Hoshigami Challenge Strategy Guide
                        Version 0.80  (September 2004)
                   by mrkgnao (email: mrkgnao@actcom.co.il)

Introduction
============
Hoshigami, a Playstation game from Atlus and MaxFive, has received much bad
publicity as a poorly-designed game that either requires excessive levelling up
or is just plain too frustratingly difficult to play. My feelings when first
playing the game were strikingly different. At last, there was a game that was
challenging enough to require innovative strategies, to require constant
planning, where the enemies were sharp enough to exploit one's errors, where
the thrill of the challenge was the rule rather than the exception.

When playing this game a second time, I have therefore ventured to prove that
this game is definitely beatable without any need for boring levelling-up. I
have set to play a game with only plain-vanilla mercenaries, without any
levelling up in any of the towers, without access to special seals and coins. I
have defined for myself a challenge with extra rules (described below) to prove
that even under extreme conditions this game is far from impossible and with
reasonable strategies is very beatable.

I have collected my experience in the following strategy guide. This guide
differs from the only reasonably-complete Hoshigami guide (by Boko), since the
latter depends in its descriptions primarily on the assumption that the
player team's levels are significantly higher that the enemies', making most
battles ridiculously easy. In most of the battles described herein my levels
where lower or the same than the enemy's.

This guide is just a strategy guide; it does not describe the plot, the game
basics, or its secrets, nor does it supply equipment, coin or skill lists.
Other guides are already available for this.

I have checked everything written herein myself, except that in some rare
occasions I have relied on other guides (by Boko and Darren Ng) for the
identity or location of some hidden items.

I have made one pass through the game, tackling 44 of the 55 possible battles.
I may update the missing battles in the distant future. For those interested,
the difficulty distribution of the battles (see below for my definitions of
the difficulty ratings) was:
  *     Easy             17 battles
  **    Challenging      12 battles
  ***   Difficult         8 battles
  ****  Very Difficult    7 battles
  ***** Impossible        0 battles

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Enjoy.

===============================================================================

Version History
===============
0.80 (September 2004) - first public version - 44/55 battles

===============================================================================

Rules
=====
I have defined the following rules for the challenge I have set myself to
conquer:

1) Select Fazz + six of the initial mercenaries (Chester, Esab, Krista, Trieni,
   Medilleve, Trish, Hannway or Aisha); these 7 people will be your team for
   the entire duration of the game (referred to as 'The Team' below)
      - you may recruit other characters in order to affect the game's plot,
        but they never become part of The Team (not even Leimrey)
      - you may not recruit mercenaries from the recruitment centre (not even
        Elera)
2) Before entering a battle, The Team must worship exactly 6 deities, and these
      may not be Elvilla or Vugtis
      - this is to force you to always have a Sonova ;^)
3) Before entering a battle, The Team must be equipped with at least 6 weapon
   types
      - this is to prevent you from depending too much on magic and long-range
        weapons
4) You may not enter any optional tower (Trial, Vugtis, Hephaitos &c.)
      - this both prevents reaching the level cap and, more importantly, cuts
        off the supply of good seals and consequently good coins
5) You may place on the battlefield only characters from The Team
      - characters forced on you by the game (e.g. Silphatos in the Tower of
        Wind) may be used for that battle only
6) You must kill all enemies in every battle, regardless of objective
      - this is to further complicate boss battles, forcing you to leave the
        boss until all other enemies are dead
7) You must finish all battles with all team members alive
      - this means that until you get a revive coin, nobody can die
      - this includes also special one-battle characters (e.g. Alveen, Leia)
8) You must finish all battles with 5 bonus items
      - this is to force you to produce at least 2 long attack sessions per
        battle (and more if you do not pick all hidden items)
      - exception: does not apply to battles where this is not possible, namely
                   Widden Prison, Kamdell II, Kamdell III, Layeta Throne Room,
                   Inside Ixian Temple I, Inside Ixian Temple II
9) You may not sell an item (i.e. weapon, armour, accessory, usable item, coin,
   seal) you possess only one copy of; in other words, you may not sell your
   last copy of an item, even if you do not need it any more
      - this is just to put some extra stress on your money pouch ;^)
      - you are allowed to use it, though (if it is a usable item or seal)
10) You are allowed to pick up hidden items even if you do not have an item or
    skill to see them
      - this is to prove that I am also compassionate...

===============================================================================

General Comments
================
- I assume the reader is experienced enough in Hoshigami and will only point
  notable issues; refer to other guides for more information
- as you will repeat some battles many times, it is worthwhile to note that
  you can skip lengthy dialogues by holding down the Start button
- always sell excess equipment - you will need the money to buy healing items,
  cure coins &c. (I recommend every character to have at least one cure coin)
- the white armors are almost always better than their metallic equivalents
- fight slowly and carefully, moving 1-2 squares at a time and evaluating the
  situation all the time; BE PATIENT!
- only pick up hidden items you need; it is always better to opt for attack
  sessions, as you often get better items, as well as more money; use this (or
  another) guide to know what the hidden items are
- since you have access to few seals, try to session enemies with good coins;
  it is not easy to session magic-users, as they tend to keep their distance,
  but it is sometimes worth it; invest in magic, as it is often a key to more
  manageable battles
- black coins make later battles more manageable - try collecting some through
  attack sessions, especially Mintal, Terror, Conti and Depin
- try to have all your characters at the same experience level or the enemy
  will prey on your weaklings; distribute the experience wisely - do not kill
  an enemy just because you can, think if another character may benefit more
  from the extra experience of the kill
- try to go up in level early in a battle (i.e. end battles with experience in
  the 80s or 90s) to improve your odds
- when organising yourself between consecutive battles, you can use a cheap
  trick to heal some of your characters that are still injured - any character
  that has an HP+{10,20,30,50}% skill can self-heal by repeatedly unequipping
  and equipping this skill
- the longer your attack sessions, the more money you get (and, possibly, the
  better the items you get); 5- and 6-character sessions always results in an
  item
- when you use manuals, try to compensate for a character's disadvantages (e.g.
  give Ema manuals to a Sonova characters)
- after each battle, return to town to re-equip and learn new skills

Battle Description Format
-------------------------
- for each battle, the following information is provided:
  Difficulty           (relative difficulty rating)
  Objective            (original stated game objective)
  Characters           (number of team members used in the battle)
  Enemies              (number of enemies)
  Orientation          (definition of directions for reference, whereby North
                        is the direction Fazz is initially facing)
  Dimensions           (battlefield size)
  Strategy             (recommendations that worked for me)
  Start Level          (levels of my Team members at battle start)
  Enemy Level          (levels of enemies at battle start)
  End   Level          (levels of my Team members at battle end)
  Regular Bonus  Item  (item you get at end of battle)
  Useful  Hidden Items (hidden items you should probably pick  + locations)
  Useless Hidden Items (hidden items you should probably avoid + locations)
  Recommended Sessions (items you should try to get through attack sessions,
                        each line representing one enemy)
  Bonus                (amount of money I received)
  Cont                 (does the battle continue into the next without allowing
                        for saving and restocking)
  Notes                (anything else, including recommendations for using
                        bonus items and for preparing for the next battle)

- a note on difficulty rating:
  *     Easy           (no real problem, just be careful)
  **    Challenging    (requires reasonable strategy & maybe a repeat)
  ***   Difficult      (requires careful strategy & perhaps a few repeats)
  ****  Very Difficult (requires good strategy, luck, caution & some repeats)
  ***** Impossible     (requires cheating, no such battle yet)

- a note on the coordinate system:
  dimensions: "0:13 (S:N) x 0:10 (W:E)" means the battlefield
              has 14 rows (Southernmost is row 0, Northenmost is row 13)
              and 11 cols (Westernmost  is col 0, Easternmost is col 10)
              remember: numbering starts from 0, not 1 (sorry, but programming
                        habits die hard, especially if you intentionally keep
                        them alive)
  locations : "7:0" means row #7 and col #0
  directions: "S, N, W, E, SE, SW, NE, NW" means South, North, West, East,
              South-East, South-West, North-East, North-West

===============================================================================

List of Battles
===============
01)  Seitan Hills I              *
02)  Tower of Wind               *
03)  Dissoal                     **      \
04)  Widden Prison               *       /
05)  Widden Valley               **
06)  Seitan Hills II             *
07)  Aus                         ***
08)  Clair Mountains             *
09)  Savah Canal                 *
10)  Carmwell                    **
11A) Fort Yugo                   ****
11B) Fort Yugo                   ?
12)  Queld                       *
13A) Echo Forest                 *
13B) Echo Forest                 ?
14A) Mount Tesina                **
14B) Mount Tesina                ?
15A) Fort Sappharl               ***
15B) Fort Sappharl               ?
16)  Lake Ecroga I               **
17)  Outside Temple of Water     ***     \
18)  Inside Temple of Water      **      /
19)  Lake Ecroga II              ?
20)  Kamdell I                   ****
21)  Kamdell Desert I            *
22)  Outside Temple of Fire I    **      \
23)  Inside  Temple of Fire I    **       |
24)  Inside  Temple of Fire II   *        |
25)  Outside Temple of Fire II   ****    /
26)  Kamdell Desert II           *
27)  Kamdell II                  *       \
28)  Kamdell III                 *       /
29A) Roundart I                  **
29B) Roundart I                  ?
29C) Roundart I                  ?
30A) Roundart II                 ?
30B) Roundart II                 ?
31)  Sonti Plateau               ***
32)  Marfa                       ***
33)  Outside Layeta Castle       *       \
34)  Inside Layeta Castle        ***      |
35)  Layeta Throne Room          ****    /
36)  Outside Temple of Earth     *       \
37)  Inside Temple of Earth      ***     /
38)  Fort La Sulle               ****
39)  Aus Plains                  *
40)  Aus Ruins                   **
41A) Lar Dellue                  **
41B) Lar Dellue                  ?
42)  Gateway to Ixian Temple     ***     \
43)  Stairway to Ixian Temple    *        |
44)  Outside Ixian Temple        ****     |
45)  Inside Ixian Temple I       **       |
46)  Inside Ixian Temple II      ****    /
47)  Final Battle                ?

===============================================================================

00) Initial Organisation
------------------------
- strip Leimrey and the two unused mercenaries of their equipment and dismiss
  the mercenaries (so you avoid using them by mistake)
- the team I picked was composed of:
     - Fazz      => Amu,    Sword
     - Esab      => Sonova, Axe
     - Krista    => Gote,   Bow
     - Trieni    => Kashis, Boomerang
     - Medilleve => Ema,    Ring
     - Trish     => Ema,    Ring
     - Hannway   => Zeneth, Spear
- I very strongly recommend always having two Emas (this guide sometimes
  assumes it)
- do not forget to use the Sonova Codex manual (give it to Fazz, as a good
  defensive Fazz is a major benefit later on)
- do not forget to change the game settings to your taste and to save

===============================================================================

01) Seitan Hills I
------------------
Difficulty : *
Objective  : Defeat Sajiri
Characters : 7
Enemies    : 10
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:13 (S:N) x 0:10 (W:E)

Strategy   :
   As the enemies are pretty weak, there is no special strategy beyond just
destroying the entire Western group before approaching Sajiri's group. Remember
to leave Sajiri last.

Start Level: 1
Enemy Level: 1-2
End   Level: 1
Regular Bonus  Item : Healing Fruit
Useful  Hidden Items: Grulla Coin (2 S, 6 W from Sajiri; 10:3)
Useless Hidden Items: Eyedrop     (1 S, 2 W from Fazz  ;  1:5)
Recommended Sessions: Luck+10%
                      Lucky Charm, Exp+10%
                      Dev+10%, Cure, Spika
Bonus: 27,439
Cont : No
Notes: -

===============================================================================

02) Tower of Wind
-----------------
Difficulty : *
Objective  : Rescue Silphatos
Characters : 6 + Silphatos
Enemies    : 14
Orientation: your team starts at the S edge, facing N
Dimensions : 0:18 (S:N) x 0:13 (W:E)

Strategy   :
   I recommend foregoing a bow-user for this battle, as bow-users can gain
experience pretty fast and thus catch up in the next battle. Silphatos should
do nothing except wait in place, as any action he performs is just experience
taken away from your team (he is virtually unhurtable and any damage he does
take can be healed later on by one of your team members for some more
experience) - at most he can participate in a session or pick up a hidden item.
   While Silphatos draws the attention of most enemies, you should just
methodically and carefully kill all enemies in the following order:  a) 4
enemies on the South bank, b) 2-3 enemies on bridge, c) 7-8 enemies on the
North bank. The only mildly dangerous enemy is the archer on the North bank,
especially if he starts picking on your weak magic-users.

