by Lodis, they were able to maintain autonomy.
The empire also pledged aid if problems were to arise.
Some rulers chose to surrender to avoid pointless sacrifice.
It was no surprised that they made that decision...
...although that did not stop small conflicts from occurring.
However, compared to the rest of the era, it was a time of peace."
Welcome to Tactics Ogre: the Knight of Lodis, an excerpt of the Ogre Battle
Saga.
Once again, we are taken to our hero, Alphonse, who we find on a docked ship.
He's concerned about the weather, and insists that they won't make it to the
island if it persists as it is. The ship is in need of repair, and it will
take some time... Rictor, agrees to the delay, but admits that they've been
drifting for so long that he's lost, and didn't expect the storms so soon.
Then, a normal soldiern rushes in. Unfortunately, he brings with him some
bad news....
"We're being attaced!"
--- BATTLE 1: LUTRA ISLANDS ---
Suggested Level: N/A
**Enemy Units**
L - Bandit (M)
Soldiers (M) x 2
Soldier (F)
**Friendly Units**
Rictor (Guest), Orson (Guest), female Soldier (Guest), male Soldier (Guest)
As it turns out, your enemies are mercenaries, hired specifically to give your
group a warm welcome... Wonderful, isn't it? Still, it won't be too much of
a pain...
When the enemies get their first phase to move, Stan (the bandit leader)
begins to badmouth Alphonse, calling him a kid. Obviously, we won't take
that, so now we have some REAL incentive to kick his merc butt! However,
Rictor, the voice of reason, tells us to calm down, right before Stan calls
us chicken...
Oh, he will die... painfully.
In this battle, the only one you can control is Alphonse, so it's pretty
much a piece of cake. All you really have to do is keep yourself alive.
Now, of important note is that the two teams take TURNS in moving. Of
course, your allies and Alphonse move first, but then, after their turns,
all of the enemies move. It takes a bit of the strategy of TIMING out of
the game. The battle ends when you kill the bandit, punk that he is.
Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Francisca.
------------
After the battle is over, Alphonse has some words with Rictor. Giving a
bit of history, Rictor explains that they were requested by the people of
Anser, and it must have been Northern forces of Rananculus that sent such
a loving welcome. Apparently, these two sectors have been at war for quite
some time, and only a forest (though sizable) separates the two forces.
In fact, this attitude and conflict has been going for hundreds of years...
If that wasn't enough, you learn that your mission is basically one to hold
steady the situation, and that your force is so small because Rictor's father
didn't feel that it required the main force. Lovely, eh? Still, you always
have the option to hire new soldiers, so in the end, the size of your force
doesn't really matter. Rictor closes by saying he isn't very inspired by
his father of late, especially since his stinginess after becoming Duke.
Then, however, another bandit shows up out of nowhere with a bow in his hands.
He aims his arrow carefully, then lets it fly. Alphonse, at the last second,
manages to push Rictor out of the way, but takes the bolt square in the chest.
He falls backward into the waters of below him...
One of the knights of your company sneaks up behind the bandit, killing him,
but the damage has been done. Rictor yells out for his company to find you,
but Alphonse is too far gone. As the screen fades to black, all you hear is
the whispering of the tides and the sound of Rictor yelling your name...
The color arises again and you see two birds flying over a small church.
A girl then walks out of the church and down toward the beach where we see...
Alphonse!
When next we see our hero, he is awakening in a bed inside a small room
of the church. The girl who saved him from the surf greets him, and after
a bit of small talk, she introduces herself as Eleanor. Explaining that
you're in the church in Solea, she continues, saying that she's a nun,
aiding the priest of the church.
She then suggests that a mermaid might have saved you, especially after
your own admission that you aren't much of a swimmer... Keep in mind the
fact that there aren't many mermaids left... It will be vital later.
Just then, a silver-haired, softspoken woman walks in, clad in red. The
woman, Ivanna explains that she was once a soldier of Rananculus, but now
she has gone out on her own. Asking Eleanor to leave, Alphonse asks if
Ivanna was a member of the White Fang Troops, "the cause of this island's
troubles."
Replying that that was 10 years ago, Ivanna, then gives you a glimmer of
hope. She reports that there have been sightings of men in unfamiliar armor
in Scabellum, suggesting that you head there to seek your friends. Also,
she tells that there are no organized troops in the South... Interesting.
When both of women leave, you are taken out to the world map. Now, unlike
many RPGs, you only get to see a literal map with lots of lines and dots on
it. The dots represent castles, towns, and strongholds. The lines are the
possible roads between them. Your position is shown by the hand icon, and
normally in blue. Blue icons are 'safe' havens, while a red one means that
you will have to do something there.
Now is a very good time to get accustomed to the menu system, though, so hit L.
You will really need to know this button well, since it will do a LOT for you.
Hitting L on the world map brings up the root menu.
The first option is to SAVE your game (red arrow pointing toward a box). The
second is to LOAD a game (both will be helpful). The third box is sort of
like your tutorial. You get to take lessons from a cool pumpkinhead. ^_^ The
fourth option is the OPTION menu. There you can control text speed along with
a million other things. The final box is RESET the game. I suggest you just
take my word on that. ^_^''
Normally, you would also have the option in the root menu to edit your party
or train, but since you don't HAVE a party, and you're just getting started,
the game doesn't think you really need that yet.
So, now that you're a bit more used to gameplay, it's time to throw you to the
wolves. Proceed to your next destination, Scabellum, shown in red on the map
and let's "FIGHT IT OUT!"
--- BATTLE 2: PORT SCABELLUM ---
Suggested Level: 2-3
**Enemy Units**
L - Wizard (F)
Soldier (M) x 2
Soldier (F)
**Friendly Units**
Ivanna (Guest)
... later ...
Rictor (Guest)
Orson (Guest)
Upon arriving at the port city of Scabellum, you notice that it's very
quiet... A bit TOO quiet in fact. Before the battle actually starts, you'll
be introduced to Mullin, the leader and generally evil wizard. Ivanna explains
that she is likely a knight from Rananculus, a spellcaster (duh). However,
you're presented with a choice now about elements. You can take advantage
and question Ivanna about elements, or just go on with it. Either way, the
battle will begin, and it doesn't look like Ivanna and Alphonse will get an
easy time.
Outnumbered, you will have to coordinate your attack well. Unfortunately for
you, Ivanna has the guest AI, which means she is rather useless (except for
healing). On the bright side, however, the two soldiers and the archer don't
have that much offensive capability (your attacks do twice as much damage as
theirs, easily), and they start relatively far away from you. Also, the AI
for the siren seems rather... stupid... to be nice about it. She loves to
move away from you without attacking. Yay for idiotic bosses!
If all that weren't enough, at the beginning of your third turn, Rictor and
Orson show up to help you out. The battle just became ridiculously easy,
didn't it? Heh. You have to love it. Either way, don't slack off. The
boss can still cast one of two rather devastating spells, so beware.
Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Thunder Flare (attack spell), Stone of Swiftness,
Healing Leaf, (one more from the archer I didn't get).
------------
After the battle, you have a long dialogue with Rictor. Apparentlly the Lord
of Rananculus, Lord Batraal, is directly responsible for the actions of the
White Fang Troops. The Batraals have ruled Rananculus for generations, and
currently Naris Batraal resides in the throne.
Rictor then unfolds his plan, which is basically to split up your forces for
a while, with Alphonse going through Vespa Hill and acting like a flank from
the west, while Rictor attacks from the southeast hoping to pinch on the
White Fang Troops. Rictor then gives you 3500 Goth to further the cause!
He says it's for supplies, but you might also want to consider hiring some
extra help. Let's do that later.
From now on, you can go through the main menu on the world map, which
includes MORE than just the save, load, tutorial, reset that you had before
this mission. From now on, you can train, shop (in towns), and even edit
your units. Sweet! Also note, as of now you actually HAVE units. Refer
to the "Fortuneteller's questions" mentioned earlier if you want to know
what units you will get.
Now, before you do anything else, get very accustomed to the edit screens,
the shop system (where you can RECRUIT people... hint hint: *hawkman*!!!),
and you might also want to equip some of the stuff you've won on one of your
new friends. ^_^ Yes, when you check out your unit screen, you see that
you've been assigned your own unit! Awesome, isn't it?
--- BATTLE 3: VESPA HILLS ---
Suggested Level: 3-4
**Enemy Units**
L - archer (F)
soldier (M) x 2
soldier (F) x 2
bandit x 2
**Friendly Units**
Ivanna (Guest)
party members (limit 8)
When you first march into the Hills of Vespa, you're greeted by Cressida,
an archer from Rananculus. However, she has a good reason to want you dead.
She blames you (as a knight of Lodis) for the destruction of her village
and the deaths of her parents, which all happened 15 years ago. Needless
to say, she is a BIT upset. Her one quote that really stands out, however
is in reference to Alphonse telling her that it was a long time ago:
"It was a long time for the victor, but we still indure the painful
memories... Words can't describe it."
