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    FAQ/Walkthrough by RVoytovich

    Version: 1.0 | Updated: 04/15/03 | Printable Version | Search This Guide

    Tactics Ogre FAQ
    (Playstation)
    Version 1.0
    
    Features:
    *Detailed information on 127 battles!
    *Not-so-detailed information on another 110!
    *At least one battle wholly ignored!
    *The only FAQ covering all major battles!
    *Obsessively thorough list of Warren Report updates!
    *Painstakingly written in current English!
    
    FAQ begun 09/2002
    by Ryan Voytovich
    pr_ at seanbaby dot com
    
    Ogre Battle Episode VII
    Let Us Cling Together
    Released May 1998
    Yasumi Matsuno owns you.
    
    This FAQ wants to be viewed in Fixedsys, but any mono-spaced font'll
    do.  It was written for the Playstation English version, so you GBA
    folks are way off base- you want Tactics Ogre: The Knight of Lodis.
    
    Search for these headings to find what you want:
        How to play the game
        Making Training Suck Less
        Battle Info
          Chapter 1
          Chapter 2L
          Chapter 3L
          Chapter 2C
          Chapter 3C
          Chapter 3N
          Chapter 4
        Chapter 4 Extras
          Deneb Rhobe
          Oxyones Lavin
          Gunners and Ganb
          Forbidden Power
          Hell Gate
        Recommended Reading Etc
        The Larger Ogre Battle Story *SPOILERS*
    
     /\  /\  /\  /\  /\
    //\\//\\//\\//\\//\\
    How to play the game
    \\//\\//\\//\\//\\//
     \/  \/  \/  \/  \/
    By and large you'll run your army as you see fit.  However, some
    precepts would be ignored only by the foolish.  You're not foolish, are
    you?
    0)Save Twice
      Imagine how unutterably maddening it would be if you did an in-battle
      save in Chapter 4, only to find out that whatever you did next, three
      enemies would attack and kill Denim.  That save would be useless, and
      if it was your only save all your progress would be gone.  Poof.  Use
      the top save slot for your in-battle saves and the second one for
      safe saves (world map, just about to kill the last enemy on the floor
      in Hell Gate).
    1)Two healers, ASAP and always.
      This one'll only happen when you hit Lv6 and can make Clerics, but
      before then you can use Presance as one of them.  Until you can get
      Heal+, use one Cleric and Presance.  When Heal+ becomes available,
      use two Clerics.  When Revivify is yours, use a Cleric and a Priest.
      Olivia or Orias (chapter 3N) should be your Priest most of the time.
    2)Two Archers, trained up to your level.
      These ladies are great to have around, and if you get a few Warp
      Rings from Hell Gate they become much better.  Substitute Hawk Men or
      Ninjas if you prefer an extra panel's movement over super-high
      dexterity and agility.  Note that regular bows often hit well outside
      the shown range, especially if you have a height advantage.  Even on
      level ground they'll often connect with a target two panels outside
      of the shown range.  They suck, however, at shooting uphill even a
      few levels- crossbows can perform that task well.
    3)Haborym
      Sure he takes mad damage, but that's only if the bad guys can hit
      him.  And they won't hit him often from the front, which is all
      they'll see when you keep him at a distance and have him do what he
      was born to: immobilize them.  With Petrify (chaotic or neutral
      routes) or Stun, he'll hit around 2/3 of the time when you get him-
      and he gets better as he levels up!  Haborym wins battles.
    
     /\  /\  /\  /\  /\  /\  /\
    /\/\/\/\/\/\/\/\/\/\/\/\/\/\
     Making Training Suck Less
    \/\/\/\/\/\/\/\/\/\/\/\/\/\/
     \/  \/  \/  \/  \/  \/  \/
    Around the end of Chapter 1 you'll be able to make Clerics out of L- or
    N-aligned Amazons.  This opens the door to much less tedious training
    sessions.  DO THIS.  Thanks to Seigfried's FAQ for the basic idea.
     1)Recruit 2 new L- or N-aligned Amazons.  Don't equip them at all.
     2)Train them, having them throw stones at your Lv6+ folks until
       they're at Lv6 themselves.
     3)Make them into a pair of Clerics.  Give them each a Heal spell.
     4)Train them against each other, one-on-one.  No equipment. Set both
       to computer control, and turn off all messages in the option menu.
       All you have to do is clear the spell quote, which will only show up
       once.  Every 7-8 minutes your Clerics punch and heal is another
       level for each of them.  Keep them 14 or 15 levels ahead of your
       real army (so you'll initially want them at Lv20-21).  Once you get
       there (about 110 mins), end the training.  For heaven's sake, don't
       sit there and watch the fight.  Read if you must, or watch a
       ballgame- just check the screen every 30 minutes or so to check
       levels and make sure nobody's died (press Circle to interrupt the
       computer and check levels).
     5)Change your Clerics back into Amazons so they can go into water.
     6)Now the fun.  Go into training again, putting one powered-up Amazon
       in the Denim spot on each team (front/center).  Fill the other spots
       with your army.  Do this for both teams and you'll be training up to
       eighteen characters quickly.  Try to move your Amazons into water or
       marshland to increase your army's chance of hitting them, then go to
       town.  Having your Amazons at too high a level will make the hit
       rate around zero, while having the level too low will require more
       than one hit to gain a level.  Train your uber-Amazons (one-on-one)
       accordingly.  It should take two rounds or so to get your whole army
       up one level, as one hit (rock/Heal/Incubus/etc.) will gain a level.
     7)When you go into real battle, leave your SuperAmazons out.  They'll
       put the enemy forces at a higher level than you want.  Usually,
       train your army to be even with or a level under a map's leader.  Go
       ahead and make a Lv45 army in Chapter 1 if you want, but that would
       be cheating and you don't wanna cheat.  Not the first time through,
       at least.
    
     /\  /\  /\  /\
    /\/\/\/\/\/\/\/\
      Battle Info
    \/\/\/\/\/\/\/\/
     \/  \/  \/  \/
    Here are the cardinal directions I'll occasionally refer to in battle:
                   _
                _-' '-_      So when you press up, the cursor moves north.
             _-'       '-_   right is east, down south, left west.
          _-'  W       N  '-_
        _-                   -_
         -_                 _-
           '-_ S       E _-'
              '-_     _-'
                 '-_-'
    
    
    Battle info is presented in the following format:
    
    /\/\/\/\/\/\/\/\/\/\
    XX: Battle Location
    \/\/\/\/\/\/\/\/\/\/  (LvXX = Level XX)
     <L>Enemy leader LvXX (if none, this line will be omitted)
     <G>Guests            (ditto)
     <T>Treasure location (squares from a given corner, very incomplete*)
    Battle info goes here.
      <P>Post-battle heading ("Warren!" for Warren Report updates)
         Info about what you can get/see/do post-battle goes here.
    
    *Treasure is listed in whatever battle I happened to find it, but it's
     always there- that is, you can find it at earlier or later battles at
     the same place, or in training.
    
    
    Decisions you make will determine which chapters you do:
    
               Chapter 2L--Chapter 3L--
              /                        \
    Chapter 1-            -Chapter 3N---Chapter 4
              \          /             /
               Chapter 2C--Chapter 3C--
    
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    Chapter 1: Are you asking me to stain my hands?
    Eleven necessary battles
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    
    /\/\/\/\/\/\/\/\
    01: Griate City
    \/\/\/\/\/\/\/\/
     <G>Vice, Kachua
    Enter the options menu as soon as you can and set it so you don't have
    to hit X fifteen times to throw a rock.  There's not much to this
    battle.
      <P>Choice
         Whatever you pick on the battlefield makes no difference.  Be rude
         or don't.  Your call.
      <P>Choice
         Inside the house, another meaningless choice.  If you deny Lans
         here, though, you get a corny joke.
      <P>Warren!
         Check out the Warren Report for more than you ever wanted to know
         about your teenage guerillas and their exiled comrades.  Be sure
         to check out the first item in the News section: "Chapter I" will
         bring you up to speed about Valeria's recent past.
         4 new News items
        14 new Characters
         4 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\/\/\/\/\/\/\
    02: Amorika Castle Entrance
    \/\/\/\/\/\/\/\/\/\/\/\/\/\/
     <L>Berzerker Bapalu Lv3
     <G>Everybody.
     <T>8S 8W from NE
    Go Lans go!  If you're lucky you can score a kill here, but more likely
    you'll just watch the foreigners cut through underpowered enemies.
    Denim's first move should be toward the castle 5 squares- that'll get
    you a treasure.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    03: Amorika
    \/\/\/\/\/\/\/\/
     <L>Knight Agras Lv3
     <G>Everybody.
    This room is described (by pressing SELECT at the world map) as being a
    tiny, practical-looking antechamber.  That's a big tiny.  Again, the
    computer handles the battle for you.  After the battle, please don't
    let your battalion be called the default name.  The God Battalion is
    lame.
      <P>Warren!
         2 new News items
         2 new Characters: Leonard & Nybbas
         3 Character updates: Denim, Lans, Ronway
         2 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\
    04: Tanmas Hill
    \/\/\/\/\/\/\/\/
     <L>Wizard Oruba Lv4
     <G>Canopus, Vice, Kachua
    Oruba's at level 4 so train accordingly (usually you'll wanna be even
    with the leader, maybe a level below), though this one is pretty easy
    even if you're at Lv1.  Now you get to run your first battle.  Your
    Soldiers and Amazons don't have much going for them at level 3, so stay
    back and use short bows to whittle down enemy HP.  Concentrate on one
    or two enemies at a time.  With Vice, Kachua and Canopus helping this
    one'll be a snap- just don't let Canopus die, okay?  He'll join you,
    and there are too many future chicken-man jokes that you don't wanna
    miss out on.
      <P>Warren!
         1 Character update: Canopus
    
    /\/\/\/\/\/\/\/\
    05: Krizar City
    \/\/\/\/\/\/\/\/
     <L>Witch Mordoba Lv4
     <G>Presance, Vice, Kachua
    Presance will likely spend a good deal of this fight asleep or stunned,
    so don't count on him helping much.  This early in the game wait times
    are so long that knocked-out undead characters come back real quick,
    making this battle more of a pain than it should be.  Run right up to
    the Witch- it's your call to attack the undeads or not, but you'll
    wanna at least get the soldiers off your back.  On her third turn the
    Witch will complain about Nybbas being late.  You'll probably use a
    couple Cure50 items and maybe even lose someone.  At this point your
    dead are no big deal: you'll get two characters that are better than
    them after the battle (Exorcist Presance and Archer Sara) and one
    crappy slow guy (Knight Voltel).
      <P>Warren!
         1 new News item
         1 new Character: Presance
         1 Character update: Leonard
         4 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\/\
    06: Fort Kadoriga
    \/\/\/\/\/\/\/\/\/
     <L>Necromancer Nybbas Lv5
     <G>Leonard, Vice, Kachua
    You don't have to do this battle.  Do it anyway, as it may be required
    to unlock Hell Gate later.  If you've managed to get this far without
    training, you'll want to get up to at least Lv3 before this one.
    Whatever choice you pick before the battle, Nybbas summons some undead
    and you fight him and his soldiers.  Your march toward the Necromancer
    will be slowed by him and his two ghosts using Incubus on you, making
    your characters fall asleep.  Continue the advance, killing his
    soldiers, ignoring the undead and healing with Presance and Kachua.
    Leonard will move against Nybbas as quickly as he can, and one hit from
    Leonard's axe will do 50+ damage.  You don't have to get Nybbas's HP to
    zero, just low.
      <P>Move
         Well jeez, nothing's red!  Go to Amorika.
      <P>Warren!
         1 new News item
    
    /\/\/\/\/\/\/\/\/\/\
    07: Gruborza Plains
    \/\/\/\/\/\/\/\/\/\/
     <L>Berzerker Brenzen Lv6
     <G>Leonard, Vice, Kachua
    You're attacked by Brenzen and his 6... er, 5 pals.  Ignore the two to
    the northeast, as Leonard and Vice will keep them tied up til the
    battle's end.  Simply move in with overwhelming force and make the
    Berzerker into your own little archery target.
    
    /\/\/\/\/\/\/\/\
    08: Rime
    \/\/\/\/\/\/\/\/
     <L>Knight Ryumos Lv6
     <G>Sisteena, Leonard, Vice, Kachua
    Your choice before the battle means nothing.  Our first dragon!  Okay,
    Sisteena has it kinda rough in this one, and it'll take a little luck
    for her to make it.  You shouldn't need to kill more than a couple
    grunts here because the Knight rushes right in.  If he gets a chance to
    use his Cure50 item and run, though, this one gets a lot harder.  The
    Knight is much easier to hit than the Berzerker you just fought, so
    shoot him dead.  And save Sisteena.  C'mon, it's not that tough.
      <P>Choice
         Choose "True peace" to be on the safe side, otherwise she might
         not join you in Chapter 2C.
      <P>Warren!
         1 new News item
         1 new Character: Sisteena
      <P>Move
         Though Fiduc is red, there's no battle here.  Go ahead and be rude
         to Lans if you want, there's no real consequence.  Check that out!
         They talk about Haborym!
      <P>Warren!
         1 new News item
         1 new Character: Balzepho
         1 new Miscellaneous item
      <P>Move
         Return to Amorika, where Ronway sends you out again- this time to
         Baramus, where things get interesting.
      <P>Shop
         After the nice scene with Lans some new items and spells show up
         at the shop, most notably the Spear.
      <P>Warren!
         2 new News items
    
    /\/\/\/\/\/\/\/\/\
    09: Bordo Lakeside
    \/\/\/\/\/\/\/\/\/
     <L>Knight Lexent Lv7
     <G>Vice, Kachua
    This level teems with baddies, including one annoying archer you'll
    probably want to kill.  Movement here and in the next map is awkward,
    but at least it's still safe to clump your troops together.  Waiting
    the enemy out is a good strategy.  Vice will run in and get them moving
    so you can shoot them down as they stand on marshland.  Either now or
    very soon (when you're at Lv5 or Lv6), you'll be able to change classes
    and diversify your army some.  No more shiny blue helmets, sadly.
    