Start Level: 1
Enemy Level: 2
End   Level: 1-2
Regular Bonus  Item : Cure Coin
Useful  Hidden Items: Tempest Seal (4 S, 5 W from Silphatos; 11:1)
Useless Hidden Items: Boomerang    (2 N, 1 E from Fazz     ;  4:9)
Recommended Sessions: Jump+1
                      Blisu
                      Spika, Grulla
Bonus: 14,653
Cont : No
Notes: use the Tempest seal for a [Zel + Tempest] engraving

===============================================================================

03) Dissoal
-----------
Difficulty : **
Objective  : Defeat all enemies
Characters : 7
Enemies    : 12
Orientation: your team starts at the S edge, facing N
Dimensions : 0:17 (S:N) x 0:13 (W:E)

Strategy   :
   First kill the 4 nearest enemies, making sure not to progress more than row
#3 while doing so, to avoid waking the others. Once these are done, slowly
move your team to row #4, thereby waking the archer and the 2 front fighters.
Hold your position and kill the fighters and possibly the archer (try using
Fazz for the latter, as he is most resilient); progress some more, wake the
rest and carefully kill them.
   You should attempt to have your Sonova character reach the level of the
enemies early on (before waking the enemy magicians), since otherwise he is
extremely vulnerable to magic (even so be wary of exposing him to too much
magic). Before ending the fight make sure to heal Fazz for the next battle.

Start Level: 1-2
Enemy Level: 3
End   Level: 3
Regular Bonus  Item : Determination Manual
Useful  Hidden Items: Leather Armor (4 S, 2 W from archer           ;  8:3)
Useless Hidden Items: Eyedrop       (1 S, 1 E from farthest magician; 16:7)
Recommended Sessions: Dev+10%
                      Laira
                      CFDmg-10%, Gaiga, Cure
Bonus: 16,919
Cont : Yes
Notes: use the Determination manual on a Sonova (or possibly on a Kashis, if
           you do not use daggers)

===============================================================================

04) Widden Prison
-----------------
Difficulty : *
Objective  : Escape from prison
Characters : 1 + Romleth
Enemies    : 5
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:7 (S:N) x 0:15 (W:E)

Strategy   :
   Just kill everyone. Note that the farthest enemy is quite strong, so just
be careful. Try using as many attack sessions as possible, to maybe get an
item and a bit more money.

Start Level: 3
Enemy Level: 2-3
End   Level: 3-4
Regular Bonus  Item : Blue Seal
Useful  Hidden Items: Hand Axe (1 N, 2 W from farthest enemy; 1:1)
Useless Hidden Items: -
Recommended Sessions: -
Bonus: 1,146
Cont : No
Notes: use the Blue seal for a [Bonga + Blue + Earth] engraving

===============================================================================

05) Widden Valley
-----------------
Difficulty : **
Objective  : Defeat all enemies
Characters : 7
Enemies    : 13
Orientation: your team starts at the SW corner, facing N
Dimensions : 0:15 (S:N) x 0:11 (W:E)

Strategy   :
   This battle can be more difficult if you wake the 4-enemy group on top of
the mountain too early; so don't. The trick to doing this is to keep to col #0
(and possibly col #1) until all your characters have crossed the water obstacle
just to the North of your starting point. This way the archer on the mountain
does not wake up. Avoid going under the mountain as this wakes the magic-user.
   Start the battle by waiting for the first 2 fighters to enter the water,
then attack (remember that Blisu & Laira coins work better against enemies in
water). Start crossing with your fighters, which should draw the next 2
fighters into the melee. After these 4 are done, it is time to have your
weaker characters cross (remember, single-file on col #0).
   By the time you finish the remaining archer and fighter, the next wave (2
fighters and a magician) join in. Ideally you should be able to kill all these
without the 4 enemies at the top waking up.
   The last 4 enemies are more of a challenge as they are well-situated and
rather powerful. Just concentrate on one at-a-time and heal often (you should
probably buy a few Recover Seeds (or Healing Fruits) for this battle).
Remember you can push enemies off the cliff to delay them.

Start Level: 3-4
Enemy Level: 4
End   Level: 4-5
Regular Bonus  Item : Leather Armor
Useful  Hidden Items: Stone Ring     (3 N, 2 W from topmost archer; 8:8)
Useless Hidden Items: Ema Crest Seal (4 S, 4 W from topmost archer; 1:6)
Recommended Sessions: Stone Ring, Gaiga, Bonga, Cure
                      Stone Ring, Absorb10%, Gaiga, Spika
                      Long Bow, Leather Armor, Jump+1
Bonus: 17,435
Cont : No
Notes: -

===============================================================================

06) Seitan Hills II
-------------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 10
Orientation: your team starts at the SW corner, facing N
Dimensions : 0:13 (S:N) x 0:10 (W:E)

Strategy   :
   Note that the directions have been changed from the first battle in this
locale, in order to maintain the convention that Fazz faces North.
   Let the Northern group approach you and kill it completely without waking
the North-Eastern one (by remaining in cols #0-2). Once the first group is
done, draw in the second one and repeat.
   Concentrate on the higher-level enemies early, as they pose a slightly
higher risk and they provide more experience and thus potential early
level-rising. Note that the Entity seal hidden item is in a rather central
position (just South of the centre of the gravestone), so get it fast before
one of the enemies steps on it by chance (this is probably the most difficult
thing in this battle).

Start Level: 4-5
Enemy Level: 5-6
End   Level: 5
Regular Bonus  Item : Broad Sword
Useful  Hidden Items: Entity Seal (3 N, 5 W from archer; 10:5)
Useless Hidden Items: Blue Cutter (6 N, 2 W from archer; 13:8)
Recommended Sessions: Leather Armor, Lucky Charm, HP+10%
                      Ceramic Knife, Laira, Cure
                      Stone Ring, Spika, Gaiga
Bonus: 17,299
Cont : No
Notes: use the Entity seal for a [Grulla + Entity] engraving, unless you want
           to wait with it in order to use it on status-causing (black) coins
           (e.g. [Terror + Entity + Yellow] or [Posn + Entity + Sonova Emblem]
           or [Conti + Entity + Sonova Emblem])

===============================================================================

07) Aus
-------
Difficulty : ***
Objective  : Defeat Alveen
Characters : 7
Enemies    : 13
Orientation: your team starts at the S edge, facing N
Dimensions : 0:17 (S:N) x 0:12 (W:E)

Strategy   :
   Your objective here is to keep Alveen from waking up as long as possible.
In order to achieve this you must prevent the 4 guards he has (2 fighters,
archer and magic-user) from waking up by keeping to rows #0-3 while killing all
the other. These 5 enemies move in unison (the 2 healers near them are
independent).
   As the battle starts, wait for the 3 front fighters and the front archer to
approach before moving for the kill. The 3 fighters should be relatively easy,
but the archer must be killed using only magic and long-range weapons. The two
flanking magicians will quickly join the frey. As tempting as it is, do not
progress beyond rows #0-3.
   Do not kill the magicians immediately, just decrease their HP enough for the
healers to approach in order to heal them. Once one healer is awake wait for
him to act, then before the other healer acts, decrease the HP of a magician
again to wake the other healer. Once both healers are on the move, you can
kill the magicians (still without moving beyond row #3). Note that the
magicians will often target your Sonova character, so keep him somewhat
segregated from the rest; that way, either they will use their AOE-5 Gaiga on
other more magic-resistant characters or just hit the Sonova without affecting
others).
   Wait for the healers to reach row #5; they will usually (but not always)
avoid going beyond that row. At this point, just wait, heal and recuperate
your coins. If a healer comes forward to rows #0-3, kill him (you can try to
move to rows #4-5, but only if you are sure to return to the safety of rows
#0-3 before it is Alveen's or his entourage's turn). You can wait here
indefinitely.
   Once you are ready for the final confrontation, rush forward to rows #4-5,
killing the two healers. Now wait for the 5 remaining enemies. The 2 fighters
may well succumb to magic and long-range weapons. Once they do, place a
high-defense character (e.g. Fazz or a Sonova) in Alveen's path; every time he
attacks, heal and shoot him backwards (always have at least 2 empty squares
between Alveen and any character, when it is Alveen's turn to act). Meanwhile,
send a small detachment of 2 characters ahead to kill the magician and the
archer, as well as pick hidden items. Once all are dead, gang up on Alveen and
finish him off; it is best to end him with a single strong hit to bypass his
Champion skill protection.

Start Level: 5
Enemy Level: 7-8
End   Level: 7
Regular Bonus  Item : Cure Re Coin
Useful  Hidden Items: Zepherd Coin (3 N, 2 E from Alveen              ; 16:7 )
Useless Hidden Items: Openface     (1 N, 1 W from Easternmost magician;  6:11)
Recommended Sessions: Cure, Cure, Re Lite
                      Cure, Cure, Re Lite
                      PhysEvade+10%, Gaiga, Blisu
Bonus: 14,103
Cont : No
Notes: if you like the Champion skill (I do not, as I try to have strategies
           that avoid reaching the point where it kicks in), you can session
           Alveen for it (go for a 6-character session)
       in the conversation with Reuperl after this battle, you can get some
           more money from him by not answering "Alright"

===============================================================================

08) Clair Mountains
-------------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 14
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:15 (S:N) x 0:15 (W:E)

Strategy   :
   Of the 3 groups, the 5-enemy South-Western one and the 4-enemy North-Eastern
one will close on you immediately. Since the latter takes more time to reach
you (because it has to cross the stream), set your team on the Western edge of
the red zone. You should be able to finish quite a few of the South-Western
group, as well as most of the North-Eastern group (using primarily magic),
before they reach you. None of the enemies in the 2 groups should be much of a
problem, except the nuisance caused by the Depin coin of the South-Western
magician.
   Once the 2 groups are dispatched of, the 3rd, 5-enemy, group will start
moving. Collect the hidden items and close in for the kill.

Start Level: 7
Enemy Level: 7
End   Level: 8
Regular Bonus  Item : Sonova Emblem Seal
Useful  Hidden Items: Green Seal      (6 N, 3 E from island in stream; 14:14)
                      Ring Mail Armor (0 N, 4 W from island in stream;  8:7 )
Useless Hidden Items: -
Recommended Sessions: Zel, Cure, Gaiga
                      Blisu, Cure, Re Move
Bonus: 17,527 (+ dealer)
Cont : No
Notes: use the Green seal for a [Gaiga + Green + Lightning] engraving
       use the Sonova Emblem seal for a [Bonga + Sonova Emblem] engraving (do
           not waste a good coin, such as the one you upgraded with the [Bonga
           + Blue + Earth] engraving; use a regular one, such as the one that
           costs 1,420 in the coin shop (the 1,120 one is too weak)), unless
           you want to wait with it for something else (e.g. see notes to
           Seitan Hills II battle)
       give the Ring Mail to a Sonova to improve his CF Def

===============================================================================

09) Savah Canal
---------------
Difficulty : *
Objective  : Defeat Brankoz
Characters : 7
Enemies    : 15
Orientation: your team (Fazz) starts at the SW corner, facing N
             and                     at the NE corner, facing S
Dimensions : 0:15 (S:N) x 0:17 (W:E)

Strategy   :
   Divide your team evenly between the two red areas (e.g. fighter, fighter,
magician, long-range in the South-West; fighter, magician, long-range in the
North-East). Slowly converge on the South-Eastern corner, killing all enemies
that approach you (i.e. 4 enemies South of the towers, 3 enemies South-East of
the towers, 1 enemy between the towers). Magic comes in handy here, especially
against the dagger-armed enemies.
   Once these are done, return West to the gap between the two towers, thereby
drawing the 2 enemies West of the towers. After they are dispensed of, all that
is left is Brankoz and his 4 guards. Let them come to you and finish them off;
just be careful as they are slightly stronger than the other enemies have been.
Use the towers as a strategic position for placing long-range characters
(assuming they have the Jump +1 skill).

Start Level: 8
Enemy Level: 8
End   Level: 9
Regular Bonus  Item : Braven
Useful  Hidden Items: Nut of Vigor (2 S, 6 E from Fazz; 0:8             )
                      Halberd      (6 N, 7 E from Fazz; 8:9; need Jump+1)
Useless Hidden Items: -
Recommended Sessions: Iron Ring, CFDmg-10%, Laira, Bonga
                      Iron Ring, Ring Mail, Ema'sAid, Gaiga, Depin, Cure
Bonus: 18,905 (+ dealer)
Cont : No
Notes: -

===============================================================================

10) Carmwell
------------
Difficulty : **
Objective  : Protect Alveen
Characters : 6 + Alveen
Enemies    : 12
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:15 (S:N) x 0:10 (W:E)

Strategy   :
   Again I recommend doing without an archer, especially as there are no great
vantage points for archers here. In this battle beware of the two archers (stay
out of their range as much as possible) and the two magicians (who have rather
powerful elemental coins, as well as nasty Depin and Terror coins, that may
prove a problem when you try to form attack sessions; bring a few Unbinds or a
Re Move coin).
   Alveen does not need much protection as he is 1-2 levels above the
opposition. As usual, avoid using him for anything but picking items and
participating in attack sessions, so as not to waste experience. Move him
towards your team, drawing the 3 fighters near him into range of your magicians
and long-ranges, which should be able to handle them without moving into the
archers' range, while your fighters inch Westward towards the other 2 fighters
on the lower level. When you use magic, do not fear to include Alveen in the
area of effect; he can withstand the damage, you get some experience for
hurting him and later also for healing him.
   Keep Alveen within the archers' range for most of the battle! That way the
archers and Sajiri remain in place and do not bother you, plus you get the
added benefit that they go up in level fast and bring in more experience when
you eventually finish them off.
   Once you have finished the 5 fighters in the alleys, move along the Westward
alley and up the stairs. This should draw the 2 remaining fighters and the 2
magicians and allow you to pick the White Seal hidden item. Fight carefully,
using magic to dispense of the fighters and attack sessions for the magicians.
Sajiri and the archers will join in at some point, dependent on Alveen's
location (you might want to move him to allow for 6-character sessions). But
at this point and given that you are no longer many steps below them, they
should not be too much of a problem.