She then accuses you, and all people in Lodis, of being without remorse for
what their ancestors did. How dare we repeat the same mistakes again? And
then, in the final truth of the matter, she realizes that, in the end, the
teachings of Lodis are just another way to subjugate the people. Now, we
deserve to die... etc, etc, etc.
This battle is another fairly open one. The level is long and sprawling, but
without too many obstructions and obstacles. In fact, there are only a few
shrubs and rocks on this plain, so it is a very simple map.
Just a note to those keeping track: wide open maps normally mean little to
no advantage can be gained by positioning alone. Still, if you manage to,
you can hide your flank by sitting beside a rock and not allowing for back
attacks that way.
Introduced to you this battle is the idea of Persuading! As Ivanna tells
you, each of your characters actually has the ability to 'persuade' an enemy
to join your army. However, the process is a bit more complicated than just
that, but I'll go into that later (in the random questions section).
Allow me to give a few notes of caution here. The enemy party is surprisingly
balanced, and unless you've gone out and bought some backup (which I do suggest
you do, in the form of hawkment ^_^), you will be outnumbered. As before,
the female soldiers use bows to strike at you from long distance, as does the
archer (obviously). The two male soldiers both carry decent swords, too, so
their attacks are going to be stronger than yours. Also, the two bandits pack
axes, so be prepared to take some serious damage...
As you defeat the Cressida, she has one last thing to say:
"Never forget... You can fool yourself with your rationalizations,
but eventuallym you'll suffer the consequences."
How wise... This may come to haunt you in the future, don't you think?
Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Great Bow, Healing Leaf x 2, Stone of Swiftness,
Sword Emblem, Cup of Life, Crown of Intellect.
------------
After the battle, you see a small scene in camp. Alphonse is sitting by a
fire when Ivanna comes out of her tent to discuss a few... matters of
importance...
Ivanna tells you that she used to not only be in the White Fang Troops, but
she knows a great deal about them. They're the personal troops of the Lord
of Rananculus. Ivanna also gives a glimmer of truth into her character...
She left the Troops to learn about her father's death, and to avenge him.
Her full name: Ivanna Batraal. She is a member of the ruling family of
Rananculus and daughter of the Former Lord! This means that Naris is her
uncle!
Basically cutting out the 'blah blah blah' for those of you not interested
in history (shame on you), you're given the choice to take Ivanna along. In
other words, she finally joins you as a controllable member of your party
(getting rid of that damned Guest AI). She starts as merely a strong knight,
but don't sweat it, she can become so much more...
Now, if you want some real fun, leave the battlesite and go down to the
castle (either to buy supplies or something... just do it). Now, when you
are good and ready, walk back up to Vespa Hill again. When you get there,
you'll notice that "Fight it out" appears, as though it was another story
battle. Well, hold on to your socks, boys and girls, it is!
--- BATTLE 3s: VESPA HILLS II ---
Suggested Level: 4-5
**Enemy Units**
Griffin x 3
Gremlin x 2
Fairy x 2
**Friendly Units**
Glycinia (Guest)
party members (limit 8)
**NOTE: From now on, the limit on the number of characters you can**
**bring into any battle (not counting guests) will be 8.**
Now, the entire premise behind this fight is that you've stumbled upon the
poor, defenseless, and miserably small fairy who is about to get destroyed
by all the bad creatures that just don't like her. < Sniffle > I feel for
the girl, ya know? So we're gonna save her! Yah!
Anyway, this battle is full of beasts, and as you will soon find out, they
deal considerably more damage than your normal human characters would.
Then, as if things needed to get worse, they can all fly as well. Wonderful,
isn't it? So just prepare to cover your own backs, and let's get this battle
under way!
Now, assuming you have a hawkman, this battle will be much easier. They
generally have a greater attack than your normal human warrior, and they
also have larger movement. Also, if you have a ninja, they will come in
VERY useful, since their greater movement range is also a great benefit.
The easiest way to beat this battle, that I have found, is to just focus
on the bigger enemies first.
In other words, kill the griffins, then the gremlins, and then the fairies
(unless you can get a fairy the first turn...). The griffins will do the
most damage to you, so it might be a big help to get them out of the way
first... (Still, the griffins aren't even that big a deal, since their level
is as low as yours...) After that, the battle is smooth sailing.
Also, if you have to, remember to use Ivanna to heal! It's a great ability,
especially if you didn't get a cleric in your original army.
Victory Conditions: Defeat All Enemies!
War Trophies: 200 Goth, Cup of Life x 4, Stone of Swiftness x 4,
------------
After the battle you're treated to a small scene where Alphonse talks to
Glycinia. Basically, she's thankful to you for saving her from all the evil
beasties... Aren't you nice? She says that she comes from the forest,
searching for her sister. After all that jibba-jabba, it all boils down to
one thing:
"Can I join you?"
Though she is a fairy, she comes equipped with some decent armaments. I
would suggest taking her, since you have nowhere near your maximum number
of characters yet, and you can always take more. Besides, get her for he
equipment if nothing else. ^_~ Just say "Yes!" Heh.
Now, however, we get back to the normal swing of things. If you're anything
like me, you are probably taking your sweet time in getting to the next stage,
making sure that your army is balanced in levels. This is a good practice,
and one which might just save your life later. You see, the enemies you face
in any battle will be about the level of your highest character. Therefore,
if you have someone just falling behind, you're really in trouble, unless
you train them up to snuff.
So now, head on out to face your next story battle!
--- BATTLE 4: FORMIDO FORTRESS ---
Suggested Level: 6-7
**Enemy Units**
L - Knight (M)
Soldier (M) x 3
Archer (M)
Archer (F)
Cleric (F)
Wizard (M)
**Friendly Units**
party members (limit 8)
Prelude Story:
Before the battle begins, you'll be introduced to an imposing knight in
purple-blue armor. He tells the knight to expect the Knights of Lodis, and
then proceeds to deliver a few more orders. Most notably, he tells Grimal
that HE hired the pirates to attack you earlier, and then orders Grimal to
'defend the fortress.' In other words, you've just been ordered to your
death... again.
Finally, when Grimal begins to speak again, we learn the identity of our
tormentor: Nichart Briffaut himself! After Nichart insults Alphonse by
calling him yount, who appears but our hero himself! Nichart laughs at
you (mean bastard), refusing to withdraw to Naja, and leaves, telling Grimal
that this fortress is vital to their movement in the South. If that weren't
bad enough, Nichart then flatly says, "Shut up kid. I have no time for
you." Someone deserves an ass kicking! Let the battle begin!
Tactics:
In this battle, the terrain is definitely not your friend. You begin in the
lower right corner of the map, and immediately notice that you're going to
have to climb both up hill and toward a fortress. Yay. Still, my advice is
to take a hawkman (which you REALLY SHOULD HAVE RECRUITED BY NOW) and fly up
toward the archers and wizard. They have the capacity to hurt you from a
distance for good damage. Notably, the wizard has TWO spells, one earth
elemental and one water. Be very careful of how you deal with him... He can
be trouble after he charges enough MP.
Also, don't underestimate the knight, or any of the soldiers actually. The
soldier on the far right has a bow equipped, but they all have decent attack.
Also, let's not forget the fact that they're equipped pretty well (all CPU-
controlled enemies are). If you really want to have a bit of fun, try and
persuade the wizard... That should ease the battle quite a bit...
Tactically, you're not only at a disadvantage by terrain, but as soon as the
battle starts, the computer sometimes sends a few soldiers and the wizard to
flank you to your left. This can be a huge problem if you don't take care
of it quickly. Either take out some archers, or the soldiers, but things
WILL get ugly.
After you take care of the distance attackers, the battle proceeds much more
smoothly. If you need to, have Ivanna heal (a lot), or just use a cleric, if
you've got one. If not, I seriously recommend levelling up a character until
they meet the requirements. A cleric is _invaluable_ in the early stages...
Victory Conditions: Defeat the Leader!
War Trophies: 1500 Goth, Chain Mail, Healing Leaf, Crown of Intellect, Sword
Emblem, Cup of Life, Crag Crush (spell), Cleanse (spell).
Special Bonus: Numida Chronology.
------------
After the battle, you find a small green book, the Numida Chronology, lying on
the battle field. This is your first book to allow you into Quest Mode, as
the game explains:
"Each text you acquire will open a new area in Quest Mode
where you can explore/earn treasure."
However, more on that in the Quest Mode section (after the Walkthrough)...
Alphonse begins talking to Ivanna about whether she recognized the warrior.
As it turns out, Grimal must have joined after she left. Either way, Alphonse
is worried about Rictor, and decides that there's nothing more you can do
unless you enter the fortress... You find it in shambles. It looks as though
they messily scrambled to remove what things of value they could before you
took it. As Alphonse heads toward the window, a young sorceress casts Slumber
Mist on him, putting him to sleep. As the screen fades to black, you're left
wondering the fate of our hero.