    /\/\/\/\/\/\/\/\
    10: Zodo Marsh
    \/\/\/\/\/\/\/\/
     <L>Beast Tamer Ganb Lv7
     <G>Vice, Kachua
    The quickest way out of this one is to pick a Gryphon and get its HP
    low- 22HP worked for me.  Ganb'll freak out and the battle's over.
      <P>Warren!
         1 new Character: Ganb
    
    /\/\/\/\/\/\/\/\/\/\
    11: Baramus City (1)
    \/\/\/\/\/\/\/\/\/\/
     <G>Vice, Kachua
    You're set up in the north, which is the perfect place to be on this
    map.  Huge height advantage.  Canopus with his spear and maybe another
    fighter or two can go down about halfway and mop up the arrow-damaged
    Soldiers.  Keep everyone's HP up, though.
      <P>Choice
         This is where you'll pick between Chapters 2L and 2C.  Butcher the
         innocents and you're lawful (2L).  Spare them and you're chaotic
         (2C).
                    Chapter 2L--Chapter 3L--
                   /                        \
         Chapter 1-            -Chapter 3N---Chapter 4
                   \          /             /
                    Chapter 2C--Chapter 3C--
    
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    12: Baramus City (2)
    \/\/\/\/\/\/\/\/\/\/
     <G>Kachua
     <T>9S 3W from NE
    Either way you chose you fight this battle (Denim's still classified as
    neutral til the end of it).  Vice gets a new character portrait and
    you're in a very bad place- in the south of the same map you fought in
    last time.  This time, all you can do is slog your way up through the
    arrows and magic of the enemy.  Bring a couple folks with the Heal
    spell, so along with Kachua your HP should be secure.  Attack one enemy
    at a time and you'll win no problem.  You should win the Heal and Clear
    staves after this fight.  They're not as useful as they seem, but they
    are a little better than Cedar staves.  As you might have seen the
    enemy doing, use them as an item to get their special effects.
      <P>FAQ
         This document continues with the lawful route.  If you chose
         chaotic, search for the characters (not the first 5 spaces) on the
         following line, including the colon.
         Chapter 2C:
    
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    Chapter 2L: Nobody should blame me
    Eleven necessary battles
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    
    /\/\/\/\/\/\/\/\/\/\
    13: Baramus City (3)
    \/\/\/\/\/\/\/\/\/\/
     <G>Kachua
     <T>3N 8E from SW (must fly/teleport)
    Same city, new map.  You're thrown directly into this one when chapter
    2L starts, so I hope you weren't counting on training (your HP are
    filled, though).  5 enemies have flying 6-square movement (the 3
    Hawk Men & 2 Gryphons), so though it looks like you have some time to
    concentrate on the dragon, you don't.  This dragon is a huge pain, what
    with his "stunning your characters every turn" and all.  His defense
    and evade are huge too, so he should probably be your first priority.
    If you start Canopus in the center/front square that Denim occupies by
    default, your chicken man can hit the dragon on his first turn
    (assuming your chicken man still has his spear).  The flying enemies
    tend to all go at the same time, and they gang up 4-to-1 on anyone
    you've left alone.  For your life, stick together.  Oh, and I think God
    didn't like me choosing the lawful route, because I missed a 98% shot
    AND a 100% shot in this one- both clear shots from higher ground.  Grr.
      <P>Warren!
         3 new News items
         2 Character updates: Denim, Vice
         4 new Miscellaneous items
      <P>Shop
         You can buy some new spells and items, most notably the 2-handed
         Great bow.
    
    /\/\/\/\/\/\/\/\
    14: Zodo Marsh
    \/\/\/\/\/\/\/\/
     <L>Wizard Galva Lv10
     <G>Kachua
    That battle with Ganb in this marsh, that was way too easy, right?
    Here's payback.  All six of the wizard's buddies carry Great bows.
    Thankfully they have zero knowledge of the joy of flanking maneuvers,
    so they shoot at you head-on, usually with a ~50% hit rate.  You should
    stay on grassy squares in the south or, if you're daring, the middle.
    The grunts in this level pay for their bows by having bad defense, so
    if you withstand their first volley you'll be able to kill a couple
    before they shoot again, and the worst will be behind you.
    
    /\/\/\/\/\/\/\/\
    15: Ashton City
    \/\/\/\/\/\/\/\/
     <L>Cleric Nadia Lv10
     <G>Kachua
    With her opening speech, I get to thinking I'm the bad guy now.  I just
    saw what had to be done and did it!  They don't understand, the
    idealistic wretches.  Kill them.  The tactical key to this one is to
    hold the passes.  The house east of your start position has two one-
    panel wide routes around it.  Place one character that can take some
    punishment (Canopus, a Berzerker, a <shudder> Knight) at the mouth of
    these paths and you'll block their advance.  With archers, healers,
    mages, ninjas etc. safe behind the front, you'll be able to destroy the
    enemy one by one.  Look out for the trio of Witches, though.  They stay
    out of harm's way and poison/charm/stun you.  At least their success
    rates are low.  The leader is selfless, and will heal others before
    herself.  Take advantage of this.  Lure her in and destroy her.
    
    /\/\/\/\/\/\/\/\
    16: Ashton City
    \/\/\/\/\/\/\/\/
     <L>Archer Aloser Lv11
     <G>Kachua
    Another shortsighted idealist challenges you as you try to leave the
    city.  She sounds mad, and she acts enraged.  Most likely she'll rush
    in and shoot Kachua, who escapes.  This leaves Aloser open to
    annihilation.  Her level's high, but her vitality is low.  Get her HP
    low and the battle's over.  You should be able to get through this one
    without killing any grunts (not that big a deal, but it saves time).
      <P>Warren!
         1 new Character: Aloser
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\/\
    17: Fort Kadoriga
    \/\/\/\/\/\/\/\/\/
     <L>Berzerker Dasa Lv12
     <G>Kachua, Zapan
    Saving Zapan here is easier than saving Byan in the Chaotic route, but
    Zapan's just as stupid.  He's unarmed, yet he runs in and punches the
    enemy.  Grr.  Your Archers won't do much good until their second or
    third turn, but once they're on that eastern wall it's the end.  All
    enemies but the Berzerker have low defense and there are no healers
    around.  Butchering them will be simple.  Move your healers in and keep
    Zapan's HP up, but watch out for the Cockatrice.  Kill it before it
    attacks twice and you'll be in the clear (and you'll get an Undead
    Ring).
      <P>Choice
         This is a real choice, so go ahead and promise the 500.  You don't
         even have to pay it- that's the Duke's job.  Remember to give him
         an axe.
      <P>Warren!
         1 new Character: Zapan
    
    /\/\/\/\/\/\/\/\
    18: Tanmas Hill
    \/\/\/\/\/\/\/\/
     <L>Archer Wynoa Lv13
     <G>Kachua
     <T>5N 7E from SW
    Wynoa starts this battle by using a Fire Orb, but by the time her
    troops make their way to you you'll have healed the hurt it did.  The
    pair of Dragons here are the next big threat.  They take punishment
    well, and their canny healer will stay out of harm's way while she does
    her job.  Keep Zapan out front, and watch as he shrugs off fire breath
    and arrows with 10 HP of damage.  The man's a fortress.  Decimate the
    Archer's company, then kill her.  I got a Fire Orb from a dragon here.
      <P>Move
         Go to Amorika and see if the situation is as grim as rumor says.
      <P>Shop
         New spells and items abound.  Get Slender spears and the Vitalize
         spell.
      <P>Warren!
         1 new News item
    
    /\/\/\/\/\/\/\/\/\/\
    19: Gruborza Plains
    \/\/\/\/\/\/\/\/\/\/
     <L>Ninja Gasun Lv14
     <G>Kachua
    This is a required battle, though the icon for Gruborza isn't red.  The
    enemy Ninja's vaunted courage is his undoing.  Let him move twice into
    your formation, then quickly strike and destroy.  He carries a 100 HP
    healing item, so don't give him the chance to use it.
      <P>Choice
         Once you've entered Rime, you're thrown into a scene where you
         can tell Leonard you'll lead the Walstanians or you won't.  Either
         way, the rest of this chapter plays out the same and you go on to
         chapter 3L.
      <P>Warren!
         1 new News item
    
    /\/\/\/\/\/\/\/\
    20: Rime City
    \/\/\/\/\/\/\/\/
     <L>Knight Vice Lv14
     <G>Kachua
    You're attacked as you try to leave Rime.  Vice and his ridiculous
    character portrait are your main foes here, but put them on the back
    burner at the beginning.  The three-unit attack group to the west is
    dangerous enough to warrant some attention- if you can Incubus one of
    them to sleep, you can ignore the rest safely.  In the middle, there's
    the lovely young lady who promised to tear you apart with her bare
    hands: Aloser.  She's what makes this battle a pain- you have to kill
    her to get the very very necessary Revivify spell.  So as a Ninja or
    Valkyrie or something thins out the western trio with Incubus and Zapan
    beats on the Knights (that'll occupy the enemy Cleric as well), you'll
    climb the middle stairs to eliminate Aloser, probably killing a Soldier
    on the way.  Once Aloser is dead, send everyone to crush Vice.  Get his
    HP low and the battle ends.  Someone should have told him that a
    battlefield isn't the best place to launch into long ethical dialog.
      <P>Warren!
         1 new News item
         1 new Character: Barbas
         1 Character update: Vice
         1 new Miscellaneous item
         And, oddly, the Aloser Character section disappears
    
    /\/\/\/\/\/\/\/\/\/\/\/\/\/\
    21: Amorika Castle Entrance
    \/\/\/\/\/\/\/\/\/\/\/\/\/\/
     <L>Sorcerer Mordiart Lv16
     <G>Kachua
    This is the hardest of the three battles this time in Amorika.  I
    suggest training up to at least level 16 before tackling it.  The four
    front line troops are more annoying than dangerous, and the only one
    you should attack is the dragon- your counterattacks should keep the
    knights at bay.  The clerics each drop a Heal+ spell if you drop them,
    but that's more luxury than necessity (you won't use it here or in the
    next battles, and after that you can buy it).  The Sorcerer is easily
    killed by two or three attacks once you get close.  Make sure Denim
    leaves this battle in relatively good health.
      <P>Translated from the Original Geek
         Just before this battle, Ronway makes a Star Wars reference when
         he refuses to evacuate in his moment of triumph.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    22: Amorika
    \/\/\/\/\/\/\/\/
     <L>Terror Knight Irvine Lv16
     <G>Kachua
    This one should be over before the enemy moves a unit.  Put three bow
    units front and center, flanked by units with attack magic.  With
    Canopus at the center rear position you're good to go.  As long as you
    haven't weighed down any of these units with chain mail and shoes,
    they'll be able to swarm forward and shoot/magic the Terror Knight dead
    before any bad guys move.  If this plan falls apart the Terror Knight
    will use his Cure++ and things get interesting.  At least make sure
    Denim is healed at this battle's end.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    23: Amorika
    \/\/\/\/\/\/\/\/
     <L>Knight Leonard Lv16
     <G>Kachua, Vice
    Three on one and Leonard's still got a chance.  One blow from him will
    finish Kachua, and two will probably take Denim out.  Let Vice do the
    dirty work.  His arrows will do 70+ damage and he can take a few hits.
    Keep Denim running like a bunny, and maybe sneak in to deliver the
    killing blow.  If Denim has a ranged or 2-panel weapon it's easier.
    On to chapter 3L!
      <P>Translated from the Original Geek
         Denim plays Luke and Kachua Vader in The Empire Strikes Back when
         he cries out "That's impossible!" and she counters, "Search your
         feelings, Denim.  You know it to be true."
    
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    Chapter 3L: No title, but a page of horribly translated English.
    Fifteen necessary battles
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    
      <P>Warren!
         Be sure to check out the last news item, "Best Friends"
         5 new News items
         6 new Characters: Martym, Ozma, Oz, Andoras, Volac, Manafloa
         8 Character updates: Denim, Lans, Warren, Mildain, Guildus,
                              Ronway, Leonard, Plancy
         5 new Miscellaneous items
      <P>Shop
         Most of the Balder equipment is now available, along with some new
         spells.
    
    /\/\/\/\/\/\/\/\/\/\
    24: Madra Ice Field
    \/\/\/\/\/\/\/\/\/\/
    Brr.  This sucks.  If you're standing on ice, all but the best physical
    attacks will do about 20 damage to the dragons.  Thankfully Incubus has
    a good chance of putting them and their Lizard Man friends to sleep so
    you can concentrate on a couple at a time.  Canopus, Zapan, and veteran
    Archers and mages will do the work here.  Attack when you can and heal
    when you need to. But you knew that.
      <P>Orbs
         Come back here and fight random battles later in this chapter and
         you should get two Orbs every time!
      <P>Move
         At Brigantes you can choose either the main entrance (South) or
         the broken wall at West Brigantes.  West is easier, and you get
         nothing special for doing either.
    
    /\/\/\/\/\/\/\/\/\/\
    25a: South Brigantes
    \/\/\/\/\/\/\/\/\/\/
     <L>Wizard Kurkly Lv17
    Unlike the Chaotic path battle here, these enemies will immediately
    move to attack you.  All ten of them.  To gain height as quickly as
    you can, bypass the Golems: their hit percent and damage are low
    enough that they'll never be a threat.  Deal with the Ninjas primarily
    with counterattacks, and before you know it you'll be close enough to
    beat down the Wizard.  All it'll take is two reasonably powerful
    attacks to end him, but make sure you have healed enough for a second,
    more difficult battle (26: Inside Brigantes).
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    25b: West Brigantes
    \/\/\/\/\/\/\/\/\/\/
     <L>Hawk Man Bingam Lv17
    The key to this one is not to advance more than a panel or two- let the
    enemy try to come to you.  Shoot the Lizard Men in the water and ignore
    the octopus.  Bingam should be the first Hawk Man to come in range, and
    when he does use arrows, magic and Canopus' Wind Shot to kill him.
    Leaving here with decent HP should be easy.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    26: Inside Brigantes
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Didario Lv18
    The two factors that make this battle a pain are the fact that slow ol'
    Didario starts in the back so he'll be the last enemy to come in range,
    and his blasted Siren has a 13-panel attack spell.  I formed a three-
    Berzerker line behind the lamps and had anyone with Incubus try to
    put the enemy to sleep.  A Wind Shot and an arrow took out the Siren,
    but not before she'd done some 250 points of damage with one spell.
    After Didario makes his second move he should be in range.  I only
    attacked him and the Siren, choosing to wait and heal the rest of the
    time.  This allowed me to spring a lot of troops on him before any of
    his friends (e.g. the Exorcist) could react to help him.
      <P>Choice
         Tell the old man he's wrong and you get Jenounes, the best Dragoon
         there is.  Tell him he's right and you get a stern talking to.
         Your call.
      <P>Warren!
         1 new News item
         1 new Character: Jenounes (assuming you got him)
    
    /\/\/\/\/\/\/\/\/\/\
    27: Vahanna Plateau
    \/\/\/\/\/\/\/\/\/\/
     <L>Ninja Kamlot Lv18
    The enemy leader is fast and aggressive.  Add to that his low defense,
    and he'll die nice and easy.  You might wanna pick off a Hawk Man here
    as they yield Ailerons, which are useful if you run with the beasts.
    Two arrows in the ninja will lead to his sad little death.
    
    /\/\/\/\/\/\/\/\/\/\/\
    28: Coritani Entrance
    \/\/\/\/\/\/\/\/\/\/\/
     <L>Hawk Man Orgeu Lv19
     <T>9N 8E from SW
    The only annoying thing about this battle is the fact that it's
    followed by one that's much tougher- you'll want your HP close to full
    after this one.  The only enemy standing in the way of that goal is the
    Wizard, who'll get off one big spell into your army.  First move north,
    then west across the bridge- this way you'll dodge two would-be sniper
    Hawk Men.  Heal up as best you can and zero in on the leader, who will
    zip into range obligingly.  If you want to complicate matters, you can
    kill one of the Berzerkers for the unique Aqua hammer he carries.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    29: Inside Coritani
    \/\/\/\/\/\/\/\/\/\/
     <L>Terror Knight Guacharo Lv19
    Bring Jenounes here to learn about his past, and so you can get Oxyones
    later (see "Chapter 4 Extras" section).  But first you've gotta get
    through this one, and it isn't easy.  The enemy packs two competent
    healers, a pair of extra Terror Knights, a Witch with Charm, a Siren
    and more.  You'll probably want to have your hand-to-hand fighters take
    out a Terror Knight, but try to save any long-range power you have for
    the leader as he advances.  You'll have to bring a lot of hurt on him
    quickly so he can't be healed.  It's tricky, and it might take a couple
    tries.
      <P>Warren!
         2 new News items
         1 new Character: Zaebos
         1 Character update: Barbatos
         3 new Miscellaneous items
      <P>Move
         Both ways to Amorika are guarded by Gargastan remnants.  The
         battles are about the same difficulty, and you have to choose
         which one to take.
    
