DRAGON FORCE: FAQ/WALKTHROUGH
by: kiri sittori (dark_kiri@sandokiri.com ; sandslice@aol.com)
Version: 1.5
Compiled: 2.10.04


*******************************************************************************
* As with other text FAQs, this shall not exceed 80 characters per line.      *
* For optimal viewing, please ensure that this text is fully contained within *
* the box of asterixes.  That way, the text will be displayed properly.       *
*******************************************************************************


A foreword:

     Hopefully, I'll be able to bring to the world an actually decent resource
for this excellent game... one which will actually be usable by the masses, and
without the confusion associated with other fan and commercial products.  It's
against my brother's advice that I write this with the assumption that you can
at least figure out the basics; the in-game advisors are actually helpful.


-------------------------------------------------------------------------------

TABLE OF CONTENTS: For easier navigation, I'll precede each section and
subsection with a code that looks like this:  ~X76JT.  If you want, you can use
the browser Search (ctrl+F) and input that code as the search entry, so that
you can get to where you want more quickly.  Or not... it's really your choice.

     
     Section 1.  Legal information        ~X10LC
          1.1  Update history             ~X11UH
     
     Section 2.  A quick overview         ~X20QV

     Section 3.  Domestic Mode Tips       ~X30DM

     Section 4.  Field Mode Tips          ~X40FM

     Section 5.  Army Elements            ~X50AE
          5.1 Officers/Generals           ~X51YG
          5.2 Troop Types                 ~X52TT
          5.3 Formations                  ~X53FM
          5.4 Commander Skills/Spells     ~X54CS

     Section 6.  Battle Strategies        ~X60SS

     Section 7.  The Walkthroughs         ~X70WT
          7.1 Wein of Highland            ~X71WH
          7.2 Teiris of Palemoon          ~X72TP
          7.3 Mikhal of Izumo             ~X73MI
          7.4 Leon of Topaz               ~X74LT
          7.5 Gongos of Bozack            ~X75GB
          7.6 Junon of Tristan            ~X76JT
          7.7 Reinhart of Tradnor         ~X77RT
          7.8 Goldark of Fandaria         ~X78GF
          7.9 World United: Second Half   ~X79DA

     Section 8.  The Character List       ~X80CL
          (c2004 RPKierstan.)

     Section 9.  The Debug Mode           ~X90DB
          9.1 Miscellaneous stat info     ~X91SI

     The Unlabelled Section: Special Thanks.  :P

-------------------------------------------------------------------------------
~X10LC

     Section 1: The Legal Crap.
     Since it's required anyway.
     Dragon Force(tm) and all related trademarks c1996 Sega.
     US Translation c1996 Working Designs.
     This FAQ/Walkthrough c2004 R. Sturdevant.  This may be not be reproduced
under any circumstances except for personal, private use. It may not be placed
on any web site or otherwise distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.

     This work may not be sold without the express written consent of all
interested parties.  (In other words, as they say, "no stealies.")

     See also section 8.

     The following locations are authorised to use this FAQ:
     GameFAQs.com
     Sandokiri.com

~X11UH
     Update History (this one scrolls down, not up!)

     1.0 The original FAQ.  2.6.04
     1.5 Took requests and advice, and added/modified the following:

     -Updated information in various sections (Gongos walkthrough, second half,
field mode advice, debug; credit GenocideHeart, Crazypanda, and MM984)
     -Added a master character list, sorted by "internal number" order (credit
RPKierstan.)  2.10.04

-------------------------------------------------------------------------------
~X20QV

     Section 2: A quick overview.

     It may seem like reiteration, but I will say this: this FAQ is not a
replacement for the game manual and the "online help" in the game itself.
Rather, it is intended to be a depository for my experiences with the game,
with hopes that the reader might be able to use some or all of the tips to be
found herein.