Luckily for us, the screen arises moments later, but only to find Alphonse
chained to a wall in a very dirty dungeon cell. "...I guess I was a little
careless." You think? Heh. These villains never think to clean, do they?
Oh well. Still, as he awakens, Alphonse is joined by Nichart and the
sorceress.
Nichart loves to mock Alphonse, who struggles to free himself, but to no avail.
He, like us, has to sit through this boring questioning, of course not telling
anything. Then, as though things couldn't get worse, Nichart decides it will
be fun to WHIP the poor boy, hoping to loosen his tongue. Yay and stuff.
Needless to say, Alphonse eventually passes out, and as the screen fades to
black, the sorceress slips him a potion to make him talk...
Awakening again, Alphonse's cell has now been flooded, but just up to his
chest... for now. This boy is going through a lot, don't ya think? Anyway,
a mysterious woman in a purple dress eventually appears. As is customary,
they have an incredibly long dialogue, including such events as how at high
tide you will DIE. She then tells you that she needs you, or more honestly
a soldier, but Alphonse will do. If you cooperate, she will FREE you. I
think you just got a sweet deal. Lucky bum.
The woman tells you her name is Cybil Alinda and that she enjoyed watching you
fight today... Interesting. She also summons a servant, Shiven, to report the
current state of some situation, likely the one you will be aiding with. He
says that a force has retreated to the north, and that Rictor's troops,
supposedly attacking from the south entered the Forest of Gryllus, but then
retreated to Scabellum. There is no explanation as to why... Cybil sends him
back to HQ to pass on his information, and then tells you to rest... You'll be
crossing the Meleagris Mountains at dawn. Without further reasons, she leaves.
Now, as that scene finally comes to a close, you are returned to the world map.
If you decide to move to the next location, you will have to travel over Vespa.
This time, however, you'll be taken to a scene from inside the throne room of
Ostorea Castle where Naris Batraal, Ivanna's father and also the head of the
governing body of Ovis, and a Young Sorceress are in conference... The
sorceress reports the situation to Naris, who then inquires about Rictor.
This is when you learn a little bit of the back story to what actually happened
15 years ago. As it turns out, 15 years ago the forces of Lodis stormed the
village of Blete, a town of "worshippers of nature" according to Naris. That
was the scene in the introduction... The forces of Lodis burned down the
village as a warning to others that might resist. Nearly all of the villagers
escaped to the forest, however, thinking they were safe. As if only to prove
their point, Lodis' forces then set the forest itself ablaze. According to
myth, the souls of those burnt to death still wander the forest...
You then get a bit of an inkling as to the true purpose of Lodis in this
region when Naris mysteriously refers to some 'it' that he's looking for.
Then, Naris is told of your escape, and unphased inquires about someone
named Malicia. When the scene finishes, you can FINALLY continue on to
your next area, Ardea!
--- BATTLE 5: LAKE ARDEA ---
Suggested Level: 7-8
**Enemy Units**
Hawkman x 3
Griffin x 2
Fairy x 2
**Friendly Units**
Cybil (Guest)
party members (limit 8)
By far the most difficult battle so far, as the screen brightens, you will
note that nearly ALL of the terrain is covered by water. This will be a test
of strategy. Be ready!
[Tactics Contributed by Haunter12O, but edited slightly to fit my style]
The enemies usually take a defensive stance to begin with, since they have
the low ground. However, on the second turn they'll start moving toward
you. Cybil is very good as she can do upwards of 80 damage to either a single
enemy or a group of enemies with her spells, just don't get her in enemy
hitting range =).
You'll actually have a pretty hard time with this battle due to your accuracy
and movement slightly decreasing due to water penalties. All the enemies can
fly, so it won't bother their movement. The fairies will stay in the back and
fire arrows at you, while the griffins and hawk men get in your attack range.
I would suggest you don't surround a group of bunched up enemies because
(1)you probably have a low chance of hitting them, and
(2)Cybil won't use her spells on them since it might hit allies in the range.
You should have some new classes by now, so try not to have more than two
generic soldiers (change their classes, duh!) and if you can't, have them be
at least a high enough level so that they will deal decent damage to your
enemies. Stay alive and do your best!
[/Haunter12O's section]
Most of what Haunter says is VERY good advice, and wise counselling. However,
one thing I have found to be a fairly effective strategy is to head toward the
larger land mass to the right of your initial position. On the second turn,
when the enemies begin to charge you, your troops will by then have reached
solid ground again, and won't be at quite so large a disadvantage.
Another thing to think about is whether you'd rather attack from behind and in
water, or from on land, risking a counter. In the water, your characters will
suffer a rather significant stat reduction, which might sway your thinking.
Oh well, just more to mull over during the battle. ^_^
Victory Conditions: Defeat all enemies!
War Trophies: xxx Goth, Heal Leaf, Crown of Intellect, Stone of Swiftness,
Cup of Life, Sword Emblem, Crown of Intellect, Sorcerer's Cup,
Savage Bugle.
------------
After that battle, Alphonse confronts Cybil alone, on the lake's edge.
Basically, Alphonse just wants to know what exactly is going on, where they're
headed, what they're doing, etc. This is when Cybil reveals a bit more about
herself: she serves the Church of Lodis, and she's carrying the Mark of the
Pope.
Now that she has your attention, she explains that you're headed to the west,
to the Tinea region, sometimes called the "Paradise of the Beasts." In
further detail, you're going northwest to Urodela Cape at the foot of the
Meleagris Mountains. Cutting through the rest of it, you're going there to
search for a mermaid.
Yielding yet another hint, she tells the story from an old manuscript, saying:
"Beams of light from the Sacred Spear, wielded by a beautiful mermaid sent
hundreds of soldiers to their graves..." She is on the island, and has been
for a while, searching for such a spear. Unfortunately, your group from
Lodis, along with others, are after it.
Just then, Shiven reappears from his mission, telling you both that armed
soldiers, likely of Rananculus, have already arrived at Urodela Cape ahead of
you. Your new plan will involve driving away the soldiers so the locals will
aid you... Violent, but plausible... I like it!
Before heading back to the map, Alphonse seems to make another connection about
the true face of the Church of Lodis... to which Cybil only replies, "...It's
better that you don't know." She then walks off after a few more words...
After making whatever preparations you want to do (which might include some
serious purchasing in the local shop!), make your way over to Urodela, where
your next story battle awaits!
--- BATTLE 6: CAPE URODELA ---
Suggested Level: 9-11
**Enemy Units**
L - Ninja (M)
Ninja (M) x 3
Ninja (F) x 2
Witch
**Friendly Units**
Cybil (Guest)
party members (limit 8)
Prelude Story:
Before the battle, you see a small dialogue between Cybil and Alphonse, mostly
dealing with your unfortunate timing. Apparently, Cybil really didn't want to
get to Urodela after sunset... And soon you will see why.
As the characters leap out of the shadows, you will notice that most of them
are ninjas. This should automatically tell you that they are (1) fast and (2)
going to have some serious long-range attacks. The black ninja and leader,
Sitri, tells you that the mermaids' spear is a treasure of the Batraal family,
so of course they won't just let you have it. Sitri then continues to ramble
on about how his family was killed by Lodis, etc, etc, etc... He has a lot of
pent up rage. ^_~
I say we just put him, and all of his groupies, out of their misery!
Tactics:
Ouch, you have another tactical nightmare ahead of you. You're climbing up a
hill, again, and, as always, your adversaries have the advantage over you in
terms of terrain.
Since almost all of the enemies have some form of long range attack, I would
suggest closing the gap between yourself and them as QUICKLY as possible. As
you might have noticed with your own experience with ninjas, their spells and
shurikens tend to deal more damage than their swords... Oh, final note here:
some ninjas in this level equipped bows... Watch for the long range attacks.
Next off, you have to worry about the witch. Once she charges up enough MP,
she can, and will, start unleashing status affecting spells upon your party.
As if that wasn't bad enough, her INT is high enough that her Slumber Mist
affects 5 squares... Ugh. Just stay out of her range, if at all possible.
When you finally decide to kill off the leader (hopefully after killing all
his compatriots to get their items), he dies with a call to his lost love on
his lips. Pathetic...
Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Matsukaze, Healing Seed, Altar of Resurrection, Cup
of Life, Sword Emblem, Magic Seed, Necklace of Resistance.
------------
After the battle, Rictor and Orson show up. They're astounded to see you are
in Urodela, and actually seem pleased to see you. However, Alphonse by now
is a little bit wiser to the workings of Lodis, and asks about Rictor, how he
came to be there, and what his goals are.
You're told about how the undead from the Forest of Gryllus attacked and
wounded lots of his soldiers, how he retreated, and lots of other things you
had actually already heard from Cybil and Shiven. Then, Alphonse asks the
big question:
"What exactly are they looking for, and what is your true mission?"
To this, Rictor only dodges the question, saying he's glad you're safe...
Ugh. How predictably political. He merely says to talk to him later.
Finally, it seems, Alphonse has seen the truth. Enjoy this little cinema on
your own, because from now on, Alphonse has his destiny in his own hands!