    /\/\/\/\/\/\/\/\/\
    30a: Swanzi Forest
    \/\/\/\/\/\/\/\/\/
     <L>Sorcerer Brutacox Lv20
     <T>9N 8W from SE
    This forest has plenty of marsh, and enemies will often stand on it
    as they shoot at you, lowering their hit rates.  This battle's no milk
    run, though, as Brutacox takes a while to join the fray.  Jenounes will
    carve up the Lizard Men here, especially with the Flame sword.  The
    Beast Tamers masquerading as archers die quickly if you can get close
    enough to them, and you'll want to off the Cleric and her Heal+ ASAP.
    Once the Sorcerer gets in range, hit him hard.  He'll take a surprising
    amount of punishment so don't plan on a two-hit kill.
    
    /\/\/\/\/\/\/\/\/\/\
    30b: Bordo Lakeside
    \/\/\/\/\/\/\/\/\/\/
     <L>Summoner Mutsua Lv20
    As long as you bring an Exorcist this battle will be more long than
    difficult.  Mutsua will run away then summon a steady stream of 
    skeletons to sabotage your skillfully sculpted strategy.  Make sure
    your first Exorcism takes out the Ghost and its magic, then you're in
    the clear.  Your 9 non-Exorcist attack and support units can mince the
    Lizard Men and Gremlin while proceeding toward the Summoner.  You can
    spare a couple/few units to wipe out the Skeletons if you think they
    might cause trouble, because the Summoner herself is a two-hit kill.
    
    /\/\/\/\/\/\/\/\
    31: Tanmas Hill
    \/\/\/\/\/\/\/\/
     <L>Beast Tamer Ganb Lv20
     <T>5S 8W from NE
    Ganb and his four babies make for a very easy battle.  If you kill any
    beasts, Ganb will immediately heal 50 HP but he can still join you in
    Chapter 4.  His babies are easy enough to ignore, so go in and get his
    HP low (zero is okay) and he'll run away.
      <P>Warren!
         2 new News items
         1 new Character: Bernarta (Selye*)
         3 Character updates: Kachua, Plancy, Manafloa
          *You only get the Selye bio if you watch all of the News item
           "The End."
      <P>Shop
         Some new weapons are available (Balder axe and spear)
    
    /\/\/\/\/\/\/\/\/\/\
    32: Amorika Entrance
    \/\/\/\/\/\/\/\/\/\/
     <L>Siren Zildor Lv21
    We fight here for the third time in as many chapters.  Sigh.  The Siren
    takes her time coming down, so you'll have to deal with her minions.
    If you can, try to get a unit ahead of the bulk of your troops just
    before the Siren's second turn.  She'll hit the loner out front,
    sparing everyone else (Canopus is a good choice for his 6-panel
    movement and 2-panel weapon).
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    33: Amorika
    \/\/\/\/\/\/\/\/
     <L>Knight Zaebos Lv22
    Attack the northern enemy group first, as Zaebos' crew won't hit you
    for at least two rounds.  Canopus and any other flyers you have can get
    great position on the high ground to assault the Witch and Valkyries.
    Your brawlers can make a detour to kill the northern Knights if you
    want, but their primary target is Zaebos, who will only take two good,
    strong hits.  He said he'd show you how to die, and he did.  Good man.
      <P>Recruit
         Six shiny new units here: White Knights Mildain and Guildus,
         Warrior Vice, a Knight, an Exorcist and a Priest.
      <P>Warren!
         1 new News item
         4 Character updates: Warren, Mildain, Guildus, Zaebos
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\/\/\
    34: Wyoburi Volcano
    \/\/\/\/\/\/\/\/\/\/
    Try to place your units on Lava Rock, leaving the enemy stuck on Ash or
    Lava.  The hardest part of this battle is hunting down the Gryphons as
    they fire Wind Shots and retreat.
    
    /\/\/\/\/\/\/\/\
    35: Rime
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Ozma Lv23
     <G>Haborym
    Cheap it may be, but if you want all the cool swag this battle has to
    offer, you should be at Lv24 going in.  That should make you quick,
    powerful and damage-resistant enough to kill the three special item-
    carrying grunts here.  It's easy enough to kill the Terror Knight and
    Siren to the east and get the Warp Boots and Fenril spell, but if you
    want the powerful wind-based Kaminari you'll have to kill the Wizard.
    He's behind Ozma and will probably have time to fire off the spell once
    or twice.  As you maneuver around Ozma to kill him (maybe killing a
    dragon or two and some assorted riff-raff), look out for three dangers:
    1)Ozma's whip can do 150 damage to a well-armored unit.  It can flat-
      out kill a mage/archer if it goes critical.
    2)Ozma's Petrify spell will work about as often as it doesn't.  If she
      manages to set it off on 4 or 5 of you, 2 or 3 will be out.
    3)Haborym, like all Guests you try to save, is stupid.  Ozma will take
      at least one crack at him, and you can't let her whip hit him.  That
      means in-battle save/load.  Can't be helped here.
    Haborym isn't quite as useful without the Petrify spell (give him Stun
    and he's still okay).  Unfortunately the only way to get it in the
    lawful route is in Hell Gate, and even then you need some luck for it
    to pop up.
      <P>Warren!
         1 new News item
         1 new Character: Haborym
         1 Character update: Ozma
      <P>Move
         At Fiduc you decide which direction to attack from.  Neither is
         easy (though south seems to be less of a pain), and both have lots
         of cool stuff that's a real pain to get.
    
    /\/\/\/\/\/\/\/\
    36a: South Fiduc
    \/\/\/\/\/\/\/\/
     <L>Witch Bestear Lv24
    Cool stuff here: Gnome and MagmaGod spells, Sand and Fire bows, Granite
    and Phoenix armors.  Use the wait command until your Wizard/Siren has
    full MP- the enemy won't move until you do.  I think this is the easier
    of the two battles, as the four enemy Knights seem to really enjoy
    dying and the Wizards won't get off more than one big spell each.
    From there, keep a unit near the Witch to draw her Charm alone, and
    savage the Archers as you see fit.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    36b: West Fiduc
    \/\/\/\/\/\/\/\/
     <L>Sword Master Mercury Lv24
    Cool stuff here: Gnome and MagmaGod spells, Light and Ice bows, Aqua
    and Wing armors.  Use the wait command until your Wizard/Siren has full
    MP- the enemy won't move until you do.  This one is tough.  The enemy
    has five throwaway units near you, but the Dragon Tamers will probably
    get off an annoying spell before you put them away.  Then comes the
    hurt.  As you moved in on the southern units, some of your units likely
    came in range of the bows and magic of enemies on the wall.  One of
    your units, maybe more, will be killed- thankfully you have Revivify
    and full MP.  Send in the troops and beat them down as best you can.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    37: Inside Fiduc
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Oz Lv24
    This battle begins as Oz vs. Denim one-on-one.  Your goal is to get Oz
    below 200HP before he hits you, because although he starts the next
    battle at full health, any hurt he does to Denim sticks around.  The
    safest way to hurt Oz is to give Denim the Warp Boots from Rime and
    turn him into a Ninja with a bow.  You should move before Oz, so run
    and stay clear, taking shots as you can.  Once he's hurt, Oz whistles
    and the battle begins.  Turn Denim back into whatever you like.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    
    /\/\/\/\/\/\/\/\
    38: Inside Fiduc
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Oz Lv24
    Oz has full HP again.  Grr.  His Cleric has Wing Boots, so you might
    want to kill her if you have the chance.  It's not recommended, though,
    as Oz is more than enough with his Wizard, Witch, Terror Knights and
    Valkyries.  Swarm him, attacking no one else to save your WT.  Haborym
    can use the Charge spell on your Wizard/Siren, and his/her powerful
    attack spell should do good damage to Oz.  Throw in some arrows and
    maybe one close attack, and it'll all be over.
      <P>Warren!
         4 new News items
         4 Character updates: Denim, Kachua, Lans, Oz
         4 new Miscellaneous items
      <P>FAQ
         This document continues with Chapter 2C.  To go straight to
         Chapter 4, search for the characters (not the first 5 spaces) on
         the following line, including the colon.
         Chapter 4:
    
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    Chapter 2C: Just because things don't turn out like you expected, I
                won't give up.
    Eleven necessary battles
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    This chapter opens at Ashton where you can shop (new items and spells
    are available, including the double-handed Great Bow), train and...
         Warren!
         3 new News items
         2 Character updates: Denim, Vice
         4 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\
    13: Ashton City
    \/\/\/\/\/\/\/\/
     <L>Archer Aloser Lv9
     <G>Kachua
    This one's triggered as you try to leave town.  Aloser, Leonard's
    barely legal mistress, challenges you with a moderate height advantage.
    If you move your forces west on their first move, their second should
    come when Aloser is in range.  Strike her hard and fast, and this one
    will be over before any other enemies can bother you.  You only have to
    get her HP low, but zero works (she won't die).
      <P>Warren!
         1 new Character: Aloser
    
    /\/\/\/\/\/\/\/\
    14: Zodo Marsh
    \/\/\/\/\/\/\/\/
     <L>Berzerker Zapan Lv8
     <G>Kachua
     <T>3N 4E from SW (burn off grass first)
    Wait for the enemy as they flounder through the marsh and water to get
    to you, killing the Hawk Men as they come in range, along with the
    Dragon and Lizard Men.  By now Zapan should be close enough to crush,
    so bring in overpowering numbers.  Get his HP low and the battle ends.
      <P>Warren!
         1 new Character: Zapan
    
    /\/\/\/\/\/\/\/\/\
    15: Bordo Lakeside
    \/\/\/\/\/\/\/\/\/
     <L>Ninja Genzo Lv10
     <G>Kachua
    The enemy leader moves well in this terrain, so he should be among the
    first to reach you as you patiently wait.  He should also, then, be one
    of the first enemies you kill (probably after his third move).
    
    /\/\/\/\/\/\/\/\
    16: Tanmas Hill
    \/\/\/\/\/\/\/\/
     <L>Ninja Vice Lv11
     <G>Kachua, Aloser
     <T>5N 7E from SW
    The multi-talented Vice shows up as a Ninja this time around, and he's
    no slouch with that Great Bow.  As your army sweeps around the eastern
    and western flanks, killing Beast Tamers and beasts alike, send your
    healers straight up the middle to help Aloser.  On her first move she
    fires then inexplicably moves north, so she'll take some hits.
    Thankfully, Vice will go for Kachua with his first shot.  Though it
    will take her out of the battle it leaves Vice in a great place to
    squash him.  Get his HP low to end the battle and get the Archer
    heroine Aloser to join you.
      <P>Warren!
         1 new News item
         1 Character update: Aloser
    
    /\/\/\/\/\/\/\/\
    17: Krizar City
    \/\/\/\/\/\/\/\/
     <L>Knight Ganashe Lv11
     <G>Kachua
    Ganashe and his second grade English skills won't be much trouble.
    Wait until the first two Knights come in range to dispose of them, then
    Ganashe should be the first one to arrive in the second wave.  Make
    sure you can kill him before he moves again, because if he uses his
    Cure100 item and runs you're in for a much longer battle.
      <P>Warren!
         1 new News item
         1 new Character: Forcas
    
    /\/\/\/\/\/\/\/\/\
    18: Fort Kadoriga
    \/\/\/\/\/\/\/\/\/
     <L>Berzerker Dasa Lv12
     <G>Kachua, Forcas, Byan
    Saving Byan is sometimes easy and sometimes next to impossible.  If he
    runs toward the Berzerker with his first move, then he's in trouble.
    If he runs toward you, then all's well.  I don't know what makes him
    choose either way, but if he goes the wrong way you'll have to hit Dasa
    with every ranged weapon you've got (and there will be a lot of in-
    battle saving and loading to ensure enemy misses).  If you get Byan to
    do the right thing and come your way, you'll have time to kill the
    Cockatrice for an Undead Ring.
      <P>Choice
         This choice is only available if you managed to save Byan.  If you
         don't go save Sisteena, you can't do the Forbidden Power quest
         later (no big loss), and you lose both the powerful Wizard Byan
         and Sisteena, while gaining nothing but some time.
      <P>Warren!
         1 new News item
         1 new Character : Byan (assuming you agreed to help Sisteena)
         1 Character update: Sisteena
    
    /\/\/\/\/\/\/\/\
    19: Fort Damsa
    \/\/\/\/\/\/\/\/
     <L>Valkyrie Veldo Lv12
     <G>Kachua, Forcas, Byan
    This is the fight to save Sisteena, so if Byan died or you chose not to
    save her, go ahead to battle 20: Griate City.  It's 13-on-7 here, but
    not easy at all.  They have the high ground and a trio of bows to
    defend it.  The Valkyrie carries one of the bows, so she'll keep her
    distance and you can't swarm her.  Barring a legion of bow-armed Hawk
    Men, you'll have to advance as quickly as you can, putting enemies to
    sleep or killing them as you move.  Soon enough, you'll win.
      <P>Warren!
         1 new News item
         1 new Character: Selye
         1 Character update: Sisteena
    
    /\/\/\/\/\/\/\/\
    20: Griate City
    \/\/\/\/\/\/\/\/
     <L>Wizard Dagon Lv13
     <G>Kachua, Forcas, Byan, Sisteena
    You'll have as much as a two-to-one advantage here if you rescued
    Sisteena, but this battle is no pushover.  The real danger in this one
    is the long-range damage the enemy can do.  Two bows and a pair of
    Wizards should worry you, especially when you've got the low ground and
    at least two rounds until you get to the enemy.  Thankfully, the second
    Wizard sometimes comes up as a Witch, which makes this battle easier.
    The dragons can be put to sleep or flat-out ignored, but you'll want to
    take out at least the rooftop Archer before going for the leader.
    Canopus and some magic do the job well.  This leader has the saddest
    minor character death in the game.
      <P>Move
         There's no battle at Fort Bodo, so move right in.
      <P>Choice
         Let Sisteena join you.  I mean, if you've saved Byan and fought an
         extra battle for her, it just makes no sense to ditch her now.
         Besides, if you lose her you lose Forcas and Byan as well.  Accept
         her and you get all three of them.
      <P>Warren!
         2 new News items
         2 Character updates: Barbatos, Zaebos
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\
    21: Rime City
    \/\/\/\/\/\/\/\/
     <L>Berzerker Zapan Lv13
     <G>Kachua
    Put any flying units you have on the right side of the setup screen,
    because getting them on the rooftops using ranged attacks gives you a
    big advantage.  Have Denim retreat on his first move while your forces
    advance- then the battle can really begin.  Take out the Hawk Men
    first, as they move quickly and do big damage.  Your next target should
    be the Witches or, if you can get his HP low before he uses his Cure100
    item, Zapan.  The dragon can be dealt with by putting it to sleep,
    while the Lizard Men are slow enough that they can be pretty safely
    ignored.  Still, you'll be lucky to get out of this one with no losses.
      <P>Warren!
         1 new News item
         2 new Characters: Barbas, Martym
         2 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\/\/\
    22: Gruborza Plains
    \/\/\/\/\/\/\/\/\/\/
     <L>Summoner Ramidos Lv15
    Wait until the Ninjas have made their second move toward you to begin
    your attack.  By that time your healers will have their hands full, as
    the Summoner uses a Fire Orb, which will seriously damage about half of
    your forces.  The Ninjas are easily killed, the Witches have only one
    annoying spell (Charm) and it doesn't work often, and the Summoner has
    very low defense.  Unfortunately, this one's still a pain because the
    Summoner brings in new units every turn.  These new units get to go as
    soon as they pop up, so if she summons a Gremlin with a bow within ten
    squares of a unit damaged by the Fire Orb, that unit will be shot dead.
    Mercifully, after this battle you get the Revivify spell, which means
    that one death no longer necessitates muttered curses and a damaged
    controller.  Give Revivify to a Priest as soon as you can make one
    (around Lv16).
    