     Domestic:  There won't be too much to say here, but a few tidbits here
and there might help you along the way.
     Field Mode: You'll find a few advanced strategies, such as observations
of the game's AI, which just might be helpful.
     Army Elements: There are some rather nifty things you can do once you
know how these various assets work.  A major section to check out.
     Battle Strategies: Once you've learned the Elements, learn all those
nifty tricks.
     Walkthroughs: This will go on the "Kiri's Method" and "Alternate Method"
modes.  "Kiri's Method" is the one I prefer; "Alternate Method" is just another
take on the scenario.  I will include the "hidden" characters as well, just for
its own sake.  This is pro'ly the meat of the FAQ.
     Debug: If you should happen to enjoy looking at some of the internal code
used by the game, or cheating, or knowing everything there is to know about a
game, then this section is for you.

     And now, to paraphrase the narrator: "The Dragon Force FAQ rushes forth!"

-------------------------------------------------------------------------------
~X30DM

     Section 3: Domestic Mode Tips.

     As I said before, I'll be rather brief.

     -Awards:  It's best if you give just enough to your officers that they'll
be effective in battle.  Generally, 5-6 ranks in a troop type will suffice.
Then just stockpile the rest, so that you can quickly power up any troop types
newly learned by the Dragon Force members.  This is important, since in the
end game, only those eight characters matter for anything.

     -Items: Likewise, the only non-equipment items you should be giving your
officers are Books.  Coins, Statues and Crests are much better spent on the
eight heroes.  Equipment is a different story, and all those weapons and armour
should be used as you see fit.

     -Audience: It might be better to recruit "only enough" captives to hold
your castles.  The exception is if they have high intelligence.  The reason is
this: Every officer has a hidden stat for Loyalty, which can range from 0-255.
At 255, the officer is unshakably loyal, but when it's lower, the officers may
desert.  However, this mechanic (which checks a random value against the hidden
Loyalty stat) does not come into play until the officer is used in battle.  In
short, if they never fight, they can never desert.  Thus, all those generic
officer types can and should be used to hold castles and enable level-ups and
accumulation of troops in the castles.  (See Debug for more info.)

     -Search/Fortify: For the sake of the end game, you want to Fortify these
castles: Bozack's capital, and Claystal on the road to the Moon Shrine.  Those
castles should be raised to at least level 25, if possible.  Apart from those,
you should generally use Search.  Don't search castles such as Crystal, Danyan,
or Magicka; you'd rather find castles that give random items, so that you can
get those Coins and better chances at good crests like the Samurai and Mage
crests.  (Crystal, you can hit for Dragon Crests, and Magicka for zombies, for
what it's worth.)
     If you want to use Fortify, it improves the number of potential reserve
troops the castle can hold; this number is always (Castle_Lv +5)x10.  In battle
it also gives an "inside castle terrain" bonus to the defender's Command, if
the encounter is fought with the announcement "____ Division is storming a
castle" or "_____ Castle is under attack."

     -Archives: Maybe I shouldn't need to say this.  But Archives should be
used.  Often.

-------------------------------------------------------------------------------
~X40FM

     Section 4: Field Mode Tips.

     -Observation: It ALWAYS pays to look ahead, and to see what the CPU is
doing.  That way, you can see when a target castle is weak, or whether or not
you can hold a castle against an oncoming division.  ALWAYS look.

     -Escape Routes: Just in case you need to pull back from a castle, make
sure you have somewhere to go back to.  That way, you don't get stranded in a
really bad situation.

     -Know the AI: Each AI-controlled kingdom has a particular "control zone"
which it tries to occupy whenever it has enough officers to do so.  If you know
this, you can take one of these castles, and the enemy will try to reclaim that
castle.  After this, you can often work your away around the map and attack
another undermanned castle, until the enemy runs out of officers.  This works
especially well against Reinhart, Leon, and Goldark, because there are many
ways to attack those countries.  It doesn't work as well against Junon, but you
can still use a hit-and-flee style of attack for the Tristan army.
     The "hottest" of the hot zones are Mikeral castle, at the intersection
of northern Bozack, southern Tradnor, and eastern Izumo; and the castles
which lie west of Topaz, which tend to see occupations from Fandaria, Topaz
and Tradnor.