After Cybil and Alphonse have had their little confrontation with Rictor, you
now understand how dispicable Rictor truly can be. He is really just blinded
by position, and ambition... It's sad that Alphonse didn't see it sooner.
Cybil and Alphonse hold a meeting in a small shed, discussing the current
situation. You learn that you need to find a boat, then head down to the Rana
Sea to find the mermaids' sanctuary. Your goal is, as it will be for a while,
to find the Sacred Spear.
Unfortunately, Alphonse still has his mind on Rictor, and makes up some excuse
about sailing in the rain. To this, Cybil merely responds that he needs to
take responsibility for his actions. Wise words...
"You can't have freedom without bearing the responsibility."
"Choosing not to decide is still a choice."
After that little pep talk, you're given a brief lecture by some fisherman
who basically tells you that the mermaids, and the sea, are not to be taken
lightly. He believes the mermaids are monsters... Bleh. He does give ONE
useful piece of advice though. If you want to meet the mermaids, capture one.
When she calls for help, just follow them to the sanctuary.
Guess what we get to do...
WRONG!
You finally get a choice. And now, this is a HUGE choice.
A: "I've no better ideas..."
B: "It doesn't seem right."
Will you follow her plan just to follow it, or will you go off and be a 'hero?'
It's crunch time kiddies, and NEITHER answer is "better" than the other.
What will you choose?
______________________________________________________________________________
------PART 2------
< < THE CHOSEN PATH: A > >
"I've no better ideas..."
For the time being, yoiu've chosen answer A. It seems to match his style
at the moment, and I know that I'll just replay the game and choose B. So,
now that you've passed your first branch of destiny, let's continue...
Basically, from now on, you're looking for a way to prevent this, but since
you don't know exactly what to do, you just promise that you'll try and find
some way.
Your next scene is Alphonse talking with Ivanna, mostly about the weather.
It doesn't bode well for our hero-to-be. You'll head toward the Rana Sea,
through Bison, but you aren't sure what to expect. At least you won't be
tracked, or expected...
Finally, you get a little dialogue telling a bit more about who Ivanna is,
and you see that she believes in both Alphonse and what he will do...
Awwww... Touching. But enough of that. Time to get going!
As you notice when you return to the world map screen, a new path has opened
up for you west of Urodela, leading to Bison.
--- BATTLE 7A: BISON SWAMP ---
Suggested Level: 10-11
**Enemy Units**
Blue Dragon x 2
Hawkman x 3
Fairy x 2
**Friendly Units**
party members (limit 8)
This battle is fought entirely over a swamp. There are only a few outlying
panels of relative stability and safety. My strategy here was almost always
to let the beasts come to me. Sure, the hawkmen and dragons hit hard, but
with a priest, Ivanna, and Alphonse as a knight, that's 3 healers. Besides,
you also deal out better damage from more solid ground.
On the enemy's first turn, they will likely just full-out charge your party.
Unlike us, they don't have any tactics worth mentioning, except full frontal
assault. This makes them easy targets for sniping action, either with a bow-
equipped character, or just with magic. Take your pick.
On the second turn, after you've damaged the beasts decently, and they've
finally closed the gap with your characters, it's time to take a bit of a
punishing. See, they all hit rather hard (well, except for the fairies which
CAN'T hit hard), and they tend to enjoy doing just that. Have a healer or two
ready, and just bear with the battle. Eventually, without healers, the
opposing force will die off.
That's about all it takes in this battle: endurance. With one healer, or two,
this battle is a snap. Just outlast your opponents and you'll finish with no
problem.
Victory Conditions: Defeat All Enemies!
War Trophies: 100 Goth, Tower Shield, Healing Seed, Antidote, Coral Harp,
Dragon Eyes, Crown of Intellect, Sword Emblem.
------------
After the battle, a familiar voice catches up with Alphonse. As it turns out,
it's Shiven (the messenger that Cybil relied upon so much). Basically, Cybil
didn't quite trust us, so she sent Shiven along to babysit and watch over us.
How nice of her, or at least that's what Alphonse believes at first. However,
it's all good, because now you get another character!
--- BATTLE 8A: ARENA COAST ---
Suggested Level: 14-15
**Enemy Units**
L - Damiel (Cleric - M)
Cassini (Knight - M)
Lendanto (Bandit - M)
Archer (M) x 2
Knight (M)
Bandit (M)
**Friendly Units**
Minerva (Guest)
Alphonse
Ivanna
6 party members
Prelude Story:
Before the battle, you have a scene between Alphonse and Ivanna, commenting
on the situation, and how close they are to the Sea. However, Ivanna spots
something a bit out of place... a boat flying the flag of Felis. You decide
it can't be Rictor, so who is it?
Going in for a closer look, all of a sudden Alphonse gets the "bad vibe"
feeling going on. No sooner do you look up than you see a Robed Man, a
knight, and a bandit all crouching over a lone mermaid. However, they all
seem disgusted by the creature. Poor thing is basically being tortured, all
because of the RUMORS of what her kind does! We won't stand for that!
However, after a bit more dialogue, we get a big shock. Damiel (the Cleric)
iss waiting for orders from "Commander Lasanti!" Could Rictor really be so
cruel as to be behind this?! I say it's time to find out! (Especially since
Lendanto the Bandit thinks the mermaid looks appetising O_o)
Alphonse steps out into sight, calling out all of his ex-teammates. They all
seem to love him as much as they love the mermaid. How could Alphonse ever
bear to put up with them at all? Still, it's time for battle, so the pansies
call out reinforcements. Typical... Just before the battle really begins,
however, you learn one piece of information that is interesting. According
to the records, Alphonse is "already dead." Is THAT how the justified his
leaving the Order of the Sacred Flame? That's it. No one calls ME dead!!
Fight it out!
Tactics:
This entire battle is geared toward taking down Damiel, however, it is by NO
means an easy task. With lots of backup, as well as the Heal Plus spell
(which will hit 5 squares), it will be pretty hard to kill ANYONE this battle,
unless you're very good at ganging up. In that one tactic lies the key to
this battle.
Your first turn or so, you'll only be closing the gap between the two forces,
and basically crossing the river. However, you'll be taking decent cover fire
from the archers, so fast characters (or fliers) are valuable assets. This is
a great time to give Shiven a trial run. ^_^
If the fact that you'll be a sitting duck in the river after your first turn
wasn't enough, just look at who's waiting for you on the other side. Yay.
Get ready to feel the burn, because those knights and bandits pack a _serious_
punch. Just weather the damage, and take a cleric or priest in with you, and
you'll be fine. Just remember, however, that the enemies also have a healer
this round, so you have to FINISH an opponent, or they'll just be healed.
To top matters off, you have to PROTECT THE MERMAID. Now, as long as she's
in the water, that really isn't that hard a thing to do. Amazingly, she is
as decent in the water as you are out of it. Cool, eh? Still, you have to
make sure that you heal her, otherwise Minerva won't survive, and you'll
fail... Ugh...
Just hold your own, eventually taking down Damiel, and you'll have faced one
of the longer battles... Oh, and you'll have protected the mermaid, too.
Aren't you nice?
Before the fool dies, Damiel can only wonder how he lost to you again... Heh.
Good old Alphonse must have been his "rival," or that's what HE thought. Too
bad, really. Alphonse was ALWAYS out of his league.
Victory Conditions: Defeat the Leader
War Trophies: 1000 Goth, Robe of the Wise, Cup of Life, Sword Emblem, Tome
of Discipline, Crown of Intellect, Armlet of Agility, Stone
of Swiftness.
------------
After the end of the battle, you get a scene where Alphonse comforts Minerva,
making sure she's ok. Why he just lets her go, I don't really know, but I
suppose he isn't really into Cybil's plan... He had the perfect opportunity.
Anyway, on we go!
Continuing north, we head toward Rana, and hopefully some mermaids...
--- BATTLE 9A: RANA SEA ---
Suggested Level: 15-16
**Enemy Units**
**Friendly Units**
8 Party Members
Prelude Story:
As Alphonse finally approaches the coast, he sees that it's unlikely that
you'll be able to cross by boat. However, that's the least of your problems!
The camera whips to your right where, out of nowhere, 4 mermaids, 2 fairies,
and 2 octopi have just appeared. The leader, Aerial seems disgusted... How
dare she call US vulgar?! Did she even see the other losers we just beat
down?
Anyway, she basically wants to know why we're on their turf... but it's
unlikely that she will like our answer. Aerial makes it blatantly obvious
that we're not welcome...
Alphonse, however, tries to talk with the bloodthristy mermaid. Boy is
he smart or what? (Actually, I think it's more masochistic) He tries
reasoning with them, saying that he doesn't want to fight, but Aerial will
have none of it. She blames US for the wounding of Minerva!! How rude!
So, guess what that means for you and me? Yep! Battle time... Fight it out!
(Small note: Aerial loves to brag... or at least just inject a bit of fear
with the, "I am the strongest of our kind" speech, but she isn't all that
bad...)