    /\/\/\/\/\/\/\/\/\/\
    23: Amorika Entrance
    \/\/\/\/\/\/\/\/\/\/
     <L>Berzerker Zapan Lv16
    It's Zapan again, and he's been working out.  Don't compliment him on
    it, though- he'll just get all egotistical.  Being at Lv16 makes this
    battle much more bearable.  Put three units that can take some
    punishment in the three front and center squares.  Advance your army
    five squares on its first move, putting the Ninjas to sleep or
    otherwise doing them damage as you can.  Attack magic works well on the
    clumped-up enemies.  If you're still in a 5x2 block, the bad guys'
    first move will mean each of your front units are attacked, and they'll
    probably do some very good counter-attack damage to the Knights.  Now
    these softened-up Knights can be easily taken out and the advantage is
    yours.  Try to use Canopus or ranged attacks to get rid of those
    annoying bow-wielding Ninjas, then take out the other two Knights.  The
    Golems can be dealt with or not as you see fit.  Make sure Denim's HP
    are high before you get Zapan's low.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    24: Amorika
    \/\/\/\/\/\/\/\/
     <L>Ninja Vice Lv15
    Denim v. Vice, one-on-one.  Here's the easiest battle of the chapter,
    but don't end it too quickly as it also contains some good hints as to
    why Vice acts the way he does.  Denim's first counter should just about
    kill Vice, then run away until you've seen all three dialogs.  Whack
    Vice until Leonard comes in and offers you a...
      <P>Choice
         This is where you choose between chapters 3C and 3N.  If you
         answer "There's no time," you go to 3N and Aloser leaves your
         party (she "disaffects" if you like the translation's fractured
         English).  If you answer "I can't go back," it's on to 3C.
                    Chapter 2L--Chapter 3L--
                   /                        \
         Chapter 1-            -Chapter 3N---Chapter 4
                   \          /             /
                    Chapter 2C--Chapter 3C--
    
      <P>FAQ
         This document continues with the chaotic route.  If you chose
         neutral, search for the characters (not the first 5 spaces) on the
         following line, including the colon.
         Chapter 3N:
    
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    Chapter 3C: Ambition and desire is the motivation.  Losers are called
                dogs and hogs.
    Fourteen necessary battles
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    
    /\/\/\/\/\/\/\/\
    25: Ashton City
    \/\/\/\/\/\/\/\/
     <L>Berzerker Gannon Lv17
    You go straight into this one without a chance to train or shop.  And I
    hope you remembered your silver arrows.  He is Gannon, after all.  The
    tactical key to this one is to hold the passes.  The house east of your
    start position has two one-panel wide routes around it.  Place one
    character that can take some punishment (Canopus, Forcas, a Berzerker)
    at the mouth of these paths and you'll block their advance.  With
    archers, healers, mages, ninjas etc. safe behind the front, you'll be
    able to destroy the enemy one by one.  Put the dragon to sleep and let
    your hardpoints do the work until the leader comes within crushing
    distance.
      <P>Warren!
         4 new News items
         2 new Characters: Ozma, Oz
         4 Character updates: Lans, Warren, Mildain, Guildus
         5 new Miscellaneous items
      <P>Shop
         Lotsa new stuff for sale.  The best of them are the Charge and
         Heal+ spells, most of the Balder equipment and the Slender Spear.
    
    /\/\/\/\/\/\/\/\
    26: Zodo Marsh
    \/\/\/\/\/\/\/\/
     <L>Knight Felnator Lv17
    Because the leader's so slow, you'll have to deal with his troops
    first.  As long as you bring plenty of long-range attackers this won't
    be a problem.  Put your guys on grass to shoot the enemies, who're
    probably on marsh or in water.  If things don't go your way you should
    have a Priest with Revivify, so one or two deaths is no problem.  The
    enemy Siren here has the pretty useless Grease Boots if you want them.
    
    /\/\/\/\/\/\/\/\/\/\/\
    27: Coritani Entrance
    \/\/\/\/\/\/\/\/\/\/\/
     <L>Siren Zildor Lv18
     <T>9N 8E from SW
    Move your army north then west to avoid a trio of enemies.  You'll
    still have to fight through five units to get to the Siren, making sure
    that your HP are okay for the next fight.  The Siren herself is a
    pushover- it's getting to her that's hard.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    28: Inside Coritani
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Zaebos Lv18
    Even if you're in bad shape from the last fight this one's easy.  Wait
    and heal until Zaebos makes his second move, then strike with arrows
    and magic.  Get his HP low and he'll escape the battle before his
    troops can harm you at all.
      <P>Choice
         Tell Kachua whatever you like, it makes no long-term difference.
      <P>Translated from the Original Geek
         Denim plays Luke and Kachua Vader in The Empire Strikes Back when
         he cries out "That's impossible!" and she counters, "Search your
         feelings, Denim.  You know it to be true."
      <P>Warren!
         2 new News items
         2 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\/\/\
    29: Vahanna Plateau
    \/\/\/\/\/\/\/\/\/\/
    You've gotta kill all eight enemies here, and it's not easy.  All four
    Lizard men have Cure100 items, a couple have bows and every dragon can
    put your troops to sleep with their breath attack.  All eight enemies
    also have high defense, so don't expect a two or even a three hit kill.
    There's no easy win strategy- this here's a shootout.  A slugfest.  Hit
    them harder than they hit you, never stand on snow to attack and keep
    healing.  Another battle where I was glad I had Revivify.
      <P>Warren!
         1 new News item
         1 new Character: Volac
      <P>Move
         Your assault on Brigantes can go either south or west.  For
         reasons shown below, go south.
    
    /\/\/\/\/\/\/\/\/\/\
    30a: South Brigantes
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Didario Lv19
    Credit where it's due: the basis for this strategy is Seigfried's FAQ.
    First, bring as many long-range attackers as you have.  Do not take the
    paved path.  Lead your army west first, through the snow, and the enemy
    will just sit there.  Amass your troops six squares south of the
    leader.  As soon as you close to within five, the enemy reacts.  Wait
    until just after the enemy Wizards have done their waiting to spring
    your ambush.  You'll have the enemy leader killed before you're hurt
    much, if at all.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    30b: West Brigantes
    \/\/\/\/\/\/\/\/\/\/
     <L>Hawk Man Orgeu Lv19
    The only reason you'd want to take this route is to get the Aqua Hammer
    from one of the Hawk Men here.  In the attack on South Brigantes you
    only have to kill one enemy.  Here, you'll have to cut through at least
    five.  The leader potentially has great movement, but he's cautious and
    will let his grunts do the fighting for him.  For me, I had to kill
    every enemy on this level.  Enemies here have poor defense, but they
    carry Cure100 items and most have long-range attacks.  You'll take some
    damage, and you'll want to be as healthy as possible for the next
    battle.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    31: Inside Brigantes
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Zaebos Lv19
    Him again, and with some nasty friends.  Being at Lv19 makes this one
    easier, but if you move at all before the enemy you'll have a real hard
    time here.  The key to this battle is patience.  Bring lots of long-
    range attackers and have only one of them put an arrow into the Terror
    Knight on your first move, being careful to stay out of his eventual
    attack range.  The rest of your units wait and heal, then the enemy
    goes.  The enemy healer (an Exorcist) will use his turn healing the
    Terror Knight, which holds up his next turn for just long enough.
    You'll take a little damage from Wizards but the enemy crossbows most
    likely won't hit you.  Once the last enemy has moved, throw all you've
    got at Zaebos.  He'll be well within range of your Archers and magic
    users, so let him have it (three or four hits is all you'll need).  No
    enemy will be able to move more than once if all goes well.
      <P>Warren!
         1 new News item
         1 Character update: Zaebos
         2 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\/\/\
    32: Vahanna Plateau
    \/\/\/\/\/\/\/\/\/\/
     <L>Sorcerer Mordiart Lv20
     <G>Haborym
    Weren't we just here?  You'll probably have to try this one a few times
    to save Haborym.  You've got a few things going for you: high ground,
    enemies with low defense and an 11-on-8 advantage.  The enemy has
    speed and surprisingly good attack power going for them.  Most
    importantly for the bad guys, they only have to kill Haborym to ruin
    this battle.  Haborym will not retreat.  The best you can do is guide
    him to where it's safe to attack.  Fill the left side of the formation
    setup screen with bow-wielding characters and Canopus.  If you have
    less than five units that can handle a bow well, bring some with
    Incubus.  Make sure the first crossbow shot at Haborym misses
    (in-battle save/load).  He will then be hit by an Ice Blast from the
    Sorcerer.  You want Haborym's first move to be north two squares to
    kill a Ninja with one blow.  To make this work, put one arrow into that
    Ninja (if the Ninja counterattacks on Haborym, this one's as good as
    lost).  Now you've got to use Canopus' second move to position him in
    front of Haborym, where the dead Ninja was.  From here on out, pick
    your targets according to when they'll go next and whether they can
    hit Haborym when they move.  Once your healers get their second move
    and heal Haborym, you've won.  All that remains is two solid hits on
    the Sorcerer and you'll get Petrify and the perfect guy to equip it on.
    Again, this one will take a few tries and lots of in-battle save/
    loading.  Haborym's worth it.
      <P>Delusion of Grandeur
         If you left your battalion name as its default back in chapter 1,
         Denim will call himself "the leader of God."
      <P>Warren!
         1 new News item
         1 new Character: Haborym (assuming you saved him)
    
    /\/\/\/\/\/\/\/\/\/\/\
    33: Coritani Entrance
    \/\/\/\/\/\/\/\/\/\/\/
     <L>Terror Knight Irvine Lv21
    Weren't we just here?  Same as before, move north then west to avoid
    some enemies.  Bring enough long-range attackers to this battle and
    you'll leave without a scratch.  This timing works if you're at Lv21.
    First move: move everybody north.  Second move: deal with the dragon.
    Put it to sleep, kill it, whatever.  Don't put your units within eleven
    panels of the enemy archers (5 move + 6 arrow range), and they won't
    get you when they move.  The Terror Knight will make his second move,
    then you do your third: lots of arrows and magic on him.  All I had to
    heal here was the damage Canopus did to himself with Tornado.
      <P>This is a multi-battle area, so no training/healing/shopping.
      <P>Choice
         Leonard asks you a seemingly innocent question, but if you answer
         "So be it," you fight him in a near-impossible one-on-one battle.
         He has a Cure+++, a crossbow, a sword and huge strength.  Answer
         "No." to fight an easy ten-on-ten matchup.
    
    /\/\/\/\/\/\/\/\/\/\
    34: Inside Coritani
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Leonard Lv22
    Weren't we just here?  Silly Leonard stands in front of his troops.
    Bring your long-range crew and take him out with your first move.  If
    you only wound him he'll use a Cure100 item and retreat, forcing you to
    go through a tough fight.
      <P>Translated from the Original Geek
         Leonard quotes Darth Vader in Return of the Jedi: "You were
         right... Tell your sister... you were right."
      <P>Warren!
         1 new News item
         1 Character update: Leonard
    
    /\/\/\/\/\/\/\/\/\/\
    35: Wyoburi Volcano
    \/\/\/\/\/\/\/\/\/\/
     <L>Beast Tamer Ganb Lv22
    Ganb and his four babies make for a very easy battle.  If you kill any
    beasts, Ganb will immediately heal 50 HP but he can still join you in
    Chapter 4.  His babies are easy enough to ignore, so go in and get his
    HP low (zero is okay) and he'll run away.  Stay off the ash.
      <P>Warren!
         1 new News item
         3 new Characters: Andoras, Manafloa, Bernarta
         2 Character updates: Kachua, Plancy
    
    /\/\/\/\/\/\/\/\
    36: Rime
    \/\/\/\/\/\/\/\/
     <L>Terror Knight Highlam Lv23
    Three cool thing you might want to grab here: the Terror Knight's Warp
    Boots, which you automatically get, and the two Wizards' most powerful
    water and wind spells in the game (outside of Dragon magic).  Thing is,
    you've probably got the Wizard hero Byan now, and he's earth elemental.
    These strong spells, then, aren't really what you're looking for.
    Besides, this battle is much easier if you ignore everyone but the
    leader.  If you want the spells, best of luck to you.  If not, simply
    move north without attacking.  You'll take some damage between your
    first and second moves, but nobody will die.  Use arrows and magic on
    your second turn to kill the Terror Knight and swipe his shoes.
      <P>Warren!
         2 new News items
         2 Character updates: Ronway, Plancy
      <P>Move
         The enemies at Amorika surrender without a fight, and Mildain and
         Guildus join you.
      <P>Warren!
         2 new News items
         4 Character updates: Denim, Warren, Mildain, Guildus
      <P>Shop
         The Balder Spear and Axe are now available.
      <P>Orbs
         Fight random battles at Bordo Lakeside for an Orb every time you
         kill a small enemy (one per battle).  This'll only work during
         chapter three.  This info comes from Henry Chan's sub-guide (see
         "Recommended Reading Etc." section).
    
    /\/\/\/\/\/\/\/\
    37: Fort Bodo
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Oz Lv23
    Take a detour on your way to Fiduc to save Selye Foriner, one of the
    four necessary characters for the Forbidden Power side quest (see
    Chapter 4 Extras).  This is an optional battle where you'll fight
    Roslolians for the first time.  Their height advantage is huge, and
    with their two bows and bunches of magic, it hurts.  When Oz finally
    gets in range he'll use Charm, so spread out.  This battle will be a
    challenge if you're at Lv23, and it's near impossible if you're weaker.
      <P>Warren!
         1 new News item
         1 Character update: Plancy
      <P>Move
         At Fiduc you decide which direction to attack from.  Neither is
         easy (though south seems to be less of a pain), and both have lots
         of cool stuff that's a real pain to get.  Both paths will give you
         the Byan-friendly Gnome Spell, but only the western route yields
         the Light bow for Aloser.
    