     -Protect Castle Levels: Though you won't get the castle bonus for staying
in the castle to fight, you won't lose the castle's levels if your division
meets the enemy outside the castle.  In this case, the terrain of "Outside
Castle" does not modify any Command stats, as some other terrains do.

     -Captive Transportation: It can be useful to not recruit Captives, and
to give them to the enemies instead.  Send an officer, preferrably with no
troops, in his own division, and assign as many captives to this "division" as
possible.  Then send him to an enemy castle, and immediately Retreat.  The
captives will be given to the enemy, who will recruit them and gladly use them
against you.  Use this to get more Awards and levels.
     You can't use this against the Dragons in the endgame, since they don't
recruit; and while you can use your monarch, there are certain officers, called
"Vital" which are the "inner circle" of rival monarchs, that cannot be "lost"
in this manner.

     -The Stack: This can be useful sometimes.  Normally, in a CPU vs. CPU
battle, the result is determined somewhat randomly.  However, in certain cases,
one side or the other will have automatic success.  Without the Debug to create
strange situations like CPU "monarch duels" or moving Zanon around, what you
need to know is that monarchs and major Story Enemies like Zanon, Zado and
Ryskim will always have priority over other groups.  So if a random group of
five officers were to go up against Ryskim when he captures Teiris (in Wein's
scenario) Ryskim would automatically win.

     -Cheese March: If you plan to take over a castle, and you see a different
enemy division marching on it, let that encounter happen first, and then move
in quickly behind it.  For example, let's say Ryskim and Sierra just took over
Mikeral castle; your Vlad-equipped division is about to take them out.  But you
see a five-member Tradnor division about to try to take Mikeral.  In this case,
you KNOW that Ryskim will win, since he has a higher priority in the "stack."
The example here works equally well in either language, but I did this in the
Japanese with Junon.  English equivalent names for convenience.
     I had Junon, Ayrios and a random ninja in Mikeral castle, and Cinna and
Vlad moving south toward Sardia castle which had Rygar.  But the Ryskim-Sierra
event happened right before I got there, and I got scattered from Mikeral.
     So I brought Cinna and Vlad back toward Mikeral; but a large Tradnor
division was trying to take Mikeral as well.  I just sat on the Hayate town,
let the Tradnor group fail to take the castle, and moved in just a couple
seconds behind.  Sierra had no troops, and Cinna's Quick Flame Cannons laid
waste to Ryskim.
     While this won't always happen this way, you can at least let the enemy
divisions do some of the work for you.

     -Watch for Defeated Divisions.  This goes along with the Cheese March.
Any CPU division that loses a battle with another CPU division will end up with
no troops.  A single officer with Shooter troops could power-level off this
circumstance, or multiple Shooter officers can rack up Awards with little
effort and less troop risk.

     -Counter Siege: Counter Siege is one of my favourite officer-sapping
methods.  Essentially, you must allow the enemy to attack you inside a castle.
Then, after you defeat the enemy, if everyone wasn't captured or killed, some
will try to flee.  If you IMMEDIATELY Pause the game and send a division in
the direction of the flight, and then unpause, you should get another battle.

     -Gasper Nation: The Skull Children are a gang of undead thugs that have
been given life by the evil forces.  When they appear, they announce themselves
with happy fanfare-type music, and then try to march toward your monarch's
current position.  They'll always take the shortest route.  If YOU kill them,
then they will respawn later on.  If a CPU castle or division kills them, they
will be permanently replaced by the thieves "Paine" and "Agonni."  In Japanese,
they're both called "Dokurotou."  The Skull Children are the knight Gasper,
and the fighters Helm and Tsuvan.

     That should do it.

-------------------------------------------------------------------------------
~X50AE

     Section 5: Army Elements

     This section deals with the various officer, troop, formation and spell
types featured in the game.  Yes, this WILL be biased.