Start Level: 9
Enemy Level: 9-10
End   Level: 9-10
Regular Bonus  Item : Ring Mail Armor
Useful  Hidden Items: White Seal (3 S, 1 W from Westernmost magician   ;  7:1)
Useless Hidden Items: Iron Ring  (2 N, 1 W from Sajiri (on lower level); 15:8)
Recommended Sessions: Iron Ring, CFSuccess+10%, PhysDmg+10%, Cure, Greis
                      Iron Ring, Ring Mail, Bondes, Blisu, Depin
                      Bastard Sword, Ring Mail, Openface
Bonus: 13,798 (+ dealer)
Cont : No
Notes: give the Ring Mail armor to a Sonova or to your best fighter (probably
            Fazz) for the next battle (preferably both should have one)
       use the White seal for a [Cure + White + Wind] engraving

===============================================================================

11A) Fort Yugo
--------------
Difficulty : ****
Objective  : Defeat Treilorh
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:20 (S:N) x 0:17 (W:E)

Strategy   :
   This battle is by far the most difficult (and longest, took me three and a
half hours to finish it successfully) encountered until now. Be extermely
careful; any mistake will be promptly exploited by the many powerful enemies.
The primary tactic required is to delay Treilorh indefinitely, until all other
enemies, including the archers on the fort wall, have been dealt with. The idea
is to make him stay at or about the 3x3 area to the East of the central flight
of stairs (i.e. 7:8, 7:9, 7:10, 8:8, 8:9, 8:10, 9:8, 9:9, 9:10).
   Start by moving 2 rows North to rows #2-3 and wait for the 3 enemies on top
of the stairs to approach. The 2 fighters should succumb quickly (freely use
magic against them). As soon as the fighters are down and before you approach
the stairs, send a character to the corner of the two walls East of the stairs
(i.e. 6:10) and keep him there. I strongly recommend to use a Sonova for this,
as Sonovas are definitely voted by the enemies as "most targetable". Treilorh,
the other magician and most, if not all, fighters will go for him and get stuck
around the 3x3 area mentioned above. It is OK (but not recommended) if a
fighter or two make it to the stairs, but if Treilorh does, the battle is as
good as over. You will need a lot of healing options to keep the Sonova alive;
have many healing coins spread among your characters, as well as at least 10
healing fruits, for this battle. Do not be tempted to move the character away
from the "corner" by more than 1 square until only Treilorh and a couple of
archers remain. Do not panic from the large amounts of magical damge he
receives, just heal and wait.
   While waiting for the first magician to approach stay no further than row
#4 and wait for her to reach rows #5-6 before going for the kill (this will
probably occur only after she has used all her Zel & Blista spells). Make sure
to remain out of the range of the South-Eaternmost archer, as well as of those
of the archers on the fort wall (if you need to go slightly up the central
stairs, note that only squares 6:6, 6:7 and 7:7 are safe).
   Once the magician is gone, the only active damage-causing enemies are the
remaining magician and one archer that will try to target your "corner"
character (unless you are unlucky he will get confused in his attempts and
always miss, as well as hit some of his comrades). Keep the "corner" character
in place, keep 4 characters nearby (at the foot of the central stairs) and send
2 characters up the W steps. These 2 characters should be a boomerang-user and
your strongest fighter (I will assume this is Fazz), both armed with some
healing coins.
   The 4 characters' job is to heal the "corner" character, cure him of any
confusion caused by the magician's Conti coin (an archer is recommended for
this; just hit him softly and he may snap out of the confusion), try to
find oppotunities to use enough magic assault in a row (before Treilorh or the
magician use their healing) to kill fighters in the 3x3 area, and handle the
second magician once she has finished her spells and wanders down the central
stars.
   The "corner" character should just heal himself when he can and wait.
   The boomerang-user should scale up to square 7:2, which allows him to target
some fighters in the 3x3 area, while still being out of range of the archers on
the fort wall (squares 7:0, 7:1, 7:2, 8:0, 8:1, 9:0 are out of their range).
   Fazz should carefully scale up the fort wall through the Western gap. He
will be hit by the archers but can rest and recuperate at 2 points along the
way: a) just South of the Western archer's position at 15:4, b) in the gap at
18:1 (the archers will have problems hitting you there). Fazz should be able to
handle the fighters and 3 archers on the fort wall. Note that he need not kill
all the archers, he can shoot them of the wall if he wants. Also note that one
archer has a Poison 10% skill which can be somewhat of a pain if it triggers.
   Once Fazz has cleared the 2 first archers on the wall, you can move all your
other characters (except the "corner" one) up the Western steps and onto the
wall on the West side of the central stairs. From there your magic-users and
long-ranges can decimate all remaining fighters. If a fighter is out of range,
try to move the Sonova out of the "corner" one square in some direction, and
the fighter may move too.
   The above are all guidelines; be flexible and try to use opprotunities as
they present themselves, but do not be reckless - you will regret it. You
should be able to reach a point where all that remains of the enemy is Treilorh
and 2-3 archers. Don't be cocky or careless, the battle isn't over yet; believe
me, you can still easily get a character killed (especially those low-defense
magicians of yours).
   Slowly move your Sonova towards the South-Eastern archer, that ideally has
never acted up until now, and kill him. Meanwhile, have the others finish off
the other archers. Note that Treilorh will start moving; keep a safe distance
from him and carefully draw him towards the South-Eastern archer the Sonova is
dealing with. This is in order to have the Sonova do most of the fighting and
the killing of Treilorh (coupled with some magical help from other characters),
in order to quickly get experience that he was missing while waiting in the
"corner". Even the Sonova should keep a safe distance of at least 1-2 empty
square between him and Treilorh. Do not forget to send someone to pick the
hidden items you want.
   Good luck and be prepared to repeat this battle quite a few times.

Start Level: 9-10
Enemy Level: 11-12
End   Level: 11
Regular Bonus  Item : Long Sword
Useful  Hidden Items: Mithril Coat Armor (0 N, 7 E from Treilorh; 16:16)
Useless Hidden Items: Assassin Knife     (3 N, 6 W from Treilorh; 19:3 )
Recommended Sessions: Blista, Zel, Cure
                      Geiga, Conti, Bondes, Cure
                      Ring Mail, Openface, HP+20%
Bonus: 11,932 (+ dealer)
Cont : No
Notes: the Mithril Coat armor isn't such a hot item to pick at this point, but
           I didn't feel brave enough to try an attack session on Treilorh, so
           opted for an easier 5th item; give it to your Sonova as a gift for
           the patience he had to exhibit during this battle
       obviously I have not chosen the path whereby Tinn is rescued here

===============================================================================

11B) Fort Yugo
--------------
This is a placeholder for the alternative "Rescue Tinn" battle, which I have
not (yet?) done.

===============================================================================

12) Queld
---------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 12
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:15 (S:N) x 0:16 (W:E)

Strategy   :
   This is a refreshment after the last battle. Let the 6 nearby fighters
approach, keeping a tight pack, especially without exposing your weaker
characters to the high-attack enemies. The major trick here is not to stand on
snow (which affects most everything poorly), while attempting to make the enemy
stand on snow. As they die, gravitate towards the gap between the two houses;
soon the 3 other fighters and the healer will approach (pick up the item before
they do if you want to). Have a good fighter stand on the last Western brick
square between the houses, so that any enemy will stand on snow. Finish all 3
fighters with magic and the odd hit. The remaining archer, magician and healer
shouldn't be much of a problem (note however that the magician can cast two
Blisus in a single turn, so be careful with your HP).

Start Level: 11
Enemy Level: 12
End   Level: 12
Regular Bonus  Item : Bronze Mail Armor
Useful  Hidden Items: Blista Coin (3 N, 7 E from archer                ; 15:15)
                      Tundra Seal (0 N, 1 W from fighter between houses;  3:5 )
Useless Hidden Items: -
Recommended Sessions: Absorb30%, Cure, Re Pure, Re Laks, Re Move
                      CFSuccess+10%, Blisu, Blista, Posn
Bonus: 20,349 (+ dealer)
Cont : No
Notes: use the Tundra seal for a [Blista + Tundra] engraving
       buy profusely in the new shops, especially Mithril coats, coins and
           seals (and of course do the necessary engraving; most elemental
           coins should now be level 2 with AOE 5-13, some may be level 1, some
           may be AOE 25)
       I have chosen the path less travelled, namely "Continue onward" (to a
           Forced March chapter 3)

===============================================================================

13A) Echo Forest
----------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 10
Orientation: your team starts at the S edge, facing N
Dimensions : 0:14 (S:N) x 0:13 (W:E)

Strategy   :
   Move as little as possible (1-2 squares for fighters, including picking up
the Blessed Fruit, probably nothing for others) and wait for the 7 fighters to
come to you. Most will die on the way, primarily from magic. Soon all that is
left are the 2 magicians and the archer. Start moving towards them. The archer
should succumb quickly to magic and long-range weapons. The only mild problem
is the high evade rate of the magicians, which could slightly complicate any
attack sessions you may attempt against them.

Start Level: 12
Enemy Level: 13
End   Level: 13
Regular Bonus  Item : Robe of Wisdom Armor
Useful  Hidden Items: Blessed Fruit (0 N, 2 E from Fazz; 4:9)
                      Great Sword   (2 N, 7 W from Fazz; 6:0)
Useless Hidden Items: -
Recommended Sessions: Fang, Boots, CFDmg-10%, Greis, Laicle, Grulla
                      Fang, Boots, CFDmg+10%, Depin, Posn, Terror, Gaiga
Bonus: 12,820 (+ dealer)
Cont : No
Notes: give the Robe of Wisdom armor to a low-CFDef character (probably Sonova)
       save the Blessed Fruit for the really difficult battles

===============================================================================

13B) Echo Forest
----------------
This is a placeholder for the alternative "Enter Jacqueline" battle, which I
have not (yet?) done.

===============================================================================

14A) Mount Tesina
----------------
Difficulty : **
Objective  : Defeat all enemies
Characters : 7
Enemies    : 13
Orientation: your team starts at the SW corner, facing N
Dimensions : 0:16 (S:N) x 0:16 (W:E)

Strategy   :
   The major problems of this battle are primarily the three archers
(South-Western, South-Eastern and North-Eastern), each of which creates a pain
of its own. And as usual, remember that "brick is good, snow is bad".
   As the South-Western archer can hit squares 1:1 and 2:2 without moving, do
not place characters there as part of you setup. Also make sure that you kill
him before he takes his second turn or one of your weaker characters will be
gone (to say nothing of his ability to confuse you).
   The 3 nearest enemies (1 archer + 2 fighters) should probably die
almost without reaching you from magic and some long-range hits.
   While doing so make sure to avoid entering the range of the South-Eastern
archer (has a 10-square range allowing him to hit 4:3, 5:4, 4:4, 3:4 &c.)
altogether. This is not difficult, but easy to forget.
   Send a couple of magic-users ahead, hugging the E wall of the passage at all
times. The reason only these two go forward is to keep your low-CFDef
characters away from the North-Western magician. The reason they should remain
always near the Eastern wall is to avoid the North-Eastern archer (that also
has a 10-square range at his original position, but cannot reach the squares
adjoining the Eastern wall of the passage). The two magic-users should be able
to finish off the 2 enemies at the North-Western corner using only magic (this
may take some time for the enemy magician). All others should wait well out of
the enemy magician's range. One she is almost dead, start moving the other
characters forward, always hugging the Eastern wall. If any of the 2 archers
can hit you, you are doing something wrong, which you will probably regret
soon. The two vanguard magic-users should wait for the others before advancing
(one can collect the hidden item).
   Continue moving forward around the bend, now hugging the Northern wall.
Finish the single next fighter, then concentrate on finishing the North-Eastern
archer (mostly with magic). As you continue, the next 3 fighters and the 2
magicians will advance, but they should not be much of a problem (note however
that one magician has the ability to cast poison 3 times; the remaining archer
also has a Poison 10% skill). At last there is something for your fighters to
do. Melee you way through these until only the South-Eastern archer remains
(keep your low-defense characters out of his range; he is still dangerous).
   If you want the las hidden item, you would have to send a high-defense
character to pick it up, or alternatively just shoot the archer off his high
pedestal to minimise his threat. Once ready, kill the last archer.

