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    |                  *                          *                     |
    :       Syonyx presents for your gaming pleasure:    *              :
    |  *                                                             *  |
    :            --- VANDAL-HEARTS FAQ/Walkthrough ---                  :
    |                           *                                       |
    :   *                                         Version 1.26      *   :
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___________________                                                 ___________
...................                                                 ...........
 TABLE OF CONTENTS                                                   GAME INFO

1. Introduction                                            Title: Vandal Hearts
2. Controls                                          Platform: Sony Playstation
3. Game structure                                           Genre: Strategy-RPG
4. Character classes                                      ESRB Rating: T (Teen)
5. Characters                                                 Developer: Konami
6. Strategy tips                                              Publisher: Konami
7. Walkthrough                                       Year of release: 1996 (JP)
    7.1 Chapter One                                                   1997 (NA)
    7.2 Chapter Two
    7.3 Chapter Three
    7.4 Chapter Four
    7.5 Chapter Five
    7.6 Chapter Six
8. Trials of Toroah                            *** Press ctrl-f and enter the
9. Lists                                           section number to jump to
    9.1 Weapons                                    that section ***
    9.2 Armor
    9.3 Items
    9.4 Spells
    9.5 Shops
    9.6 Bestiary
10. Experience-raising tricks
11. In closing

....................
++++++++++++++++++++
 1. INTRODUCTION
++++++++++++++++++++

Vandal Hearts is a turn-based battle strategy game created by Konami for the
Sony Playstation.  Through the lead character of Ash Lambert, the player
enacts a series of battle scenarios taking place in the world of Ishtaria,
developing relationships between characters along the way, and revealing the
history and destiny of the land and its people.

This walkthrough provides strategies for completing each battle scenario
including collecting all treasures and without having any player characters
die.  These are one way "I" completed the battles.  There are other possible
ways to finish most of them.  I have not given step-by-step instructions in
most cases, as that would just be boring.  Instead, I give guidelines to help
you succeed, while still making the game your own.  I have also described the
events that surround each scenario, trying as much as I could not to give any
spoilers, but you may learn minor things if you read ahead.  But then, if
you're reading this guide in full before ever having played the game, then I
don't think you're doing it right.

LEGAL STUFF: This document is copyrighted to Marc Lalonde, 2003.  Please feel
free to make personal, not-for-profit use of this FAQ.  You may not use this
document in whole or in part to make economic profit or in the hope of such
profit in any way.  You may not alter the content in any way except for
personal use, and you may not remove or replace indications of authorship if
the document or any part thereof will be seen or used publicly in any way.
Currently, this FAQ is only authorized for use on gamefaqs.com.  Do not post
this document on any other site without explicit prior consent from the
author.  If your site is as easy to navigate, comprehensive, light on
advertisements, and pop-up free as Gamefaqs, I might consider letting you post
it.  Please direct correspondence to [syonyx_faqs at yahoo dot com].

VERSION HISTORY:
Version 1.26: February 5, 2006.  Added a buried item found by a reader.
Version 1.25: March 3, 2004.  Fixed some layout issues after feedback from
               some other respected faq writers.
Version 1.21: January 28, 2004.  Merely fixed a few typos.
Version 1.20: August 9, 2003.  Added final few bits of info in lists.  Added
               leveling-up tricks at end of FAQ.  Refined a few battle guides.
Version 1.10: July 25, 2003.  Included a few missing bits of information in
               the lists.  Added one missing buried treasure.  Updated
               strategies for saving the villagers (Ch.2, Sc.1) and the mage
               towers with perfect status (no towers destroyed) (Ch.3, Sc.2).
               Added strategy tips section.
Version 1.00: July 6, 2003.  Complete walkthrough.

.........................
+++++++++++++++++++++++++
 2. CONTROLS
+++++++++++++++++++++++++

In Battle: Directional buttons: Move cursor.
           O: -Select character;
              -Select menu options;
              -Check range of movement (when cursor over enemy, or ally who
               has already acted that turn);
              -Open battle menu (when cursor on unoccupied square).

           X: -Cancel menu option;
              -Check stats, spells and items (when cursor over enemy or ally);

           Square: Move cursor to next ally who has not acted that turn, in
                   the order that they joined the party.

           Triangle: Opens overhead map in battle.

           R1: Rotate field counterclockwise.
           L1: Rotate field clockwise.
           R2: Tilt camera angle up.
           L2: Tilt camera angle down.

In town and field: Directional buttons up/down: Move cursor.
                   O: Select highlighted option.
                   X: Cancel option/go back one menu level.

During dialogue: O: Speed up dialogue scrolling (hold), advance to next box.
                 X: Skip dialogue scrolling, advance to next box.

.........................
+++++++++++++++++++++++++
 3. GAME STRUCTURE
+++++++++++++++++++++++++

In general, the action flows as following:
Town ---> Field ---> Battle Scenario,
though you do not always have the option of entering or returning to a town
between battles.

BATTLE
Battles always begin with the player's turn, and with all characters at full
strength.  Each round, every player character has the chance to move and/or
take an action, then every enemy gets to do the same.  Move the cursor over
the character you want to act, or press square to scroll between them, and
select with X.  You can move, take an action, examine the space your on, push
an object if possible, or end your turn.  If you choose to move, when you
select the destination, the other options will appear again.  Choosing action
gives you the option to attack, cast a spell (if you know any) or use an item
(if you have any).  Doing any of these things ends your turn.  If you examine
or push, you can still act, including moving if you still have move capability
left.  When you choose to end your turn, you can select the direction you face
in.  When you end your turn by attacking, using a spell or item, your
finishing direction is determined by the direction of the action you took.
When attacking, your target will counterattack if you are within range, if
they survive your attack.  This only applies to physical attacks.  You will
counterattack enemy attacks as well.

After you have taken all the actions you can or want to, press X on a non-
character square to open the battle menu, and select End Turn to let the enemy
do their thing and move the fight along.  Other battle menu options are: read
the battle conditions, check all characters' stats, do an in-battle save, and
load a game or re-load the battle from start.

At the end of battle, which will be determined by the conditions set at the
outset, a finish screen will appear, and you will receive gold for every enemy
destroyed, minus gold for every ally lost.

TOWN
In a town, you can go to a shop to buy and sell weapons, armor, and healing
and attack items; to the tavern to speak to the locals, sometimes learning
valuable information; and to the dojo, where you can get a few gameplay tips
(though they're the same at every dojo, so you only need them once early in
the game) or upgrade characters who have reached level 10 or 20.

FIELD & TOWN
In a town or in the field, your options include examining your characters'
stats, moving items between characters and to or from your depot (each
character can carry 2 items, along with their weapon, body and head
protection), saving or loading a game.

.......................
+++++++++++++++++++++++
 4. CHARACTER CLASSES
+++++++++++++++++++++++

Legend: ATK=attack power.  DEF=physical defense.  AGL=probability of blocking.
        MAG DEF=magic resistance.  MOVE=distance can travel in a turn.

 *** KNIGHT ***

ATK: High      DEF: High      AGL: Average  MAG DEF: Average   MOVE: Average
Other: Strong against archers, vulnerable to airmen.

 *** ARMOR ***

ATK: Very High DEF: Very High AGL: Low      MAG DEF: Low       MOVE: Low
Other: Strong against archers, vulnerable to magic.

 *** ARCHER ***

ATK: Average   DEF: Low       AGL: Average  MAG DEF: Average   MOVE: Average
Other: Attacks from a distance.  Strong against airmen, vulnerable to
knights/armor.

 *** AIRMAN ***

ATK: High      DEF: High      AGL: Average  MAG DEF: Average   MOVE: Very High
Other: Strong against knights, vulnerable to archers.  Can't open chests.

 *** MONK ***

ATK: Average   DEF: Average   AGL: High     MAG DEF: High      MOVE: High
Other: Uses attack and healing magic, usually with high MP cost.

 *** MAGE ***
ATK: Low       DEF: Low       AGL: High     MAG DEF: Very High MOVE: Average
Other: Uses attack magic.  Strong against armor, vulnerable to physical
attacks.

 *** PRIEST ***
ATK: Low       DEF: Low       AGL: High     MAG DEF: Very High MOVE: Average
Other: Uses mostly healing magic, some attack magic.  Vulnerable to physical
attacks.

__________________
CLASS ADVANCEMENT:

Every character, upon reaching level 10, can opt to keep growing in their
current job, or switch over to another related one (except for Ash, who is
stuck with a hero complex).  Then, at level 20, they can each advance even
further within their class.  Make these changes at a dojo in any town to
produce a varied party, but remember, once a change is made, there's no going
back!

Lvl 1          Lvl 10           Lvl 20
==============================================================================
Hero --------> Champion ------> Paragon -----> Vanguard (if you complete
                                                the Trials of Toroah)
 Available to Ash.
_  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _

Soldier -----> Swordsman -----> Duelist: Knight path of advancement
      \
       \_____> Guardsman -----> Dragoon: Armor path of advancement

 Available to Clint, Grog, Dolan.
_  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _

Archer ------> Bowman --------> Sniper: Archer path of advancement
     \
      \______> Hawknight -----> Sky Lord: Airman path of advancement

 Available to Diego, Kira, Amon, Darius.
_  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _

Mage --------> Sorcerer ------> Enchanter: Mage path of advancement
   \
    \________> Monk ----------> Ninja: Monk path of advancement

 Available to Eleni, Zohar.
_  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _

Healer ------> Bishop --------> Archbishop: Priest path of advancement
     \
      \______> Monk ----------> Ninja: Monk path of advancement

 Available to Huxley, Sara.

.........................
+++++++++++++++++++++++++
 5. CHARACTERS
+++++++++++++++++++++++++

***** ASH LAMBERT *****
Captain in the Ishtarian Domestic Security Force, and branded as the
son of a traitor.  Believes in justice and respectful of the law.  Very
loyal to his friends.  After his mother died, Clive Beckett befriended
him into the DSF.

***** CLINT PICKARD *****
Soldier in the Ishtarian Security Force.  Somewhat solitary and closed,
he possesses a quiet strength.  Respectful of authority, and outspoken
against injustice.

***** DIEGO RENAULT *****
Young member of the Ishtarian Domestic Security Force.  A little
headstrong, he tends to say what is on his mind.

***** ELENI DUNBAR *****
Raised by Magnus since being found as an orphan 15 years ago, with no
clues to her origins.  A powerful magic user at a young age, she is
stubborn when she decides on a course of action.

***** HUXLEY HOBBES *****
Eleni's tutor and a humble old healer.  Tries in vain to keep Eleni out
of trouble.  A bit of a doddering old man, his skill in healing makes
him a valuable member of the team.

***** KIRA WULFSTAN *****
A fierce fighter, she appears out of nowhere to aid our heroes.  She is
sometimes too brash in a battle and may endanger herself unnecessarily.
Her motivations seem pure, but what secrets lie in her past?

***** GROG DRINKWATER *****
Once an able sailor, since the loss of his younger brother he spends
his days drowning his sorrows in wine.  Despite his gruff exterior, he
is a good man and an able warrior.  He needs only to deal with his loss.

***** DOLAN *****
A captain in Magnus' soldiery, he cares greatly for those under his
command.  Sensible, he is resigned to doing what he needs to without
complaint.

***** AMON *****
A bit pessimistic, but will follow Sara anywhere.  A clever lad, he
often sees the use of devices before others do.

***** SARA *****
Though not physically powerful figure, she is a spirited and courageous
fighter.  Does she think of Amon as more than a friend?

***** ZOHAR ABU SA'ID *****
A mysterious man with a mysterious past.  He is somewhat known to Sara.  A
powerful magic-user and keeper of arcane knowledge.  A believer in the power
of good, his appearance belies his true age.

***** DARIUS *****
The man with no last name, he hails from the same town as Huxley, and really
knows how to get his goat.  An avid inventor, his creations have created some
havoc in the past.  We meet him as a political prisoner during an oppressive
regime, which means he must be a good guy.

Non-player characters:

*Clive Beckett*
Commander of the Ishtarian Security Force.  Realistic about the state
of corruption in the government, but honorable and idealistic in his
beliefs about freedom and the ability of the people to govern
themselves.

*Roland Claymore*
A Count, he is a member of the overthrown royal class.  A peaceful man,
he becomes a scapegoat for the assassination of a Council member.

*Dolf Crowley*
A representative of the Young Revolutionary party in the Shumerian
capital.  Selected as a mediator after the clash between the Ishtarian
Security Force and the Crimson Guard.  His motives are suspicious.

*Renaldo Castille*
Head of the domestic Ishtarian Security Forces, and contender for
leadership of the Council, running against Hel Spites.

*Magnus Dunbar*
National hero and second in command of the Shumerian ministry of
defense, after Hel Spites.  Sent to investigate rumours of the
existence of a powerful item on Gillbaris Island, in the Gadar Sea, 3
months ago.  He has not been heard from since.  Known for his sense of
justice.  Eleni's adoptive father.

*Kane Spites*
Leader of the Crimson Guard, an elite anti-terrorist military force.
Blindly supports his father, Hel Spites, founder of the Crimson Guard.
Sure of himself and his power, he is ruthless and antagonistic.  Will
bear a grudge to the end of his days.

*Hel Spites*
Powerful and influential member of the Council and head of the
Department of Defense.

*Xeno Calimani*
Mysterious mage and former pupil of Zohar.  His desire for power led him down
the path of evil, and he has grown strong from it.  He is a master of
time/space magic and summoner of evil creatures.