~X51YG
     5.1 Officers/Generals:

     The game uses "generals" but I prefer the term "officers." Just a quick
look at the various types of them.

     -Fighter: The Fighter is a basic warrior type, that tends to use Soldier
troops and sword-type spells.  They're all right in duels, but tend to be a bit
weak otherwise.  Pretty low MP, great HP.
     
     -Knight: Much better than the Fighter, the Knight tends to have a very
strong ability to command troops, especially their favoured Cavalry.  Their
only problem is that they tend to use Hyper Storm, which is a bit sketchy.
Better MP than the fighter, and about the same HP.  Knights also have an odd
benefit in duels; their "hit stun" is longer than most classes, which means
that they won't take as many hits from the Greater Critical hit.
     
     -Samurai: Samurai are somewhat between Fighters and Knights in ability,
but always command the powerful Samurai troops.  They also have a consistent
if limited group of spells that draws from the Sonic Sword family and Cross
Flash.  Low to average MP, average HP.
     
     -Monk: Monks prefer to fight unarmed and use Monk troops.  Phenomenal
Strength, but a bit weak on the command side; and they tend to use Monk troops
and limited spells that include Aura Assault, Cross Flash, Cross Rush.  High
HP, low MP.
     
     -Beast: Beast Fighters are basically cat people, and rely on savage might
and Beast troops to win the day.  Pretty good as duellists, but not like the
civilised, armoured warriors.  Their spells are strictly limited, as well; they
only have Cross Flash, Cross Rush, and Sky Driver.  Highest HP, and almost no
MP.
     
     -Ninja: Who doesn't like a ninja?  Actually, ninja aren't all that good
in Dragon Force; though they critical pretty often in duels, they can't take
hits very well, and they're a bit weak.  Well, except for Hayate, but he's
another story.  Troops are invariably Samurai, and spells tend to be of the
charge-draining, linear sort.  Average HP and low to average MP.
     
     -Thief: Worse than ninja in every possible way, since they can't even
get a Dagger equivalent to the triple shuriken of Mirage Star.
     
     -Magician: An attack mage that tends to use the Elemental spells.  These
tend to use Shooter troops of either sort, and have pretty good command skills.
However, they are very weak in duels and have low HP.  Their MP is often high,
though.
     
     -Spirit User: Also known as shaman or druid.  These mages usually cast
Summon spells, and also use Shooter troops.  Their command skills aren't as
good as magicians', but the summon spells are a little stronger.  They also
fall quickly in duels, and not only have low HP, but low effective MP because
most Summon spells cost 3MP to cast.
     
     -Priest: Holy mages that tend to know spells like Resurrect, Holy Shield,
or Holy Blast.  They're statistically the worst of the mage-types, but their
spells may be the most effective of all classes.  Low HP, average to high MP,
and virtually no chance in duels.  Command skills tend to be low as well.
     
     -Dragon Man: Dragon Men are agents of the gods of destruction, and have
amazing HP and attack strength but very little command skill.  However, this is
offset by their use of Dragon troops.  Their spells are limited to Flame Cannon,
Stone Pedestal and Sky Driver.  Mostly seen as enemies in the endgame.  These
officers, be well warned, are EXCELLENT duellists.
     
     -Immortal: There are three kinds of Immortals, the vampires, the succubi,
and the zombies; they are all similar in that they tend to use exotic troops
like zombie and dragon, have respectable command skills, and average HP with
good MP.  Their spells tend to combine Resurrect with summon or other spells,
and the annoying Ensnare spell.  Watch out for these, especially the girls.  :P

     Which do I like?  Knights, samurai, and magicians.  These tend to be the
well-rounded, strong officers, and have the best Command ability among them.
This makes their troops more effective, and so the other considerations, such
as their duelling abilities, never come into play.  But try them out, and go
with what suits you best.