Tactics:
Lovely, once again, you're outmatched in terms of terrain advantage. Not
only do all of your opponents LOVE the water, but they also have the higher
ground at the battle's start. Kind of makes you wonder, "Why me," doesn't
it? Still, let's continue...
This is one of the few battles where I even considered using my fairy, since
her floating ability would help a lot... But then I thought better of it. I
just used my ninjas instead >;)
Basically, you want either flyers or ninjas who can move freely regardless
of the water. Then, you want some heavy hitters to take the landed routes,
hopefully taking care of the mermaids and occasional octopus you'll meet on
the way. Once you get to the higher ground, though, this battle becomes
cake. Therefore, I suggest you start your troops as far over to the right
as you can, and just make a mad dash for the natural bridge-thing.
Another thing to notice, or else figure out on your own (painfully) later is
that all the mermaids have SPEARS equipped. That means that you need to
stagger your troops when you close in on the enemy. Otherwise, you'll be
giving them an easy way to damage two of your characters at one time...
That's a very bad thing. They don't need any help killing you. Well, maybe
the octopi and fairies do, but still...
I finished this battle in X turns, which is actually way over my average.
Now, I might have been a bit under leveled, or it could just be that every
beast I fought had insanely high HP, but still... It will take a while to
beat this battle. Just stick with it, and you'll be rewarded.
Unlike all the bosses before her, you don't actually have to take Aerial down
to 0 HP. Instead, just get her to under 10 or 15 and she will give up...
As her "last breath," she asks forgiveness of some Lady Chloeri
Victory Conditions: Defeat the Leader!
War Trophies: 2200 Goth, , Stone of Swiftness, Sword Emblem, Cassowary
Feather, Cup of Life, Crown of Intellect, Healing Seed,
Sorcerer's Cup.
------------
After the battle, however, you notice a VERY unusual scene. For once, the
victim is asking to die... I mean, when was the last time you heard any
sane person shout "Kill me now!!!"? The whole hitch, however, is that Aerial
just doesn't want to reveal the location of the sanctuary, especially not
to humans. That would be the ultimate disgrace, and the only one she will
not bear.
Alphonse acts like a hero again, promising not to kill her. Predictable?
I think so. Then, he insists with his original claim, that he merely wants
to speak with the leader of the mermaids. Aerial mistakes this generosity
as a display of pity, but Alphonse sets her straight, saying he just wants
to do this peacefully... only to be insulted for being soft.
(Do we see a pattern yet? Alphonse acts like a softy, then gets slammed for
it... By now, wouldn't he have learned??)
Just then, however, a normal mermaid swims up and says the leader agrees to
meet with you. O_O Aerial is in a state of denial. You're to be treated
like a guest, so behave! ^_^
You're taken before a beautiful blonde mermaid, Chloeri, the leader of the
mermaids (in that region of the ocean). Alphonse now tells her of his
mission, about his vow to Cybil, and how he is searching for the Sacred
Spear.
When she hears this, Chloeri begins to rant about the short lifespan of
a human, and how easily they make mistakes. What is her point? We shall
soon see. "Forgetting permits hope to return and strength to be rebuilt."
After a bit more small talk, Alphonse asks to hear the story of the Sacred
Spear. Now, pay attention little ones... This is important!
******Interlude: Story of the Sacred Spear******
400 years ago, mermaids lived peacefully around this island. That changed
when people arrived. They burned forests and built villages. Conflicts
erupted that disturbed our quiet ocean. The quarreling never ceased and
finally a battle began for control of the island. I took up arms alongside
my fellow mermaids.
Mermaid Soldier: Commander, the humans have already entered the southern sea.
Mermaid Leader: "If I surrender, do you think the war will end?"
Soldier: "No. Even with your life in their hands, they'd continue to attack.
They are blood-thirsty goblins. They think everything in this world is
theirs for the taking. Why?! Why does God allow such creatures to exist
on this earth?"
"Don't do anything rash. We'll stand by you and protect this ocean."
Leader: "Chloeri, that kind of thinking will get us nowhere. What will remain
when the fighting is over? Instead, we must find a way to survive."
Chloeri (Soldier): "Are you saying that we should let hte humans win, that we
should endure that kind of humiliation?"
"God! Do you only side with humans? It is we who are the soul of the sea.
As such, we will eventually become one again with the water and wind. Are
we so insignificant? Answer me!!! Is there no place for us on this earth?
Will you turn your back on us and let us fade from existance?"
Later, when I returned from battle, our leader was gone, but instead I found
a spear. It was a beautiful black spear, bestowed upon us by God. It threw
out thunder and lightning, and could pierce metal armor. The war started
anew, and ten years passed...
Soldier 2: "We can't find it anywhere."
Chloeri: "Look once more."
"I doubt any human could have entered this sanctuary. Who took the
spear from here, then? And why?"
Soldier 2: "Has someone betrayed us? They may have conspired with the
humans."
Chloeri: "Impossible... Why would anyone want to risk their life for the
enemy?! Our leader sacrificed herself for our sake. The spear is the
key to our victory!"
Soldier 3: "...We're being attacked!!!"
Chloeri: "Protect our ocean! I'll be right there..."
During the lengthy war, there was a mermaid who fell in love with a human.
But, such love was forbidden. She hoped that hostilities would subside if
the war ended, so, one night, she entered the sanctuary and stole the Sacred
Spear for her loved one.
******End Interlude******
Long and drawn out, I know, but it's worth reading in full, and I typed it up
just for you, so READ IT ALL!! ~_~
Basically, after losing the spear, the mermaids couldn't hold out any longer,
and they were forced to escape to the west where they have lived, protected by
nature, for so long. Long story short, "we don't have the Spear any more."
So, being naturally inquisitive, Alphonse asks about what happened to the
mermaid who fell in love with the human. Unfortunately, Chloeri doesn't know.
Wonderful. On a bright note, it was never heard from that the humans found
the spear, so it might still be safe. Your only clue is a feeling Chloeri
has... that the mermaid who stole the spear is still alive and can lead you
to it. Her name is Berevra, and she had golden scales... Chloeri's sister.
((Dun Dun DUNNNNNNNNN!))
After a LITTLE more dialogue, you're off, with a mermaid guide, to Urodela.
You have someone to speak to there *cough*Cybil*cough*.
However, backtracking over Arena, you run into a little cinema. As it turns
out, Aerial isn't quite through with you yet. This time, though, she's much
more understanding, and is actually trying to figure out how the Chloeri's
sister could care so much for someone as to sacrifice her own kind... Then,
she THANKS you for saving Minerva! "I think I misjudged you."
No, you think? Then, as if to just make it official (hey, any character with
this much development is important), she says:
"I'm going with you." And that, as they say, is that. With one more small
threat, you're on your way again with a new ally.
Arriving at Urodela, you go back to where you left Cybil in the storage
facility, and you report your findings. Apologizing for the amount of time
you took, you ask about Berevra, to which Cybil has no specific information.
Wonderful. It's sort of funny, though. You're looking for a mermaid, with
golden scales, who loves a human and wields a divine weapon of God... and no
one knows anything. Heh.
After more talking and telling of events passed, Cybil inquires why Alphonse
is even still here. Basically, you don't have anywhere else to go:
"They don't mean anything to me anymore."
Following that comment, Alphonse has a veyr deep realization about his own
character, and seems to already be trying to fix it. Our little hero is all
growing up on us! ^_^ Then, of course, Cybil has some further words of
wisdom, but we've already gone into enough detail on that...
Long convo short: Cybil says, "We are now equals, and I'll help you if you
need it." Cool.
Time to go looking for our golden mermaid... Which is when Alphonse remembers
the story that Eleanor once told him, when you first met her...
"It was a long time ago, but one i saw a beautiful mermaid.
Her whole body was covered in gold..."
That MUST be Berevra! It's time we headed to Solea (and Eleanor ^_~). Maybe
we'll find something there...
Now, you encounter a scene when you move, the area DIRECTLY after Arena and on
the way back to talk to Cybil. You encounter a fairy that has a Dowsing Rod.
She has 2 Blue Dragons and a Dragon tamer with her... As far as I know, it
is IMPOSSIBLE to persuade her without the persuasion + emblem, but you can
still get the Dowsing Rod as her drop treasure. Just FYI.
--- BATTLE 10A: SOLEA BEACH ---
Suggested Level: 15-16
**Enemy Units**
L - Dragoon (Karcist)
Archer (F) x 2
Thunder Dragon
Blue Dragon
Red Dragon
Earth Dragon
**Friendly Units**
Eleanor (Guest)
Alphonse
7 Party Members
Prelude Story:
When you arrive at Solea, it's late at night, but for some reason, Eleanor is
still up, and Alphonse finds her standing by the ocean. She's surprised to
see you, too, so she asks about what's going on...
What you couldn't see, but Alphonse asks about, is that Eleanor is bleeding.
Being the kind hero (and maybe more ^_~), you take care of her and listen.