*Orosius*
Head of Frontier Village in the Torog Mountains, he only wants to protect his
village, its secrets, and his granddaughter Leena.

*Leena*
Orosius' granddaughter, she has an uncanny mastery of the mystical arts at an
incredibly young age.  She quickly befriends Eleni and aids the heroes in
whatever way she can.

*Zoot Gach*
Fat thief.  Has corrupt connections within the government.

*Toroah the Messiah*
Ancient holy figure, founder of the lands of Sostegaria and the royal
Ashah Dynasty.

.........................
+++++++++++++++++++++++++
6. STRATEGY TIPS
+++++++++++++++++++++++++

    -> Often, the best offense is a good defense.  Rather than pressing
forward to engage the enemy, setting up a good formation and letting the enemy
come to you usually yields greater success and minimizes your losses.

    -> Really observe the class strengths and weaknesses, both in offense and
defense.  Armors are weak to magic, airmen are weak to archers, archers and
mages are weak to knights and armors, knights are weak to airmen.

    -> Get to know how much damage a character will likely take from a hit,
through experience in recent battles.

    -> You don't always want to directly attack just because you can.  Several
factors influence this: Whether it's likely that you'll kill the enemy,
because if you don't you'll receive counterattack damage, plus they can attack
you again on their turn; whether you can heal them if counterattacked; whether
killing an opponent will open up a space for another to come and attack you.
Often it's better just to wait for them to attack you and let your
counterattack damage them.

    -> You want to avoid is a situation where multiple enemies can attack you
and get killed by your counterattack, so another enemy can move into the same
space and attack you again.  Enemies can make great barriers against other
enemies reaching you.  If a group of enemies can all reach you, ideally they
can withstand your counterattack, so more than one doesn't reach you in one
turn.

    -> Upgrade everyone's weapons and armor whenever you get the opportunity.
This is a better use of your money than buying the expensive items, which you
can get by finding them in chests and buried treasure.

    -> Use attack items soon after finding them, because they will not do much
damage several battles later, as the enemies' levels increase.  Give them to
non-magic characters to use, such as armors, as they will gain great
experience from them.

    -> Maximize the experience you receive.  Have magic users use support and
healing spells whenever possible, even if it's not strictly necessary.  If you
can kill an enemy with one blow, but can weaken him further without killing
him by using another attack, such as weak magic or an arrow, do so, then kill
him, so more than one character gets experience.  Also, watch which characters
are slower in crossing the level 10 and 20 plateaus.  If most of your
characters are level 10, but a couple are level 9, give them priority in
taking actions for experience, so they can upgrade after the battle.

    -> The experience you gain will be greater if you take an action on a
character with a higher level than you, and low if he has a lower level than
you.  This is the game's way of stabilizing character growth.

    -> The enemies will gang up on a single character to kill them if they
can.  This is more reason to keep your party together and held back.
Calculate the number of enemies that can attack any character at risk by
looking at their movement range, their type and your character's strength and
weakness against them, and the damage likely to be given with each hit, before
you leave anyone exposed.

.........................
+++++++++++++++++++++++++
 7. WALKTHROUGH
+++++++++++++++++++++++++

An FMV narration tells the history of Sostegaria, where the adventure takes
place. The descendants of Toroah the Messiah, the Ashah Dynasty, fall into
corruption over time.  A civil rebellion, led by Arris the sage, overthrew the
oppressive royal regime, and established an interim Council to govern the
land, creating the peoples' republic of Ishtaria.  It was hoped that Arris
would lead them, but he vanished one day and was never seen again.  As a
result, a stable democratic government was never established.  15 years later,
war again threatens the land, and your adventure begins...

=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======
                      CHAPTER I: A PREMONITION OF WAR                      7.1
=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======

              **************************************************
****************  Chapter I, Scenario One: Valley of Thieves  ****************
              **************************************************

BATTLE CONDITIONS: Victory: Defeat of Zoot Gach.
                   Defeat: Death of Ash.

TREASURE *Chests: None.
         *Buried: Light Sword (SE corner, fuzzy spot in dirt), Mad Book (NE
                  corner, brown circle in grass).
         *End of battle: 700G (200G for Zoot, 100G X 5 other enemies).

ENEMIES: Zoot Thief Lord, Brigand Lv.1 (3), Hunter Lv.1 (2).

First, defeat the brigand behind you, to the south.  If you want both buried
treasure, send Ash behind the hill to the SE corner, and send Clint and Diego
to the west side and circle north.  Hopefully, Zoot will follow Ash for a turn
or two.  Don't attack Zoot, but if he attacks you, hope that he doesn't get
killed by counter attacks, because it's scenario over then.  If he is
sufficiently injured (more than half his max HP), he will retreat and cast
Self Healing.  Once you have both treasures, kill any remaining henchmen, then
Zoot last.  Have the characters use herbs, which they each have one of, as
needed, except for Ash, who can use his faerie light spell on himself.

Move to the capital and visit Security HQ.  Look around town, ending with the
tavern.  When you try to leave the tavern, a man comes in with some important
information: a riot has just broken out in the Dover district!  Get out there
to see what's happening...

                *********************************************
****************** Chapter I, Scenario Two: Dover District *******************
                *********************************************

BATTLE CONDITIONS: Victory: Party's arrival at the church doors.
                   Defeat: Death of Ash.

TREASURE: *Chests: Herb (SE corner), Herb (NW corner).
          *Buried: Light bow (NW of first chest, green ring in dirt), Mushroom
                   (Behind E house, cracked pavement).
          *End of battle: 660G (110G X 6 enemies).

ENEMIES: War Ghost (4), Hunter Imp (2).

Use Diego to shoot the war ghosts from afar.  He can kill them with one hit.
Once the war ghosts are gone, get the buried treasures and the first chest
before lowering the drawbridge.  Once you do, the Hunter Imps will advance, so
keep your men ready on either side of the archway.  Clint and Ash can kill
them with one blow.  Once they're gone, get the other chest, and move everyone
in front of the church doors.

After a confrontation with the Crimson Guard that sparks political conflicts,
Ash and his team are sent away on a secret mission to investigate General
Magnus's disappearance...

                *********************************************
****************** Chapter I, Scenario Three: Palace Ruins *******************
                *********************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: Elixir (SW), Herb (NE).
          *Buried: Fire Gem (S edge by SE corner, brown circle in grass).
          *End of Battle: 810G (90G X 9 enemies).

ENEMIES: Clay Golem (9).

Defeat the closest golems, then send one person clockwise around the lake to
get at least one golem to chase him, while the other two go counter-clockwise
to the near chest and buried treasure.  Keep pulling the first one around,
without attacking or letting it attack you, while the others clear the rest of
the golems.  If you have to, use the Mad Book to paralyze a golem so you can
get the last of the treasure.  To get the second chest, push the crate one
block E, then N, and climb onto it from behind to attack the chest.

Some surprise allies join the group, whether you want them to or not, and the
party continues on toward Gillbaris Island...

                 ********************************************
******************* Chapter I, Scenario Four: Rhine Bridge *******************
                 ********************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: 1560G (130G X 12 enemies).

ENEMIES: Brigand Lv.5 (6), Hunter Lv.5 (2), Hell Bat (4).

One row of the bridge will blow up at the start of each Player turn.  Anyone
standing there at the time will hate you for leaving them there.  Check the
bats' move distance and position yourself just out of range, except for Diego,
so he can counterattack one.  In the second round, have Diego kill the second
bat, get Huxley to finish off the first if it didn't quite die.  Use Eleni's
Dark Star on a brigand from afar, and have a knight finish him off.  Position
the other knight beside the first.  Once Kira appears, have her attack the
enemies on the bridge from the side until the first wave is taken care of,
then have her push the rock and attack the remaining bats.  The rest of the
party can take care of the last brigands.

After camping for the night, the party continue their journey to reach
Gillbaris Island.  In the port city Minalto, they search for a ship to take us
there.  It seems pirates are terrorizing the region, and the only man who
might sail them where they need to go wants something from them first...

              *************************************************
**************** Chapter I, Scenario Five: Sand Dunes of Sea *****************
              *************************************************

BATTLE CONDITIONS: Victory: Destruction of Death Ant
                   Defeat: Death of Ash

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: 900G (900G for Death Ant, 0G for Ant Arms).

ENEMIES: Death Ant, Ant Arm (inf.)

Ant arms give you no experience and no gold, and new ones will appear in the
corners of the field each round.  However, you should still kill them as they
get close, because they paralyze you.  One hit from anyone, if it connects,
will kill an arm.  Go mostly for the head, but watch out, because it can pack
a wallop.  The best strategy is to hit it with distance attacks and magic so
it can't counterattack.

Grog now agrees to help your party out.  Before you set sail, return to the
tavern and talk to the patrons once more.  Someone might be grateful for
something you've done...

                   ****************************************
********************* Chapter I, Scenario Six: Gadar Sea *********************
                   ****************************************

BATTLE CONDITIONS: Victory: Defeat of Hassan.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: 2380G (340G for Hassan, 170G X 12 other enemies).

ENEMIES: Hassan Madcaptain, Corsair (4), Buccaneer (8).

Arrange your party in two groups by either gangplank, but don't leave anyone
in line with the plank, or they'll get shot at by the corsairs.  Once the
enemies fill the gangplanks, on one side try having Eleni spellbind the front
one, then put a knight in front of him, so no one can get through.  Have
Huxley heal or use mystic shield on the knights in harm's way.  Continue to
kill the bad guys along the gangplank, and leave Hassan for last.

Once Grog deals with the pirate menace in his own way, he feels free to join
your quest.  You journey onward to the mysterious Gillbaris Island...

=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======
                        CHAPTER II: ISLAND OF MADNESS                      7.2
=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======

            ******************************************************
************** Chapter II, Scenario One: Yuzu Village Possessed **************
            ******************************************************

BATTLE CONDITIONS: Victory: Destroy all the EvilStatues.
                   Defeat: Death of Ash.

TREASURE: *Chests: Mage Oil (E), Herb (center of field).
          *Buried: Mushroom (N edge, brown circle in grass), Moon Pie (2
                   spaces E of first chest at start, crater in dirt).
          *End of Battle: 1330G (190G X 7 Evil Statues).

ENEMIES: Evil Statue Lv.5 (7).

You want to destroy all the statues without hurting any of the villagers.
First, have Kira move a bit north and shoot the first statue there, and have
Diego move south and destroy another.  Everyone else should start circling the
village counter-clockwise.  Huxley will be in front at first.  In round two,
push the first crate ahead 2 squares to block the villagers' access to the
area you're in.  This will force them towards Kira's position, as this is the
only way for them to get to your party now.  Move Kira and everyone else to
the area behind the crate you just pushed, with Ash standing on the crate, and
wait a couple of turns until all the villagers are near the hill they have to
climb to get through the fence where they can get to you.  On turn 5, push the
crate ahead 1 more space, then have Ash push it E again 1 more space, then N.
Now another character can push it the last space N to block the next hole in
the fence and continue forcing the villagers to follow your path.  Leave the
statue over the fence alone for now.  Move the party east along the south edge
to the back of the field.  Always have the members in front go as far forward
as possible, leaving the chests and statues for those that come up behind.
For the 2 stacked crates, push the first to the side, then push the second one
down the ledge and forward, but wait until the last villagers are far enough
up the hill at the other end that they can't turn around and get you within a
couple of turns.  Move your party through the space around turn 11, keeping at
bare minimum 6-7 spaces between you and the closest villager at the end of
each turn.  Before destroying the last statue, get the other chest and the
buried treasure on the small raised terrain.

The party speaks with the Mayor of Yuzu to try and understand what happened
there, but the truth seems too incredible to believe.  Do some shopping, visit
the Dojo to upgrade who you can, spend some time chatting it up in the pub,
and have the party set out to discover the island's secrets for themselves...

                 ********************************************
******************* Chapter II, Scenario Two: Ygdra Canyon *******************
                 ********************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies
                   Defeat: Death of Ash or Dolan

TREASURE: *Chests: Elixir (NE corner), Mood Ring (SE corner)
          *Buried: Mad Book (SW corner, crater in dirt), Macroman (NW corner,
                   brown circle in grass
          *End of Battle: 3150G (210G X 15 enemies).

ENEMIES: Guard Dog Lv.6 (5), Mad Soldier Lv.8 (10).

Dolan, Sara, and Amon, being chased by monsters, join your party, but need to
be saved.  Guard dogs can poison you, so have some elixirs or a cure spell
handy.  Move your main party forward as much as possible, but get the buried
treasure in your corner first.  The dogs will likely be killed by
counterattacks alone.  Have the small party retreat, and use the boulder as a
shield to help defend them all until the other guys can come and help.  To get
the chest in the SE corner, push the crate one square E and climb on top of
it.  To get the last buried treasure, lure the remaining mad soldiers to the
bridge.  Have Eleni spellbind one, and use an airman or monk to sneak past
them to the back corner and collect the Macroman before the last enemy is
killed.

Dolan explains some of the island's secrets, including the possibility of
finding Toroah's Ark, an ancient relic which could prove the legitimacy of the
Ashah Dynasty's reigh.  However, there is still much he doesn't understand,
such as how his fellow soldiers turned into monsters, and what Magnus was
really searching for...

                *********************************************
****************** Chapter II, Scenario Three: Loris Beach *******************
                *********************************************

BATTLE CONDITTIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: Banana (SE corner, center of "+" shaped swamp).
          *End of Battle: 3600G (240G X 15 enemies).