~X52TT
     5.2 Troop Types:

     Just as important as the officers are the troops that stand between them.
Knowing the types, and the relationship between them, is critical to your
campaign's success.  Note that Terrain CAN be found in the manual, as can the
advantages.  Terrain refers to a percentage modifier to Command.  And, when the
officer types are listed, the monarch that uses that as a primary troop is set
off in parentheses.  And, finally, I will not specifically list attack
advantages non-shooters have over shooters.  Now, the overview:

     -Soldiers: Soldiers are, like the Fighters that often command them, your
basic grunts.  They have armour and a sword.
     Strong against: Monk, beast
     Weak against: Cavalry, harpy, zombie, dragon
     Terrain: -13 Mountain, Desert, Forest, Swamp, Wilderness, Snow.
     Used by: Fighters, Thieves, (Wein,) most monarchs.
     Special: Called "Horseman" in Japanese.

     -Cavalry: Mounted warriors with lances.  Their horses make them quick.
     Strong against: Soldier, samurai
     Weak against: Monk, beast, harpy, zombie, dragon
     Terrain: +25 Grass, Wilderness; +13 Desert; -13 Shrine, Tower, Ruins;
-19 Mountain; -25 Forest, Snow, Swamp.  (Yes, ALL terrains are modified.)
     Used by: Knights, (Goldark,) most monarchs.

     -Mage: Robed fellows with fire sticks.  [SHOOTER]
     Strong against: Harpy, zombie
     Weak against: Everything else that isn't a shooter.  (Sort of.)
     Terrain: -13 Mountain, Forest; -19 Desert; -25 Snow.
     Used by: Magic user types, (Reinhart.)  Gongos also starts with them.

     -Samurai: Like Soldiers, but with Japanese armour and katana.
     Strong against: Monk, beast, dragon!
     Weak against: Cavalry, harpy, zombie.
     Terrain: -11 Mountain; -16 Desert, Forest; -25 Snow.
     Used by: Samurai, ninja, (Mikhal.)
     Special: Called "Ashigaru" in Japanese; a misnomer, since Ashigaru used
the Yari long spear, and not the katana.

     -Archer: Elves with bows.  [SHOOTER]
     Strong against: Harpy
     Weak against: Everything else... well, except mages.  (Sort of, again.)
     Terrain: +25 Forest; -11 Grass, Mountain; -13 Shrine, Ruins; -25 Desert,
Snow.
     Used by: Various classes, Palemoon officers, (Teiris.)

     Monk: Bruce Lee wannabes with flurry kicks.
     Strong against: Cavalry, zombie
     Weak against: Soldier, samurai, harpy, dragon, archer (unusual.)
     Terrain: -13 Mountain, Desert, Forest; -25 Snow.
     Used by: Monks, Topaz officers, (Leon.)

     Harpy: Flying bird girls that use footclaws. [FLYING]
     Strong against: Most ground enemies and Sirens!
     Weak against: Shooters, zombie, dragon.
     Terrain: +13 Grass, Snow; +6 Mountain; -13 Swamp, Shrine, Ruins,
Tower; -50(!!!) Forest.
     Used by: (Junon,) Ayrios, Cinna, Scar.
     Special: Yes, that is -50, as in the Command score is cut in half when
Harpy troops are used in the forest.  So DON'T.

     Beast: Beastly dudes that flip-kick.  Very cool-looking.
     Strong against: Cavalry, Katmando!
     Weak against: Soldier, samurai, harpy, dragon.
     Terrain: +25 Forest; -11 Mountain; -16 Desert; -50 Snow.
     Used by: Beasts, Bozack officers, (Gongos.)
     Special: Again, that IS a -50.  Beasts don't like the cold.

     -Dragon: They're dragons, and yes, they are wing-ed.  [FLYING]
     Strong against: Everything except Samurai!
     Weak against: Samurai!
     Terrain: -11 Mountain, forest; -16 desert; -25 Snow.
     Used by: Dragon Men, Uryll (an Immortal.)
     Special: Called "Dragoneer" in Japanese.