Start Level: 13
Enemy Level: 14
End   Level: 14
Regular Bonus  Item : Steel Spear
Useful  Hidden Items: Zeneth Emblem Seal (1 N, 1 W from NW magician; 15:1)
                      Battle Axe         (2 N, 2 E from Fazz       ;  4:6)
Useless Hidden Items: -
Recommended Sessions: Fang, Greis, Zepherd, Blisu, Cure Re
                      Fang, Boots, Depin, Posn, Terror, Cure
Bonus: 11,733 (+ dealer)
Cont : No
Notes: wait with the Zeneth Emblem seal until you have Blista coin that is
           strong enough, but not valuable enough, to use for a [Blista +
           Zeneth Emblem] engraving (possibly in chapter 4)

===============================================================================

14B) Mount Tesina
-----------------
This is a placeholder for the alternative "Enter Jacqueline" battle, which I
have not (yet?) done.

===============================================================================

15A) Fort Sappharl
------------------
Difficulty : ***
Objective  : Defeat all enemies
Characters : 7
Enemies    : 14
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:14 (S:N) x 0:14 (W:E)

Strategy   :
   Place at 0:12 and 1:12 two magic-users equipped with 2-3 AOE-25 level 1-2
elemental coins and at 1:11 a rapid-moving fighter or long-range character with
Jump+1 skill (or Boots). Wait for the two archers on the bridge to take their
turn then move the two magic-users to the wooden crates at 5:12 and 6:12 (that
are safe from the archers, although they do not know it yet). At the same time,
move the Jump+1 character under the bridge to 7:9 (a 8-square trek, which
should be done before the archers' turn returns; this location is relatively
safe and has the benefit of drawing the two fighters standing beyond the bridge
without them stepping on the hidden item under the bridge).
   Keep the 4 other characters at the South-Eastern corner, away from the
archers' range (9 squares) and the South-Western magician's range (9 squares).
After the enemy archers' turn, which involves two unsuccessful attempts each to
hit your magicians (and probably the Western archer hitting the Eastern archer
once), unleash all your strongest magic against the archers, killing at least
one. As soon as the archers are dead (or thereabout), move the Jump+1 character
to 6:11 (if you want the hidden Mermaid Beads) or to 6:10 (if not), thus
blocking the fighters on the bridge from getting down. The 6:11 position is
easier to maintain as no fighter can touch you there, while the 6:10 position
can be attacked from under the bridge.
   Continue using magic to decimate the fighters on and under the bridge, and
carefully have the other characters join the frey (moving along the Eastern
edge of the battlefield and the Southern wall of the bridge to avoid the
South-Western magician). When the bridge starts to clear have the Jump+1
character move onto it to finish any stragglers.
   At this point, the enemy force should be composed of 4 magicians and 3
fighters (ideally the South-Western magician and fighter have never moved, the
other may or may not have). The rest of the battle is long but not too
difficult any more, just cross slowly under the bridge and up the two snowy
mounds (one along the North edge towards the fort wall, the other along the
East edge onto the bridge), sending fighters ahead and using magicians as
healers. Leave the South-Western magician and fighter last. As usual, remember
to be careful and not to stand on snow, if possible.

Start Level: 14
Enemy Level: 16
End   Level: 16
Regular Bonus  Item : Flamberge
Useful  Hidden Items: Robe of Wisdom Armor (7N, 3W from Fazz; 8:8 )
Useless Hidden Items: Mermaid Beads        (5N, 0W from Fazz; 6:11)
Recommended Sessions: Fang, Gaiga, Blisu, Gaiz, Cure Re
                      Fang, Depin, Posn, Terror, Cure Re
                      Blisu, Laira, Zepherd, Cure
Bonus: 12,096 (+ dealer)
Cont : No
Notes: Do not forget to buy the new items available at the shops (this is
           probably a point where you might feel some shortage of money)

===============================================================================

15B) Fort Sappharl
------------------
This is a placeholder for the alternative "Enter Jacqueline" battle, which I
have not (yet?) done.

===============================================================================

16) Lake Ecroga I
-----------------
Difficulty : **
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the SW corner, facing N
Dimensions : 0:20 (S:N) x 0:13 (W:E)

Strategy   :
   This battle is mainly a game of patience, with most troublesome being the
enemy archers, as usual. Start by moving 2 magic-users North into the water to
attack the 3 enemies on the nearby island (move enough to have all 3 enemies
within your magic's AOE). They should have no problems destroying the 2
fighters, and the magician's magic will be mostly wasted on them (especially if
you can immobilise her so she cannot approach the others). Meanwhile, send your
fighters to handle the 3 South-Eastern enemies, aided by your long-range
characters. Once these are done (and the hidden item picked), concentrate all
your forces in the vicinity of the enemy magician near the island, waiting for
her magic to deplete (be ready to be immobilised a lot, but you can wait the
immobilisation out without need for much Unbind or Re Move). While waiting,
make sure not to enter the range of the North-Western archer. When her magic is
gone, she will approach and an attack session (which should mostly, if not
completely, be out of the North-Western archer's range) can be done. Obviously,
if you do not want to session her, you can finish her off much earlier, without
having to wait.
   Once these 6 enemies are gone, move all your characters East, forming just
outside the edge of the 2 Eastern boomerangers' range. Wait for their turn,
then move East into their range and finish them off with magic & long-range
before they can even act. Reform just outside the Eastern edge of the last
bommeranger's range, but do not enter the North-Eastern archer's range. Wait
for the 2 fighters and the boomeranger in the water to start moving and finish
them off, allowing only those you wish to session to approach you.
   Next are the North-Eastern archer and magician. The former should die
rapidly from magic (especially since his confuse ability can be nasty); the
latter should be sessioned off, either by drawing her into the water or by
climbing along the Eastern edge onto the land (a couple of Unbinds may come in
handy here). Remember not to enter the North-Western archer's range (take into
account that he can move, so his range changes).
   All that are left now are 2 fighters and a nasty archer, which should be no
problem. If at all possible, try to finish this battle with your Ema characters
having reached Dev level 8 (which awards the useful Equip Coin +1 skill).

Start Level: 16
Enemy Level: 18
End   Level: 18
Regular Bonus  Item : Boots
Useful  Hidden Items: Panacea (0N, 1E from SE tree; 0:12)
Useless Hidden Items: -
Recommended Sessions: Silver Ring, EquipCoin+1, Blista, Laicle, Depin, Cure Zu
                      Scimitar, Armor of Light, Dragon Helm, HP+30%
                      CFSuccess+10%, Blista, Blista, Depin
Bonus: 18,223 (+ dealer)
Cont : No
Notes: keep all your Panaceas for the Inside Ixian Temple II battle

===============================================================================

17) Outside Temple of Water
---------------------------
Difficulty : ***
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:14 (S:N) x 0:15 (W:E)

Strategy   :
   This battle is difficult only if you try, like I did, to attack session the
magicians recommended below, since it requires you to approach them rather than
kill them quickly and from afar. For this battle I recommend an AOE-5 Depin
coin, although it is not mandatory; I just like to be able to delay selected
enemies at selected points of the battle (if you decide to have one, give it
to a Zeneth with CFSuccess+10% skill for best results).
   Set your magicians and long-ranges on the West edge of the red area; set
your fighters (at least one should have a Jump +1 skill or Boots) at the
North-East corner of the red area. The first group's task is to draw the 3
North-Eastern enemies (by attacking them after the archer's turn) into the
water and killing them using magic and long-range weapons. The second group's
job is to draw the 4 enemies in the water (by having the Jump +1 character
enter the water, wait for their move, then returning to land) onto your piece
of land and finishing them off; a Depin coin is useful to split their force
into two for easier handling. The main reason for drawing the 4 watery enemies
to you is so that the healer on the Northern platform does not wake up in order
to heal them (and with him his 4 cronies on the platform).
   After these 7 enemies are done, send a lone character to pick the hidden
item in the water and wake the 5 enemies on the Northern platform. Retreat,
wait for the healer's turn and then use all your most powerful magic to finish
off the 2 fighters and the archer. You can try to Depin the enemy magician so
that you can temporarily remain outside the range of his spells, but it is not
easy and probably not recommended if you want to session him, as for this you
need him to approach. Meanwhile send a good fighter along the Eastern side of
the battle field to be an initiator of an attack session. While trying to
organise an attack session on the magician, be careful as both he and the
healer have rather powerful spells.
   At this point all that left are the 4 North-Western enemies and perhaps the
healer from the platform. They should not be too difficult, as by now your
characters are at about the same level they are; just take your time.
   Since this battle continues into another, you should heal all your
characters before ending the battle. The easiest way to do it is to leave a
fighter as a last enemy, immobilise him, heal, then kill him from afar.

Start Level: 18
Enemy Level: 20
End   Level: 20-21
Regular Bonus  Item : Armor of Light
Useful  Hidden Items: Blue Seal    (4N, 1W from Fazz             ;  6:9 )
Useless Hidden Items: Battle Flail (4N, 1W from Easternmost enemy; 11:14)
Recommended Sessions: Silver Ring, Jump+1, Cure Re, Re Coin, Mintal, Zepherd
                      Silver Ring, Jump+1, Blista, Laicle
                      Jump+1, Greis, Bondes
Bonus: 16,379
Cont : Yes
Notes: use the Blue seal for a [Greis + Blue + Earth] engraving

===============================================================================

18) Inside Temple of Water
--------------------------
Difficulty : **
Objective  : Defeat Leimrey
Characters : 6 + Leia
Enemies    : 15
Orientation: your team starts at the S edge, facing N
Dimensions : 0:21 (S:N) x 0:12 (W:E)

Strategy   :
   You may want to leave off your Zeneth character here, as Leia is probably a
better one. This battle is not very difficult, it just can get long (very very
long), especially if you have to wait for a magician to get out of a corner in
order for you to session him, or for the effects of a Depin coin to wear off
since you did not bring enough Unbinds (5 may not be enough).
   What makes the battle rather easy is Leia. Just have her move one square to
the North and stay there, facing South, healing herself when she must (I'd do
it when under 300 HP) and serving as a target for Leimrey and over time for the
3 upper magicians (who waste their spells on her rather than on you). She can
pass the time by trying to hit Leimrey (perhaps even putting him to sleep or
to confusion), which eventually should allow her to raise her level, making her
even more invulnerable.
   Your first targets are the 3 enemies in the water. Use magic and long-range
from your higher position to kill them, but don't do it too fast, to allow the
magician nearby to approach in order to heal them. This magician should then
die very quickly from long-range weapons. While doing all this, have a couple
of fighters start moving down the Eastern stairs to the Eastern edge of the
battle-field and then North to grab the hidden item and make the Eastern group
of 4 enemies start moving. Retreat so that they come to you (the magician will
probably go to Leia) and take care of them. Magic is again the ticket here.
   Continue up the Eastern stairs to the high platform, sessioning your pick of
enemies. When approaching Leimrey's location, have Leia Depin him near her (or
have her corner him in a place he cannot reach you), so that he continues
trying to hit her rather than you. Finish everybody else, then kill him with
whatever you fancy (probably fighters who didn't get enough experience yet).

Start Level: 20-21
Enemy Level: 21-22
End   Level: 21-22
Regular Bonus  Item : Blista Coin
Useful  Hidden Items: Spear Seal   (10S, 6E from Leia; 10:12)
Useless Hidden Items: Glacier Seal ( 5S, 3W from Leia; 15:3 )
Recommended Sessions: Silver Ring, CFDmg-20%, Gaiz, Depin, Cure Re
                      EquipCoin+1, Blista, Laicle, Bondes, Decoin
                      Silver Ring, Absorb30%, Bondes, Zepherd, Depin, Cure Re
Bonus: 6,739
Cont : No
Notes: wait with the Spear seal for a revive coin on which to use it (e.g. in
           [Re Vin + Spear + Sword] or [Re Vin + Spear + Inferno] engravings)
       improve the Blista coin to AOE-25 with a couple of [Blista + Lightning +
           Impact] or [Blista + Force + Thunderclap] engravings

===============================================================================

19) Lake Ecroga II
------------------
This is a placeholder for the alternative "Enter Jacqueline" battle, which I
have not (yet?) done.