    /\/\/\/\/\/\/\/\
    38a: South Fiduc
    \/\/\/\/\/\/\/\/
     <L>Witch Bestear Lv24
    Cool stuff here: Gnome and MagmaGod spells, Sand and Fire bows, Granite
    and Phoenix armors.  Use the wait command until your Wizard/Siren has
    full MP- the enemy won't move until you do.  I think this is the easier
    of the two battles, as the four enemy Knights seem to really enjoy
    dying and the Wizards won't get off more than one big spell each.
    From there, keep a unit near the Witch to draw her Charm alone, and
    savage the Archers as you see fit.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    38b: West Fiduc
    \/\/\/\/\/\/\/\/
     <L>Sword Master Mercury Lv24
    Cool stuff here: Gnome and MagmaGod spells, Light and Ice bows, Aqua
    and Wing armors.  Use the wait command until your Wizard/Siren has full
    MP- the enemy won't move until you do.  This one is tough.  The enemy
    has five throwaway units near you, but the Dragon Tamers will probably
    get off an annoying spell before you put them away.  Then comes the
    hurt.  As you moved in on the southern units, some of your units likely
    came in range of the bows and magic of enemies on the wall.  One of
    your units, maybe more, will be killed- thankfully you have Revivify
    and full MP.  Send in the troops and beat them down as best you can.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    39: Inside Fiduc
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Ozma Lv24
     <L>Temple Commando Oz Lv24
    Hope you've still got Haborym.  Oz is the obvious primary target: he's
    strong, he'll use Charm if you give him a chance, and he's the almost
    in range.  Haborym's second move is the key to this battle.  Oz will
    have moved himself closer to the mass of your advancing troops, Ozma
    will have gone toward the western stairs, the enemy magic users will
    have retreated and the six enemy grunts will have moved forward, doing
    some damage to you with LightBow and arrows.  These six should be in
    position for Haborym to hit at least five with Petrify.  Save before
    you cast the spell and let fly.  Petrify five or six enemies and you've
    won the battle.  Oz will fall to your second or third move's long-range
    attacks (he's a monster up close, so don't try it) and Ozma will
    eventually make her way downstairs to die.
      <P>Warren!
         5 new News items
         6 Character updates: Denim, Kachua, Vice, Lans, Ozma, Oz
         4 new Miscellaneous items
          The three young friends from Griate all get new portraits as
          Chapter 4 starts.  Denim almost makes a headband cool, Vice looks
          horrifying in his last appearance and Kachua is darkly hot.
      <P>FAQ
         This document continues with Chapter 3N.  To go straight to
         Chapter 4, search for the characters (not the first 5 spaces) on
         the following line, including the colon.
         Chapter 4:
    
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    Chapter 3N: Could not save Ambition and desire is the motivation.
    Thirteen necessary battles
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    This chapter title is a real bug.  As opposed to some of the others,
    which just sound like they're bugs.
    
    /\/\/\/\/\/\/\/\/\/\
    25: Amorika Entrance
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Didario Lv16
    You go straight into this one without a chance to train or shop.  Send
    some long-range attackers to kill the Wizards waiting to the north and
    south while your army marches toward the leader.  You have the high
    ground and Didario doesn't have much help, so this one's easy.
      <P>Recruit
         You get Mildain here, but not Guildus.  All three Chapter 3 intros
         show Nybbas creeping up on Guildus, but this is the only one that
         assumes Nybbas got him.
      <P>Warren!
         5 new news items
         4 new Characters: Ozma, Oz, Andoras, Manafloa
         7 Character updates: Denim, Vice, Lans, Warren, Mildain, Guildus,
                              Plancy
         6 new Miscellaneous items
      <P>Shop
         Lotsa new stuff for sale.  The best of them are the Charge and
         Heal+ spells, most of the Balder equipment and the Slender Spear.
      <P>Orbs
         Fight random battles at Bordo Lakeside for an Orb every time you
         kill a small enemy (one per battle).  This'll only work during
         chapter three.  This info comes from Henry Chan's sub-guide (see
         "Recommended Reading Etc." section).
    
    /\/\/\/\/\/\/\/\
    26: Fort Bodo
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Oz Lv17
     <G>Selye
    Bring two healers, Canopus (another flying long-range attacker helps),
    as many magic users as you have and plenty of luck.  Selye begins this
    battle charmed by Oz.  Wait until she's done her first move, then
    advance north as quickly as you can.  Bows and short-range weapons
    won't save Selye here unless they're equipped by a Hawk Man.  As you
    move north, enemy Templar Knights will shoot, burn and stun Selye.
    Your healers should be put in position to take care of her wounds (they
    can get within the seven-panel Heal range on their first move), and as
    for the Stun, that's a good thing.  It keeps her from doing anything
    suicidal.  Oz will hit Selye with his first move, putting him in a good
    position to hit with Wind Shot, a Hawk Man's arrows, Incubus from
    Ninjas and Valkyries and a Wizard or Siren's attack spells.  Oz will
    probably get a second hit in, after which he runs and gets healed.
    Follow him, healing Selye and hurting Oz.  With some luck you won't
    need to use Revivify.  You know what, though?  Selye doesn't join you,
    even if you save her.  Woman just runs off.  She will join you if you
    jump through some hoops in chapter 4, though (see Forbidden Power in
    "Chapter 4 Extras" for details).
      <P>Warren!
         1 new News item
         2 Character updates: Oz, Plancy
      <P>Move
         Make your way to Amorika for new orders.
      <P>Translated from the Original Geek
         Denim plays Luke and Kachua Vader in The Empire Strikes Back when
         he cries out "That's impossible!" and she counters, "Search your
         feelings, Denim.  You know it to be true."
      <P>Warren!
         2 new News items
         2 new Miscellaneous items
    
    /\/\/\/\/\/\/\/\
    27: Tanmas Hill
    \/\/\/\/\/\/\/\/
     <L>Beast Tamer Ganb Lv18
     <T>5S 8W from NE
    Though Tanmas isn't red on the world map, this fight is required.  Ganb
    and his four babies make for a very easy battle.  If you kill any
    beasts, Ganb will immediately heal 50 HP but he can still join you in
    Chapter 4.  His babies are easy enough to ignore, so go in and get his
    HP low (zero is okay) and he'll run away.
      <P>Move
         Take a detour south to Krizar, where you'll open an optional
         battle at Fort Kadoriga.  Do this, as it'll get you both Haborym
         and the Petrify spell he wields so effectively.
      <P>Warren!
         1 new News item
    
    /\/\/\/\/\/\/\/\/\
    28: Fort Kadoriga
    \/\/\/\/\/\/\/\/\/
     <L>Wizard Botes Lv18
     <G>Festa, Tamuzu, Kamos
    The three guests are all petrified as this battle begins.  It's not
    necessary to Vitalize or even save them, but it's a nice thing to do.
    Bring all the offensive magic you have to this one and run on in.  Both
    Witches have Petrify, but it's nothing to be afraid of- they won't get
    a chance to use it.  Canopus should give the Wizard a Wind Shot on his
    second turn.  Add a little magic and the Wizard's gone before he casts
    a second spell.  You'll pry Petrify out of his warm, dead hands.
      <P>Recruit
         Any surviving guests will volunteer to be part of your army.
         They're nothing special, so feel free to steal their equipment
         then kick them out.
      <P>Choice
         Answer Haborym's first question either way and he'll offer to join
         you.  Accept him and give him Petrify.
      <P>Warren!
         1 new News item
         1 new Character: Haborym
    
    /\/\/\/\/\/\/\/\
    29: Ashton City
    \/\/\/\/\/\/\/\/
     <G>Orias, Debordes
    Only zombies here, so an Exorcist will come in really handy.  He won't
    be able to zap all of the undead, though, so you'll want to put down a
    few with conventional methods.  Once every zombie is exorcised or KOed
    this one's over.  These two guests generally do a good job of staying
    alive, especially if Orias can block a few of the first round attacks
    leveled at her.
      <P>Choice
         The Priest heroine Orias and Terror Knight Debordes offer to join
         you.  Actually, she offers.  He just sits to the side murmuring
         something about eating everyone's brains.  Debordes, you see, is a
         zombie himself.  Unlike most undead, though, he can be healed
         using regular heal spells.  Unfortunately, he's too slow to ever
         be useful.  At least Orias rocks.  Oh, and if you change
         Debordes's class you can't make him a Terror Knight again until he
         has thirty kills- which is approximately never.
      <P>Warren!
         1 new News item
         2 new Characters: Orias, Debordes
    
    /\/\/\/\/\/\/\/\/\
    30: Hedon Mountain
    \/\/\/\/\/\/\/\/\/
    Again with the zombies.  Same as last time, exorcise where you can and
    KO where you must.  Easy easy easy.  Just stay off the ash.
    
    /\/\/\/\/\/\/\/\/\/\
    31: Banhamuba Temple
    \/\/\/\/\/\/\/\/\/\/
    Still more undead.  Zap some of 'em with an Exorcist and cut the others
    down to size.  Don't worry, this is the last yawner for a while.
    
    /\/\/\/\/\/\/\/\
    32: Fort Damsa
    \/\/\/\/\/\/\/\/
     <L>Necromancer Nybbas Lv20
    Now this is more like it: a proper leader and a little emotional
    involvement.  Bring Canopus, Oruba and/or Mildain, as they have some
    things to say about this battle.  Train up to Lv20 before you march in,
    because this battle's tough.  The enemy has the high ground and lots of
    magic and arrows.  Again, your foes are mostly undead so an Exorcist is
    good to have.  He can blast away two at a time, while Haborym petrifies
    at about the same rate.  Nybbas is slow to come down, so killing him
    first is out of the question.  He'll use a Dark Orb with his first
    move, doing pretty good damage to at least a couple of your guys.  Wait
    until the living dead have made their second move then spring on them.
    Ghosts and the Wizard are priority one, with Guildus coming in a close
    second.  Even if you don't kill Guildus during this battle he will die
    as it ends, so go ahead and take him out.  Guildus will yield his
    powerful two-handed Isleberg sword upon dying again, and Nybbas (who
    dies real easy once you get close to him) will turn into a Lich and
    escape, promising that you'll meet him again (see Hell Gate in "Chapter
    Four Extras").
      <P>Warren!
         1 new News item
         4 Character updates: Kachua, Guildus, Nybbas, Manafloa
         2 new Characters: Volac, Bernarta
      <P>Move
         Make your way across the island to Amorika, where Denim apparently
         forgets to look up his sister.
      <P>Warren!
         1 new News item
         2 new Miscellaneous items
      <P>Shop
         The Balder axe and spear are up for sale now.  Canopus promises to
         make his bed every day and clean up after the dog if you get him a
         new spear.  C'mon, all the other malformed half-men already have
         one!
    
    /\/\/\/\/\/\/\/\/\/\/\
    33: Coritani Entrance
    \/\/\/\/\/\/\/\/\/\/\/
     <L>Siren Zildor Lv22
     <T>9N 8E from SW
    As usual for this area, first go north then west to avoid a few
    enemies.  Zildor will float down at you right away (no annoying MP
    items), so she'll be among the first bad guys to get in range.  You
    should be able to kill her before her third move.  You'll take some
    damage, but the next battle is easy enough that you won't have to
    worry.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    34: Inside Coritani
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Zaebos Lv22
    Wait and heal until Zaebos makes his second move, then hit him with all
    the long-range hurt you have.  Arrows, magic and Canopus's Tornado will
    put him down after four or five hits.  You might be able to get Wing
    Boots from the Cleric here, but it's not worth complicating an easy
    battle.
      <P>Warren!
         1 Character update: Zaebos
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\/\/\
    35: Wyoburi Volcano
    \/\/\/\/\/\/\/\/\/\/
    Move out and attack.  Don't forget the lone enemy hiding to the south.
    This one would be difficult if your enemies weren't stupid.  They have
    a thing for attacking you from ash and lava, which renders their
    attacks pretty much useless.  Be sure you don't make the same mistake
    and you'll win here no problem.  Haborym can petrify an enemy or two so
    your Priest can use Revivify if you need it.  The pair of red Dragons
    are especially good targets for petrification because of their
    extraordinary defense.
    
    /\/\/\/\/\/\/\/\
    36: Rime
    \/\/\/\/\/\/\/\/
    Your main force should move northwest to take out the Terror Knight and
    his bow wielding friends.  Canopus and Haborym will deal with the
    Dragon Tamer and Dragon in the southeast.  Haborym can petrify the
    Dragon while Canopus takes care of the Tamer.  These two can then take
    out the Knight who walks on water.  meanwhile, most of your army has
    killed a few enemies and is being hit by powerful attack magic.  Keep
    your Priest safe and casualties are no problem.  Zero in on the Wizards
    and kill them.  Before you take out the petrified Dragon make sure
    you've revived every dead unit.  You'll get Warp Boots and a pair of
    effective attack spells from this one.
      <P>Warren!
         1 new News item
         2 Character updates: Vice, Ronway
      <P>Move
         When nothing's red your goal is usually Amorika.  Go there.
      <P>Warren!
         1 new News item
      <P>Move
         At Fiduc you decide which direction to attack from.  Neither is
         easy (though south seems to be less of a pain), and both have lots
         of cool stuff that's a real pain to get.  Both paths will give you
         the Byan-friendly Gnome Spell.
    
    /\/\/\/\/\/\/\/\
    37a: South Fiduc
    \/\/\/\/\/\/\/\/
     <L>Witch Bestear Lv24
    Cool stuff here: Gnome and MagmaGod spells, Sand and Fire bows, Granite
    and Phoenix armors.  Use the wait command until your Wizard/Siren has
    full MP- the enemy won't move until you do.  I think this is the easier
    of the two battles, as the four enemy Knights seem to really enjoy
    dying and the Wizards won't get off more than one big spell each.
    From there, keep a unit near the Witch to draw her Charm alone, and
    savage the Archers as you see fit.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    37b: West Fiduc
    \/\/\/\/\/\/\/\/
     <L>Sword Master Mercury Lv24
    Cool stuff here: Gnome and MagmaGod spells, Light and Ice bows, Aqua
    and Wing armors.  Use the wait command until your Wizard/Siren has full
    MP- the enemy won't move until you do.  This one is tough.  The enemy
    has five throwaway units near you, but the Dragon Tamers will probably
    get off an annoying spell before you put them away.  Then comes the
    hurt.  As you moved in on the southern units, some of your units likely
    came in range of the bows and magic of enemies on the wall.  One of
    your units, maybe more, will be killed- thankfully you have Revivify
    and full MP.  Send in the troops and beat them down as best you can.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    38: Inside Fiduc
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Ozma Lv24
    This difficult battle requires plenty of patience.  Don't get
    optimistic counting the enemies you see- there are four more hiding
    behind the wall.  That makes it ten-on-ten, and Ozma will be the last
    enemy to get in range.  Maybe you'll survive a rush north to kill the
    Wizards and Templar Knights, but you'll take lots of damage.  I like
    waiting until the Templars have made their second move and stand right
    in front of your line (Denim should retreat, of course), then having
    Haborym use Petrify to get all three.  Canopus and one or two other
    long-range attackers can mop up the Wizards.  Make sure you don't let a
    wounded Wizard attack- he'll use Pain, which causes big damage.  Now a
    couple Dragons and a Dragon Tamer have come down the stairs.  You'll
    have to deal with them because Ozma takes so long to get in range.  Put
    them to sleep, petrify them, kill them- whatever.  Keep your HP up and
    save before Ozma goes.  She's taken long enough getting to you that she
    can use Petrify twice, and she uses it well.  Chase her with whoever
    can still move and she'll die soon enough.  On to chapter 4!
      <P>Warren!
         4 new News items
         5 Character updates: Denim, Kachua, Lans, Ozma, Leonard
         4 new Miscellaneous items
    
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    Chapter 4: Hand in Hand
    Twenty-three necessary battles
    o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
    
    /\/\/\/\/\/\/\/\/\/\
    39: Vahanna Plateau
    \/\/\/\/\/\/\/\/\/\/
     <L>Wizard Uram Lv25
    Here's a "Why not throw in another battle?" battle.  There's no good
    equipment here save that on the Wizard you have to kill, so he's the
    only one you gotta hit.  The Cleric and Exorcist with Heal and the
    Witch with Heal Rain make this an annoying battle if it isn't over
    quickly.  End it fast by setting up two Archers on the right side of
    the battle formation screen.  Send them up near the stream at its
    highest point (height=9) on their first move (don't shoot at anyone).
    The Wizard will use an MP item and move toward you.  When your Archers
    come up again, it's over.  Send them across the water and put an arrow
    in each Wizardly lung.
      <P>Move
         Before you get to Brigantes, decide whether you want to get a
         rockin' magic-nullifying defense item* or save yourself 30
         minutes.  If you want the item, go to the castle and fight.  If
         not, go to the Edit menu and remove ALL of Denim's equipment and
         spells.  Send him to South Brigantes alone and there's no battle.
        *Also nullifies healing spells and renders the wearer incapable of
         casting any magic.
    