     -Zombie: Undead wackos that slap enemies with their ribcages.
     Strong against: Most enemies.
     Weak against: Monk, dragon, and mage.
     Terrain: +13 Swamp, ruins; -11 Grass, mountain, forest; -16 desert; -25
shrine, snow.
     Used by: Immortals, later Scythe.

     -Siren: Special troops that kiss enemies to death. [FLYING]
     Strong against: Most enemies
     Weak against: Harpy!
     Terrain: ??
     Used by: Scythe-Final.
     Special: Unofficial but accepted name.

     -Kyoem Clone: Conjured by Kyoem's Phantasm spell.
     Strong against: Most enemies
     Weak against: Samurai!  (Credit GenocideHeart.)
     Terrain: ??
     Used by: Kyoem the ninja.
     Special: Unofficial name, used by me.  You could also call them "Ninja"
troops, "Phantom" troops, or something like that.

     Note that I omitted the general advantages that ground troops have in
"Strong against Shooters," because I'm lazy.  :P

     My favourites?  Mages, samurai, cavalry, and harpies.  This might be
because of my favourite monarchs; but mages cover my Shooter strategies well;
samurai are soldiers that work better against dragons; cavalry work against
very common types; and harpies are excellent overall.  The terrain modifiers
shouldn't matter too much; most commonly in a game, you'll see castles, ruins,
shrines, towers, and the occasional Grass or Desert encounter.

     A quick note on Castle "terrain."  The bonus given to the defenders in a
castle is based on its level, and follows a patterned progression:
     Level        Bonus
     1-2          10
     3            11
     4            12
     5            13
     6            14
     -
     7-8          15
     9            16
     10           17
     11           18
     12           19
     -
     And so on, up to the maximum of Level 50, which confers a 50% bonus.  Use
"fortify" to increase this.

~X53FM
     5.3 Formations:

     There are eight formations in which you may be able to use troops in a
battle.  Three of them are generic, in that anyone can use them; the other
five are advanced, and any given officer has access to one of them.  The orders
described, and then the overview:

     -Orders:
     Advance/F.Advance: Units move toward enemy officer.
     Retreat/F.Retreat: Units move to behind ally officer.
     Disperse (Top and Bottom Move:) Units move away from the middle lines.
     Regroup (Middle Move:) Units move toward the middle line.
     Top Move: Units move toward the "top" half of the field.
     Bot.Move: Units move toward the "bottom" half of the field.
     Standby/F.Standby: Units stop and hold position.
     Melee: Lose control of all units.  They gain Attack strength and some
Speed, but lose defence.  Units will attack enemy troops, preferring the troops
near ally officer, but will try to stay near the middle lines.  Control of
these units may NOT be regained after Melee is called, for as long as the
battle continues.

     Raid: Raid Formation only.  Sends "Raid" Div across the top line, toward
the enemy officer.
     Defence: Raid, Protect, Squad Formations.  Affected units move toward
ally officer.
     DivxRush: Squad only.  Sends Div X toward the enemy officer, maintaining
formation until they get there.
     Recover: Protect only. Tells "Reserve" Div to fill in holes left by lost
"Wall" units.

     And now, the formations.

     Generic Formations:

     -Special.
     Unit allocation: 100% front (all orders.)
     Orders: Advance, Retreat, Disperse, Regroup, Standby, Melee.
     This form places the troops in up to ten lines, starting with the middle
line and working outward.  It has no particular strengths or weaknesses, and
is good for general use.
     Best used with: General, vs. shooters, most of my strategies :P
     CPU: Is generally used.  Standby with shooters, Advance otherwise.

     -Offense.
     Unit allocation: 70% front (all orders;) 30% rear (auto-Defence.)
     Orders: as Special.
     This is very similar to Special, but adds a swarming defencive unit.  It
can be good if you don't want to commit all the troops to the attack, or if you
really want to get at the enemy officer without exposing yourself.
     Best used with: Conservative attacks.
     CPU: as Special, and probably just as common.

