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    FAQ/Walkthrough by mrkgnao

    Version: 0.80 | Updated: 09/26/04 | Search Guide | Bookmark Guide

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

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