    /\/\/\/\/\/\/\/\/\/\
    40a: South Brigantes
    \/\/\/\/\/\/\/\/\/\/
    Rockin' magic-nullifying defense item:  The Sword Master's Black
    Pendant.  You start in a horrible place, where three archers can kill
    one or two of you before you can do much.  The only way out of this
    that I've found is to have someone (Haborym) neutralize them.  The
    enemies tend to clump together up there, so one shot of Stun or
    Petrify can put a lot of them out of action (my record's eight in one
    spell).  If the spell works well, you can stop playing soldier and
    start playing butcher.
      <P>Though this looks like a multi-battle area, it isn't.
    
    /\/\/\/\/\/\/\/\/\/\
    40b: West Brigantes
    \/\/\/\/\/\/\/\/\/\/
    Rockin' magic-nullifying defense item: The Terror Knight's Black
    Shield.  I like this battle better because the Shield can replace
    anyone's shield, but the Pendant can only replace Denim's or an Orb.
    Also, if you're lucky you can score some Wing Boots from the Archers
    here.  Most likely, though, you'll just get their bows.  Every enemy
    but the Archers has Grease Boots, which let them play Jesus.  Well, the
    walking-on-water bit at least.  As they stand on the water your arrows
    will do insane damage, especially to the Wizard and Siren.  Throw in
    some magic and, despite annoying healers to the north, you'll be
    through this one in no time.
      <P>Though this looks like a multi-battle area, it isn't.
      <P>Warren!
         2 new News items
         3 new Characters: Shelley, Olivia, Moruba
         2 Character updates: Denim, Plancy
    
    /\/\/\/\/\/\/\/\/\
    41: Hedon Mountain
    \/\/\/\/\/\/\/\/\/
     <L>Warlock Rotzer Lv26
    This area isn't nearly as fun as its name implies.  There are two
    attack mages in this one, and they can either be human or Ghosts.
    Just in case, you might wanna bring along an Exorcist.  Really, though,
    you shouldn't need to take anyone but the leader out.  If he doesn't
    spot a nice clump of you to Stun on his second round, the Warlock will
    use his Earth Staff to attack/Stun one unit.  The staff has whiplash
    damage of about 50, though, so after he uses it he's an easy two-hit
    kill (as long as you aren't standing on Ash).
    
    /\/\/\/\/\/\/\/\/\/\
    42: Banhamuba Temple
    \/\/\/\/\/\/\/\/\/\/
     <L>Siren Shelley Lv27
    Easiest battle this chapter.  All you have to do is decide if you want
    to kill Shelley and get her Dark Law spell, or spare her and get her as
    an ally later (without Dark Law).  Take as many of Shelley's sisters as
    you have with you to get some dialog, then either take her HP to 0
    (kill) or 1-19 (maim).  She'll then die or retreat.
      <P>Choose
         Moruba asks if you can fight your sister.  If you think you can,
         you won't have to later.  If you think you can't, you'll have to.
      <P>Warren!
         2 new News items
         2 Character updates: Shelley, Moruba
         1 new Miscellaneous item
      <P>Recruit
         If you spared Shelley, you can get her to join you before you
         fight at Banisha by going to Baramus, making it rain (use the
         Storm spell in training) and trying to leave.  If Olivia is still
         alive you should get a scene in which Shelley joins up.  This
         works regardless of what route you've taken (3L, 3N, 3C).
      <P>Move
         Though you're given no clues, go to Fiduc (northeast).
      <P>Warren!
         1 new News item
         2 new Miscellaneous items
         Read the Miscellaneous item "Freak Explosion" to open the way to
          Hell Gate in the far northwest.
      <P>Move
         The next time you enter Amorika you'll see why the Zenobians are
         here (that'll be 1 new News item).  This won't be available after
         the battles at Banisha.
    
    /\/\/\/\/\/\/\/\
    43: Lanbees Hill
    \/\/\/\/\/\/\/\/
     <L>Dragoon Pajo Lv28
    Silly Pajo will run right at you, so he should be the only one you have
    to kill.  Arrows and magic and you're done.
      <P>Move
         An extraordinarily difficult three-part battle at Banisha follows.
         You might take this opportunity to clear the path to Hell Gate and
         do at least six levels there to save poor, stupid Radlum and get
         the Fudo ability.  Also be sure you've gotten Shelley and visited
         Warren in Amorika.
    
    /\/\/\/\/\/\/\/\/\/\
    44: Banisha Entrance
    \/\/\/\/\/\/\/\/\/\/
    This battle is just here to soften you up.  The Templar Knights you
    face all have magic and use it well.  The Golems are an annoyance and a
    distraction, and should be dealt with only after the superior Templar
    Knights have been whittled down to size.  Stun/Petrify as best you can,
    and use Heal+ to get yourself close to full HP for the next one.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\/\
    45: Banisha Courtyard
    \/\/\/\/\/\/\/\/\/\/\/
     <L>Temple Commando Barbas Lv28
    Things get ugly here, and fast.  Barbas is a bad man, and he does
    insane damage with his hammer.  If you want to get an extra gun, you'll
    want to be at least a few levels above the competition (see "Chapter 4
    Extras" for details).  If the RimFire doesn't interest you, this one's
    not too tough (yes, you can still get Gunners without the RimFire).
    Barbas runs right in, and though he hits hard he's not terribly fast.
    Canopus, an Archer with Warp Boots and a Charged Wizard/Siren will be
    able to end him before he attacks twice.  Bring Canopus, Mildain,
    Guildus and/or Vice if you want to learn a little more about Barbas.
      <P>"Wait, <bad guy>!"
         This battle marks the first time Denim says, "Wait, <bad guy>!"
         as one of the Temple Commandos runs away.  I suggest you get used
         to it.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\
    46: Inside Banisha
    \/\/\/\/\/\/\/\/\/
     <L>Death Templar Lans Lv28
    Don't be too eager here and everything will be fine.  You'll have a
    couple uncontested rounds to heal and scatter your forces.  Get set up
    to defend the entrance north of your starting location- don't go
    through that door.  As you wait, the Warp Boot-wearing enemies will pop
    into your room one or two at a time.  Deal with them, heal any damage
    done, and wait for the next victims.  Lans's fourth move will bring him
    into a nice position to swarm and destroy.  If you're using any harm-
    all-enemy spells from the Hell Gate, don't overdo it- they'll hit
    Kachua as well if she's here (depends on your answer after the battle
    with Shelley).  Don't bother killing enemies for their Warp Boots, as
    you won't get them.
      <P>Choice
         Regardless of the how you got here, Kachua lives if you admit that
         "I did, once," and "I love you."  Maybe other choices work too,
         but I know that these do.  This choice can determine most of the
         ending of the game.
      <P>Warren!
         1 new News item
         1 Character update: Kachua
         1 new Miscellaneous item
      <P>Move
         When you get to Fiduc you'll see a scene- if Kachua's dead, you
         have the option of turning Denim into a Lord.  Do it.
      <P>Warren!
         1 new News item
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\/\/\
    47: Yomlahaba Ravine
    \/\/\/\/\/\/\/\/\/\/
     <L>Beast Tamer Stanoska Lv30
    Stay where you start and kill them as they come- water, as usual, is
    your friend.  Let them die in it.
    
    /\/\/\/\/\/\/\/\
    48: William City
    \/\/\/\/\/\/\/\/
     <L>Sword Master Hanzo Lv30
    If you kill the Sword Master's comrades here you'll get some Wing Boots
    and Fire Swords.  It won't be easy, though, as you start on the low
    ground.  Advance relentlessly, Petrifying/Stunning enemies and healing
    as you can.  Keep your Priest back to revive anyone you might lose,
    though if you use Starion or Dragon magic from Hell Gate you'll win
    easily.
      <P>Move
         Now you assault Heigm.  This three-part battle is much easier than
         that at Banisha, and for my money the "Entrance Heigm" route is
         easiest of all.
    
    /\/\/\/\/\/\/\/\
    49a: Rear Heigm
    \/\/\/\/\/\/\/\/
     <L>Dragon Tamer Halphas Lv30
    The leader carries the Ice Axe.  The enemy will wait if you do, so if
    you let your MP fill up then unleash some powerful Hell Gate magic
    you'll win easily.  If you're not that cheap (and you don't want your
    Warlock/Princess gaining an MVP level every battle), let your MP fill
    up a bit, then send in one fast unit to draw some enemy fire and get
    them to come to you.  If you charge at them, the archers on the western
    wall will chew you up and spit you out.  You'll have the unenviable
    task of carving through two Tiamats before the Dragon Tamer gets close
    enough to take out.  A little bonus here is the Fire Sword you'll get
    if you kill the Sword Master.  This battle leads to battle 50a: South
    Heigm.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    49b: Entrance Heigm
    \/\/\/\/\/\/\/\/\/\/
     <L>Terror Knight Lauau Lv30
    The leader carries the Flame Hammer.  This one looks simple until you
    scroll west and see three Archers way up there.  Move east and out of
    their range ASAP.  After the Terror Knight's first move, your crew
    should be able to do their second.  A Tornado from Canopus and your own
    special blend of magic and arrows will be able to take him out before
    he moves again.  This battle leads to battle 50b: Heigm Courtyard.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\
    50a: South Heigm
    \/\/\/\/\/\/\/\/
     <L>Knight Velmado Lv31
    The leader carries the Phalanx Hammer.  Show them the fruits of their
    honor.  If you use Dragon magic, you win.  If not, you'll have to kill
    quite a few enemies before the Knight is in range.  This battle is the
    reason I usually go the other way, as it degenerates into a slugfest.
    After this comes battle 51: Heigm.
      <P>This is a multi-battle area, so no training/healing/shopping.
    
    /\/\/\/\/\/\/\/\/\/\
    50b: Heigm Courtyard
    \/\/\/\/\/\/\/\/\/\/
     <L>Knight Grandie Lv31
    The leader carries the Cat Claw.  Make this one easy either by using
    overpowered magic or by first going east, then north along the map's
    edge.  This way you avoid the three units waiting to ambush you on the
    western wall.  Get your group in position and wait for the Ninjas and
    Golem to come in range.  While you're killing them, the Knight should
    get close.  Make sure you're mostly healed before you finish him.
    Grandie's not so big.  On to battle 51: Heigm.
      <P>This is a multi-battle area, so no training/healing/shopping.
      <P>"Wait, <bad guy>!"
         Denim says this a second time before the fight with Branta.
    
    /\/\/\/\/\/\/\/\
    51: Heigm
    \/\/\/\/\/\/\/\/
     <L>Bishop Branta Lv31
    Here again, Dragon magic gives you a quick win.  If you think that's
    low, brace yourself.  Wait until the Terror Knights have moved once
    into their line, then pounce.  The pair of magic users is priority one,
    and half of the Terror Knights can be immobilized using Stun/Petrify.
    When the magic users have been dealt with, send some heavy duty
    fighting units north to take out the Angel Knights that Branta summons.
    Your Wizard/Siren can cut the Terror Knights down to size while you
    wait for the fighters to finish Branta.
      <P>Warren!
         3 new News items
         1 new Character: Claire
         1 Character update: Branta (yeah, Lans doesn't get one.  Grr.)
         2 new Miscellaneous items
         Read the Miscellaneous item "Double Agent" and go to Krizar if you
           want to find out more about Haborym's past (see Kurtis Seid's
           Ending FAQ to find what you'll miss if you do this).  This
           doesn't seem to work if you took the neutral route.
      <P>Save for Posterity?
         This is it- once you enter Eden, you won't be able to get back to
         the world map.  Mainly this means no more training or shopping
         (but you shouldn't need to do that anymore) and no Warren Report.
         That's what sucks.  The Warren Report lets you see most of the
         plot scenes over again, and I like that.  So what I do is make a
         save in slot ten or so, then copy that onto a PS2 card when I get
         the chance.  Now all those scenes aren't lost.  So now slots 8, 9
         and 10 house the complete Warren Reports for the L, N and C
         routes, while another three slots have endgame info.  But that's
         probably going overboard.
    
    EDEN
    All Eden battles are simple.  You have the advantage in numbers, so you
    can run up there and do damage, leaving one Stunned/Petrified opponent
    until you're all healed up.  Kill the last guy and move on.  Many
    floors in Eden have doors to more than one other floor.  The computer
    will only automatically open the lowest visible door (marked <A>), so
    if you want to open any others you'll have to position a unit in front
    of the door.  These extra doors may be visible (marked <V>) or hidden
    (marked <H>).  Remember, <T> means a hidden treasure location, and all
    locations are written as squares from a given corner.  The fastest way
    through Eden is 1F, 6F, 9F, 12F, 16F, 18F.  All the way to the end it's
    a multi-part battle, so no training/healing/shopping.  It's highly
    recommended that you do at least up to B6 of Hell Gate before coming
    here to get the end boss-killing Fudo skill.  Good luck.
    