When the screen rises again, Alphonse is asking about Father Hamen, because
apparently he hit her, or caused her to bleed somehow. Still, as with most
victims, Eleanor says it was her fault... She didn't do what she was supposed
to do, or something.
Then there's a dialogue about how long you'll stay, where you tell Eleanor
that you're no longer a knight, about Cybil and your current situation.
Then, as if to cut right to it, you ask about the golden mermaid she told
you about long ago. However, that was the wrong move...
Insulted, Eleanor says she has nothing to tell you. You came only to ask
about that mermaid (heartless!!). You're using her, and saying so, she storms
out of the room. Then, as if things couldnt get worse, Cybil tells you that
the White Fang Troops have arrived. Great...
Outside, Eleanor is met by a dragoon (Karcist), two archers, and a few dragons.
Confronted, they say that they want her to speak to Commander Briffaut. Then,
they try to abduct her! This is when Alphonse shows up and yells for them to
stop. Basically, he uses the overdone line, "you'll have to go through me
first," to which the dragoon just laughs and says OK. Oh boy, this is gonna
get nasty...
Tactics:
This battle introduces you to a new, and devastatingly powerful, class: the
dragoon. Do not underestimate Karcist. He has the ability to do some major
damage to ANYONE, and his level is normally around 19 or 20.
Also, since the goal of the battle is to protect Eleanor, you have to think
about it as "Defeat all Enemies" with a handicap. My first suggestion is to
bum rush a few of the dragons, before they get enough SP charged to hit you
with their breath attacks. Then, take out the archers. (I hate snipers!!)
Still, the entire time, you need to know exactly where Karcist is, because a
dragoon is always bad news (when an opponent). Keep a healer handy; you'll
need one.
Victory Conditions: Protect Eleanor!
War Trophies: 1000 Goth, Sherwood Hat, Sword Emblem, Cup of Life, Dragom Eyes,
Altar of Resurrection, Stone of Swiftness, Fafnir!
------------
Just before you kill the bastard, the dragoon asks you if Eleanor is worth
protecting. Is she worth making Briffaut your enemy? Of course, you know
the RIGHT answer, but does Alphonse? As he dies (and leaves you the Fafnir),
Alphonse goes to check up on Eleanor... who still seems upset at you.
Next, you see a scene where Alphonse and Eleanor get a little bit of a heart
to heart talk... About time. As it turns out, Cybil helped clear a few
things up, so you're not in hot water any more. Cool of her, I say.
As it turns out, Eleanor actually knows Berevra, and more imporantly, she
knows where the golden mermaid is! She shows you a necklace that Berevra
gave to Eleanor, and we learn a bit more about Eleanor's character. She
then tells you where Berevra went all those years ago... but only after you
tell her that you're going to go alone, that you care for her well being.
One of the more interesting sequences, however, comes when you say, "Don't
worry, Eleanor. I'll come back. I promise..."
Eleanor doesn't take that the right way, though. She won't stay, waiting for
you again. She won't go through it all again. In other words, "I want to be
with you..."
Now, you're given another IMPORTANT choice. Do you take her with you, or do
you continue to be a jerk and reject her? I'm sorry, but even I'm not mean
enough to say no to her. I mean, she is OBVIOUSLY the love interest, so why
not? ^_~ Still, here is the choice:
A: "OK. Let's go together."
B: "If you are so serious..."
Do me a favor... Don't choose B. If you do, I won't have any specifics for
you, so you might be a bit out of luck if it changes the ending too much...
Sooo, without further ado, we just got another party member!
Not only do you take Eleanor with you, though, but she insists that you teach
her how to fight. In other words, she's going to be a good, strong, and
versitile character. Now, take it back out to the world map and let's check
out how things stand!
As you'll notice, a new area has appeared (Aquila) just to the East of the
fortress of Formido. Guess where you're going? Yep!
Now, what makes me a bit ill is that, despite that whole conversation, and
the emphasis placed on Eleanor coming with you, she isn't a controllable
member of your team yet. Ugh. Oh well, prepare for the next battle and
walk over to Aquila. FIGHT IT OUT!!
--- BATTLE 11A: AQUILA VOLCANO ---
Suggested Level: 17-19
**Enemy Units**
Hawkman x 2
Gremlin x 2
Red Dragon x 2
Cerberus
**Friendly Units**
Eleanor (Guest)
Alphonse
7 Party Members
Prelude Story:
When you arrive at the volcano, Alphonse and Eleanor have a small dialogue
about the fact that they are PASSING THROUGH A VOLCANO. You know, I'm with
Alphonse here... It sounds _really_ insane. Still, Eleanor asserts that it
is necessary, as it's the shortest route.
Tactics:
The most imporant thing to notice about this level is all the LAVA. Lava
is an awful thing to have on a map, since no one can walk over it unless
they float. Therefore, the gremlins have a huge advantage in that respect,
but otherwise, they still suck. Don't worry too much about them, as they
are merely minor annoyances.
On a positive note, you're tactically in good standing (beside the lava),
especially since you have the higher ground on the volcano. All you have
to do is worry about the people who can close the gap on you quickly (any
flying enemy).
The real enemies to concern yourself with in this battle are the dragons,
especially since by the time the two forces clash, they will likely be ready
to hit someone with their fire breath attacks. This will be bad news if
you're not ready for it. Also, as usual the hawkmen are serious threats,
since they have strong attack as well as flight, so they can come right at
you immediately.
In this battle, you'll also be introduced to the Cerberus unit. With
above-average attack, but sub-average movement, they're very similar to
the dragons. Beware when they get close, but you will have some time to
prepare for that.
Basically, I suggest taking out the hawkmen first, which should be rather
easy seeing as they will bum-rush you. Then, focus on the cerberus, with
that annoyingly effective mesmerize... After they're all gone, the dragons,
with their insanely high HP and all, are ready to get their butts handed to
them. Who are we to say no? Then, finally, the annoying gremlins (who are
just one SMALL step above fairies in usefulness).
Still, if your team is strong enough, you might be able to take out the
gremlins before the dragons even reach you. In that case, by all means take
them out. No gremlins deserve to live for too long.
Victory Conditions: Defeat All Enemies!
War Trophies: 200 Goth, Healing Seed, Sorcerer's Cup, Crown of Intellect, Cup
of Life, Mirror of the Gods, Sword Emblem, Stone of Swiftness.
Special Trophy: EPIC OF TINEA...
------------
After the battle, Eleanor is overlooking a cliff, and she knows that somewhere
near there is where the golden mermaid went. "East of Aquila, where the mid-
summer sun warms the ocean."
However, just then a very familiar voice chimes in... demanding for you to
hand over Eleanor! As it turns out, Rictor followed you!! Well, more
specifically, Father Hamen asked him to find Eleanor... Damnit. It was
all in good intentions, but this is very bad. Then, Father Hamen himself
appears, validating everything that Rictor has been saying. Doh.
To make matters a bit worse, he accuses Alphonse of subverting her, saying
that we must have said something to bring her along with us. He just out
and assumes we're the bad guys! How rude of him! The only thing you can do
is to ... ask her.
Then, that bastard Hamen starts talking trash about you. He says that it was
a bad idea to save your life from the surf. Oh, I'm really starting to hate
this guy... First hurting Eleanor, now this? To further my point, Hamen won't
accept Eleanor's answer:
"I'm not coming back to the church."
Then all hell breaks loose (or it SHOULD). Father Hamen smacks Eleanor.
Somehow, until this point, Alphonse remains motionless throughout this act.
What kind of father figure is this man? He loves her more than anyone?
That's bull, I say.
Finally, Alphonse approaches Hamen and gives him a piece of his mind... only
to be lectured, then commanded to "give my Eleanor back to me." This man
is so clueless, it's almost funny. Even after all the dialogue, though,
Hamen is as determined as ever. He will not let this reckless youth take
his beloved daughter from him.
He asks Rictor to take Eleanor FOR HIM. Oh no he did not.
Rictor seems to reassess you now, though. He realizes just how knowledgeable
you are of the situation. Furthermore, he seems to understand just how
determined you are, but unsure about on what PATH you lie.
You learn a bit of useful knowledge from this talk, though:
- The Sacred Spear is called the Longicolnis... (Why did they have to name
it so horribly?) and it was created from the horn of a fallen angel!
- It has actually pierced the Sacred Demon.
- Rictor's actual mission, the entire time on the island, was to find the
spear. He just withheld that information from you...
Now for the real shocker...
- Berevra is Eleanor's MOTHER!! O_o
Just then, a soldier approaches Eleanor, and Alphonse cries out. After some
bragging from Rictor, a second soldier approaches him and swings a sword at
him. Then, as if the situation needed no more excitement, Eleanor screams...
A tear drops from her face and all of a sudden, a purple-pink bubble envelops
her. All three foes are affected, blinking momentarily, and then collapsing
(presumably asleep).
Alphonse walks over to the now frightened Eleanor whose necklace, it seems,
is blinking. What power is this? Eleanor doesn't even complete a sentence
before Rictor stands again and two more soldires appear, ready for battle.