ENEMIES: Blood Ghost Lv.9 (3), Mad Soldier Lv.9 (6), Shooter Imp Lv.9 (3),
         Dark Golem Lv.9 (3).

For the first time, you really get to make use of the different strengths and
weaknesses of each class.  Use your archer(s) to get the ghosts, and keep your
airmen out of range of archers.  Magic will work well on the golems.  If you
end your turn in swamp, you will be automatically poisoned.  The same applies
to enemies.  To start, bring Kira and Clint back toward the main party, going
around the golems, so they'll be protected again.  From there, destroy the
foursome of golems and soldiers with around 4 party members (use piercing ray
on the group), and send the bulk of the party south to deal with the menace
there.  Leave one shooter imp alive until you have the banana.

Around the campfire, the party discusses the meaning of Toroah's Ark, while
two people struggle to turn their painful pasts into a meaningful future.
Return the fruit to the fruit in the pub at Yuna, then advance to the castle
ruins, where you hope to uncover more of the mystery of Gillbaris Island and
Magnus' disappearance...

                *********************************************
****************** Chapter II, Scenario Four: Castle Ruins *******************
                *********************************************

BATTLE CONDITIONS: Victory: Move entire party in front of castle doors.
                   Defeat: Death of Ash.

TREASURE: *Chests: Mood Ring (N on wall), Mage Oil (S on wall).
          *Buried: Iron Boot (W arm of fortress wall, maze-like tile pattern).
                   Chain Mail (NE corner beside cross-shaped patch - thanks to
                               an anonymous reader for finding this one).
          *End of Battle: 4590G (270G X 17 enemies).

ENEMIES: Shooter Imp Lv.9 (4), Mad Soldier Lv.11 (6), Evil Statue Lv.11 (2),
         Blood Ghost Lv.11 (3), Dark Golem Lv.11 (2).

Avoid the archers as much as possible by sticking your party members
immediately west of the protrusions of the fortress wall, though this will not
always offer 100% protection, since the shooters can move to where you're not
protected by the wall.  You can also hide someone behind the tree on the north
side.  Use mystic shield where you're unavoidably vulnerable.  You might want
to move your airmen out over the water to get out of range of archers.  Don't
rush, let the enemies come to you while you're in a protected position.  Try
to take out a couple archers using your own archers, and have Eleni use
piercing ray on them from beside the wall close to them.  Once 2 archers and
the mad soldiers are out, it's pretty easy pickings.  Use the two examine-able
lifts to get characters up to the top alternately from both sides.  On top of
the wall, push out the boulders and use archers to shoot enemies as they
approach.  Use the healing circles as you wish; they will also restore MP.
You have to get everyone who's still alive to the flat part in front of the
castle doors to finish.

You now have the choice to go on, or to go back to Yuzu to rest up again
before learning Magnus' fate...

             ****************************************************
*************** Chapter II, Scenario Five: Inside Castle Ruins ***************
             ****************************************************

BATTLE CONDITIONS: Victory: Death of Magnus.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: 4200G (600G for Magnus, 300G X 12 other enemies).

ENEMIES: Mad Soldier Lv.12 (4), Blood Ghost Lv.12 (3), Shooter Imp Lv.11 (3),
         Dark Golem Lv.12 (2), Magnus Darklord.

Keep your party together at first, moving the front line ahead no more than 3
spaces, and not moving anyone out to the side further than at start, to keep
out of range of the side archers at first.  This will draw out the first mad
soldiers.  Kill them, then send archers with one or two support people out to
either side, to draw out the shooters and ghosts.  Leave your vulnerable magic
users in the back of the main party.  If you progress carefully, you won't
lose any party members.  The middle shooter imp will probably be the last to
go, other than Magnus, because he hangs back so much.  If you can get Eleni up
the side, try to spellbind him to stop him from causing trouble.  Once you're
down to Magnus, keep your party spread out so his Rainbow Storm can't hit too
many at once.  Keep your HP up in case he tries a direct attack.  Because he
can self-heal, you have to do lots of damage in a single turn, so use archers,
spellcasters, then physical attacks to defeat him.

Magnus tries to reveal the plotter behind recent events, including his bizarre
transformation, when his words are cut short.  But the mastermind is revealed
anyway, using a thin veil of officialdom to justify his actions.  Magnus is
named a traitor, and his "followers", Eleni and Huxley, are taken away, while
Ash's sense of duty allows him to do nothing to stop this travesty of justice,
to the dismay of his friends.  However, we soon learn that Ash has plans of
his own to set things right, and he's not the only one...

                **********************************************
****************** Chapter II, Scenario Six: Prison Assault ******************
                **********************************************

BATTLE CONDITIONS: Victory: Defeat all enemies by the end of 6 turns.
                   Defeat: Enemies remaining after 6 turns, or death of Ash.

TREASURE: *Chests: None.
          *Buried: Mage Gem (SE extreme corner, brown circle in grass),
                   Gold Coin (NE corner, crater in dirt).
          *End of Battle: 3960G (330G X 12 enemies).

ENEMIES: Guard Dog Lv.1 (12).

The good news is that the dogs are so weak you can kill them with one hit from
anyone.  The annoying news is that they run away like cowardly, well, dogs.
Spread out and chase them into the far corners, and pick them off one by one.
Be sure to get the treasures before you kill the last one, if possible without
running out of time.

In the dungeon, Magnus reveals the draw of the magic stone, and why he needed
to seek it out.  The rescuers show up, but on the way out, their enemies
corner them.  All of the plotters and pawns are revealed, and the bad guys try
to use the magic stone to destroy you all.  But Magnus holds some cards to the
very end, and counters the power of the stone, but the clash of forces has
consequences no one could foresee...

=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======
                       CHAPTER III: ESCAPE TO TOMORROW                     7.3
=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======

The plotters use the turn of events to consolidate their power, destroy the
governing council of Ishtaria and establish a tyrannical reign over the land.
Meanwhile, some of our heroes find themselves in a strange land...

               ************************************************
***************** Chapter III, Scenario One: Plain of Sorrow *****************
               ************************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: 1850G (370G X 5 enemies).

ENEMIES: Sparkie Lv.8 (5).

Check the sparkie's movement range each turn, and don't leave yourself
vulnerable to their next attack.  Have Ash destroy the closest, and keep the
others near the center to draw the other sparkies in.  They're pretty weak, so
even a healer can kill them with a good blow.

A mysterious man, Zohar, approaches the party and says things that leave them
even more confused about where they are.  He also directs them to a town
nearby, a town that seems made of a patchwork of time.  Go to the tavern to
find out more.  After that, Zohar reappears upon hearing of the party's
mission.  After some debate over the logic of Ash's chosen course of action,
he joins you and suggests a way to return to the time and place you need...

          **********************************************************
************ Chapter III, Scenario Two: Plain of Sorrow Revisited ************
          **********************************************************

BATTLE CONDITIONS: Victory: At least 1 tower remaining after 5 complete turns.
                   Defeat: Destruction of all towers, or death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: Variable; 410G for every kill.  Probably 9840G
                          total.

ENEMIES: Sparkie Lv.8 (6), Sparkie Lv.10 (infinite).

If a sparkie hits a mage tower, it will destroy it.  Using mystic shield on a
tower doesn't help, unfortunately.  Any time you kill a sparkie, it will be
replaced by a level 10 sparkie.  Zohar can spellbind the sparkies with
frequent success, but it only lasts 2 turns.  If a sparkie can't reach a
tower, but can reach you, it will attack you, and hopefully you can kill it
with a counterattack.  So...  The simplest strategy is to surround one tower
with your 4 characters and let the sparkies come to you.  However, if you want
perfect, it's a little trickier.  Before the battle, make sure everyone's got
the  best weaponry and highest levels possible.  Advance Zohar into a sorceror
at the dojo, so he has access to Phase Shift.  Start by killing the sparkies
that can reach a tower in one turn.  Zohar is the only one who can reach one
of them, so send him there.  Assign other characters to a tower/corner that
they will try and protect.  The tricky part is getting rid of the first wave
of sparkies while the second is right behind it.  Use Phase Shift on one side,
it will kill level 8 and 10 sparkies instantly, as will a hit from any
character.  When more than one sparkie is in range of the same tower, you may
need to send two characters to that corner to strike down both of them, then
send one back to his own tower.  Ultimately, you want to be positioned so that
the new sparkies that appear each round in the corners can reach you in the
same turn they appear, attack, and be killed by your counterattack.  This lets
you clear out all 4 each turn and just wait for the next four.  If you can get
through the first 3 rounds, you're pretty much home free.

You succeed in activating the warp, though it is not 100% certain how close it
will take you to where you want to go.  You return to find some of your other
friends trapped by bandits.  What has been happening while you were gone?

              *************************************************
**************** Chapter III, Scenario Three: Terasu Village *****************
              *************************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: Elixir (SW by boulder), Megaherb  (NE corner).
          *Buried: Unicorn (W by Zohar at start, crater in dirt), Gold Coin (N
                   by Zoot at start, brown circle in grass).
          *End of Battle: 6750G (900G for Zoot, 450G X 13 other enemies).

ENEMIES: Centurion Lv.12 (5), Grenadier Lv.11 (3), Blood Bat Lv.12 (3),
         Warlock Lv.14, Deacon Lv.14, Zoot Thief Lord.

To get the NE chest, just push both boxes from the upper level to make a
bridge.  The other chest simply requires you to push the boulder to either
side.  On Ash's side, move the party to behind the bridge posts so the
grenadiers can't hit you, and wait for the enemies to cross over to you.  On
the other side, don't push the boulder down the middle unless you've got
several enemies in line; it helps defend your position.  If you have to, use a
guardsman to block the space beside the boulder and take the hits from the
grenadiers, use mystic shield to help him if you can, and heal him afterwards.
Try to put someone in front of Clive so he doesn't take all the hits, because
he'll run out and take on whoever he can get, the fool.  Alternately, leave
Clive to go S from the start to meet the bat, and maybe he'll get paralyzed by
it.  For the rest of the fight, mostly let the enemies come to you, where
you're in a protected position, rather than entering the open field where they
can take potshots at you.  Send Ash's party out if all the enemies seem to be
going for the others.  Take out the deacon and warlock as soon as you can,
because they'll cause the most trouble with healing and distance attack
spells, respectfully.  Be sure and get all the treasures before killing the
last enemy.  This might not be easy, since Clive keeps running out to get
them.  Try to leave Zoot for last, since he can't be killed in one blow, and
he can heal himself.  Just make sure you can heal the damage he does to you.
Notice that Zoot cries out his last name when you kill him.  The deacon is
another option for leaving for last, though again you have to keep Clive away
from him.

Clive fills in Ash and the others about what's been happening.  A rebellion
awaits only a leader to rise up.  Ash comes up with a plan to strike Hel's
empire at its heart, in the hopes of inspiring the people to action...

                 ********************************************
******************* Chapter III, Scenario Four: Basil Gate *******************
                 ********************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: Megaherb (S on wall behind boulder), Mage Gem (NE corner).
          *Buried: Iron Boot (N on wall near boulder, crack in stone), Tarot
                   (SE corner, just NE of tree, grassy cross in dirt).
          *End of Battle: 5000G (500G X 10 enemies).

ENEMIES: Centurion Lv.14 (4), Grenadier Lv.14 (2), Blood Bat Lv.14 (2),
         Warlock Lv.14, Deacon Lv.14.

Crowd everyone behind the boulder and the wall on the S side at first, and
watch the enemies line up for a kick of the boulder.  Have one character with
good movement, like a monk, go up the S structure, to hit the boulder to the
side, hopefully to hit one enemy, then use the healing circle.  If you have an
archer, keep him towards the N end of the center building, but not beside the
N edge, or the enemies will be attracted to that side instead.  That way, he
can attack the bat that tries to creep up that side.  In your second turn,
kick the boulder and line everyone up three squares back from the center
structure wall, so that the grenadiers that come up either side can't get you
in a crossfire.  If they do, between them and the warlock, somebody's toast.
A couple of characters can try to take care of the enemies that come up the N
side of the center structure, and get the treasure on that side.    Keep
eveybody's health as high as possible until you can get the warlock, because
he can do mondo damage from pretty far away.  Leave the deacon for last so you
can get the treasure.

While Ash and the others continue to advance to the imperial prison, we see
the enemies plotting.  It seems that they still need something to complete
their plan for total domination of the lands.  And one of their number seems
to be making plans of his own, duping an innocent in the process.  A
mysterious figure is revealed to us for the first time, and is sent to keep an
eye on Kira...

                **********************************************
****************** Chapter III, Scenario Five: Reed Highway ******************
                **********************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Any enemy escapes, or death of Ash.

TREASURE: *Chests: None.
          *Buried: Magic Staff (E end, crater in dirt).
          *End of Battle: 5500G (1100G for Lando, 550G X 8 other enemies).

ENEMIES: Guard Dog Lv.18 (4), Crimson Archer Lv.15 (2), Centurion Lv.15 (2),
         Lando.

Don't move anyone until your fifth turn.  Then, move Huxley to the button to
lower the drawbridge, then push the crate in front of the skinny path at the
last moment to block passage there, forcing enemies to turn back and go
through the other way, to where you return Huxley and have him block the path
by the tree while you bring help over.  Enemies won't attack you, they'll just
try to leave.  Have a fast member of the main party head toward the buried
treasure, while the others take care not to kill the last enemy until the
treasure is obtained.  This level should be a cakewalk as long as you don't
move too early.