    /\/\/\/\/\/\/\/\
    1F Entrance
    \/\/\/\/\/\/\/\/
    <A>To 2F: 5S 5W from NE
    <V>To 3F: 5S 4E from NW
    <H>To 6F: 5N 1E from SW (quickest way through Eden)
    <T>10S 3E from NW
    
    /\/\/\/\/\/\/\/\/\/\
    2F Water Snake Spine
    \/\/\/\/\/\/\/\/\/\/
    <A>To 4F: 5S 4E from NW
    
    /\/\/\/\/\/\/\/\
    3F Fisted Man
    \/\/\/\/\/\/\/\/
    <A>To 5F: 6N 5E from SW
    
    /\/\/\/\/\/\/\/\/\
    4F Stomping Woman
    \/\/\/\/\/\/\/\/\/
    <A>To 7F: 2S 4E from NW
    <H>To 8F: 3S 3W from NE
    
    /\/\/\/\/\/\/\/\
    5F Jewel Tear
    \/\/\/\/\/\/\/\/
    <A>To 8F: 4S 2E from NW
    
    /\/\/\/\/\/\/\/\
    6F Blue Loop
    \/\/\/\/\/\/\/\/
    <A>To 7F: 4S 3E from NW
    <H>To 9F: 3S 9W from NE (quickest way through Eden)
    
    /\/\/\/\/\/\/\/\/\/\
    7F Hair in the Wind
    \/\/\/\/\/\/\/\/\/\/
    <A>To 9F: 6S 4E from NW
    
    /\/\/\/\/\/\/\/\/\
    8F Orgasmic Dream
    \/\/\/\/\/\/\/\/\/
    <A>To 9F: 5S 3E from NW
    
    /\/\/\/\/\/\/\/\
    9F Wine Altar
    \/\/\/\/\/\/\/\/
    <A>To 10F: 5N 5E from SW
    <V>To 11F: 5S 4E from NW
    <H>To 12F: 5N 4E from SW (quickest way through Eden)
    
    /\/\/\/\/\/\/\/\
    10F Honeymoon
    \/\/\/\/\/\/\/\/
    <A>To 13F: 3N 3E from SW
    
    /\/\/\/\/\/\/\/\/\/\
    11F Growling Bastard
    \/\/\/\/\/\/\/\/\/\/
    <A>To 14F: 2N 5E from SW
    
    /\/\/\/\/\/\/\/\
    12F Red Loop
    \/\/\/\/\/\/\/\/
    <A>To 15F: 2S 4E from NW
    <H>To 16F: 7S 5E from NW (quickest way through Eden)
    
    /\/\/\/\/\/\/\/\/\
    13F Color of Time
    \/\/\/\/\/\/\/\/\/
    <A>To 15F: 2S 4E from NW
    <H>To 16F: 4S 2E from NW
    
    /\/\/\/\/\/\/\/\
    14F Loyal Room
    \/\/\/\/\/\/\/\/
    <A>To 15F: 4S 7W from NE
    
    /\/\/\/\/\/\/\/\
    15F Star Gazer
    \/\/\/\/\/\/\/\/
    <A>To 17F: 4S 7W from NE
    
    /\/\/\/\/\/\/\/\
    16F Black Loop
    \/\/\/\/\/\/\/\/
    <A>To 17F: 5S 3E from NW
    <H>To 18F: 4N 1W from SE (quickest way through Eden)
    
    /\/\/\/\/\/\/\/\
    17F White Loop
    \/\/\/\/\/\/\/\/
    <A>To 18F: 5N 4E from SW
    
    /\/\/\/\/\/\/\/\/\/\
    18F Heaven and Hell
    \/\/\/\/\/\/\/\/\/\/
     <L>Temple Commando Andoras Lv34
    After a third "Wait, <bad guy>!" the battle begins.  Bring Canopus for
    a chat of you like, then wait Andoras out.  When Andoras does his
    second move, spring into action.  He should be the only guy you kill.
    
    /\/\/\/\/\/\/\/\/\/\/\/\
    UndergroundTomb Entrance
    \/\/\/\/\/\/\/\/\/\/\/\/
    Undead greet you here.  Starion works best if you have it, but have
    someone take out the zombie Archer to the north because she'll shoot at
    you before you can use the spell.  If you've just got Exorcism, Stun/
    Petrify the baddies in neat, Exorcisable groups and KO others if you
    must.
      <P>"Wait, <bad guy>!"
         One last time.  What do I look like, a waiter?  Ahem.
    
    /\/\/\/\/\/\/\/\
    Ancient Ruins
    \/\/\/\/\/\/\/\/
    The last six regular enemies in the game.  A nice mix of two brawlers,
    two archers and two magic users for you to kill on flat ground.  Get
    your HP ready.
    
    /\/\/\/\/\/\/\/\
    Sealed Room
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Barbas Lv35
     <L>Temple Commando Martym Lv35
    Martym may be able to give Denim a whack with his blade, but that's all
    the damage you're gonna take in this one.  Ten on two.  That's not
    fair.  Get your HP full for the last battle and equip the Brunhild if
    it's better than what you have.
    
    /\/\/\/\/\/\/\/\
    Sealed Room
    \/\/\/\/\/\/\/\/
     <L>Dark Element Dolgare Lv35
    Sweet mother of pearl, Dolgare takes little damage.  This battle alone
    is reason for you to go to B6 of Hell Gate, because Fudo will save your
    hide here.  Beware the Dark Stalkers as they're fast, they pack a
    punch, they're often immune to magic and Dolgare keeps spitting out new
    ones.  If your level is way above Dolgare's he might use a catastrophic
    mega-spell.  If he uses it twice it'll wipe out your crew.  He doesn't
    always use it, though, so if you load you should make it.  If your
    level is around Dolgare's he'll be content to summon Dark Stalkers and
    use LifeSuck.  The only way to do real damage to him when you're at
    Lv35 is with Fudo and the other defense-ignoring Hell Gate techniques.
    Wait and he'll move right up close, where you can smash him.  Before
    you finish him, save and make sure you have a free half-hour.
      <P>The End
         Why are the words so slow?  Why must the music loop every 29, 47
         or 66 seconds depending on the song?  Besides that and the
         occasionally horrible translation, good endings.
      <P>Credits
         Finally, finally, finally they mention that Yasumi Matsuno
         directed this game.  The opening credits only featured the
         Playstation port staff.  Grr.  His other projects include Ogre
         Battle, Final Fantasy Tactics and Vagrant Story, all of which are
         easier to find than this game.  As of late 2002, most of his time
         is being devoted to Final Fantasy XII.
    
    
     /\  /\  /\  /\
    /\/\/\/\/\/\/\/\
    Chapter 4 Extras
    \/\/\/\/\/\/\/\/
     \/  \/  \/  \/
    
    Deneb Rhobe/\/\/\/\/\/\/\/\/\/\/\/\/
    
    At the beginning of Chapter 4, check out the Miscellaneous item 
    "Deneb's Store."  You must read it for Deneb's store to appear.  It
    moves from town to town at a given day of every month.  Find her at
    Rime or Fiduc from the 15th to 18th, and see Henry Chan's FAQ for every
    Deneb date.  She sells Orbs.  Buy lots.  Equip them.  Never let the
    computer control your troops.  The computer is retarded.  The computer
    will use your Orbs, but their -10 weight is better than any damage they
    may deal.  The computer used all my Orbs in training once.  Grr.  Once
    you buy 255 items from Deneb (buy 99 cheap things then sell them right
    back), a new option shows up in the shop menu.  Press SELECT on it for
    a joke, then use it to recruit her.  If you like pain, do the Hell Gate
    thing and sell her ten of the Glass Pumpkins you'll occasionally find
    in the early levels so you can recruit ten Pumpkin Heads from her- then
    when you get Deneb she'll be super-charged, with the terrible (in a
    good sense) Nova spell, extra levels and fire equipment.  Either way
    she gets her own Character section in the Warren Report.  When Deneb is
    yours, head to Amorika for a scene with her, Warren and Canopus (this
    may only happen before you fight at Banisha).
    
    Oxyones Lavin/\/\/\/\/\/\/\/\/\/\/\/
    
    Getting the Dragon Tamer heroine is tricky.  She's only available in
    the lawful route.  First, get Jenounes and keep him alive.  In Chapter
    4, open the road to Hell Gate and clear Brumor.  Now try to get in a
    random battle at Brumor, and make sure you bring Jenounes along.  You
    should wind up facing Oxyones and her four dragons.  If you kill her
    you'll get her Saint Crossbow, but the real trick is to get her HP low
    to force her and any surviving dragons to join you.  The battle is as
    easy as you'd expect a 10-on-5 fight to be, especially if you Stun/
    Petrify a couple dragons.  Four Holy Dragons is overkill, so auction
    off a few at Heigm to make Steak available to buy.  Use Steak in
    training to give a character a +10 strength boost!  If both Oxyones and
    Jenounes survive until the Kachua-as-queen ending, you might get a
    scene with them (see Kurtis Seid's outstanding ending FAQ for details).
    
    Gunners and Ganb\/\/\/\/\/\/\/\/\/\/
    
    You fought him in Chapters 1 and 3 and Ganb is back, though a little
    tough to find, in Chapter 4- and he can join your team with the
    powerful Rifle.  First thing you might wanna do is get your hands on
    the RimFire pistol during the second part of the Chapter 4 fight at
    Banisha.  Barbas hands it to a Templar Knight with a tendency to run
    away,  so a battle of moderate difficulty becomes a real pain.
    Outlevel the enemy by five or more and this'll be relatively easy.  If
    you're not that powerful, use Dragon magic and Starion from the Hell
    Gate, along with a Tornado from Canopus on the gun-carrier.  Make sure
    your spells don't kill Barbas before the gun-carrier.  You don't need
    the RimFire to do the Gunner quest, but if you want more than one or
    two Gunners you should get it.  Done?  Okay, after you've seen the
    scene at Fiduc you can read the Miscellaneous item "Ramzen Wreckage."
    This opens up the battle at...
    
    /\/\/\/\/\/\/\/\
    Grimby City
    \/\/\/\/\/\/\/\/
     <L>Temple Commando Martym Lv29
     <G>Rendal
     <T>2S 1W from NE
    The only way this battle can be difficult is if you want the unique
    weapons available here.  Rendal is the exception to the "all Guests are
    dumb as rocks" rule, as he immediately and always runs for safety
    behind your start position.  Martym hits hard, but if you have a healer
    near that won't be a problem.  Send groups out to get the special
    weapons before you get Martym's HP low if you want, but there's much
    better swag in Hell Gate.
      <P>Warren!
         1 new News item
         1 new Miscellaneous item
         Read the Miscellaneous item "Thief in Nimuraba" to open up the
           battle at...
    
    /\/\/\/\/\/\/\/\
    Nimuraba
    \/\/\/\/\/\/\/\/
     <L>Beast Tamer Ganb Lv30
    What you shouldn't do here is kill either Gryphon.  You might've killed
    his babies before, but if you do it here he won't forgive you.  Cut
    through the not-too-dangerous Lizard and Hawk Men while healing damage
    done by the dangerous Gryphon tandem.  Isolate Ganb and get his HP
    really low (but not all the way down to zero) to get him and the
    Gryphons to join you.  None of them are great, but Ganb joins up with
    the Rifle- the most powerful gun in the game.  You can auction off the
    Gryphons in Heigm to make Chicken available to buy- use it in training
    to increase your vitality by 10!  Feed Ganb his own babies, if you
    like.  No, don't.  That's sick.
      <P>Warren!
         1 Character update: Ganb
    
    Forbidden Power/\/\/\/\/\/\/\/\/\/\/
    
    Warning: This is totally not worth it.  The Shaman class, which the
    four sisters will turn into here, is a sham.  Their intelligence
    doesn't go up as fast as a Siren, nor their strength like a Valkyrie.
    Their unique spells, the Forbidden Magic, hurt everyone on the field
    but the character using the spell- friendlies included.  All you get
    out of this one is some good shields and the sinking feeling that these
    four characters are now useless.
    
    If you wanna do it anyway you'll need all four sisters, so you can't
    take the lawful route (poor, dead Selye).  Get Sisteena, Olivia and
    Shelley as described in the Battle Info section.  If you took the
    chaotic route you'll have Selye automatically.  For the neutral route,
    you must save her from Oz at Fort Bodo in 3N as described.  She'll run
    off and you won't see her again until Chapter 4.  Just before you fight
    at Banisha, head to Krizar and read the Miscellaneous item "Pirates in
    the Fort."  Go to Ft. Kadoriga, and you'll find yourself challenged by
    Erig the Exorcist.  If you say "No way," you'll fight an easy battle
    and kill him, and you'll lose Selye.  If you say "Help us," he'll lead
    you to Selye and they'll both join you.
    
    Once you have all four sisters*, go to Coritani and answer Moruba's
    question correctly.  He'll tell you to bring the girls to Banhamuba,
    where you'll be given the option of turning each of them into a Shaman.
    One new fort will appear on the world map for each sister you turn into
    a Shaman.  Go there to fight the fort battle and get a shield, then
    leave and return to fight the temple battle and get a Forbidden spell.
     *The Forbidden Power quest may be done in part if you missed a sister
      or two (neutral or chaotic path and didn't get Shelley before Banisha
      fight).  You can get the scene at Coritani, then turn whatever
      sisters you have into Shamans and do their battles.  I'm not sure if
      it can even partially be done in the lawful route.
    
    Sisteena
    /\/\/\/\/\/\/\/\
    Fort Damsa
    \/\/\/\/\/\/\/\/
     <L>Sword Master Anchen Lv29
    Cheat your way to victory!  Bring along someone with one of the multi-
    hit attack spells (e.g. Gnome, Fenril).  Move him one panel north of
    the limestone rock you start near.  The enemy won't move until you get
    close, so wait until you have 40MP.  Now move him so he's seven panels
    east of the enemy leader and fire off the spell.  You win, easy as
    that.  You'll get the Thunder Shield.
    
    /\/\/\/\/\/\/\/\
    Hahnela Temple
    \/\/\/\/\/\/\/\/
    Bring lots of bow-wielders and you'll win easily.  You have a huge
    height advantage, so use it.  Shoot outside your range with impunity.
    The enemy bird thing will probably hit you, but aside from that and a
    pesky Wind Orb that one of the Golems uses, you won't get hurt.  The
    bird thing gives you Sisteena's Forbidden Magic: Air Cry.
    
    Olivia
    /\/\/\/\/\/\/\/\
    Fort Gerdo
    \/\/\/\/\/\/\/\/
     <L>Lich Anberg Lv30
    Everybody but the leader is undead, so Starion will make this one very
    easy.  Without it you'll want to wait and fill your MP (the enemy won't
    do anything until you get close).  Use everything you've got to get
    through the enemies- Petrify and Exorcism are especially useful.  The
    leader has a pretty powerful spell on him, but he seems to prefer using
    Incubus.  Hike up to and kill him to get the Ice Shield.
    
    /\/\/\/\/\/\/\/\
    Gurza Temple
    \/\/\/\/\/\/\/\/
    Though you start with the low ground this is still just a 10-on-5
    fight.  Stun/Petrify is your best friend here, especially if you put
    the big, ultra-high defense Holy Dragon out of commission with it.
    That same Dragon will eventually yield Olivia's Forbidden Magic:
    IceCloud.
    
    Selye
    /\/\/\/\/\/\/\/\
    Fort Bodo
    \/\/\/\/\/\/\/\/
     <L>Berzerker Robos Lv30
    Flying enemies pester you here, but they're not a real threat- even if
    one of the Hawk Men uses his Fire Orb.  Kill a few if you like, and
    take the leader down for his Fire Shield.
    
    /\/\/\/\/\/\/\/\
    Zoshonell Temple
    \/\/\/\/\/\/\/\/
    This one's tough.  Many enemies here will use Crimson against you, and
    you'll get hit by a Fire Orb.  Once you Stun / Petrify a few, though,
    this fight is over.  Revivify who you need to, then kill 'em all.  The
    big bad Fire Brass will drop Selye's Forbidden Magic: Nova+.
    
    Shelley
    /\/\/\/\/\/\/\/\
    Fort Gekko
    \/\/\/\/\/\/\/\/
     <L>Berzerker Bavan Lv30
    All enemies here have really low defense, so though they might do you
    some little hurt, they'll be dead real quick.  The Berzerker will take
    a few hits, but he's nothing you can't deal with at this point.  He
    drops the Earth Shield.
    
    /\/\/\/\/\/\/\/\
    Bartha Temple
    \/\/\/\/\/\/\/\/
    Though the Gargoyle will use an Earth Orb on you, this battle's easy.
    Take out his weak friends, then kill the Gargoyle to get Shelley's
    Forbidden Magic: Quake.
    