As Eleanor and Alphonse are backed up against the cliff, one question is all
that's needed: "Can you swim?"
The answer isn't really important, as both jump off the cliff and into the
water below anyway.
When the screen rises again, you see them both in a cave, safe, and with a
mermaid! It gets better though, as the mermaid is GOLDEN... Berevra!
She thanks you for protecting Eleanor, but denies what Rictor says about her
being Eleanor's mother. She then proceeds to tell you her history. (You all
can read it for yourselves =Þ)
One bit worth noting: she witnessed the burning of the town 10 years ago...
This was also when she found Eleanor, as a crying baby, wrapped in a blanket.
After yet MORE talk of history and origins, the issue of the Sacred Spear is
brought to light, and you're asked why you desire it. This is yet ANOTHER
important choice, as its answer may well determine how things END for you.
A: "I seek its power."
B: "Because of a promise."
Now, if you're honest, you'll choose B. I did, so that's how this guide is
going to be written. Still, if you want to be a powerhungry bum, choose A.
I don't know what happens, so let me know when you do. ^_~
After you choose *B*, Alphonse gives a little shpeal about his promise, and
about how he trusts Cybil. He also goes on about how the world is, how the
island is, and why he can't let anyone have it outside of those he trusts.
After hearing all of this, you're told that it's hidden in a small shrine at
a beach, just north of your current location... You're only getting it,
though, because you cared enough for Eleanor to protect her. Awwww ^_^
Guess where we're going? Just not before we deliver one final message. After
all that, Alphonse tells Berevra that she can finally go home. This is such
good news that Berevra actually cries, thanking her sister for being so kind.
It is quite a touching scene... and it's also the end of the first chapter.
Congratulations, you've made it this far!
------PART 3------
< < CHAPTER 2 (Path A) > >
Introdution:
Rictor Lasanti, visiting as a representative of Felis, announced in the month
of Oceano that the White Fang Troops of Rananculus had withdrawn from Anser.
Although the plans of the Batraals and their troops were never discovered,
since they had retreated, the issuea was assumed to have been resolved.
For the time being, the Order of the Sacred Flame was station in Scabellum,
preparing to return to Felis.
Meanwhile, after meeting the golden mermaid, Berevra, Alphonse and Eleanor
rejoined Cybil.
Alphonse and the others were stationed at Formido, the former stronghold of
the troops of Rananculus, resesarching the history of the spear.
The Batraals have a long history on this island. They rose to power after
the war with the mermaids and relocated to the northern part of the island.
It would come as no surprised if their heirs of the Batraals knew of the
Sacred Spear.
The island's stormy season was quickly coming to an end, and it would soon
be replaced by calmer autumn weather.
We first rejoin our hero in a meeting with Cybil a few advisors. As it turns
out, Rictor is moving north with a few subordinates, headed toward Naja. The
scout also reports that the rest of his troops not travelling with him will
return to Felis when the next boat arrives... What this indicates, Cybil says,
is that he is now acting on his own... and that Felis was also looking for
the spear (duh).
After a bit more talk of politics (which I never really enjoyed anyway), you
learn that a war might start between Felis and the Church over this spear, if
it's put into the wrong hands. To further the depth of all the scheming, it's
now very possible that the Duke of Felis was in league with with Lord of
Rananculus. Otherwise, how could Felis have ordered so many troops to the
island to "quell the rebellion?"
The whole situation reeks of politics and lies. Ugh. But then again, all of
this is guesstimation (though rather good guesstimation, might I add).
From Ivanna, we learn that one of the Batraals of old was actually the Lucius
who Berevra fell in love with! Wow, the twists the family trees have around
here. O_o To just emphasize the Batraal way, though, he wasn't talked about
much. 'Lucius' was seen as a coward for condemning war...
A few final notes:
- Some survivors are currently living in Blete again (the town that was burned
down 10 years ago, during the Reformation).
- There's a skilled magician living in the ruins north of Tinea.
(Hint HINT: special character who might join you!)
As it stands, you're headed north, supposedly after Rictor, and not very well-
informed, but that's just the way it's going to be. Let's see if we can't
stop in on that magician to see what's up, shall we? We're moving out!
One last cinema awaits us, though, before we can go. We catch up to Eleanor
and Alphonse, talking about the plans for movement. Apparently, Eleanor isn't
too crazy about going through the Naja Forest. She just says that Rananculus,
and the territory north of the forest, is VERY different. You don't know the
half of it, yet. Think snow... lots of snow....
Still, THIS whole conversation just boils down to ANOTHER question, one that
we've heard all too often. "Can I come with you still?" Of course, choose
option A, which allows her to join you, and you'll FINALLY get to control
Eleanor. Yay.
When you take it back out to the world map, though, you notice something new.
All of a sudden, you have a CHOICE of where to go! You can go to any of
three locations... But I'm going to have to do this one way...
From Formido, you now have the choice of going either south to Gryllus or
west to Vespa (which is your next 'official' destination, designated by the
blinking red pole). *I* Chose to go south first, since I will have to pass
through Vespa later anyway. I suggest you do the same...
The other path that opened up was to Belleza, north of Ardea, but since we
can't get there now, let's just leave that in the back of our minds for a
bit later. For now, head toward Gryllus, but beware. It might be useful to
buy a virtue spell or two in preparation for killing undead...
(hint hint: buy Exorcism or Faith)
---BATTLE 12A: GRYLLUS FOREST ---
Suggested Level: 19-20
**Enemy Units**
Ghost x 2
Undead Soldier (M) x 2
Undead Soldier (F) x 2
Undead Wizard (M) x 2
**Friendly Units**
Party Members (limit 8)
This is what you call an OPTIONAL battle. It isn't required, and yet it's a
very good idea to go through it. Trust me. Still, it's also quite difficult,
and not for obvious reasons. You shall see what I mean, though...
Just before the battle begins, you get a hint as to why things will be nasty
in this forsaken place as Alphonse comments about the souls of the dead
gathering here. Then he hints at something: you can't afford to stay long...
Figure it out (if you don't now, you will later).
Tactics:
Many of the little undead buggers you encounter will have bows equipped, so
be ready to deal with mid-range attacks. Also, the ghosts can teleport,
which means that nothing you can do will be able to "trap" them in a spot.
Back attacks galore from them should be expected.
On a brighter note, the river running through the battle field will slow down
all the normal undead enemies, leaving you plenty of time (normally) to deal
with the ghosts and first soldiers. However, the wizards do get pretty into
it once their magic charges.
The real challenge of this battle comes in the form of RESURRECTION. If you
take too long after felling one undead, it will revive itself a few turns
later, giving you fits (let me assure you). The best way to beat this level
is to weaken all the opponents you can without killing them. Then, all in
one turn, do a "blitzkrieg" style attack, killing everything. (Or re-killing
if you wish... get it? ghosts...)
Oh, and if you didn't listen to me before, the Exorcism spell would do
WONDERS if you have it...
When the battle finally ends, you see a few lines by Alphonse, and then get
your cheesy reward...
Victory Conditions: Defeat All Enemies!
War Trophies: 100 Goth. (Definitely not worth what we just did...)
------------
Well, again, you have the choice to go to another 'out of the way' battle,
in Blete, or to head on to Vespa, again. As I will ALWAYS suggest, go to
the optional battle. These normally yeild good results, though last time was
a definite fluke...
FIGHT IT OUT!!
--- BATTLE 13A: BLETE RUINS ---
[Rough outline contributed by beyowulf]
Suggested Level: 20-21
**Enemy Units**
Euphaire
Warlock
Undead Knight x 3
Undead Wizard x 2
Zombie Dragon
**Friendly Units**
Party Members (limit 8)
Prelude:
As you enter the field of battle, you're met by a proud young spellcaster,
Euphaire. She seems a bit surprised that we've gone through the forest of
Gryllus unharmed, but she plans to make up for that. Wonderful, isn't she?
Then, Alphonse has one of those killer lines that makes you want to just die
laughing.
"...You smell like... death. Are you... alive?"
Heh. Funny enough, though, it is a good question. You see, Euphaire actually
has the soul of her dead mother inside her (long story). She, however, just
returns that he has the smell of blood on him as well. Finally, someone who
doesn't assume we're rookies, fresh for a beating.
Anyway, she's freaky, Alphonse is getting impatient, and the battle begins.
Let's do it!
Tactics:
First off, I want to point out that Euphaire has the Salamander summon spell,
and the wizards have Firestorm and Ice Field. To make the magical fun all the
more enjoyable, the Warlock has Flow Magic, which is used either to charge up
the magic of Euphaire (think SUMMON) or the other wizards (which hit multiple
targets). Also Euphaire can charge up the wizards as well, leaving the warlock
to charge her up, and then ALL be able to cast Salamander and a various
ensemble of quite painful spells their next turn. Be prepared to get hit HARD
quickly.