The party reaches the prison.  Meanwhile, Clint meets Darius and comes upon
Count Claymore, who reveals the emperor's desire to find the royal ring.  An
unexpected figure comes to help our heroes escape, but can this person be
trusted?  Clint finds the other prisoners and tries to make a break for it...

              *************************************************
**************** Chapter III, Scenario Six: The Great Escape *****************
              *************************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Clint.

TREASURE: *Chests: Megaherb (in starting compartment), Spirit Staff (N wall),
                   Megaherb (E wall), Grimhelm (SE corner).
          *Buried: None.
          *End of Battle: 6000G (600G X 10 enemies).

ENEMIES: Juggernaut Lv.13 (8), Mimic Lv.18 (2).

Note: The next battle will be tough, and you can't rest between them, so try
to save your healing items in this scenario.  Also, when you open the chests
with megaherbs, make sure a character with room in their inventory gets it.
Check the nearest juggernaut's move range, and set yourself outside his reach.
On your second turn, position yourself so any juggernauts won't be able to
attack you with their back to a wall, or so that they block the path so you
can't get around them on your turn.  You can take a couple of hits from them
if you need to draw them into position.  Save your healing items for the next
scenario as much as possible.  Once the first 3 juggernauts are gone, take
your time to get the chests.  Out of the first pair of chests, the west-most
one is a mimic.  Have Eleni set him free, then hit him with an archer or two,
and have Clint finish him off, all in the same turn, so he can't attack you.
The button in the center of the battle field opens the SW gate.  Let the
juggernaut come out to you, and get set up on either side of the block you
started behind, so you can circle around and get him whichever way he goes
when he comes out of the single-space corridor.  Alternately, if Amon is an
airman, he can fly over the juggernaut and hit him from the back.  The button
in the SW corner opens the N gate.  While one character activates it and all
future buttons, keep the other three together to attack enemies and get
chests.  Again, draw the juggernaut out, and have people beside the center
block to get him whichever way he pursues you.  Out of the next pair of
chests, the W one is a mimic again.  Use the same strategy as before.  The S
button will open both the NE and S gates.  Hopefully, two juggernauts will
follow your button-pressing character.  Lead them around on a chase, while the
rest of the party dispatches the third juggernaut and gets the chests.
Activate the last button and draw the last juggernauts up the middle hallway
to the SE corner, draw them into the open and kill them.

               ************************************************
***************** Chapter III, Scenario Seven: Prison Break! *****************
               ************************************************

BATTLE CONDITIONS: Victory: Defeat of Dumas Jailmaster.
                   Defeat: Death of Clint.

TREASURE: *Chests: None.
          *Buried: Gold Coin (S, outside wall, conch shell in dirt), Mana Key
                  (W, outside wall, crater in dirt).
          *End of Battle: 11880G (1320G for Dumas, 660G each other enemy),
                          Zen Robe.

ENEMIES: Juggernaut Lv.14 (2), Centurion Lv.13 (2), Centurion Lv.14 (2),
         Deacon Lv.15 (2), Warlock Lv.15 (2), Blood Bat Lv.16 (3),
         Grenadier Lv. 12 (3), Dumas Jailmaster.

Place Eleni and Amon along the E wall, in the first and third spaces S of the
alcove behind you, respectively.  Clint should go in front of Eleni.
Alternately, if Eleni is a sorcerer, put her in front of Clint's starting
square and use phase shift to take out the juggernauts.  If you do this, move
Amon and Clint W near Eleni to protect her.  This will put you in range of a
couple grenadiers, though out of range of warlocks.  If you stick to the wall,
one person will get hit by a grenadier and a warlock, but should survive, with
the exception of Darius, who you'll want to put as far N along the wall as
possible regardless of what the others do.  Heal whoever is hit with an item
right away.  At the start of the second turn, Ash and friends will arrive.
After kicking the boulder, have an archer kill the grenadier if he's in range.
Line up Clint's party by the part of the S wall that sticks out one square,
then have a healer (you didn't make Sara and Huxley both monks, did you?) use
Ultra Healing to make them feel better if necessary.  This brings both parties
close together so the upper one can support those below.  Keep the lower party
in a defensive position while the upper party turns the corner on the wall and
takes out the set of warlock and deacon, and whoever else is there at the
time.  Once the lower party is safe, hit the button in the SE corner and send
the party W to get the buried treasure.  They will need to kill a grenadier,
warlock and maybe a deacon along the way, in all likelihood.  If you can draw
the grenadier onto the wall that drops before you activate the switch, you can
kill him easily.  To maximize your return, kill all the other enemies and get
the buried treasure before killing Dumas.  If you're going for Toroah's
trials, be sure to get the Mana Key if nothing else.  Dumas can kill a strong
character in 2 hits, so be prepared.

Freedom at last!  Friends rejoice and old acquaintances have a surprise
meeting.  But celebrating their hard-won freedom is not to last, because as
Ash announces, the real war is just beginning.

=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======
                          CHAPTER IV: THE SUCCESSOR                        7.4
=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======

The fall of the supposedly impregnable prison sparks widespread rebellion
against Hel's evil regime.  Meanwhile, all of the party has time to catch up,
and Eleni learns of her father's ultimate fate.  Clive gives an update on the
resistance's victories and the new directions that the empire is taking to
secure its power.  He sends the party to Kerachi to meet an informant, but
Diego is hesitant, and Ash fears that his past may have cursed all of his
friends.

Before you leave town, advance Darius at the dojo, and upgrade all the
equipment you can afford at the shop.

            *****************************************************
************** Chapter IV, Scenario One: Ambush at Khanos City ***************
            *****************************************************

BATTLE CONDITIONS: Victory: All living party members arrive at exit (S end).
                   Defeat: Death of Ash.

TREASURE: *Chests: Holy H2O (E on island), Aura Gem (SE by house).
          *Buried: Gold Axe (NE by lamppost, 3 dots in pavement).
          *End of Battle: 15840G (1440G X 4 bosses, 720G X 14 other enemies).

ENEMIES: Kurtz War Master, Kane Assassin, Dallas Greatarmor, Sabina Valkyrie,
         Crimson Knight Lv.19 (10), Crimson Hawk Lv.18 (2),
         Crimson Armor Lv.19 (2).

Have someone push the crate one block E so Kurtz and his gang have to go
around the other way, then end your turn.  Next, slam Dallas and his armors
with all the magic you can.  You might have to throw in a physical attack to
kill Dallas.  Once they're gone, set your remaining guys up to take on Kurtz's
group, leaving some to deal with the hawks as they come.  Take on Kurtz and
company with magic to weaken them, then move in for the kill.  Once Kane and
Sabina's groups are crossing the bridges to the area you started in, set up
your group behind the house to make your stand.  If you're more in the open
than that, Sabina can pick you off from afar.  Keep any archers out of range
of crimson knights, as they can kill them in one blow.  Always let the enemies
come to you, and with a bit of care you can kill them all without suffering
any losses.  Once they're all dead, get the treasures and bring your party to
the exit.

Kira's assistance to Clint in the prison is uncovered, and she is taken
prisoner herself.  Dolf then reveals the true extent of his evil plan, and
plots to be rid of Ash and his friends once and for all...

              **************************************************
**************** Chapter IV, Scenario Two: Great Masai Forest ****************
              **************************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: Aura Gem (mid-S, 5 squares from edge, shell in dirt),
                   Kingfoil (NE corner, crack in soil).
          *End of Battle: 17160G (780G X 22 enemies).

ENEMIES: Bugaboo (12), Wight (10).

These enemies are too weak to do much damage, but they have good range of
movement, and the bugaboos have a long attack range, since they take the high
ground from the start.  Send most of the party around clockwise, keeping some
to get the enemies that come down behind you.  Use the trees for defense where
you can, and don't let any airmen of yours get caught in crossfires.  They can
take out a wight with one hit, though, so position them well.  Keep your
characters healed and don't be rash in advancing too quickly, and you'll do
fine.  Get the treasures before killing the last bugaboo.

Zohar explains the mysterious connection between himself and Xeno, and the
party continues on to the trade city Kerachi, a place Diego has not been keen
to go to, to meet someone who may help them find the Royal Ring.  However,
this person has been known to make shady deals in the past...

             ****************************************************
*************** Chapter IV, Scenario Three: Old Town Warehouse ***************
             ****************************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: 13760G (860G X 16 enemies).

ENEMIES: Eggworm Lv.13 (4), Skeleton Lv.16 (8), Gold Golem Lv.16 (4).

Keep your party together to avoid any isolated members getting ganged up on.
Head towards either the NE or SE corner first, using magic as much as possible
to take out the group of skeletons and golem.  Keep out of range of the other
groups as much as you can, leaving strong physical characters to take the
brunt of the attack where you have to.  You have no choice but to take hits
from Eggworms, so just don't let them get you in a crossfire.  Use Perfect
Guard if you leave an airman in range of more than one worm.  Once two groups
of skeletons/golems are gone, you can start to go after the eggworms, still
leaving a strong defense to handle the other two groups of enemies.  This
level is a little more challenging than the last, but easy enough if you're
careful.

The deception is uncovered, but blood proves more valuable than money in the
end.  For real this time, the Royal Ring is found, and it is on its way back
to Shumeria.  Ash and friends must hurry to recover it...

              *************************************************
**************** Chapter IV, Scenario Four: Magic Train Ride *****************
              *************************************************

BATTLE CONDITIONS: Victory: Defeat Dallas Greatarmor.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: Ramen (E car, grate in ground).
          *End of Battle: 16920G (1880G for Dallas, 940G X 16 other enemies).

ENEMIES: Crimson Knight Lv.17 (8), Crimson Shooter (4),
         Crimson Armor Lv.17 (4), Dallas Greatarmor.

This one should be pretty simple.  Just keep moving forward so you don't lose
anyone when the train cars drop off.  Cars will fall off after your 2nd, 5th,
8th and 11th turns.  On your first turn, someone could potentially be killed
if he's in the front row and a knight can attack him from the side as well as
the front, as the archers on the next car will come forward and attack.  Use
Perfect Guard or keep him back to avoid this.  After this, you shouldn't have
any problems.  Leave Dallas alive until you get the treasure.

The party recovers the ring, but Xeno presents them with a dilemna: give up
the ring, or let a friend die...

(Return to Trade City Kerachi to talk to the collector in the tavern and
advance whichever characters you can at the dojo before continuing).

                  ******************************************
******************** Chapter IV, Scenario Five: Fort Dain ********************
                  ******************************************

BATTLE CONDITIONS: Victory: Destroy all Death Devices within 8 turns.
                   Defeat: Death of Ash or Kira (which happens after 8 turns).

TREASURE: *Chests: Leather Mask (NE corner), Life Orb (SW corner).
          *Buried: Mithril (SE corner, shell in dirt).
          *End of Battle: 16400G (100G X 8 Death Devices, 1040G X 15 enemies).

ENEMIES: Eggworm Lv.19 (2), Gold Golem Lv.20 (3), Skeleton Lv.20 (4),
         Death Angel Lv.19 (2), Acid Ghost Lv.20 (4), Death Device (8).

Send half of the party around either side of the field.  Magic users should go
toward the golems, and each group should have healing capabilities.  The death
angels pack some pretty powerful spells, with long ranges.  Keep your party
healed, and don't let any character get into a position where they can be
physically attacked by more than one enemy in one turn, because a spell will
finish them off.  Remember to destroy the death devices as you pass by them.
You have to find the right balance of advancing as far as you can and not
exposing yourself too much to get all the treasure and destroy the death
devices before the 8 turns are up.

Kira returns to the party and tries to make amends for her past.  Discussion
of what to do now that the Royal Ring is taken leads to the Torog Mountains,
in the far north of Ishtaria.  Zohar hopes that remnants of the ancient Biruni
Empire once found there will provide some much needed answers, and much more
needed hope.

=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======
                            CHAPTER V: THE LEGACY                          7.5
=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======

Back in Shumeria, Hel gloats over his now-complete possession of the Flames of
Judgment.  But Dolf chooses this time to launch his coup and seize the reigns
of power.  Meanwhile, our heroes dock their ship after sailing to the Torog
Mountains, but an unexpected greeting party awaits them...

                   ***************************************
********************* Chapter V, Scenario One: Wart Bay **********************
                   ***************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: Plate armor (NE corner).
          *Buried: None.
          *End of Battle: 17140G (1140G X 15 enemies).

ENEMIES: Gold Golem Lv.19 (4), Acid Ghost Lv.19 (2), Eggworm Lv.18 (4), Death
         Angel Lv.18 (2), Skeleton Lv.19 (2), Mimic .

To get the NE chest, push the crate N all the way to the edge, then E to one
space back from the edge, then N all the way again, W all the way, then N up
to the hill.  Split your party in two, start pushing the crate up the E side,
and try to draw the enemies to you on the W side.  Take care not to get stuck
in a crossfire, especially on the W side.  Armor class characters might be
better on the E side, away from the death angels' magic.  Take out the enemies
cautiously.  With all the eggworms and death angels, they can gang up on a
character very easily.  Once the enemies on the docks are gone, draw the W
skeleton down without letting him attack you.  Keep him alive until you have
the treasure from the chest.  You can spellbind him if you need to.  The NW
chest is a mimic, so open it before you kill the last other enemy.

Arriving at the town of Sorbo, Ash decides they should all get some sleep
before entering the Torog Mountains.  Eleni, however, has a disturbing dream.
The next day, the party arrives at the Torog Mountains to find an old enemy
waiting for them.  But he is called away by another surprise...