===============================================================================

20) Kamdell I
-------------
Difficulty : ****
Objective  : Defeat all enemies
Characters : 7
Enemies    : 15
Orientation: your team starts at the SW corner, facing N
Dimensions : 0:14 (S:N) x 0:15 (W:E)

Strategy   :
   This battle is a very tricky (and very long, four-and-a-half hours) game of
"dodge the arrow". Except for your thick-skinned fighters, none of your
characters should be hit by an arrow from high up throughout the battle, as
they are not likely to survive it. Each of the 4 enemy archers (Western (W),
Nort-Eastern (NE), Sout-Eastern (SE) and Central (C)) has a range of 10 squares
at its initial location and can kill your weaker characters in 3 hits (i.e. 1
turn); especially nasty is the SE archer's armor breaking skill. Worse, most of
the red area you start in is covered by the W and SE archers' ranges, but
luckily they will not attack until you (or one of the enemy fighters) start
moving. This battle begs for a Terror coin, so have at least one (a Depin would
be nice too).
   Also, at least 2-3 characters (preferably these should be long-range
weapon-users and the Terror-caster) should have either Jump+1 or Boots (you can
buy Boots at the shop now). The beginning of the battle is easier if all
characters have this ability, but this probably comes at the expense of not
equpping an Amulet, which lowers your characters' CFDef, making the later
encounters with the enemy magicians more difficult (I have used only 3-5
characters with this ability).
   Place a character with a Terror coin in the North-West corner of the red
area and some magic-users near him. Do not move at all until all 4 archers have
had their turn. After the W archer's turn, move all your characters Westwards,
outside the range of the SE archer. Start attacking the 3 Western enemies (2
fighters and 1 archer) with magic. The 2 fighters may well die from the magic,
the archer most likely not. Wait until just before it is the W archer's turn
again, then cast the Terror on him (that way he has no chance of recuperating
from the fear before his turn). If the spell misses, you will surely have to
restart the battle, as he will kill one of your characters. Sorry, I did not
find any better strategy (you may improve your chances by having two
Terror-carrying characters).
   As the W archer runs away, have your characters endowed with Jump+1 climb up
the Western building and take his place. Their primary job is to kill the
fleeing W archer and to incapacitate (by killing or by terrorising) the C
archer. They can also start raining arrows and boomerangs on the Northern
enemies. Until the C archer is incapacitated, the remaining characters just
have to wait at the Southern wall of the Western building, just outside the
range of the SE archer. Once the C archer has left his position, wait for the
SE archer's turn, then send a couple of high-defense fighters from those
waiting at the South-West along the Western wall of the South-North alley. This
crossing has to be done carefully so that they are unnoticed by both the SE and
the NE archers (6:3 is usually a blind spot for both archers; try using it).
Eventually the NE archer will notice them, but the SE one must remain dormant.
   Have your fighters and long-range weapon-users deal with the 3 Northern
enemies as well as the C archer (if not dead yet), then cast Terror on the NE
archer until he runs away. Now is the time to send any remaining characters
North along the North-South alley, using the same technique explained above for
not waking the SE archer.
   At this point, your entire team is situated at the North-Western corner and
the enemy force left is composed of 4 fighters (2 on steps, 2 along Eastern
edge), 2 archers (1 fleeing NE, 1 unmoved SE) and 2 magicians (1 black-coin, 1
white-coin). Concentrate along the North and West walls of the house with a
door opening to the North-South alley (this is the Northernmost house along the
Eastern side of the alley) to take cover from the archers and use all the magic
at your disposal to try and finish off 2-3 fighters and the 2 archers, trying
not to hit the black-coin magician, nor enter into his range (7 squares), so
that he remains peacefully asleep (the white-coin one will wake in order to
heal his comrades).
   When all that are left are 2 magicians and 1-2 fighters, perform whatever
attack sessions you still need to do and kill the rest.

Start Level: 21-22
Enemy Level: 24
End   Level: 24-25
Regular Bonus  Item : Rymdiska
Useful  Hidden Items: Veil of Light (1N, 1E from W archer; 10:2; need Jump+1)
Useless Hidden Items: Iron Helm     (0N, 2E from C archer;  9:9; need Jump+1)
Recommended Sessions: CFDmg-20%, Jump+1, EquipCoin+1, Dy Van, Gaiz, Greis
                      HP+20%, Gaiz, Greis, Zepherd, Cure Re
                      Scimitar, HP+30%, PhysHit+10%
Bonus: 14,940
Cont : No
Notes: in case you are wondering, in this battle all my elemental coins are
           still level 2 (with a couple of good Gaiga level 1's)
       I have chosen to go to the Temple of Fire

===============================================================================

21) Kamdell Desert I
--------------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 13
Orientation: your team starts at the centre, facing N
Dimensions : 0:16 (S:N) x 0:16 (W:E)

Strategy   :
   What makes this battle not too difficult is that most of the enemies are
slow-moving swordsmen, there is just one archer at a low elevation and near
enough to succumb to magic, and the only magic-user has just two coins, is
nearby and has no healing abilities.
   Place your team at the North-Western corner of the red area (except for one
fast fighter (e.g. Fazz) at the North-Eastern corner to rush and take the
headband hidden item before the enemies do, if you want it). Move North into
the rock-enclosed compound, killing the enemies there. Block the Southern
entrance with high-evade characters and wait for the enemies to close in and
die, delaying some of them with Terror and Depin (terrorise those fighters you
wish to session, leaving them for later).

Start Level: 24-25
Enemy Level: 25
End   Level: 26
Regular Bonus  Item : Re Tein
Useful  Hidden Items: Headband (1N, 5E from Fazz; 9:11)
                      Panacea  (3S, 6W from Fazz; 4:0 )
Useless Hidden Items: -
Recommended Sessions: Shamsheer, CFDmg-10%
                      Veil of Light, CFDmg+10%, CFDmg-20%, Greis, Gruned
Bonus: 20,224 (+trader)
Cont : No
Notes: take advantage of the level 3 coins and the level 2 seals (for improving
           level 2 coins) now available at the shops

===============================================================================

22) Outside Temple of Fire I
----------------------------
Difficulty : **
Objective  : Defeat all enemies
Characters : 7
Enemies    : 14
Orientation: your team starts at the S edge, facing N
Dimensions : 0:19 (S:N) x 0:14 (W:E)

Strategy   :
   In this battle, beware primarily of the armour-breaking archers; the best
way to contain them, short of killing them (e.g. with strong magic) is to use
Terror on them. Accordingly, start the battle by concentrating on the 2
Southern archers, trying to terrorise at least the armour-breaking one.
   Climb the ramp and spend most of the battle along it and near its top. The
battle rapidly becomes a free-for-all with all enemies on the move, unless you
succeed in preventing the chieftain and his 4 guards from waking up; this is
done by not having any seriously-damaged enemy within the range of the magician
equipped with Cure Zu. Regardles, just use all your resources (black & white &
elemental coins, long-range & short-range weapons) wisely and heal often. Be
careful.
   Do not forget to cure all your characters before ending the battle in
preparation for the next; this is easiest to do by leaving alive only one
magic-user with depleted offensive spells or one terrorised fighter.

Start Level: 26
Enemy Level: 26-27
End   Level: 27
Regular Bonus  Item : Veil of Light
Useful  Hidden Items: Panacea      (1N, 2W from right obelisk  ;  5:9)
Useless Hidden Items: Bone Crusher (1N, 5W from Tuchi chieftain; 18:2)
Recommended Sessions: CFSuccess+10%, EquipCoin+1, Greis, Cure Re
                      Luck+20%, EquipCoin+1, Depin, Bondeo, Greis
                      Moon Tunic, Veil of Light, EquipCoin+1, Gruned, Cure Zu
Bonus: 19,612 (+trader)
Cont : Yes
Notes: do not forget to re-equip between battles, especially if someone's
           armour has been broken

===============================================================================

23) Inside Temple of Fire I
---------------------------
Difficulty : **
Objective  : Defeat Gomes
Characters : 7
Enemies    : 15
Orientation: your team starts at the S edge, facing N
Dimensions : 0:17 (S:N) x 0:9 (W:E)

Strategy   :
   This battle is not unlike the previous one in that the equipment-breaking
archers form a major threat. The 2 Southern ones (whose ranges are 8-9
squares), however, cannot be terrorised, as they have the Fear Guard skill.
Accordingly, concentrate your forces on the South-Western portion of the red
area. Note that Fazz's initial location is within both the archers' range
(after the South-Eastern one moves 2 squares to the West; this is of course
unless he moves only 1 square to the West and picks your hidden item, so
don't put a tempting character (e.g. Sonova) in 2:5, 2:6 or 1:6) and is a
favourite of both.
   The recommended tactic is to move 2-3 characters with Jump+1 or Boots
(preferably armed with long-range weapons) up the Western side-steps to the
narrow Western walk to deal with the South-Western archer, while magic-users,
remaining outside the archers' ranges, use their magic to kill the
South-Eastern one (and any fighters coming down the central stairs). Wait until
all the enemies have done their first turn before starting the magic
bombardment (a Refined CF skill is a real boon here, allowing 3 spell casts -
cast one, end turn, then cast two more - before is it the enemy's turn again).
   Pretty soon all the enemies will be on the move, but with your Jump+1
characters strategically located along the 1-square-wide Western walk and your
magic users and fighters remaining at the bottom of the South-Western
side-steps, the going is not too difficult. You can delay the waking of Gomes
and his entourage by not having a heavily-wounded enemy within the range of the
Northernmost magician's Cure Zu spell. The fighters can use the wall West of
the central stairs as cover, fooling the Northern archers into hitting their
comrades (not unlike the trick used in the Fort Yugo battle). Once most of the
enemies are gone have the magicians climb through the side steps and the
fighters through the central stairs for the final melee.
   Remember to contain the other archers with Terror and Depin. Do the same to
Gomes while you deal with the enemy magicians and fighters.
   Do not forget to pick up the hidden items and cure all your characters
before finishing Gomes off. He can hit quite a few times in a row with his
dagger, to say nothing of his rapid movement and counter-attack abilities, so
have your weaker characters keep a very healthy distance from him at all times
(use primarily magic and long-range to handle him).
   Have the character you do not plan on using in the next battle reach
experience in the high-90s, in order to be ready for the battle after the next.

Start Level: 27
Enemy Level: 27-28
End   Level: 28
Regular Bonus  Item : Moon Tunic
Useful  Hidden Items: Sword Seal      (0N, 1W from Easternmost archer;  7:8)
                      Amu Emblem Seal (1S, 5W from Gomes             ; 15:0)
Useless Hidden Items: -
Recommended Sessions: EquipCoin+1, AccGuard, Gruned, Depin, Cure Zu
                      Moon Tunic, EquipCoin+1, Bondeo, Mintal, Cure Zu
Bonus: 12,565 (+trader)
Cont : Yes
Notes: use the Sword seal for engraving either breaking or revive coins, when
           you have some
       use the Amu Emblem seal for engraving status-causing coins

===============================================================================

24) Inside Temple of Fire II
----------------------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 6 + Gomes
Enemies    : 13
Orientation: your team starts at the S edge, facing N
Dimensions : 0:17 (S:N) x 0:9 (W:E)

Strategy   :
   Note that the directions have been changed from the first battle in this
locale, in order to maintain the convention that Fazz faces North.
   Since you have a great starting location, the only difficulty in this battle
is the fact that you need to score 4 attack sessions. Just progress to row #4
and wait for the enemies at the base of the central stairs to come to you,
quite a few dying on the way from magic and long-range weapons. You should be
able to finish them all off without waking the 4 North-Eastern enemies (2
magician, 1 archer, 1 spear-wielder); when the latter start moving, again wait
for them. Do not bother to use Gomes for anything but being part of an attack
session; why waste the experience?
   Since you are not always given a choice whether to continue to another
battle (I was not offered one, probably because I did not recruit any special
character). Therefore, heal all characters (except Gomes) before rounding up
the fighting. Also, try to finish the battle with as many characters as
possible with experience at the 80s-90s, so you can go up a level rapidly in
the next battle.

Start Level: 28
Enemy Level: 28
End   Level: 28-29
Regular Bonus  Item : Gruned
Useful  Hidden Items: -
Useless Hidden Items: -
Recommended Sessions: Moon Tunic, EquipCoin+1, RefinedCF, Galfo, Blen, Cure Zu
                      CFDmg+10%, Mintal, Bondes
                      CFDmg+10%, Laicle, Zephin, Bondes
                      Winged Boots, AccGuard
Bonus: 16,321 (+trader)
Cont : Yes
Notes: prepare well for the next battle, including selecting the best offensive
           and defensive skills (forego for such skills as Aids, Jumps, Trader,
           &c.; Confuse, Sleep & Poison Guards are recommended), and equipping
           as many as possible of your cure coins (at least 10)

===============================================================================

25) Outside Temple of Fire II
-----------------------------
Difficulty : ****
Objective  : Defeat Leimrey
Characters : 7
Enemies    : 11
Orientation: your team starts at the S edge, facing N
Dimensions : 0:19 (S:N) x 0:14 (W:E)

Strategy   :
   Note that the directions have been changed from the first battle in this
locale, in order to maintain the convention that Fazz faces North.
   Placing such a difficult battle at the end of a four-battle sequence is pure
evil. Not only do all enemies rush you immediately, not only do you have to
avoid a high-level high-agility Leimrey until you kill all the rest, not only
do you face, among others, 4 magic-users with powerful level 3 elemental and
status-causing coins and 2 archers with status-causing skills, but you also
have to manage 4 lengthy attack sessions since there are no hidden items to
pick. Pure evil.
   Until you reach the point where you are comfortable to start performing
attack sessions, do not move at all, not even one square. I recommend the
following arrangement in the red area: a) front row - 2 fighters & 1 boomerang
user, b) middle row - 1 magic-user, c) back row - 1 magic-user, 1 archer, 1
black-&-white-coin user. It is difficult to give a winning strategy for this
battle as it often involves reacting to specific events as they unfurl.
   Your first order is to contain Leimrey, ideally by terrorising him away (if
you are lucky), but your front row should be able to suffer his attacks (he
never uses his magic). Use magic to kill the archers early on. Make sure to
keep all  your characters well-healed at all times (use the fighters to do so,
as they  have little else to do unless an enemy reaches them), and do not allow
two enemy magicians to act in a row as their combined damage may well kill
someone. This is a good battle to allow yourself to use rare healing items,
such as a blessed fruit.
   When most of the enemies are down - probably when only Leimrey and four
sessioable enemies remain - start moving into attack session formations. Of
course, leave Leimrey for last and make sure to beware of him when he enters
into Champion mode. Prefer magic and long-weapons to finish him off.
   It is quite possible you will need to repeat this (and the previous 3
battles) more than once; keep your composure.