Needless to say, play this one defensively. You start off at a rather large
terrain disadvantage, having to climb up the fortress to Euphaire and her
wizards. My suggestion for party building would be, "think flight." If you
don't have the flight, get speed. Ninjas and hawkmen will do wonders on this
relatively small field.
Another good addition to this battle, as I always say, is a priest. You will
need all the healing you can get (so you might want a knight, too). As I said
earlier, you will take damage, so prepare adequately for it.
Finally, I suggest taking a few strong elemental magicians. Euphaire and
several of her other associates are of the Fire element, so a Water wizard or
siren would be good.
Basically, just go after Euphaire (or if you want the treasures, don't). In
all likelihood, you will want to take down the Knights first, while trying to
stay away from the Dragon Zombie. Then, focus all your forces on the warlock
and wizards. They're very capable of dealing huge damage to your party.
If during any part of the battle, you really are on the ropes, change all of
your character strategies toward attacking Euphaire. She loves to use Energy
Transfer, which takes some of her HP, so she will be weakened.
This isn't that hard a battle, but it can take some time...
Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Salamander (Summon), Sword Emblem
------------
After the battle, you get a dialogue between Euphaire, Ivanna, and Alphonse.
Basically, her mother's spirit left her body (the puff of smoke) and now she
is normal again. To make things even better, she offers to join you for all
your troubles! She asks to go with you to see her father, but still, it's
another great ally to add to your forces. Say yes before you do anything
crazy!
The next day, you see Eleanor and Alphonse walking through Blete, the town
she was born in. Not much to look at, is it?
"If something is forgotten, is it like it never existed?"
This is what prompts Alphonse to think of his father, who he had allowed to
fade from his thoughts. He doesn't remember him well, nor does he really
choose to remember him at all, but some day he will... oh yes, he will.
Now, however, it's time to proceed to Vespa (again) so that we can get back
on the track for story progression.
--- BATTLE 14A: VESPA HILLS III ---
[Rough outline contributed by beyowulf]
Suggested Level: 21-22
**Enemy Units**
L - Beastmaster (Surgat)
Cerberus x 3
Griffin x 2
Cockatrice x 2
**Friendly Units**
Party Members (limit 8)
Prelude:
When you get to Vespa Hills, another poor fool tries to hinder your progress.
The beast master is basically just a merc, hired by either Rananculus (or
maybe Rictor) solely to keep you back in Anser. He brought quite a few beasts
with him, so be prepared.
Tactics:
This is a deceptively hard battle. Why? Well the beastmaster will occasionally
lend support to the beasts, but also because of the beasts special abilities
themselves. The Cerberus can use a fire breath attack that can cause sleep
while damaging multipe enemies in a 4-panel T shape. Likewise the Cokatrices
can petrify multiple enemies in the same way (4 panel AOE). To make matters
ever worse, the Griffins also have a special attack, which can damage multiple
enemies, but it's also *long_range*. The petrification is especially annoying,
since it will put a charcter out of the battle, unless you cure them.
Either bring a cleric/priest with 'Cleanse', or a fairy with the status cure
special ability. You will take pretty good damage this fight, unless you're
of high enough level (as suggested).
My best suggestion is to focus on taking out the death chickens before they
gather enough SP to hit you with Petrifying Breath. This will take one of
your characters out of the fight for good (unless you cure with an item or
Cleanse). It's also a good idea to take out the hellhounds, since they can
put people to sleep. The griffins and beast master are of little threat,
since they only deal physical damage...
Pretty simply put, this battle isn't that hard. Just keep someone around who
can heal status ailments, or can heal (one or both works just as well), and
you'll breeze through it.
Victory Conditions: Defeat the Leader!
War Trophies: 500 Goth, Beast Whip, Urn of Chaos, Tome of Discipline, Sword
Emblem, Stone of Swiftness, Wisdom Fruit, Cup of Life, Crown of
Intellect.
------------
After the battle, you see Alphonse issue some quick orders to the troops,
emphasizing both the need for speed and to stick together.
You're then taken to Naja Forest, where you see a scene with Rictor (who is
accompanied by two knights). Rictor meets up with a "Mysterious Girl" with
short blue hair, who he apparently knows and calls Malicia. However, when
he approaches her, she runs off into the forest.
--- BATTLE 15A: BELLEZA ---
[Rough outline contributed by beyowulf]
Suggested Level: 21-22
**Enemy Units**
L - Elrik
Ninja (F) x 3
Valkerie x 2
Witch x 2
**Friendly Units**
Euphaire (suggested)
Other Party Members (limit 7)
Prelude:
Surprisingly enough, the prelude here is rather short. Basically, you're
given a small glimpse at the fact that Elrik and Euphaire have LOTS of
business to discuss, but no more than that, really.
Elrik says that he knows mistakes were made, and that he must correct them.
Unfortunately for our team, he thinks the only way to do this is to kill
poor Euphaire. Quite a loving father, isn't he?
Tactics:
Somewhat easier than your previous battles, your main concern will be with
the enemy leader, Elrik. The ninjas will rush you while the rest tend to pull
back and defend Elrik. The ninjas should be easily dealt with, primarily due
to their lower defense.
Elrik will be on a higher elvation than you, and he uses the Fenrir (water)
summon! It might take a while to get to him, especially with most of his
troops deployed in his defense, but bear with the attack... Flying units,
ninjas,and valkeries will be very handy here. He has a Golem summon, but
it's really more of a normal attack, as it doesn't hit but one character
(though with a range of 7 and decent power, it is still impressive).
It appears as though Euphaire is one of the primary targets in this battle,
which does make sense if you think about it. Still, just be cognicent that
most of the long-range attackers will aim for her.
Another VERY noteworthy problem with this battle is that you cannot allow it
to drag on too long. As your scouting should have shown you, Elrik has TWO
summon abilities at his disposal. One, Fenrir, is similar to the Salamander
spell you already have, while the other, Summon Golem, is only a single-target
style attack, with only one very powerful summon attacker.
Elrik _will_ cast at least two summons in this battle, one on each of the
second and third turn (much thanks to the witches who use fluid magic for the
bum). However, its up to you whether he will cast another after that. My
strongest advice is to take out the WITCHES FIRST. Without them, Elrik loses
an extra 20 MP each turn. In other words, he can't summon every turn.
Similarly, keep Euphaire and a priest in your ranks, allong with whoever has
the Salamander summon, so you can fight fire with fire.
After your second phase, Elrik taunts Euphaire a little bit, but only then
do we get the impression that he still mistakes her for her mother. He says
that she doesn't belong here... thinking that she's still undead. Now this
is starting to make more sense...
Anyway, the battle shouldn't take too long after the witches are gone, and
after that, your priest will be lazy for lack of work. Still, it is worth
your effort to keep one with you, just for the Salamander-per-turn advantage.
It took me 4 turns to kill every enemy and collect every treasure. If you
aren't intereseted in that, it should take maybe 3. Good luck!
Victory Conditions: Defeat the Leader!
War Trophies: 0 Goth, Fenrir (Summon), Sword Emblem, Warp Shoes(!), Stone of
Swiftness, Spell Robe, Pointy Hat, Plumed Headband, Trident.
------------
After the battle, Elrik converses with both Euphaire and Alphonse (well, it's
more like Alphonse just observes the other two). Elrik says we have the right
to kill him, but asks if Euphaire is upset with him. When Euphaire responds
innocently and inquires about what he means, calling him "Father," it finally
dawns on Elrik that she is no longer possessed. He has his little girl back
again...
After another bit of conversation, where you learn that he was experimenting
with a spell of spiritual transference, he states that, "It's futuile to keep
the souls of the dead in this world." No, really? A bit more touching
dialogue follows, and blah blah blah...
...Elrik offers to join you. THIS is why this OPTIONAL battle is so worth
your effort! (Like you didn't see it coming though) Take note, for almost
ALL optional battles are VERY worthwhile in the long run. Don't be too quick
to progress the story.
Note: the next "story progression" battle is always marked with a RED POLE.
** All other battles before that will be optional, and it is my strong
** suggestion that you visit these BEFORE proceeding.
Interesting note, after battle, in the shop here, you can recruit Giants. I
myself didn't as I was short of cash, but it will be interesting to see what
they can do, later...
Further notes: Fairies are now decently useful. Their first special ability
cures any abnormal status, and their second gives a character an extra turn.
Decent, but not worth bringing a fairy into battle for...
--- BATTLE 16A: NAJA FOREST ---
[Rough outline contributed by beyowulf]
Suggested Level: 22-23
**Enemy Units**
L - Siren (Grevis)
Wizard (F) x 2
Knight (F) x 2
Cleric (F)
Soldier (F)
Witch
**Friendly Units**
Party Members (limit 8)
Prelude:
When you arrive at Naja, you're greeted by a Siren, Grevis, who apparently has
some history with Alphonse. As it turns out, she's now with Rictor, and her
orders are, prepare to be shocked, to kill you! Wow, we didn't see that one
coming. < Sighs >
As predicted, though,