                **********************************************
****************** Chapter V, Scenario Two: Torog Mountains ******************
                **********************************************

BATTLE CONDITIONS: Victory: Death of Kurtz.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: Helstone (NE between trees, bear tracks in snow), Mithril
                  (W edge of field, bear tracks in snow).
          *End of Battle: 21420G (2520G for Kurtz, 1260G X 15 other enemies),
                          Panzer claws.

ENEMIES: Kurtz War Master, Crimson Armor Lv.26 (4), Crimson Hawk Lv. 23 (6),
         Crimson Shooter Lv.21 (2), Crimson Priest Lv.21 (2),
         Crimson Warlock Lv.21.

The button in front of you blows up the bridge, so for heaven's sake don't
examine it while you have characters on the bridge.  Send the party back E,
and take out the armors and the priest there.  Now, split your party up to
take on the hawks from either side.  Watch your knights, since they're
vulnerable to airmen attacks.  The enemies with Kurtz won't move until you get
closer to them or until everyone else is dead, so deal with all the other
business before approaching them.  Now, you want to keep Kurtz alive while you
kill his cronies and get the far buried treasure.  This is tricky, since he
moves faster than the others and will approach you first.  However, he uses
Dagger Storm as much as he can, and you don't counterattack that, so stay on
the run from him, keep yourself healed, and he'll live long enough.
Meanwhile, once the crimson shooters are far enough forward, send an airman up
the side to circle around back, get the treasure, and kill the priest.
Meanwhile, you can send another airman if you have one, and any monk-class
characters up the small bridge to get the shooters and mage from behind.  Keep
yourself healed and you'll be fine.

The party reflects on the meaning of Hel's death.  Kira reveals that it was
likely Dolf, who she knew was planning a coup, and that this means that now
the danger is even greater than before.  Discovering a forgotten village
within the mountain range, Ash and friends are called upon to undertake a
rescue operation when monsters suddenly attack.  But the child they have come
to rescue harbors a mighty power of unknown origin...

                **********************************************
****************** Chapter V, Scenario Three: Tsukue Plains ******************
                **********************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: 22080G (1380G X 16 enemies).

ENEMIES: Gold Golem Lv.22 (6), Skeleton Lv.22 (2), Death Angel Lv.22 (2),
         Acid Ghost Lv.22 (2), Eggworm Lv.22 (3), Mimic Lv.23.

To avoid getting attacked by multiple groups of enemies at once, move the
party N along the W edge of the field, passing through the back of the small
hill there.  The far groups of enemies will ignore you for now, and you can
take on the first cluster with relative ease.  As soon as you can, have
archers take out the death angel, as he'll cause the most damage from afar.
The eggworm should be your next target, if you can reach him for physical
attacks and keep yourself supported against the remaining enemies' attacks.
When the group of golems start coming for you, magic can destroy them before
they reach you for the most part.  While you're finishing them off, the
remaining enemies will start coming for you.

Ash confronts the village chief about the secrets he is hiding, and pleads
with him to help them in their quest to save the world from destruction.
Orosius agrees to help, but the team must first pass a test...

(Visit the tavern for a tip from a new patron there before beginning the
challenge put before you.)

              **************************************************
**************** Chapter V, Scenario Four: Smoking Bones Cave ****************
              **************************************************

BATTLE CONDITIONS: Victory: Death of Salamander.
                   Defeat: Death of Ash.

TREASURE: *Chests: Dragon Spear (S, behind crates).
          *Buried: Logos Key (In NE lava lake,
          *End of Battle: 24320G (3040G for Salamander, 1520G X 14 other
                          enemies), Wyrmfang.

ENEMIES: Acid Ghost Lv.23 (3), Eggworm Lv.23 (3), Gold Golem Lv.23 (4),
         Skeleton Lv.23 (4), Salamander.

On the S side, send an archer out to attack the eggworm and acid ghost as you
can.  Send an airman with him to go get the chest when you feel it's safe to
do so, i.e. when the eggworm is near death at least.  To the NW, put physical
characters in front, and use magic from behind them.  One knight or armor can
block the pair of skeletons in the middle.  To get the chest, push the single
crate N twice, then stand on it and push the top two other crates E.  You can
now stand on the last crate and open the chest.  Once you have the chest, fly
an airman over to the other side to get the key from the lava lake.  Make sure
they're strong enough to take a couple hits from the acid ghosts.  By now,
support from the rest of your party should be coming up the path.  The key is
in the lake, 3 spaces S and one E from the stalagmite on the N side.  Don't
kill the salamander until you've cleared out the rest of his cronies, for
maximum reward.

Ash and company return to the frontier village after successfully completing
their test, but the town is not as they left it...

           ********************************************************
************* Chapter V, Scenario Five: Frontier Village Assault *************
           ********************************************************

BATTLE CONDITIONS: Victory: Death of Sabina.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: Mithril (S edge W of house, crack in pavement), Shivbook
                  (SE by house, crack in pavement).
          *End of Battle: 44820G (3320G X 2 bosses, 1660G X 23 enemies),
                          Rune Bow.

ENEMIES: Crimson Armor Lv.29 (5), Crimson Armor Lv.26 (4),
         Crimson Priest Lv.29, Crimson Priest Lv.25 (2),
         Crimson Warlock Lv.25 (2), Crimson Shooter Lv.25 (4),
         Sabina Valkyrie, Crimson Knight Lv.25 (3), Crimson Hawk Lv. 24 (2),
         Kane Assassin.

To start, use magic to destroy the cluster of armors in the NW corner.  Use
the Wyrmfang you earned in the last battle to help if you can.  If you can't
kill them all, set yourself up so no one can get hit more than once.  The more
fun way to do it is to move everyone E through the riverbed, then once you're
all clear and the armors have followed into the bed, hit the button to wash
them all away.  You don't get experience for killing them this way, though.
You might not be able to fully kill the 3 rear armors, so stay back out of
their range when you cast spells.  Once the armors are dealt with to your
satisfaction, send the rest of the party through the riverbed to the main
area.  Keep them next to the E wall, so the crimson archers can't shoot them,
except for archers who can hit the priest on that side.  In the second turn,
use your archers to weaken the nearby enemy archers, and finish them off if
you can reach them.  Get the buried treasure by the house, and keep away from
anywhere close to the button by the dam, while moving some of the party along
the back toward the skinny bridge, but moving most through the river bed.  You
can't push the boulder from the W side, so someone on the E side will have to
help you there.  Once the other enemies appear, set up defensively, as they
use strong physical attacks.  They will be able to reach the entrance to the
riverbed, so don't leave anyone vulnerable to physical attacks in that spot at
the end of the 3rd turn.  Once you clear Kane's group, get your party all
together and slowly advance E.  Try to get the enemy mages soon, because they
can attack from a large distance, and keep armors back until you do.  If a
mage is hiding behind the house on the N, there are some spots where an archer
can hit him from over the house.  Sabina will keep herself alive by attacking
from a distance and healing herself until you can get the buried treasure.

Orosius realises his error in blindly refusing to use his power for good, and,
though too late for himself, instructs Leena to help the party to reach the
one power that can save them now, in Orome Lake...  The Vandal Heart!

                  *****************************************
******************** Chapter V, Scenario Six: Orome Lake *********************
                  *****************************************

BATTLE CONDITIONS: Victory: Arrival of Leena at temple entrance.
                   Defeat:  Death of Ash or Leena.

TREASURE: *Chests: Wyrmfang (S on island), Gold Axe (N on island).
          *Buried: None.
          *End of Battle: 29120G (1820G X 16 enemies).

ENEMIES: Guardian (10), Basilisk (6).

Leena won't move until the way to the next button is clear of enemies, so just
don't let any get behind you and you don't have to worry about her.  Once she
hits the second button, slam the guardians with magic and move in to finish
them off, while the basilisks will require magic and archers to finish off.
Have someone get the chest ahead of Leena.  Spread out your party and this
level should be easy.  At the end, just keep using turn over to move Leena
along to the finish.  If you like, you can place characters so that Leena
can't move once all the enemies are eliminated, and have characters take
actions on each other to boost their experience (see section 10 at end of
FAQ).

Coming before Vandal Heart, the party is interrupted by Xeno, who casts a
terrible spell to foil their only chance at victory over the Flames of
Judgmentand leaves laughing.  Yet somehow, Eleni knows that everything will be
okay...

=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======
                        CHAPTER VI: A FOOL'S EPITAPH                       7.6
=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-=====-======

Armed with Vandal Heart, the team returns to join the main rebel movement,
which is now in full force after enduring first Hel's and now Dolf's tyranny
for too long.  They arrive at Fort Gareth to find a long-time foe waiting for
them, full of rage...

                 *******************************************
******************* Chapter VI, Scenario One: Fort Gareth ********************
                 *******************************************

BATTLE CONDITIONS: Victory: Death of Kane.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: Necklace (E end, manhole cover in pavement).
          *End of Battle: 48000G (4000G for Kane, 2000G X 22 other enemies),
                          Caliburn.

ENEMIES: Kane Assasin, Crimson Knight Lv.27 (6), Crimson Armor Lv.27 (6),
         Crimson Shooter Lv.26 (4), Crimson Warlock Lv.26 (3),
         Crimson Priest Lv.26 (3).

Use archers to take out the mage as your first priority.  Put your mage next
to the wall and use a spell to weaken those above.  Put strong physical
characters on either side in the way of the knights and armors.  Once these
guys are gone, circle the turret and take on the next wave.  Take your time,
you can handle this easily at this point.  When you get to the wall, push a
boulder into it to break it down.  At the end of this turn, Kane will undergo
a transformation.  You want everyone fully healed at this time, and at the end
of every turn thereafter, until Kane runs out of magic.  When approaching the
E end, send an airman around back to get the buried treasure, while the rest
of the gang takes on Kane.

Continuing on to hook up with Clive's rebel forces, Ash faces an intense
personal struggle, which may put the entire mission in jeopardy...

                 ********************************************
******************* Chapter VI, Scenario Two: Cobalt Beach *******************
                 ********************************************

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                  Defeat: Death of Ash.

TREASURE: *Chests: Ragnarok (NE corner), Life Orb (SW corner),
                   Holy H2O (center of field).
          *Buried: None.
          *End of Battle: 33000G (2200G X 15 enemies).

ENEMIES: Blood Bat Lv.28 (4), Centurion Lv.28 (7), Grenadier Lv.28 (4).

Again, this should be pretty easy.  Have archers take out the bats, possibly
shooting sideways from the middle in the first turn.  Move the party up and
push the boulders to weaken the enemies, then move in and take them out.  Send
an airman up the N side to get the chest, and get the other chests too before
you kill the last grenadier.

Ash's suffering continues as the voices of his past haunt him.  Vandal Heart
takes advantage of his doubt to vie for his soul.  Clive comes along, and
after Ash attacks him in his blind fury, reveals to him the truth about his
father, long denounced as a traitor.  Back in town, Eleni confronts a calmer
Ash and prompts him to do what he knows is right.  A soulful tune binds the
pair closer together.  Onward the party travels to the Shumerian Capital to
confront the imperial forces, but discovers that someone, or something, is
already doing that job for them...

             ***************************************************
*************** Chapter VI, Scenario Three: Shumerian Capital ****************
             ***************************************************

BATTLE CONDITIONS: Victory: Death of Xeno.
                  Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: Mojo Robe (Between lampposts at start, manhole cover),
                   Gold Axe (SE by lamppost, manhole cover).
          *End of Battle: 43200G (4800G for Xeno, 2400G X 16 other enemies),
                          Runewand.

ENEMIES: Xeno, Mega Guard (2), Mega Cannon Lv.29 (2), Bahamut Lv.29 (4),
         Hellknight Lv.29 (4), Dark Mage Lv.29 (4).

Use archers to take out the closest bahamut and set your party up in the SW
behind the house.  Let the enemies come to you.  Have your archers handy to
take out mages as they get closer.  On the next turn, use wide-field magic and
items to weaken all the enemies around, and step out a bit to finish them off
where necessary and safe to do so.  Keep armors back out of range of the dark
mages, because they hurt.  Stay back and let the enemies come to you while
you're in a defensive position.  It'll be tough, but it is possible to do this
level without losing anyone.  Take out mages as soon as you can or they'll
gang up on you, use Perfect Guard if anyone's vulnerable to multiple attacks,
and keep back by the lampposts all the time.  When Xeno and his guards start
coming for you, send an airman around the other side to get the buried
treasure.

Ash decides whether or not the party is ready to tackle Dolf.  Revisit the
town if you want to restock on items and equipment.  Otherwise, onward to the
fateful battle...

               ***********************************************
***************** Chapter VI, Scenario Four: Final Showdown ******************
               ***********************************************

BATTLE CONDITIONS: Victory: Death of Dolf.
                   Defeat: Death of Ash.

TREASURE: *Chests: None.
          *Buried: None.
          *End of Battle: You won't need any more gold.

ENEMIES: Dolf Doomlord, Mega Guard (3), Bahamut Lv.30 (3),
         Hellknight Lv.30 (3), Mega Cannon Lv.30 (3), Dark Mage Lv.30 (2).

Send archers to the sides to get the bahamuts, and give them some physical
backup to handle the guards, though the guards could go for anyone.  Set up
the rest to wait for the knights coming down the stairs.  In the second round,
use magic to harm the guards and anyone else around.  Get set up and wait for
the enemy to come to you.  If you go up the stairs you're extremely
vulnerable.  Dolf won't move until everyone else is gone, so take your time.
Dolf packs quite a punch, so give him space.  Once you defeat him...