Start Level: 28-29
Enemy Level: 29-31
End   Level: 30-31
Regular Bonus  Item : Longinus
Useful  Hidden Items: -
Useless Hidden Items: -
Recommended Sessions: Bondeo, Gruned, Gaiz, Cure Re
                      CFSuccess+10%, EquipCoin+1, Mintal, Bondeo
                      Moon Tunic, RefinedCF, Galfo, Laizon, Ora Van, Cure Zu
                      Moon Tunic, Luck+30%, EquipCoin+1, Depin, Zephin
Bonus: 15,025
Cont : No
Notes: I have chosen the Kamdell Desert route

===============================================================================

26) Kamdell Desert II
---------------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 15
Orientation: your team starts at the S edge, facing N
Dimensions : 0:16 (S:N) x 0:16 (W:E)

Strategy   :
   Note that the directions have been changed from the first battle in this
locale, in order to maintain the convention that Fazz faces North.
   The enemies are divided into 5 groups: 3 to NW, 4 to N, 3 to NE, 1 to SW and
4 in the centre; none are particularly dangerous. The Central and South-Eastern
groups move immediately, followed by the Northern and North-Western ones as
soon as a enemy worthy of a magician's healing spell is within their range,
thus leaving the North-Eastern group for last.
   Remain within and near the rocky compound for most of the battle, letting
them come to you. Use your regular arsenal of weapons and spells to kill all
enemies - nothing to it. You can use this battle to enjoy the poor control the
game has of boomerang-users; by correctly placing your characters you can have
them do some of the work for you, hitting their comrades.

Start Level: 30-31
Enemy Level: 31
End   Level: 32
Regular Bonus  Item : Blessed Fruit
Useful  Hidden Items: -
Useless Hidden Items: -
Recommended Sessions: Moon Tunic, CFDmg-10%, Cure Re, Terror
                      Moon Tunic, CFDmg+10%, Bondes, Greis, Cure Re
                      Kintoki's Axe, HP+30%
                      Shamsheer, HP+10%
Bonus: 32,803 (+trader)
Cont : No
Notes: -

===============================================================================

27) Kamdell II
--------------
Difficulty : *
Objective  : Defeat Leimrey
Characters : 7
Enemies    : 3
Orientation: your team starts at the SW corner, facing N
Dimensions : 0:15 (S:N) x 0:14 (W:E)

Strategy   :
   Note that the directions have been changed from the first battle in this
locale, in order to maintain the convention that Fazz faces North.
   At last, a battle where the enemy is outnumbered. This battle is all about
having the right magic-users and the right coins. Assuming two magic-users with
RefinedCF skill, each should have the ability to cast at least 2-3 level 3 and
2-3 level 2 AOE-25 spells without recharging. Given this, all three enemies
will succumb to magic, the Elegiac Knights never having a chance to do anything
but move, Leimrey just casting some spells (Blen, Blen, Conti).  Your other
characters should concentrate on healing and on snapping the confused team
members from their confusion by softly hitting them.
   Heal Fazz before ending the battle, in preparation for the next.

Start Level: 32
Enemy Level: 32
End   Level: 32
Regular Bonus  Item : Panacea
Useful  Hidden Items: -
Useless Hidden Items: -
Recommended Sessions: -
Bonus: 8,727 (+trader)
Cont : Yes
Notes: equip Fazz well for the next battle, with an eye for a high "hit" score
           (Champion skill might also come handy, if you like it)

===============================================================================

28) Kamdell III
---------------
Difficulty : *
Objective  : Defeat Leimrey
Characters : 1
Enemies    : 1
Orientation: your team starts at the W edge, facing N
Dimensions : 0:15 (S:N) x 0:14 (W:E)

Strategy   :
   Note that the directions have been changed from the first battle in this
locale, in order to maintain the convention that Fazz faces North.
   Just hit him, preferably from the back; try to make use of the different
terrain to your advantage. Don't be alarmed by his Confuse 25% skill. Have a
couple of strong healing coins, just in case.

Start Level: 32
Enemy Level: 32
End   Level: 32-33
Regular Bonus  Item : -
Useful  Hidden Items: -
Useless Hidden Items: -
Recommended Sessions: -
Bonus: 3,094
Cont : No
Notes: -

===============================================================================

29A) Roundart I
---------------
Difficulty : **
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:19 (S:N) x 0:16 (W:E)

Strategy   :
   There are 5 groups of enemies: 5 North of bridge, 2 on bridge, 1 under
bridge, 4 South-West of bridge and 4 South-East of bridge. Start by
concentrating only on the two Southern groups; to do this avoid progressing
beyond row #2, thus keeping the other groups asleep. The SW group could easily
and rapidly be handled by just two powerful magic-users while the rest start
moving East towards the SE group.
   When all 8 enemies of both groups are gone, cast a couple of elemental
spells at the archer on the bridge (note that he has a rather good range, 10
squares), wounding him enough to wake one of the Northern healers and getting
the rest of the enemies on the move. The only real threat left is the powerful
enemy magician equipped with 4 elemental coins; kill her rapidly by sending a
powerful fighter to her as soon as she approaches you.
   Finish the enemies at your leisure, remembering to pick any hidden items you
prefer.

Start Level: 32-33
Enemy Level: 33
End   Level: 34
Regular Bonus  Item : Re Vin
Useful  Hidden Items: Winged Boots     (2N, 4E from archer on bridge; 13:9)
Useless Hidden Items: Gote Emblem Seal (5N, 5E from Fazz            ;  7:9)
Recommended Sessions: Chiron's Bow, Absorb50%, Cure Zu, Laizon, Blen
                      Moon Tunic, EquipCoin+1, Decoin, Depin, Cure Zu
                      Sandman 25%, Mintal, Cure Zu
Bonus: 27,774 (+trader)
Cont : No
Notes: at last you have a revive coin - give it to Fazz

===============================================================================

29B) Roundart I
---------------
This is a placeholder for the alternative "Direct to Roundart before Temple"
battle, which I have not (yet?) done.

===============================================================================

29C) Roundart I
---------------
This is a placeholder for the alternative "Direct to Roundart after Temple"
battle, which I have not (yet?) done.

===============================================================================

30A) Roundart II
----------------
This is a placeholder for the alternative "Direct to Roundart before Temple"
battle, which I have not (yet?) done.

===============================================================================

30B) Roundart II
----------------
This is a placeholder for the alternative "Direct to Roundart after Temple"
battle, which I have not (yet?) done.

===============================================================================

31) Sonti Plateau
-----------------
Difficulty : ***
Objective  : Defeat Blackthorn
Characters : 7
Enemies    : 15
Orientation: your team starts at the S edge, facing N
Dimensions : 0:18 (S:N) x 0:17 (W:E)

Strategy   :
   Your aim is to kill all 10 Southern enemies without waking Blackthorn and
his 4 guards; once Blackthorn is awake the battle goes up a notch and you
wouldn't want to handle too many enemies at that point. This is rather similar
to the Aus battle.
   Start by hitting one enemy (e.g. with a boomerang) to wake one of the 3
Southern groups, then move all your characters due South to the hill on the
Southern edge of the battlefield. Wait for the enemies to come to you and kill
them on the way (mostly with magic and long range). Make sure not to wound the
enemies too close to Blackthorn's group, or the healer will wake and with him
the rest of the group, including Blackthorn.
   When all 10 Southern enemies are gone, the easy part is over; Blackthorn in
on the move. Your aim now is to make sure Blackthorn concentrates on Fazz
alone, who should be robust enough to survive his attacks, even if he loses his
armour to Blackthorn's Arm Break 25% skill (you might want to consider
equpping Fazz with the Champion skill). This is not too difficult since
Blackthorn seems to favour hitting Fazz; just make sure Fazz is closest to
Blackthorn when it is the latter's turn (ideally he should be 3-4 squares from
him). Fazz should mainly concentrate on drawing Blackthorn away from the rest
of the team, not doing much except moving and perhaps participating in an
attack session. The others should take care of the 4 guards, then join the
assault on Blackthorn (mainly through magic).

Start Level: 34
Enemy Level: 34-36
End   Level: 35-36
Regular Bonus  Item : Cure Zu
Useful  Hidden Items: Moon Tunic   (2S, 5E from Blackthorn; 15:13)
Useless Hidden Items: Dragon Tooth (4N, 2W from Fazz      ;  9:4 )
Recommended Sessions: Cestus, Moon Tunic, Gruned, Zephin, Blen, Cure Zu
                      Moon Tunic, HP+20%, Depin, Mintal
                      Rain Maker, Moon Tunic, HP+20%
Bonus: 19,945 (+trader)
Cont : No
Notes: -

===============================================================================

32) Marfa
---------
Difficulty : ***
Objective  : Defeat Alveen
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:17 (S:N) x 0:14 (W:E)

Strategy   :
   This is not an easy battle. The tools for winning it are: a) using trees for
cover from arrows; b) having an arsenal of status-causing coins and skills
(primarily terror, immobility and confusion); and c) having powerful elemental
coins (I had 2 magic-users, each with 3 AOE-25 level 3 coins of 80-90 potency
and CFDmg+20% skill).
   Move your team Westward behind the South-Western tree. Place a tempting
character (e.g. low-HP magician) immediately South of the tree to draw
ineffective arrows to it. From this position, use elemental magic to finish off
most, if not all, of the fighters, archers and magicians not on the castle
wall. This, obviously, does not include Alveen - you should aim at terrorising
him away, or alternatively immobilising him, while you deal with the rest. A
good tactic to use in this battle is to try and confuse an enemy magician,
hoping he will unleash his spells on his comrades.
   Once the enemies below the wall are gone, move your magic users behind the
North-Western tree and use magic to finish the archers on the wall. Now it is
safe to climb the wall, finish the rest and use an attack session on Alveen.
   If you have unique weapons (e.g. Zeneth Lance) keep them away from Alveen's
weapon-breaking skill. Be ready to use Re Vin in this battle, especially when
Alveen is near your weaker characters; without this coin, this battle would
probably have qualified for a 4-star rating.

Start Level: 35-36
Enemy Level: 36-38
End   Level: 37
Regular Bonus  Item : Re Lake
Useful  Hidden Items: Blessed Fruit      (6S, 4E from Alveen;  6:12)
                      Maintenance Manual (4N, 0E from Alveen; 16:8 )
Useless Hidden Items: -
Recommended Sessions: Claimh Solais, Silver Robe, Sleep Guard, Re Cure
                      Ring of Death, Moon Tunic, Blen, Ora Van, Cure Zu
Bonus: 12,842
Cont : No
Notes: your Sonova character will probably benefit most from using the
           Maintenance Manual

===============================================================================

33) Outside Layeta Castle
-------------------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:22 (S:N) x 0:16 (W:E)

Strategy   :
   Place your team in the Southern portion of the red area, except for your
Kashis character who should be in the North-Western corner, to allow him to
rapidly rush forwards, pick the nearby hidden item and return without being
noticed by most enemies, assuming you want the item.
  Initially 8 enemies are on the move (4 Southern ones, 2 on steps, 2 archers),
while 8 enemies wait (6 Northern ones, 2 magicians). Do not wander North while
finishing the first 8 (magic works great). When most are dead, inch a
magic-user North, cast a spell to wake the 6 Northern enemies (but not the 2
magicians flanking the central steps). Slowly retreat your team back to about
row #1 (so as not to wound an enemy too close to the 2 sleeping magicians) and
deal with the approaching enemies. Finish off by healing yourself and dealing
with the remaining magicians.
   Try to finish the battle with as many as possible of your team reaching
level 39, making the next battle somewhat more difficult, but the following one
somewhat easier - a recommended trade-off.