    Hell Gate/\/\/\/\/\/\/\/\/\/\/\/\/\/
    
    After the way to Banisha opens, read the Miscellaneous item "Freak
    Explosion" to access the monstrous Hell Gate side quest.  Fight three
    battles just to get there, then one freaking hundred floors of action.
    You'll gain no experience, but loads of cash and excellent equipment.
    Follow me if you've got time and patience (imagine doing this thing in
    the no-save-during-battle Super Famicom version).
    
    Is it worthwhile?  Up through B6, yes.  Up through B25 is even better.
    After that, only if you're a completist with a whole lotta time (though
    the Dragon spells Mute and SnapShot almost make going deeper worth your
    time).
    
    /\/\/\/\/\/\/\/\
    Madra Ice Field
    \/\/\/\/\/\/\/\/
    Ten of you against five Dragons.  Stun/Petrify some of the white ones
    and kill the blues first.  Bring a Dragoon if you have one and he'll
    carve 'em up real good.
    
    /\/\/\/\/\/\/\/\
    Brumor Plateau
    \/\/\/\/\/\/\/\/
    Ten on nine is a little fairer, but still pretty easy.  The bad guys'
    first turn usually puts a bunch of them in an easy to Stun/Petrify
    group.  Do so, carve up the unaffected, then end this one.  This is the
    place where you can get Oxyones if you have Jenounes.
    
    /\/\/\/\/\/\/\/\
    Botegen Plains
    \/\/\/\/\/\/\/\/
    Every last enemy here has terrible defense (okay, the Gryphon's not
    bad), so run on in with swords held high.  Go for the southeastern
    group with a few warriors and Haborym for Petrifying/Stunning, and let
    magic users, archers and one or two fighters take out the Hawk Men and
    friends to the north.
    
    <NOTES ON HELL GATE>
    All Hell Gate strategies only apply to your first time on a given
    floor, so B2 won't be as hard or B3 as easy if you run away and come
    back later.  Bring someone with Exorcism or Starion (after B25) to
    every battle, as the undead are all over the place here.  Hell Gate is
    a 100-part battle, so you will never get your HP recovered between
    floors.  Heal as you can.  If you retreat after any battle, you'll be
    sent to the world map and must start Hell Gate from B1 if you return.
    Levels don't matter here- you get no experience points, and all enemies
    are gonna be around your level (except in battles with a set leader).
    The spirit of Roderick will teach you some skills as you descend- there
    are ten in all, but you might not get each one.  These skills can only
    be used if a certain weapon is equipped.  Sadly there are no skills for 
    staves, leaving magic users out of luck.  All skills will hurt the
    user as well as the target (like Wind Shot).  The most useful skills
    are Fudo and Rage because they ignore enemy defense.
    
      SKILL    WEAPON  PREFERRED CLASS  NOTES
      Fudo     Sword   Sword Master     Damage based on user's Dexterity.
                                        Ignores enemy defense!
                                        Same range as a spear.
    
      FireWave Axe     Doesn't matter   Roderick calls it "ZanFire."
               Spear                    Damage based on user's Mentality.
               Claw                     Same range as a spear.
               Hammer
    
      DevilCry Axe     Doesn't matter   Same range as a spear.
               Spear                    Damage based on user's HP.
               Claw                     Drops user's HP dramatically.
               Hammer
    
      MegaBolt Axe     Doesn't matter   Roderick calls it "TenseiHa."
               Spear                    Damage based on user's Mentality.
               Claw                     Same range as a spear.
               Hammer
    
      Rage     Bow     Archer           Damage based on user's Strength.
                       Ninja            Ignores enemy defense!
                                        Roderick calls it "RageDogo."
                                        Same range as a spear.
    
      Relic    Axe     Eagle Man        Petrifies target.
               Spear                    Same range as a spear.
               Claw
               Hammer
    
      Dracul   Sword   Doesn't matter   Same range as a spear.
                                        Seems really lame.
                                        Damage based on user's weapon.
    
      SoulWave Axe     Doesn't matter   Same range as a spear.
               Spear                    Roderick calls it "ZanWave"
               Claw                     Lowers target's max HP permanently.
               Hammer
    
      RamPower Axe     Terror Knight    Same range as a spear.
               Spear                    Guaranteed to knock enemy back.
               Claw
               Hammer
    
      Agony    Sword   Doesn't matter   User's HP down = Agony's power up.
                                        Roderick calls it the most powerful
                                        skill.  Maybe, but it's not useful.
    
    /\/\/\/\/\/\/\/\
    Hell Gate B1
    \/\/\/\/\/\/\/\/
     <L>Venefik Falfadet Lv28
    Easy but annoying.  You have great position for bows, so give Denim and
    everybody else except your healers some kind of bow.  Serious.  You can
    shoot up to eight panels outside the marked range with ease!  The
    annoying bit is that the enemies all have Warp Rings, which are so cool
    that you'll want to kill everybody and get a few.  Trouble is, if dead
    enemies leave a treasure it's usually Balder equipment.  Grr.  Once by
    dumb luck I got three Rings here, but be happy if you get one and move
    on (you'll get one for sure after B3).  The leader here is supposed to
    be a master poisoner or something.  I've never seen her use her special
    skill "Hazard"- she'll usually just use Acid.
      <P>Warren! (when you leave)
         1 new Character: Falfadet
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\
    Hell Gate B2
    \/\/\/\/\/\/\/\/
     <G>Radlum
    Save as this battle starts.  Send someone with a shield (hit enemies
    with it to send them into the abyss) or a pair without to deal with the
    northern undeads while everyone else (including an Exorcist) moves
    south to protect poor, stupid Radlum.  He has the only copy of the Wipe
    Out spell in the game, and he's great to have around using Charge.  But
    he's dumb.  His first move will decide his fate.  If he runs toward the
    southeast, he's toast.  If he runs to you, he'll make it.  I'm not sure
    what governs his choice, so here's another way to get him if he keeps
    killing himself:  Have him put to sleep and heal him.  The sleep bit
    will probably mean you have to save before the Ghost uses Incubus on
    Radlum (before his first move).  Load until the spell puts him to
    sleep- this might take more than a few tries, but it does happen.  Now
    he'll need healing- either a Cleric anywhere with Heal All (Charged by
    a Sword Master or someone) or a Cleric with Heal+ running to help him
    ASAP (you should start a Cleric on the left side).  When this finally
    works, you should Stun/Petrify Radlum to keep him safe behind your
    lines while you Exorcise everybody.  Radlum will start at Lv28, so
    leave and train him up before you do the rest of Hell Gate.
      <P>Warren! (when you leave)
         1 new Character: Radlum
    
    /\/\/\/\/\/\/\/\
    Hell Gate B3
    \/\/\/\/\/\/\/\/
     <L>Gorgon Zadova Lv29
    This level is the gate to the real Hell Gate, and there's a trick to
    getting in.  You have to open the hidden door by having a unit stand in
    front of it.  The door is along the northern wall, and it's a stone
    panel surrounded by poison (2S 5E from NW).  Send Canopus there before
    you kill the Gorgon and you'll be out of here before you take much
    damage.
      <P>Warren! (when you leave)
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\
    Hell Gate B4
    \/\/\/\/\/\/\/\/
     <L>Necromancer Nybbas Lv30
    Not an easy fight.  Nybbas is far enough away that he can't be
    effectively rushed, and you'll want to kill the shades of Leonard and
    Zaebos for their unique spears anyway.  Focus on the spear holders
    first, and bring along healers aplenty (three isn't overkill) because a
    lot of magical hurt will be brought down on you.  Exorcise as many
    undead as you can and get two arrows into Nybbas as soon as he's in
    range.  You'll be able to heal on the next floor.  If you took the
    neutral route and Nybbas is already a Lich, this battle will be a
    little easier.  Leonard and Zaebos won't be here, so you can focus on
    Nybbas right off the bat.  You'll probably get your two arrows into him
    before he moves.
      <P>Warren! (when you leave)
         1 Character update: Nybbas
      <P>Drudgery
         Now Hell Gate settles into its routine.  Levels that are a
         multiple of five have unique maps, while all other levels have the
         same map as B6.  Roderick will show up at some of these levels and
         give you the special skills listed above, starting with Fudo at
         B6.  These B6 battles are easy, usually 10-on-5 (earlier levels)
         to 10-on-8 (later levels).  Stay where you start, healing and
         Charging, until all enemies have moved onto the center square.
         Petrify/Stun them and move in.  You'll get great equipment here,
         so don't let any enemies empty the treasure bags.  Some groups
         won't leave good treasure, so you might want to save just before
         completing a level and load until something good comes up on the
         next one.  Only three more plot battles (the enemies talk to you)
         remain.
      <P>Warren! (when you leave, after B6)
         1 new Character: Roderick
      <P>Watch Out
         The Four Guardians will fight you somewhere in here.  Magic and
         the special attacks you get from Roderick will work well, because
         most regular attacks will get you nowhere.  Fudo!  You'll get one
         unique weapon when you kill the Orb-carrying Guardian.  If you get
         the 4 Guardian weapons (beat the Guardians 4 times) you can go
         through all 100 floors a second time to get the FireSeal.  Right.
    
    /\/\/\/\/\/\/\/\
    Hell Gate B25
    \/\/\/\/\/\/\/\/
     <L>Searzist Vepar Lv31
    Tons of cool stuff here, so you'll want to kill everybody.  Thankfully
    they seem to want to die.  Wait until every enemy has moved- look at
    that!  See?  They want you to Petrify/Stun them, the way they clump up
    like that.  Do it, throwing in a simple attack spell or two (Dragon
    magic is even better), and the enemies will start dropping.  Again the
    ugly old lady is supposed to have a special skill (Jihad), but she
    never uses it.  Just watch her HP, making sure she doesn't die until
    you've killed all her friends for their equipment.  Give Starion to an
    Exorcist, Angel Knight, Shaman or Princess after the battle, and undead
    enemies will never be a problem again.
      <P>Warren! (when you leave)
         1 new Character: Vepar
         1 new Miscellaneous item
    
    /\/\/\/\/\/\/\/\
    Hell Gate B50
    \/\/\/\/\/\/\/\/
     <L>Demon Belzbute Lv33
    Easy easy easy.  Some of the undead here have equipment you might want,
    but it's not worth the trouble to persuade them.  You could easily win
    this battle with just Radlum and Presance.  Radlum uses Charge on
    Presance, Presance uses Starion (9 enemies down, 1 too far away to hurt
    you), Radlum Charges himself, Presance uses Starion again, Radlum uses
    whatever Dragon magic you like (Mute rocks), Demon dies.  The end.  The
    Death spell you get from the Demon is one of the Forbidden spells- that
    is, it hurts all enemies and allies.  Don't bother with it.
      <P>Warren! (when you leave)
         1 new Character: Belzbute
    
    /\/\/\/\/\/\/\/\
    Last Level
    \/\/\/\/\/\/\/\/
     <L>Lich Nybbas Lv40
    Easy and anticlimactic.  With Starion and Dragon magic you shouldn't
    even need to get close to him, and his cronies won't get close to you.
    For finishing Hell Gate you're awarded a spell you already have and
    bragging rights if your friends are as... enlightened, let's say, as
    you.
      <P>Warren!
         1 Character update: Nybbas
    
    
     /\  /\  /\  /\  /\  /\
    /\/\/\/\/\/\/\/\/\/\/\/\
    Recommended Reading Etc.
    \/\/\/\/\/\/\/\/\/\/\/\/
     \/  \/  \/  \/  \/  \/
    Recommended reading
    (All available at gamefaqs.com)
    1)Kurtis Seid's Ending FAQ
      A must-read.  Does what it sets out to do very well.
    2)Billy Williams' Tactics Ogre Character FAQ
      Outstanding.  This FAQ covers its range beautifully- the best class
      analysis available.
    3)Seigfried's Tactics Ogre FAQ
      Great resource for everything but Chapter 3N.  Read for a second
      opinion to most of my battle strategies, thorough equipment list and
      adequate class analysis.
    4)Volt's Hidden Item FAQ
      I only listed treasure I stumbled onto in battle.  This is a better,
      though still incomplete, resource for finding hidden items.
    5)Henry Chan's Tactics Ogre FAQ
      Shows where Deneb's Store is on any given day, where to sell L-Class
      allies for cool items and an insane table of what happens when you
      answer the questions at the beginning of the game.  And it uses
      Japanese names for everything.  Grr.
    6)Henry Chan's Sub-Guide
      Some good tricks and okay class analysis.  Still uses Japanese names.
    
    Etc.
    1)The Tactics Ogre CD has two music tracks on it- a nice little bonus
      from the kind folks at Atlus.
    2)In this genre and on this system, try Final Fantasy Tactics and
      Front Mission 3.  Vagrant Story, from the same director and
      composer as Tactics Ogre, deserves all the praise it got.
    3)As of late 2002, the future of the Ogre Battle series is in Square's
      hands.  The man behind it all, Yasumi Matsuno, has a full plate with
      potential Final Fantasy Tactics and Vagrant Story sequels and work on
      Final Fantasy XII, and I can't see Square green-lighting an Ogre
      Battle game until those are finished (which will probably be around
      the end of the PS2's life).  If then.  Here's hoping.
    
    
     /\  /\  /\  /\  /\  /\  /\
    /\/\/\/\/\/\/\/\/\/\/\/\/\/\
    The Larger Ogre Battle Story
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    SPOILERS abound, right through to the end.  Continue at your own
    discretion.
    
    At the end of the day, Tactics Ogre is a small part of the larger Ogre
    Battle story.  Sure it's named after a crappy Queen song, but that
    doesn't make the story any less worth telling (Ogre Battle, March of
    the Black Queen and Let Us Cling Together are all Queen songs).  As far
    as that larger story is concerned, this is all that matters from
    Episode VII:
      -Lans Hamilton of Zenobia forgets his past and sits drooling, looking
       at the sea in Valeria.
      -The Lodis Empire seems to have its sights set on taking over
       Valeria, which could trigger a big Lodis v. Zenobia war.
      -The holy Brunhild Sword, stolen by Lodis agents, is reclaimed and
       returned to Zenobia.
      -Lans Tartare and a couple of his officers (Volac and Balzepho)
       return to Lodis.  Haborym Rams gives chase, hoping to kill Balzepho.
      -Valeria is most likely united under Queen Bersalia Overis Valeria.
      -Zenobian Lord Mancer Warren Moons is missing, presumed dead.
      -Famed Chicken Man Canopus returns to Zenobia after helping reclaim
       the Brunhild.
      -Denim Mown, hero of Griate, most likely travels to Zenobia (maybe
       with Olivia Foriner).
    All this sets the stage for Episodes VIII and more.  The imagination
    can run wild with all this: Lans regains consciousness, only to find
    Zenobia at war?  He and friends Denim and Canopus help King-in-exile
    Tristan reclaim the throne, forcing the Emperor of Lodis to summon
    legendary Ogres to defend his crumbling lands?  Lans Tartare joins our
    heroes to get rid of the Ogres as Lans Hamilton seals them away forever
    with the Brunhild?  Truth is, I doubt there'll be another Ogre Battle
    game.  Imagination might be all we have.
    
    Copyright 2002-2003 Ryan Voytovich
    The only place you'll be sure to find the newest version of this
    document is at gamefaqs.com.  Use all of it or bits of it as you like,
    just mention that it's my work.