Enjoy the ending.  If you completed the Trials of Toroah (see below) you get
an extra congratulatory screen at the end of the credits.

.........................
+++++++++++++++++++++++++
 8. TRIALS OF TOROAH
+++++++++++++++++++++++++

Each of the 6 Trials requires a key.  See below for instructions on how to get
the keys.  Once you have a key, have Ash equip it as one of his items, go to a
dojo, then try to leave the dojo.  Select "Transform" and away you go.

Each Trial includes a chest containing the Prism for that Trial.  Be sure to
get the Prisms before killing all the enemies and ending the battle.

You receive no experience for attacking enemies, and little gold at the end of
the battles.  You can, however, get experience by healing your party members
and by applying positive status effects to them.

Enemies will always all be at the same level as Ash.  Generally, though, it
doesn't make the Trials significantly easier or harder if you keep Ash's level
low.  If you wait until your party reaches higher levels before doing the
earlier trials, however, they become absurdly easy, since the enemies' special
abilities don't gain appreciably in strength as their levels grow.

Once you complete all the trials, including collecting all the Prisms, visit a
dojo, and Ash can now advance to Vandalier class! He can now use every spell
in the game, including enemy and item spells.  He also gets a Reforged Vandal
Heart, a Vandal Helm and Vandal Armor, and now looks like he's wearing a
chicken suit.

------------------------------------------
*************** Nova Trial ***************
------------------------------------------

ACCESS: Get the nova key from a woman in the tavern at Minalto after defeating
the Death Ant (Ch. 1, Sc. 5).  She will be stoked to go tanning in the desert
again that she'll give you the Nova Key outright.

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chest: Nova Prism.
          *Buried: None.
          *End of Battle: 140G (10G X 14 enemies).

ENEMIES: Sparkie (2), Hunter Imp (4), Clay Golem (2), Buccaneer (4),
         War Ghost (2).

Split the party in two and go up either side of the hill.  Get the chest when
you reach the top.  Your archers can attack their flyers by the 3rd turn.
Reach the top of the hill first, and you can pummel the enemies with spells
and arrows with abandon.  Keep your characters next to the walls of the hill
to keep them safe from enemy archers.

-----------------------------------------------
*************** Earth/Ice Trial ***************
-----------------------------------------------

ACCESS: Get the banana from the poison bog at Loris Beach (Ch. 2, Sc. 3), then
go back to Yuna village and return it to its owner in the pub.  He gives you
the Earth Key in reward.  This guy must really like bananas.

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chest: Ice Prism.
          *Buried: None.
          *End of Battle: (10G X  enemies).

ENEMIES: Hunter (3), Hunter Imp (3), Shooter Imp (3), Corsair (3),
         Grenadier (2), Crimson Archer (2).

Because of all the archers, you may want to keep any airmen back.  Advance
slowly and take out the enemies as they come, keeping characters who can take
physical attacks in front to bear the brunt of the assault.  Keep healers
within reach.  The enemies' strength will increase the further you advance.

------------------------------------------
*************** Mana Trial ***************
------------------------------------------

ACCESS: Get the Mana Key from outside the W wall of the prison in Ch. 3, Sc.
7, before you kill Dumas.

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chest: Mana Prism.
          *Buried: None.
          *End of Battle: 200G (10G X 20 enemies).

ENEMIES: Brigand, Mimic (19).

Spellbind the brigand and leave him for last, so you don't end up having no
enemies on screen, ending the scenario before you get the Prism.  All the
chests are mimics except for the one in the SE corner, which holds the Mana
Prism.  Open the mimics with a direct attack, then use another direct attack
or distance attacks to finish them off.  Easy enough.

-------------------------------------------
*************** Chaos Trial ***************
-------------------------------------------

ACCESS: After collecting all 3 collector's treasures (Macroman, Tarot & Ramen,
in Ch.2 Sc.2, Ch.3 Sc.4, and Ch.4 Sc.4 respectively), return to Trade City
Kerachi and talk to the collector in the tavern.  He will be so impressed with
your collection that he gives you the Chaos Key.

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chest: Chaos Prism.
          *Buried: None.
          *End of Battle: 180G (10G X 18 enemies).

ENEMIES: Gold Golem (8), Clay Golem (3), Dark Golem (7).

This one's a little trickier.  You have to use all 3 crates to get to the
chest with the Prism, and you have to arrange them without killing all the
enemies.  The first chest has to go to the spot along the S wall of the
ground-level area with the most golems, where the wall juts out to the W one
block.  Place the crate in front of this spot to climb to the next level, then
push it one space S, then get behind it and push it W, under the bridge and up
the other side to where it's lined up with the chest.  So, kill the golems on
the ground level, send a fair number of characters up to the next level, and
try to spellbind at least one of the golems (the dark golems might be easier
to paralyze).  Get as many as you can, but don't paralyze them in the path you
need for the crates, and remember that they'll recover in a few turns.  On the
second level, push the crate once N, and climb up to the third level.  Try to
paralyze the dark golem there.  Now that you have characters on all 3 levels,
push the first crate into place, then push the crate on the second level
straight N to fall onto the first, and push the crate on the third level
through the archway, then N over the other 2 crates.  You can now cross to the
chest.  Kill the remaining golems once you have the prism.

-------------------------------------------
*************** Logos Trial ***************
-------------------------------------------

ACCESS: After saving Leena in Ch.5, Sc.3, go to the tavern in Frontier Village
before advancing to Smoking Bones Cave, to get a hint of where to find it.  In
Smoking Bones Cave (Ch.5, Sc.4), you need an airman to get the Logos Key from
the middle of the smallest lava lake, in the NE, by examining the spot 3
spaces S and 1 space E of the nearest stalagmite on the N shore.

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chest: Logos Prism.
          *Buried: None.
          *End of Battle: 270G (10G X 27 enemies).

ENEMIES: Basilisk (5), Dark Mage (2), Salamander (7), Guardian (13).

This one takes a while, so be patient.  Get the chest first thing and then
keep circling clockwise and take out enemies as they come.  Keep your
characters next to the wall if you don't want them to get hit by basilisks.
You can use magic to attack enemies higher up when they're more or less lined
up with you.  Dark mages are tricky to get, because they tend to run away and
throw spells at you from afar.  Just keep yourself healed, use magic and
archers on them when you can.

--------------------------------------------
*************** Heaven Trial ***************
--------------------------------------------

ACCESS: At the start of Chapter 6, in Glasgow city, go to the tavern and talk
to the weird man.  If you have all 5 prisms from the 5 previous trials, he
will recognize your greatness and give you the Key of Heaven.

BATTLE CONDITIONS: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

TREASURE: *Chest: Heaven Prism.
          *Buried: None.
          *End of Battle: 270G (10G X 27 enemies).

ENEMIES: Zoot Thief Lord (4), Dumas Jailmaster (4), Lando Hitman (2),
         Kurtz War Master (4), Dallas Greatarmor (3), Sabina Valkyrie (4),
         Dark Mage (4), Evil Statue (2).

I won't spoil the last one for you.  Just observe the strategies you've
learned so far, and leave one evil statue intact until you get the chest
behind it.

.........................
+++++++++++++++++++++++++
 9. LISTS
+++++++++++++++++++++++++

     ###################
     # 9.1 Weapon List #
     ###################
=================================================================
Weapon name      Useable by    | ATK | Price | Found in Ch.,Sc. |
=================================================================
Short sword      Knight class  | +2  |   60G |                  |
Light sword                    | +4  |  120G |  1,1             |
Iron sword                     | +10 |  500G |                  |
Great sword                    | +18 | 2000G |                  |
Master sword                   | +26 | 7400G |                  |
Caliburn                       | +28 | found |  6,1             |
Vandal Heart                   | +40 | found |  after 5,6       |
-----------------------------------------------------------------
Hunter bow       Archer class  | +2  |   50G |                  |
Light bow                      | +3  |  110G |  1,2             |
Iron bow                       | +8  |  450G |                  |
Steel bow                      | +15 | 1800G |                  |
Great bow                      | +22 | 6660G |                  |
Rune bow                       | +25 | found |  5,5             |
-----------------------------------------------------------------
Staff            Mage class    | +1  |   40G |                  |
Light staff      Healer class  | +2  |  100G |                  |
Iron staff                     | +5  |  400G |                  |
Magic staff                    | +9  | 1600G |  3,5             |
Spirit staff                   | +10 | found |  3,6             |
Arkstaff                       | +13 | 5900G |                  |
Runewand                       | +14 | found |  6,3             |
-----------------------------------------------------------------
Gold axe (sell for 4000G)      | +0  | found |  4,1;5,6;6,3     |
Iron axe         Armor class   | +12 |  550G |                  |
Battleaxe                      | +22 | 2200G |                  |
Great axe                      | +27 | 8140G |                  |
Ragnarok                       | +39 | found |  6,2             |
-----------------------------------------------------------------
Iron spear       Airman class  | +5  |  500G |                  |
Steel lance                    | +9  | 2000G |                  |
Halberd                        | +13 | 7400G |                  |
Dragon spear                   | +14 | found |  5,4             |
-----------------------------------------------------------------
Iron claws       Monk class    | +9  |  450G |                  |
Steel claws                    | +17 | 1800G |                  |
Panzer claws                   | +20 | found |  5,2             |
Death claws                    | +24 | 6660G |                  |
-----------------------------------------------------------------
Reforged         Ash as        |  ?  | earned| See "Trials"     |
 Vandal Heart     Vandalier    |     |       |  section above   |
=================================================================


     ##################
     # 9.2 Armor List #
     ##################
===================================================================
Armor name     | Useable by     | DEF |  Price | Found in Ch.,Sc. |
===================================================================
Leather armor  | Knight, armor, | +4  |    50G |                  |
Padded leather | archer, airman | +7  |   110G |                  |
Chain mail     |                | +17 |   450G |                  |
Scale armor    |                | +26 |  1800G |                  |
Plate armor    |                | +32 |  found |  5,1             |
Kevlar armor   |                | +39 |  6660G |                  |
-------------------------------------------------------------------
Cape           | Healer, monk,  | +2  |    40G |                  |
Wool robe      | mage           | +4  |    70G |                  |
Master's robe  |                | +10 |   350G |                  |
Mystic robe    |                | +18 |  1400G |                  |
Zen robe       |                | +20 |  found |  3,7             |
Mojo robe      |                | +26 |  5180G |  6,3             |
-------------------------------------------------------------------
Leather helm   | Knight, armor  | +2  |    40G |                  |
Light helm     |                | +3  |    80G |                  |
Iron helm      |                | +7  |   350G |                  |
Steel mask     |                | +12 |  1400G |                  |
Grimhelm       |                | +15 |  found |  3,6             |
Dragon helm    |                | +18 |  5180G |                  |
-------------------------------------------------------------------
Bandanna       | Healer, mage,  | +1  |    30G |                  |
Light band     | airman, archer,| +2  |    60G |                  |
Iron cap       | monk           | +5  |   250G |                  |
Steel band     |                | +9  |  1000G |                  |
Leather mask   |                | +11 |  found |  4,5             |
Rune crown     |                | +13 |  3700G |                  |
-------------------------------------------------------------------
Vandal armor   | Ash as         |  ?  | earned | See "Trials"     |
Vandal helm    |  Vandalier     |  ?  | earned |  section above   |
===================================================================

     #################
     # 9.3 Item List #
     #################
============================================================================
Item name     Effect                | Rng | Fld | Price | Found in Ch.,Sc. |
============================================================================
Herb          Heal some HP          |  1  |  0  |   200G| 1,2;2,1          |
Megaherb      Heal more HP          |  1  |  0  |   800G| 3,3;3,4;3,6      |
Elixir        Cure Status           |  1  |  0  |   100G| 1,3;2,2;3,3      |
Mage Oil      Restore 4 MP          |  1  |  0  |   400G| 2,1;2,4          |
Mage Gem      Restore 10 MP         |  1  |  0  |  1500G| 2,6;3,4          |
Life Orb      Heal all HP and MP    |  1  |  0  |  9000G| 4,5;6,2          |
Holy H2O      Heal all allies' HP   | inf.| inf.|  9800G| 4,1              |
----------------------------------------------------------------------------
Mad Book      Casts Spellbind       |  5  |  0  |       | 1,1;2,2          |
Mushroom      Casts Poison Cloud    |  5  |  2  |       | 1,2;2,1          |
Fire Gem      Burn enemies in field |  3  |  1  |  2000G| 1,3              |
Moon Pie      Casts Self Healing    |  0  |  0  |       | 2,1              |
Mood Ring     Crushes foes in rings |  2  |  1  |  4000G| 2,2;2,4          |
Iron Boot     Casts Perfect Guard   |  4  |  0  |       | 2,4;3,4          |
Aura Gem      Mega light attack     |  5  |  3  |  8000G| 4,1;4,2          |
Unicorn       Casts Rainbow Storm   |  4  |  2  |       | 3,3              |
Kingfoil      Casts Healing Circle  |  0  |  1  |       | 4,2              |
Helstone      Casts Thunder Ball    |  5  |  2  |       | 5,2              |
Wyrmfang      Huge rings of fire    |  0  |  8  |       | 5,4;5,6          |
Shiv Book     Casts Dagger Storm    |  0  |  1  |       | 5,5              |
Necklace      Casts Dark Hurricane  |  6  |  1  |       | 6,1              |
----------------------------------------------------------------------------
Macroman      Collector's treasure  |  X  |  X  | found | 2,2              |
Tarot         Collector's treasure  |  X  |  X  | found | 3,4              |
Ramen         Collector's treasure  |  X  |  X  | found | 4,4              |
Gold coin     Sell for 1000G        |  X  |  X  | found | 2,6;3,3;3,7      |
Mithril       Sell for 5000G        |  X  |  X  | found | 4,5;5,2;5,5      |
Banana        Trade for Earth Key   |  X  |  X  | found | 2,3              |
Nova Key      Opens first Trial of  |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Earth Key     Opens second Trial of |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Mana Key      Opens third Trial of  |  X  |  X  | found | 3,7              |
               Toroah               |     |     |       |                  |
Chaos Key     Opens fourth Trial of |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Logos Key     Opens fifth Trial of  |  X  |  X  | found | 5,4              |
               Toroah               |     |     |       |                  |
Heaven Key    Opens last Trial of   |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Nova Prism    Contains Toroah's soul|  X  |  X  | found | Nova Trial       |
Ice Prism     Contains Toroah's soul|  X  |  X  | found | Earth/Ice Trial  |
Mana Prism    Contains Toroah's soul|  X  |  X  | found | Mana Trial       |
Chaos Prism   Contains Toroah's soul|  X  |  X  | found | Chaos Trial      |
Logos Prism   Contains Toroah's soul|  X  |  X  | found | Logos Trial      |
============================================================================