Start Level: 37
Enemy Level: 37
End   Level: 38-39
Regular Bonus  Item : Kintoki's Axe
Useful  Hidden Items: Tempest Seal  (3N, 1W from Fazz     ;  9:6 )
Useless Hidden Items: Moon Necklace (1S, 3E from Vurl Sash; 18:11)
Recommended Sessions: Moon Tunic, Blen, Gruned, Ora Van, Cure Zu
                      Moon Tunic, HP+20%, CFDmg-20%, Cure Re, Cure Zu
                      Moon Tunic, EquipCoin+1, Zephin, Laizon, Conti, Mintal
Bonus: 19,795 (+trader)
Cont : Yes
Notes: use the Tempest seal to improve the range of a Laizon coin

===============================================================================

34) Inside Layeta Castle
------------------------
Difficulty : ***
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:19 (S:N) x 0:15 (W:E)

Strategy   :
   The difficulty in this battle arises from the large number of archers (some
of which have breaking skills) and magicians, and from their advatageous
positioning, especially the four on the elevated platform. The same strategies
used in previous battles apply here as well: use magic against enemy archers
and fighters, try to confuse enemy magicians, try to get enemy archers to hit
their comrades when aiming at you, use walls for cover from archers.
   Using these techniques you should work your way clockwise around the room,
starting with the 3 Western enemies, continuing with the 2 North-Western ones,
then concentrating on the 6 Northern ones on the elevated platform. Do not
climb up to the elevated platform until there are only a couple of enemies left
there (probably the two magicians) - this may take quite a while. Fortify your
position on the platform, recuperate, then draw the 5 Eastern and North-Eastern
enemies to you and finish them off.
   Do not forget to pick up the hidden items - the North-Western one may be
tricky as an enemy may well step on it before you can get there (avoid col #0
when you think the NW archer is about to move to minimise this risk). Do not
forget to heal for the next battle and try to get as many as possible of your
characters to level 41 (yes, 41).

Start Level: 38-39
Enemy Level: 39
End   Level: 41
Regular Bonus  Item : Weapons Guide Manual
Useful  Hidden Items: Headband    (7N, 2E from Fazz     ;  9:8)
                      Mirage Seal (3S, 0E from NW corner; 16:0)
Useless Hidden Items: -
Recommended Sessions: EquipCoin+1, Bondeo, Laizon, Mintal, Cure Re, Cure Zu
                      EquipCoin+1, Zephin, Conti, Dy Van, Cure Zu
Bonus: 12,194 (+trader)
Cont : Yes
Notes: use the Mirage seal to improve the range of a Zephin coin
       give the Weapons Guide manual to a character equipped with a unique
           weapon (e.g. Zeneth Lance)
       prepare for the next battle by equipping your best battle skills (not
           jumps, trader, aids), favouring break-guard (especially on your
           Sonova character), status-guard (especially sleep) and status-cause
           (same preferences as coins below)
       simiarly, equip your best status-causing coins (on your non-Ema
           characters), favouring sleep, decoin, confusion, fear, poison,
           immobility, in that order (if you have them), but do not forget to
           take enough cure (about 9) and elemental (about 6) coins
       equip yourself to maximise your CF Def

===============================================================================

35) Layeta Throne Room
----------------------
Difficulty : ****
Objective  : Defeat Fernandes
Characters : 7
Enemies    : 8
Orientation: your team starts at the S edge, facing N
Dimensions : 0:16 (S:N) x 0:10 (W:E)

Strategy   :
   As expected, the last battle of this sequence is damnedly difficult. The key
to surviving it is to contain Fernandes, by far the most dangerous enemy. This
is best done by affecting him with sleep, decoin or confusion, either through
coins or, as a poor man's alternative, through skills (I had me a Mintal coin,
which I gave to a Zeneth character with Luck+30% and CFSuccess+20% skills).
While he is incapacitated, bombard the knights with elemental and
status-causing coins (Posn, Terror, Depin). The most dangerous knight is the
Mintal-carrying one, so finish him early.
   Set your team in the Eastern portion of the red area, with your fastest
runner at the North-Eastern corner. Move your team to the South-Eastern corner
while the runner picks the nearest hidden item. Stay throughout most of the
battle, until only 1-2 knights remain, in the South-East corner. If you are
lucky in preventing Fernandes from casting his spells on you, with time the
knights will succumb to your elemental and/or poison spells. Every time he
manages to slip in a spell, heal like hell before anything else. Good luck.
   When all of the knights are gone, rush to finish Fernandes off, ideally
with an attack session. Pick the hidden item behind the throne only if you
believe it is safe to do so (e.g. Fernandes is asleep), as it is not much of
an item.

Start Level: 41
Enemy Level: 39-42
End   Level: 41-42
Regular Bonus  Item : Silver Robe
Useful  Hidden Items: Tys Emblem Seal (3S, 1W from Easternmost knight;  5:9)
                      Turquoise       (1N, 0W from throne            ; 15:5)
Useless Hidden Items: -
Recommended Sessions: Fernandes
Bonus: 12,327
Cont : No
Notes: use the Tys Emblem seal to increase the AOE of a Cure Zu coin
       avail yourself of the new level 3 seals in the shops to strengthen your
           level 3 coins (using the strong-level-3 + anti-strong-level-4
           engraving technique) and your cure coins (e.g. [Cure Re + Brown +
           Spark] or [Cure Zu + Russet + Lightning])

===============================================================================

36) Outside Temple of Earth
---------------------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:16 (S:N) x 0:12 (W:E)

Strategy   :
   At this point of the game, a battle such as this should prove to be no
problem. Level 3 elemental magic should do most of the work of getting rid of
the pesky enemies.

Start Level: 41-42
Enemy Level: 41
End   Level: 42-43
Regular Bonus  Item : Beast Armor
Useful  Hidden Items: Ema Emblem Seal (2N, 2E from Fazz              ;  3:6)
                      Blessed Fruit   (2N, 1W from Easternmost archer; 11:9)
Useless Hidden Items: -
Recommended Sessions: Circlet, EquipCoin+1, Galfo, Gruned, Laizon, Conti
                      EquipCoin+1, Bondeo, Gruned, Ora Van, Mintal, Cure Zu
Bonus: 25,535 (+trader)
Cont : Yes
Notes: use the Ema Emblem seal to inprove the AOE of a cure coin, compensating
           for the loss of other parameters by using the previously-mentioned
           engravings to correct them back to their original values (or better)

===============================================================================

37) Inside Temple of Earth
--------------------------
Difficulty : ***
Objective  : Defeat Blackthorn
Characters : 6 + Alveen
Enemies    : 12
Orientation: your team starts at the S edge, facing N
Dimensions : 0:19 (S:N) x 0:10 (W:E)

Strategy   :
   Set your team in the Southern portion of the red area and avoid moving more
than 1 square North until Blackthorn moves. Leave two fighters (proably your
Sonova and Amu characters) to handle Blackthorn and have all others bypass him
Northwards via the East and West flanks, while using elemental magic to
kill other enemies. The two fighters' task is to shoot Blackthorn Southwards
(e.g. using a 2-character attack session). From that point onwards at least one
fighter should always make sure that Blackthorn is situated South of the team;
that fighter will get hit by Blackthorn repeatedly so he should have a good
defense rating and either a weapon-guard skill or a weapon you are willing to
lose.
   While Blackthorn is delayed South of the team, keep all your characters
outside the 8-square range of the enemies on the platform and dispose of all
the enemies not on the platform. Remember that archers can be terrorised and
magicians put to sleep. After all the enemies off and on the platform are gone,
soften Blackthorn with elemental magic and finish him off with an attack
session.
   Throughout the battle, Alveen should only participate in attack sessions and
occasionally help in waking or unconfusing fellow team-members.

Start Level: 42-43
Enemy Level: 41-43
End   Level: 43-44
Regular Bonus  Item : Angelic Ring
Useful  Hidden Items: Spirit Seal (1S, 4E from Fazz      ;  4:9)
                      Gain Coin   (7N, 0E from Blackthorn; 18:5)
Useless Hidden Items: -
Recommended Sessions: Laevateinn, CFDmg-30%, SevenGuard, Ora Van, Re Cure
                      Circlet, EquipCoin+1, Gain, Mintal, Conti, Cure Zu
Bonus: 19,331
Cont : No
Notes: use the Spirit seal to improve the range of a Blen coin

===============================================================================

38) Fort La Sulle
-----------------
Difficulty : ****
Objective  : Defeat Alveen
Characters : 7
Enemies    : 16
Orientation: your team starts at the SE corner, facing N
Dimensions : 0:17 (S:N) x 0:17 (W:E)

Strategy   :
   This is probably the most difficult battle up to this point, primarily
because of the large number (7) of nasty magic-users in the enemy team. This is
augmented by your poor initial position, the extensive height range of the
battlefield, the 3 higher-located archers, and Alveen's central position which
prevents any means of avoiding waking up his group for more than a few initial
rounds.
    Start by moving North along the Eastern edge (cols #16 & #17) and use magic
against the 4 enemies on the North-East steps as soon as in range. You should
be able to finish them off rather promptly with magic and some melee strikes,
all without waking Alveen's group. Continue along col #16 to the North-East
corner and cast an elemental coin on the North-Western archer, waking him and
his fellow magician. Continue along rows #16-17 until you reach the base of the
fort wall, trying to kill at least one of these 2 enemies.
   Soon after you reach the fort wall, Alveen's group wakes up and all hell
breaks loose. Your first priority at all times is to keep Alveen away,
primarily by immobilising, terrorising or soporifying him. A great alternative,
if you can pull it, is to get him stuck at a lower elevation than you (e.g. in
the valley while you are below the fort wall), trying to get to you in a direct
inaccessible way instead of the long way around. As another option, consider
pushing him off a long drop to a lower elevation.
   While Alveen is away, deal with rest giving priority to enemy magicians
whenever convenient. Be extremely careful in this battle and expect to have a
couple of your team mates dead and revived.

Start Level: 43-44
Enemy Level: 44-47
End   Level: 45-47
Regular Bonus  Item : Claimh Solais
Useful  Hidden Items: -
Useless Hidden Items: Flying Terror (0N, 6W from Fazz               ;  2:9)
                      Turquoise     (0N, 1E from Northernmost archer; 15:6)
Recommended Sessions: Fragarach, CFDmg-20%, Gren, Re Cure
                      EquipCoin+1, Bolunga, Decoin, CureZu
                      Circlet, CFDmg-20%, EquipCoin+1, Zeno, Zephin, Conti
                      Circlet, CFDmg-20%, Laineed, Gain, Cure Zu
Bonus: 16,865 (+trader)
Cont : No
Notes: with this battle I have passed the 99:59:59 limit on game time

===============================================================================

39) Aus Plains
--------------
Difficulty : *
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the centre, facing N
Dimensions : 0:15 (S:N) x 0:15 (W:E)

Strategy   :
   Nothing to it, except perhaps being careful not to have too many confused
and/or poisoned characters.

Start Level: 45-47
Enemy Level: 45
End   Level: 47
Regular Bonus  Item : Moon Necklace
Useful  Hidden Items: Chaos Seal    (1S, 0E from NE corner; 14:15)
                      Blessed Fruit (4N, 1E from SW corner;  4:1 )
Useless Hidden Items: -
Recommended Sessions: Conti, Re Cure
                      HP+50%
Bonus: 20,534 (+trader)
Cont : No
Notes: use the Chaos seal for engraving status-causing coins

===============================================================================

40) Aus Ruins
-------------
Difficulty : **
Objective  : Defeat all enemies
Characters : 6 + Reuperl
Enemies    : 13
Orientation: your team starts at the S edge, facing N
Dimensions : 0:17 (S:N) x 0:17 (W:E)

Strategy   :
   Move Reuperl South towards your group and keep him throughout the battle at
the back of your team, using him primarily for his coins. Do not move any of
your characters and just wait for the 4 central knights (each equipped with a
Seven Pains skill) to approach you. Finish them off as fast as possible using
elemental magic and status-causing coins (sleep, confusion, immobility).
   When these are down, move your team slightly to the West to wake the Western
trio. Eventually all groups wake up as the enemy magic-users start applying
their healing coins. Continue holding your position, waiting for the knights to
come to you, trying to delay them as much as possible (terror works well) while
your magicians recharge their coins.

Start Level: 47
Enemy Level: 47
End   Level: 47-49
Regular Bonus  Item : Re Cure
Useful  Hidden Items: Black Seal    (3S, 8W from Fazz   ;  1:1 )
Useless Hidden Items: Ring of Death (5N, 6E from Reuperl; 15:15)
Recommended Sessions: EquipCoin+1, Gain, Cure Zu
                      EquipCoin+1, Bolunga, Laineed, Cure Zu, Mintal
                      EquipCoin+1, Zeno, Cure Zu
Bonus: 12,335 (+trader)
Cont : No
Notes: use the Black seal for a [Mintal + Black + Flame] engraving, if you have
           a Mintal coin
       you can improve your new Re Cure coin with a [Re Cure + Land + Wind]
           engraving, if you so wish

===============================================================================

41A) Lar Dellue
---------------
Difficulty : **
Objective  : Rescue Tinn
Characters : 6 + Tinn
Enemies    : 15
Orientation: your team starts at the S edge, facing N
Dimensions : 0:17 (S:N) x 0:19 (W:E)

Strategy   :
   Set your team in the Southern half of the red area, stay put, and wait for
the 4 nearest knights to approach so you can easily finish them off with magic
and the odd weapon strike. When done with these, wait for the Westernmost
magician's turn to pass, then sneak on her and finish her off with a single
attack session.
   Next, deal with the 2 falnking magicians and the two central knights,
finishing the battle with the 5 Northern knights and their fellow magician.
These 5 knights pose the highest danger due to their SevenPains and Break
skills, so progress with caution.
   All the while, keep Tinn well away from any enemy as she is awfully weak,
using her only in attack sessions or to pick up items.