     ##################
     # 9.4 Spell List #
     ##################
==============================================================================
Spell name    Useable by  |MP Cost| Learned | Effect             | Rng | Fld |
==============================================================================
Faerie Light   Ash        |   2   |  Start  | Heal self          |  0  |  0  |
Ice Storm                 |   4   |  Lv. 8  | Freeze nearby foe  |  1  |  0  |
Rolling Fire   (Champion) |   8   |  Lv. 14 | Burn group of foes |  2  |  1  |
Faerie Star               |   5   |  Lv. 18 | Heal self or others|  2  |  0  |
Delta Mirage   (Paragon)  |   7   |  Lv. 23 | Warp attack foe    |  0  |  1  |
------------------------------------------------------------------------------
Healing        Healers    |   3   |  Start  | Heal some HP       |  4  |  0  |
Mystic Shield             |   3   |  Lv. 8  | DEF up for 1 turn  |  4  |  0  |
Cure           (Bishop)   |   2   |  Lv. 10 | Restore status     |  4  |  0  |
Healing Plus              |   4   |  Lv. 12 | Heal in small field|  4  |  1  |
Bless Weapon              |   3   |  Lv. 13 | ATK up for 1 turn  |  4  |  0  |
Holy Lightning            |   7   |  Lv. 16 | Zap one enemy      |  4  |  0  |
Ultra Healing             |   5   |  Lv. 18 | Heal in big field  |  5  |  2  |
Magic Charge   (Arch-     |  10   |  Lv. 20 | Pass 10MP to ally  |  4  |  0  |
Holy pressure    bishop)  |   7   |  Lv. 22 | Crush in diamond   |  5  |  1  |
Supreme Healing           |  30   |  Lv. 25 | Heal all fully     | inf.| inf.|
------------------------------------------------------------------------------
Dark Star      Mages      |   2   |  Start  | Damage 1 enemy     |  4  |  0  |
Spellbind                 |       |  Lv. 8  | Paralyze foe       |  5  |  0  |
Piercing Ray   (Sorceror) |   4   |  Lv. 10 | Attack with light  |  4  |  1  |
Envenom                   |   3   |  Lv. 12 | Poisons one enemy  |  5  |  0  |
Phase Shift               |  12   |  Lv. 14 | Reality warp attack|  0  |  7  |
Roman Fire                |   6   |  Lv. 16 | Exploding fireworks|  5  |  2  |
Poison Cloud              |   4   |  Lv. 19 | Poisons in field   |  5  |  2  |
Spread Force   (Enchanter)|   7   |  Lv. 21 | Blasts around self |  0  |  3  |
Avalanche                 |   9   |  Lv. 23 | Drops huge rock    |  6  |  0  |
Salamander                |  14   |  Lv. 25 | Fire dragon attack |  0  | 10  |
------------------------------------------------------------------------------
Stone Shower   Monk       |  10   |  Lv. 11 | Nearby rock attack |  0  |  1  |
Cure Wide                 |   4   |  Lv. 15 | Cures around self  |  0  |  1  |
Healing Circle            |   6   |  Lv. 17 | Heals around self  |  0  |  1  |
Perfect Guard             |  15   |  Lv. 19 | Block 1 attack     |  4  |  0  |
Thunder Flash  (Ninja)    |  12   |  Lv. 21 | Light zap attack   |  0  |  2  |
Healing Wave              |  10   |  Lv. 23 | Wider healing      |  0  |  2  |
Mystic Energy             |  15   |  Lv. 25 | Increase ATK & DEF |  4  |  0  |
------------------------------------------------------------------------------
Self Healing   Zoot,      |   2   |         | Heal self          |  0  |  0  |
               Magnus     |       |         |                    |     |     |
Dagger Storm   Kurtz      |   5   |         | Rain of knives     |  0  |  1  |
Dark Fire      Xeno       |  15   |         | Darkness sphere    |  5  |  2  |
Dark Hurricane Dark Mage  |   8   |         | Twister attack     |  6  |  1  |
Dynamo Hum     Dolf       |  20   |         | Electric shock wave|  0  |  2  |
Evil Stream    Dark Mage  |   8   |         | Death energy attack|  9  |  0  |
Explosion      Xeno       |  15   |         | Blow enemy apart   |  6  |  0  |
Extra Healing  Dallas,    |   5   |         | Heal in small area |  5  |  1  |
               Crmsn Priest       |         |                    |     |     |
Harmful Wave   Death Angel|   5   |         | Energy ring attack |  8  |  0  |
Healing Circle Kane       |   5   |         | Same as yours      |  0  |  1  |
Hyper Healing  Sabina     |   8   |         | Heal in large area |  5  |  2  |
Magic Arrow    CrmsnWarlock   5   |         | Shoot many arrows  |  5  |  1  |
Piercing Light Evil Statue|   3   |         | Attack with light  |  4  |  0  |
Plasma Wave    Kane       |  15   |         | Massive light storm| inf.| inf.|
Rainbow Storm  Magnus     |   7   |         | Light storm        |  4  |  2  |
Rainbow Stroke Warlock    |   5   |         | Single light attack|  6  |  0  |
Rolling ThunderCrmsnWarlock       |         | Lightning attack   |  8  |  0  |
Thunder Ball   Death Angel|   5   |         | Lightning attack   |  5  |  2  |
==============================================================================

     #################
     # 9.5 Shop List #
     #################
===============================================================
Location            Weapon      | Armor           | Item
===============================================================
Shumerian Capital   Short sword | Leather Helm    | Herb      |
                    Light sword | Light Helm      | Elixir    |
                    Hunter bow  | Bandanna        | Mage Gem  |
                    Light bow   | Light Band      | Fire Gem  |
                    Staff       | Leather         |           |
                    Light staff | Padded Leather  |           |
                                | Cape            |           |
                                | Wool Robe       |           |
---------------------------------------------------------------
Minalto             Short sword | Leather Helm    | Herb      |
                    Light sword | Light Helm      | Elixir    |
                    Hunter bow  | Bandanna        | Mage Gem  |
                    Light bow   | Light Band      | Fire Gem  |
                    Staff       | Leather         |           |
                    Light staff | Padded Leather  |           |
                                | Cape            |           |
                                | Wool Robe       |           |
---------------------------------------------------------------
Yuzu Village        Light sword | Light helm      | Herb      |
                    Iron sword  | Iron helm       | Mage Oil  |
                    Light bow   | Light band      | Elixir    |
                    Iron bow    | Iron cap        | Mood Ring |
                    Light staff | Padded leather  |           |
                    Iron staff  | Chain mail      |           |
                    Iron axe    | Wool robe       |           |
                    Iron spear  | Master's robe   |           |
                    Iron claws  |                 |           |
---------------------------------------------------------------
Remote City         Light sword | Light helm      | Herb      |
                    Iron sword  | Iron helm       | Mage Oil  |
                    Light bow   | Light band      | Elixir    |
                    Iron bow    | Iron cap        | Aura Gem  |
                    Light staff | Padded leather  |           |
                    Iron staff  | Chain mail      |           |
                    Iron axe    | Wool robe       |           |
                    Iron spear  | Master's robe   |           |
                    Iron claws  |                 |           |
---------------------------------------------------------------
Terasu Village      Light sword | Light helm      | Herb      |
                    Iron sword  | Iron helm       | Megaherb  |
                    Light bow   | Light band      | Mage Oil  |
                    Iron bow    | Iron cap        | Mage Gem  |
                    Light staff | Padded leather  | Elixir    |
                    Iron staff  | Chain mail      | Aura Gem  |
                    Iron axe    | Wool robe       |           |
                    Iron spear  | Master's robe   |           |
                    Iron claws  |                 |           |
---------------------------------------------------------------
Khanos City         Iron sword  | Iron helm       | Herb      |
                    Great sword | Steel mask      | Megaherb  |
                    Iron bow    | Iron cap        | Mage Oil  |
                    Steel bow   | Steel band      | Mage Gem  |
                    Iron staff  | Chain mail      | Elixir    |
                    Magic staff | Scale armor     | Aura Gem  |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Trade City Kerachi  Iron sword  | Iron helm       | Megaherb  |
                    Great sword | Steel mask      | Mage Gem  |
                    Iron bow    | Iron cap        | Elixir    |
                    Steel bow   | Steel band      | Life Orb  |
                    Iron staff  | Chain mail      | Aura Gem  |
                    Magic staff | Scale armor     |           |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Pioneer Town Sorbo  Iron sword  | Iron helm       | Megaherb  |
                    Great sword | Steel mask      | Mage Gem  |
                    Iron bow    | Iron cap        | Elixir    |
                    Steel bow   | Steel band      | Life Orb  |
                    Iron staff  | Chain mail      |           |
                    Magic staff | Scale armor     |           |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Frontier Village    Iron sword  | Iron helm       | Megaherb  |
                    Great sword | Steel mask      | Mage Gem  |
                    Iron bow    | Iron cap        | Elixir    |
                    Steel bow   | Steel band      | Life Orb  |
                    Iron staff  | Chain mail      |           |
                    Magic staff | Scale armor     |           |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Glasgow City        Great sword | Steel mask      | Megaherb  |
                    Master sword| Dragon helm     | Mage Gem  |
                    Steel bow   | Steel band      | Elixir    |
                    Great bow   | Rune crown      | Holy H2O  |
                    Magic staff | Scale armor     | Life Orb  |
                    Arkstaff    | Kevlar armor    |           |
                    Battleaxe   | Mystic robe     |           |
                    Great axe   | Mojo robe       |           |
                    Steel lance |                 |           |
                    Halberd     |                 |           |
                    Steel claws |                 |           |
                    Death claws |                 |           |
===============================================================

     ###################
     # 9.6  Enemy List #
     ###################
==============================================================================
Name        Lvl | Class  | HP | MP | ATK | DEF | AGL | Spells        |Ch.,Sc.|
==============================================================================
Acid Ghost  |19 | Flyer  |150 |    | 97  | 76  | 73  |               |  5,1  |
            |20 |        |157 |    | 102 | 80  | 77  |               |  4,5  |
            |22 |        |172 |    | 111 | 87  | 84  |               |  5,3  |
            |23 |        |180 |    | 116 | 91  | 87  |               |  5,4  |
Ant Arm     | 1 | Monk   | 13 |    |  9  |  8  | 11  |               |  1,5  |
Bahamut     |29 | Flyer  |225 |    | 144 | 113 | 108 |               |  6,3  |
            |30 |        |232 |    | 149 | 117 | 112 |               |  6,4  |
Basilisk    |24 | Archer |157 |    | 86  | 69  | 82  |               |  5,6  |
Blood Bat   |12 | Flyer  | 97 |    | 65  | 51  | 49  |               |  3,3  |
            |14 |        |112 |    | 74  | 58  | 56  |               |  3,4  |
            |16 |        |127 |    | 83  | 65  | 63  |               |  3,7  |
            |28 |        |217 |    | 139 | 109 | 105 |               |  6,2  |
Blood Ghost | 9 | Flyer  | 75 |    | 51  | 40  | 38  |               |  2,3  |
            |11 |        | 90 |    | 60  | 47  | 45  |               |  2,4  |
            |12 |        | 97 |    | 65  | 51  | 49  |               |  2,5  |
Brigand     | 1 | Knight | 14 |    | 11  | 10  | 10  |               |  1,1  |
            | 5 |        | 42 |    | 26  | 23  | 23  |               |  1,4  |
Buccaneer   | 6 | Knight | 49 |    | 30  | 26  | 26  |               |  1,6  |
Bugaboo     |10 | Archer | 69 |    | 39  | 31  | 37  |               |  4,2  |
Centurion   |12 | Knight | 91 |    | 53  | 46  | 46  |               |  3,3  |
            |13 |        | 98 |    | 57  | 49  | 49  |               |  3,7  |
            |14 |        |105 |    | 61  | 53  | 53  |               |3,4;3,7|
            |15 |        |112 |    | 65  | 56  | 56  |               |  3,5  |
            |28 |        |203 |    | 114 | 99  | 99  |               |  6,2  |
Clay Golem  | 6 | Armor  | 56 |    | 34  | 37  | 20  |               |  1,3  |
Corsair     | 6 | Archer | 44 |    | 26  | 21  | 25  |               |  1,6  |
Crimsn Archr|15 | Archer |100 |    | 56  | 45  | 53  |               |  3,5  |
Crimsn Armor|18 | Armor  |152 |    | 86  | 93  | 50  |               |  4,4  |
            |19 |        |160 |    | 90  | 97  | 52  |               |  4,1  |
            |26 |        |216 |    | 121 | 130 | 70  |               |5,2;5,5|
            |27 |        |224 |    | 125 | 135 | 72  |               |  6,1  |
            |29 |        |240 |    | 134 | 144 | 77  |               |  5,5  |
Crimsn Hawk |18 | Flyer  |142 |    | 93  | 73  | 70  |               |  4,1  |
            |23 |        |180 |    | 116 | 91  | 87  |               |  5,2  |
            |24 |        |187 |    | 121 | 95  | 91  |               |  5,5  |
Crimsn Knigt|17 | Knight |126 |    | 72  | 63  | 63  |               |  4,4  |
            |19 |        |140 |    | 80  | 69  | 69  |               |  4,1  |
            |25 |        |182 |    | 103 | 89  | 89  |               |  5,5  |
            |27 |        |196 |    | 111 | 96  | 96  |               |  6,1  |
Crmsn Priest|21 | Priest |110 | 20 | 57  | 46  | 93  | Extra Healing |  5,2  |
            |25 |        |130 | 20 | 67  | 54  | 110 |               |  5,5  |
            |26 |        |135 | 20 | 70  | 56  | 114 |               |  6,1  |
            |29 |        |150 | 20 | 77  | 62  | 126 |               |  5,5  |
Crmsn Shootr|17 | Archer |113 |    | 63  | 50  | 60  |               |  4,4  |
            |21 |        |138 |    | 76  | 61  | 72  |               |  5,2  |
            |25 |        |163 |    | 89  | 71  | 85  |               |  5,5  |
            |26 |        |170 |    | 93  | 74  | 88  |               |  6,1  |
CrmsnWarlock|21 | Mage   |121 | 20 | 49  | 42  | 92  | Magic Arrow,  |  5,2  |
            |25 |        |143 | 20 | 58  | 49  | 108 |Rolling Thunder|  5,5  |
            |26 |        |148 | 20 | 60  | 51  | 112 |               |  6,1  |
Dallas      |21 | Armor  |176 | 15 | 99  |107  | 57  | Extra Healing |4,1;4,4|
Dark Golem  | 9 | Armor  | 80 |    | 47  | 51  | 27  |               |  2,3  |
            |11 |        | 96 |    | 56  | 60  | 32  |               |  2,4  |
            |12 |        |104 |    | 60  | 65  | 35  |               |  2,5  |
Dark Mage   |29 | Mage   |165 | 40 | 66  | 56  | 124 |Dark Hurricane,|  6,3  |
            |30 |        |170 | 40 | 69  | 58  | 128 |  Evil Stream  |  6,4  |
Deacon      |14 | Priest | 75 | 18 | 40  | 32  | 65  | Healing       |3,3;3,4|
            |15 |        | 80 | 18 | 42  | 34  | 69  |               |  3,7  |
Death Angel |18 | Mage   |104 | 25 | 43  | 36  | 80  | Thunder Ball, |  5,1  |
            |19 |        |110 | 25 | 45  | 38  | 84  |  Harmful Wave |  4,5  |
            |22 |        |126 | 25 | 51  | 43  | 96  |               |  5,3  |
Death Ant   |10 | Armor  | 88 |    | 51  | 55  | 30  |               |  1,5  |
Death Device| 1 | None   | 14 |    |  0  |  5  |  0  |               |  4,5  |
Dolf        |32 | Angel  |165 | 99 | 85  | 68  | 138 | Dynamo Hum    |  6,4  |
            |34 | Armor  |280 | 30 | 155 | 167 | 90  | Healing Circle|  6,4  |
Dumas       |18 | Armor  |152 |  6 | 86  | 93  | 50  | Self Healing  |  3,7  |
Eggworm     |13 | Archer | 88 |    | 49  | 39  | 47  |               |  4,3  |
            |18 |        |119 |    | 66  | 53  | 63  |               |  5,1  |
            |19 |        |126 |    | 69  | 55  | 66  |               |  4,5  |
            |22 |        |144 |    | 79  | 63  | 75  |               |  5,3  |
            |23 |        |151 |    | 83  | 66  | 79  |               |  5,4  |
Evil Statue | 5 | Mage   | 33 | 12 | 15  | 12  | 28  | Piercing Light|  2,1  |
            |11 |        | 66 | 12 | 28  | 23  | 52  |               |  2,4  |
Gold Golem  |19 | Armor  |160 |    | 90  | 97  | 52  |               |  5,1  |
            |20 |        |168 |    | 95  | 102 | 55  |               |  4,5  |
            |22 |        |184 |    | 103 | 111 | 60  |               |  5,3  |
            |23 |        |192 |    | 108 | 116 | 62  |               |  5,4  |
Grenadier   |11 | Archer | 75 |    | 43  | 34  | 41  |               |  3,3  |
            |12 |        | 81 |    | 46  | 37  | 44  |               |  3,7  |
            |14 |        | 94 |    | 53  | 42  | 50  |               |  3,4  |
            |28 |        |182 |    | 99  | 79  | 94  |               |  6,2  |
Guard Dog   | 1 | Monk   | 13 |    |  9  |  8  | 11  |               |  2,6  |
            | 6 |        | 45 |    | 24  | 22  | 30  |               |  2,2  |
            |18 |        |123 |    | 60  | 56  | 76  |               |  3,5  |
Guardian    |25 | Armor  |208 |    | 116 | 125 | 67  |               |  5,6  |
Hassan      | 8 | Armor  | 72 |  9 | 43  | 46  | 25  | Healing       |  1,6  |
Hell Bat    | 5 | Flyer  | 45 |    | 32  | 25  | 24  |               |  1,4  |
Hellknight  |29 | Knight |210 |    | 118 | 103 | 103 |               |  6,3  |
            |30 |        |217 |    | 122 | 106 | 106 |               |  6,4  |
Hunter      | 1 | Archer | 12 |    | 10  |  8  |  9  |               |  1,1  |
            | 5 |        | 37 |    | 23  | 18  | 22  |               |  1,4  |
Hunter Imp  | 3 | Archer | 25 |    | 16  | 13  | 15  |               |  1,2  |
Juggernaut  |13 | Armor  |112 |    | 64  | 69  | 37  |               |  3,6  |
            |14 |        |120 |    | 69  | 74  | 40  |               |  3,7  |
Kane        |22 | Knight |161 | 20 | 91  | 79  | 79  | Healing Circle|  4,1  |
            |29 |        |210 | 20 | 118 | 103 | 103 |               |5,5;6,1|
            |30 |        |217 | 25 | 122 | 106 | 106 | Plasma Wave   |  6,1  |
Kurtz       |21 | Monk   |143 | 30 | 69  | 65  | 88  | Dagger Storm  |  4,1  |
            |23 |        |156 | 30 | 75  | 70  | 95  |               |  5,2  |
Lando       |19 | Archer |126 |  4 | 69  | 55  | 66  | Self Healing  |  3,5  |
Mad Soldier | 8 | Knight | 63 |    | 38  | 33  | 33  |               |  2,2  |
            | 9 |        | 70 |    | 42  | 36  | 36  |               |  2,3  |
            |11 |        | 84 |    | 49  | 43  | 43  |               |  2,4  |
            |12 |        | 91 |    | 53  | 46  | 46  |               |  2,5  |
Magnus      |15 | Armor  |128 | 18 | 73  | 79  | 42  | Self Healing, |  2,5  |
            |   |        |    |    |     |     |     |  Rainbow Storm|       |
Mega Cannon |28 | Archer |182 |    | 99  | 79  | 94  |               |  6,3  |
            |29 |        |189 |    | 103 | 82  | 97  |               |  6,4  |
Mega Guard  |30 | Armor  |248 |    | 138 | 149 | 80  |               |  6,3  |
Mimic       |18 | Monk   |123 |    | 60  | 56  | 76  |               |  3,6  |
            |21 |        |143 |    | 69  | 65  | 88  |               |  5,1  |
            |23 |        |156 |    | 75  | 70  | 95  |               |  5,3  |
Sabina      |18 | Archer |119 | 24 | 66  | 53  | 63  | Hyper healing |  4,1  |
            |28 |        |182 | 24 | 99  | 79  | 94  |               |  5,5  |
Salamander  |26 | Flyer  |202 |    | 130 | 102 | 98  |               |  5,4  |
Skeleton    |16 | Knight |118 |    | 68  | 59  | 59  |               |  4,3  |
            |19 |        |140 |    | 80  | 69  | 69  |               |  5,1  |
            |20 |        |147 |    | 84  | 73  | 73  |               |  4,5  |
            |22 |        |161 |    | 91  | 79  | 79  |               |  5,3  |
            |23 |        |168 |    | 95  | 83  | 83  |               |  5,4  |
Shooter Imp | 9 | Archer | 63 |    | 36  | 29  | 34  |               |2,3;2,4|
            |11 |        | 75 |    | 43  | 34  | 41  |               |  2,5  |
Sparkie     | 8 | Flyer  | 67 |    | 46  | 36  | 35  |               |3,1;3,2|
            |10 |        | 82 |    | 55  | 43  | 42  |               |  3,2  |
War Ghost   | 2 | Flyer  | 22 |    | 18  | 14  | 1   |               |  1,2  |
Warlock     |14 | Mage   | 82 | 20 | 34  | 29  | 64  | Rainbow Stroke|3,3;3,4|
            |15 |        | 88 | 20 | 36  | 31  | 68  |               |  3,7  |
Wight       |11 | Knight | 84 |    | 49  | 43  | 43  |               |  4,2  |
Xeno        |34 | Mage   |192 | 45 | 77  | 65  | 144 | Dark Fire,    |  6,3  |
            |   |        |    |    |     |     |     |  Explosion    |       |
Zoot        | 1 | Knight | 14 |  2 | 11  | 10  | 10  | Self Healing  |  1,1  |
            |17 |        |126 |  4 | 72  | 63  | 63  |               |  3,3  |
==============================================================================

................................
++++++++++++++++++++++++++++++++
 10. EXPERIENCE-RAISING TRICKS
++++++++++++++++++++++++++++++++

The experience system is designed to equalize character development and
maintain a somewhat steady difficulty level throughout the game.  Basically,
when a character takes action on an enemy or ally with a higher level, they
gain a lot of experience, thus rapidly increasing their own level to match the
target's.  Conversely, when the target has a lower level, the acting character
gains little experience, to restrain them from rocketing to high levels
prematurely.  This is more a rule of thumb than an absolute law, as some
levels contain enemies with very low levels, such as Ch.2 Sc.6, where the
guard dogs are all level 1, but you still gain appreciable experience for
slaying them, and some have higher-level enemies that don't gain you a whole
lot of experience (like Ch.4 Sc.1, the ambush by the crimson guard in Khanos
city).  It would be more appropriate to say that the battles have a certain
level that they expect you to be at for, and the experience you gain in that
battle reflects this.

You can, however, overcome this limiting system by taking actions on your own
party members, following the higher- or lower-level rule.  One way to do this
is to have magic-using characters use a supportive spell whether or not it
helps the battle.  For example, have a healer or monk use mystic shield
whenever they don't have anything else important to do.  This can be taken to
the extreme, though it requires some planning and takes a long, long time to
see significant progress.  On the other hand, it will allow at least some of
your characters to reach the maximum level of 49 if you stick at it, something
that you would never achieve playing through the game normally.

There are two tricks to level up in this way:

1) First, stock all your characters with mage oils, or mage gems if they have
appeared in the game yet.  Enter a battle where killing the enemies doesn't
finish the battle.  Ch. 2 Sc. 4 is a good example.  Have Sara and Huxley
repeatedly cast mystic shield on other characters every turn once you clear
the enemies.  Stand on the healing circles to rejuvenate their MP at the same
time.  Once their levels have increased as much as you want, which can take
quite a while, have each of the other characters use a mage oil on them, and
watch the jumps in experience they receive in return.

2) Deny Winarto contributed this other way, which I thought was rather
original.  You have to have both Sara and Huxley choose healer class for their
advancement.  Once they both reach level 20, they will learn Magic Charge.
They can then pass 10 MP between them by alternately casting this spell on one
another indefinitely, once one of them has used up some MP.  There are many
levels where this can be done.  Basically, whenever you have time after
killing the last enemy, or the last enemy won't attack you in a way that makes
you counterattack (e.g. when an archer or priest is the last enemy), or you
generally have some time to kill with the supportive characters while you tie
up loose ends, Sara and Huxley can play tag in this way.  Deny reports that he
was able to get them up to level 49 in chapter five by this method.  Of
course, once their levels are increased, having other characters act on them
(e.g. let them get hurt, then use healing items on them) will boost the other
characters' experience as well.

.........................
+++++++++++++++++++++++++
 11. IN CLOSING
+++++++++++++++++++++++++

Thank you for making use of this FAQ.  If you would like to add something I
missed or have general comments, please e-mail me at:
  syonyx_faqs at yahoo dot com.
Any contributions (information, tips) included in later versions will of
course be fully credited.

Syonyx 2003/2004.