Start Level: 47-49
Enemy Level: 48
End   Level: 49-50
Regular Bonus  Item : Ornament Book Manual
Useful  Hidden Items: White Seal    (2N, 2E from Easternmost magician; 14:16)
Useless Hidden Items: Moon Necklace (3S, 3W from Fazz                ;  1:6 )
Recommended Sessions: Sleep Guard, Laineed, Re Cure
                      EquipCoin+1, Bleeya, Mintal
                      CFSuccess+20%, EquipCoin+1, Conti, Posn
Bonus: 15,574
Cont : No
Notes: with this battle, in the nick of time, my last character (Sonova) has
           reached Dev level 16
       use the White seal to slightly improve an earth, wind, lightning, cure
           or revive coin; better yet, sell it if you can
       prepare well for the final sequence of battles, strengthening your best
           coins and buying some extra items to allow for future breakage

===============================================================================

41B) Lar Dellue
---------------
This is a placeholder for the alternative "Defeat all enemies" battle, which I
have not (yet?) done.

===============================================================================

42) Gateway to Ixian Temple
---------------------------
Difficulty : ***
Objective  : Defeat all enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:16 (S:N) x 0:20 (W:E)

Strategy   :
   The most important objective of this battle is to get, through attack
sessions, as many BreakGuard skills as possible for the future battle with
Blackthorn. I strongly recommend to repeat the battle if you do not get any
Safekeeping (BreakGuard) manual - this call for luck adds a star to the
difficulty rating of the otherwise-just-challenging battle.
   Set your team in the Southern part of the red area and, as the battle
progresses, you may even want to move further South, staying in rows #0-2
for most of the battle's duration. Draw the 5 Southern knights to you (e.g.
by casting a coin on them) and finish them off without the other knights
waking up (i.e. only the two Southern magicians should wake up); after these 5
knights, all the rest rapidly awake. Note that the enemies on the platform form
2 groups: a) the 2 Northern knights with the 2 archers (who wake up when you
place a character at 3:8 and 3:12, or nearer), b) the 3 Southern knights with
the 2 magic-users (who wake up when an enemy needs healing or status-curing).
   As usual most of the hard work is achieved by using elemental coins to
kill all manner of enemies, especially knights. While doing so, prevent the
knights from rushing you by terrorising them, immobilising them, confusing them
or putting them to sleep. Do not forget to heal and to use attack sessions on
the 3 knights with BreakGuard skill (and no FirmStance skill).

Start Level: 49-50
Enemy Level: 50
End   Level: 51
Regular Bonus  Item : Dancing Bee
Useful  Hidden Items: Rise and Shine Manual (5N, 7E from Fazz; 8:17)
Useless Hidden Items: Circlet               (3N, 3W from Fazz; 6:7 )
Recommended Sessions: Absorb50%, BreakGuard
                      ArmBreak25%, BreakGuard
                      ArmBreak25%, BreakGuard
Bonus: 30,428
Cont : Yes
Notes: equip an accessory-breaking skill (a Sonova skill) or coin if you plan
           on trying to get the SevenGuard skill through attack session on the
           next battle (I never got it, though, despite trying numerous times)
       give the Safekeeping manuals to your two best fighters - if you have
           only one manual, give it to a fighter that does not have ArmorGuard
           - if both (or neither) have ArmorGuard, give it to the non-Sonova
           one (e.g. Fazz)

===============================================================================

43) Stairway to Ixian Temple
----------------------------
Difficulty : *
Objective  : Defeat all Enemies
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:30 (S:N) x 0:5 (W:E)

Strategy   :
   Just finish the enemies by groups (4 Southern, 6 Central, 6 Northern),
moving to the next group only after the current one is fully gone, resting
between groups if necessary. Beware mainly of the last group, with its
status-causing coins and breaking abilities. Try to finish with as many
characters as possible at level 53.

Start Level: 51
Enemy Level: 50
End   Level: 53
Regular Bonus  Item : Chains of Doom
Useful  Hidden Items: Blessed Fruit (3N, 0E from SW corner;  3:0)
                      Panacea       (0N, 1E from NW corner; 30:1)
Useless Hidden Items: -
Recommended Sessions: Master Ring, HP+30%, Mintal, Cure Zu
                      SevenGuard (need to break his accessory first)
Bonus: 16,545
Cont : Yes
Notes: prepare two fighters to face Blackthorn in the next battle - one with
           BreakGuard skill - the other either with BreakGuard skill or with
           ArmorGuard skill & expendable equipment or just with expendable
           equipment
       both fighters will also benefit from having a SleepGuard skill
       a Mintal coin is rather useless in the next battle as most enemies have
           SleepGuard skill or equipment; pack some extra cure coins instead

===============================================================================

44) Outside Ixian Temple
------------------------
Difficulty : ****
Objective  : Defeat Blackthorn
Characters : 7
Enemies    : 16
Orientation: your team starts at the S edge, facing N
Dimensions : 0:19 (S:N) x 0:14 (W:E)

Strategy   :
   This is one of the most difficult battles of the game, the main reason being
Blackthorn's BreakAll skill, for which you have prepared two fighters, as
detailed in the notes to the previous battle.
   Use magic to kill as many enemies as possible before Blackthorn wakes up,
staying all the while in rows #0-4 and gravitating Eastwards. Avoid leaving
wounded enemies for Cure-Zu-equipped magicians to cure and status-affected
enemies for Starra-equipped magicians to heal, so that these magicians do not
wake up too early. To stress this, always wait until after the 3 Northern enemy
magicians' turn to start blasting your elemental coins and do not target
enemies you cannot kill before their turn returns. Ideally, you should be able
to kill every enemy except Blackthorn and his six Northern lackeys (4 magicians
and 2 archers) before Blackthorn moves. If you are very careful, these 7
enemies will not move even at this point, allowing you to recuperate
indefinitely (continue the battle by attacking the Easternmost magician, e.g.
with Conti/Posn/Depin).
   When Blackthorn moves down the stairs, the two specially-equipped fighters
should busy themselves with Blackthorn (and other enemies close by) for the
duration of the battle, pushing him (e.g. with 2-character asttack sessions)
South-Westwards, away from the rest of the team, which should move
North-Eastwards and finish off the rest of the enemies. Every time Blackthorn's
turn approaches make sure only the two fighters are reasonable targets for his
attack, by keeping all others at a very large distance from him (at least 6
squares, preferably more).
   Keep the two fighters in good shape, as Blackthorn's strikes are very
powerful, even allowing yourself a Blessed Fruit if really necessary. When
Blackthorn is left alone, weaken him with elemental magic and finish him off
with an attack session. Prepare yourself to miss the final hit, as hitting him
is quite difficult due to his LifeAndDeath skill; better yet, kill him with an
attack session while he has more than 25% of his HP, so the skill has no
effect.
   Note that if one of your two fighters does not have a BreakGuard skill,
after losing his equipment he will have very few ways of acquiring experience,
so try to gain some before.

Start Level: 53
Enemy Level: 51-55
End   Level: 54-55
Regular Bonus  Item : Laevateinn
Useful  Hidden Items: Panacea           (1N, 6W from Fazz      ;  3:1 )
                      Well-Being Manual (4N, 5E from Blackthorn; 19:12)
Useless Hidden Items: -
Recommended Sessions: Black Plate, BreakAll, SevenGuard, Re Cure
                      Elvilla's Garb
Bonus: 19,555
Cont : Yes
Notes: give the Well-Being manual to one of your fighters (I recommend it to be
           one who also has BreakGuard)
       note that using Laevateinn costs more RC than other swords, making it
           less worth-while (unless you need its WeaponGuard skill)
       a Terror coin is completely useless in the next battle as all enemies
           have FearGuard skill or equipment; Mintal, Conti and Depin are
           recommended though
       try to improve the CFDef of characters with less than 3,000 HP to a
           level of at least 250 by changing their equipment, if possible, to
           survive Villa's Galema in the next battle (these very rough numbers
           refer to level 55 characters)

===============================================================================

45) Inside Ixian Temple I
-------------------------
Difficulty : **
Objective  : Defeat Villa
Characters : 7
Enemies    : 9
Orientation: your team starts at the corners, facing N
Dimensions : 0:16 (S:N) x 0:16 (W:E)

Strategy   :
   The only real problem in this battle is Villa's Galema coin, which may be
able to kill a couple of your characters if their HP and/or CFDef values are
too low. Do not panic, just revive them while playing the battle.
   Set in two adjacent corners (with a fighter, long-range and magic-user in
each) and let each sub-team handle the knights converging on its corner
(starting with those equipped with SevenPains). When these are depleted,
combine your forces and finish the remaining knights.
   When Villa remains alone, you can prevent him from casting his spells
(except Galema) by surrounding him from all 4 directions (ideally also
immobilising him at the same time), forcing him to shoot you away; this is
especially important when he gets about to start using his nasty A Van coin. Of
course, it is simpler to put him to sleep, but not that easy.
   You should probably be able to finish the battle before the Galema coin
replenishes itself, but if not, make sure not to leave Villa with less than
1,000 HP at this point, since he will kill himself and leave your team
heavily-wounded (or worse) for the next battle. Try to finish with as many
characters as possible at level 56.

Start Level: 54-55
Enemy Level: 52-56
End   Level: 56
Regular Bonus  Item : -
Useful  Hidden Items: -
Useless Hidden Items: -
Recommended Sessions: Villa
Bonus: 25,375
Cont : Yes
Notes: all status-causing coins are completely useless in the next battle as
           all enemies have SevenGuard skill or equipment; replace them with
           some more cure (or elemental) coins
       completely re-evaluate your equipment/skill/coin settings to fight a
           tough item-breaking, seven-paining crowd, that relies primarily on
           physical attacks (e.g. use armours that improve Defense & Evade,
           give Laevateinn to a character that has no WeaponGuard/BreakGuard
           skill, use every SleepGuard you have including Moon Necklace,
           ConfuseGuard is important too)
       Fazz may benefit from having a Champion or LifeAndDeath skill equipped,
           which may just save the day at the right moment
       equip your highest-agility character for maximum evasion long-range
           action (e.g. Kashis' Breath, Kashis Robe, PhysEvade+20%)
       just for the record, at this point my two magic-users have between them
           three level 4 and three level 3 elemental coins

===============================================================================

46) Inside Ixian Temple II
--------------------------
Difficulty : ****
Objective  : Defeat all enemies
Characters : 7
Enemies    : 5
Orientation: your team starts at the corners, facing N
Dimensions : 0:16 (S:N) x 0:16 (W:E)

Strategy   :
   This is indeed a battle worthy of this game's finale; be mentally ready to
repeat it (and of course the previous 4 battles) more than once.
   Set up in a 3-3-1 composition: 3 in one corner (1 fighter, 1 magician, 1
other), 3 in another corner (again 1 fighter, 1 magician, 1 other), 1 in a
third corner (your high-agaility high-evasion character, as described in the
notes to the previous battle).
   Your most important assets in this battle are, as often is the case, your
two magicians; they will be responsible for the lion's share of the damage done
to your enemies. The two other characters cohabiting their corner are there
just to keep them off harm's way. Accordingly, your first priority, before
anything else, is to move the magicians to the very corner of the battlefield
(i.e. 0:0, 0:16, 16:0 or 16:16) and have their two buddies flank them on both
sides, so that the enemies cannot hit them.
  This can be done immediately, unless you are unlucky enough to have Villa
start by casting his Dith Paen (which seven-pains all your characters). I do
not know what governs Villa's first cast. Note, however, that as soon as Villa
casts his first Dith Paen he will cast it as first priority every time he can
do so (i.e. initially two times in a row, then every time it replenishes). Try
to arrange it that the character with the SevenGuard skill acts immediately
after Villa's Dith Paen cast to correct any potentially catastrophic events
(e.g. a confused magician).
   Anyhow, as soon as the each trio is in position, stay that way until all
nearby enemies are dead. Each trio is independent, with two characters healing
and protecting and one magician blasting elemental magic against nearby
enemies. With time and patience (lots of it) they should succumb. This is, of
course, the battle in which you should use all your remaining Panaceas and
Blessed Fruits.
   The single high-evasion character should just run around and draw at least
one enemy away from the two occupied corners. That is, until he or she dies.
Then just revive him or her in one corner to join the trio there. Death and
revival is a great way of moving from corner to the other on this battlefield.
   Note that Villa has a great Re Cure coin, which he will use to heal himself
every time his HP falls under 25%, so when you plan on killing him, probably at
the end of the battle, do so in a well-orchestrated way to get hime from over
25% HP down to 0 HP before he can act (this can be done with 3-4 powerful
elemental casts).
   Good luck.

Start Level: 56
Enemy Level: 55-59
End   Level: 57-60
Regular Bonus  Item : -
Useful  Hidden Items: -
Useless Hidden Items: -
Recommended Sessions: -
Bonus: 3,179
Cont : No
Notes: Well done!

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47) Final Battle
----------------
This is a placeholder for the alternative "Final" battle, which I have not
(yet?) done.

===============================================================================

Thank you.