     -Defence.
     Unit allocation: 30% front (all orders;) 70% rear (auto-Defence.)
     Orders: Advance, Retreat, Top Move, Bot.Move, Standby, Melee.
     Similar to the preceding, but even more emphasis on defence.  I don't
like this too much, in general.
     Best used with: Shooters faced with Breach.
     CPU: When substantially outnumbered.  Always Standby.

     Advanced Formations:

     -Surround.
     Unit allocation: 2x20% front units (all orders;) 60% wall (auto-Regroup)
     Orders: as Special
     Troop Stat Bonus: Defence
     The front units are placed above and below the middle lines, making a
human pincer.  The wall group always Regroups, but maintains their formation
instead of crowding the middle as with a normal Regroup.  The front units will
receive orders at the same time.  For all its potential, I don't like it too
much.
     Best used with: Shooters vs. anything that doesn't have wide linear
spells.
     CPU: CPU will sometimes use this when available, but never against your
Shooters.  With this formation, the order is Standby... and wait.  Often,
a CPU Surround formation will end in a draw if you don't attack.

     -Breach.
     Unit allocation: 90% front (all orders;) 10% rear (auto-Defence.)
     Orders: as Defence
     Troop Stat Bonus: Speed
     Breach places the majority of the units in the middle lines, leaving
a bare-bones defencive unit.  Very effective for getting to the enemy officer
quickly, but EXTREMELY vulnerable to wide, linear spells.
     Best used with: Raid-busters, officer blitzing, shooters vs. enemies that
do not have good linear attacks.
     CPU: Will use this on occasion, and always against shooters if available.
The order of choice is Advance.  If you have Sonic Blast, the CPU does not take
this into consideration, so abuse the heck out of its mistake.

     -Protect.
     Unit allocation: 70% Wall (most orders;) 30% reserve (Recover, Defence)
     Orders: Advance, Retreat, Recover, Defence, Standby, Melee.
     Troop Stat Bonus: Speed
     This order creates a wide arcing wall around the officer, in order to
stop attacks.  It can be a very good "pure defence" formation, or it can be
used as a pseudo-Breach.
     Best used with: Shooters, pseudo-Breach, vs. Breach, vs. Raid.
     CPU: Will generally use this if available, and if the officer uses the
Shooter types, will ALWAYS use this.  Recover is the order.  If you get too
close, CPU will give a Defence order.

     -Raid.
     Unit allocation: 70% Wall (most orders;) 30% Raiders (Raid)
     Orders: Top Move, Bot.Move, Raid, Defence, Standby, Melee.
     Troop Stat Bonus: Speed.
     The Wall is slanted, closer to the enemy's position at the top than at
the bottom.  When Raid is given, the troops move across the top.  I personally
only use this to oppose Raid and sometimes Protect forms.
     Best used with: Messing around, or anti-Raid.
     CPU: Will use this quite often, and has a complex strategy to it.  First,
it will simply standby.  If you get too close before 70 seconds, it will Raid
and Defence; otherwise, it'll just Raid at 70 seconds.  When all Raiders are
lost, CPU will always call Melee.  Never seems to be used with shooters.

     -Squad.
     Unit allocation: 4x20% Divs (DivxRush;) 20% rear (Defence)
     Orders: Div1Rush, Div2Rush, Div3Rush, Div4Rush, Defence, Melee.
     Troop Stat Bonus: Attack.
     The Attack bonus is a bit higher than that given by Melee.  This is a
pure attacking formation, with somewhat limited control over individual troops;
however, it's quite usable.  Divs 2 and 3 are in the middle lines, so are weak
against wide linear attacks, but won't worry about one-line linears.
     Best used with: Anti-Raid (leave div 1 at home;) focused officer attacks.
     CPU: Rarely uses this.  Will issue div 1's Rush immediately, and wait
about five seconds before each Rush after that.  Defence as needed.

     My favourite formation would be the simplest - Special.  In this, none
of my troops are walking into linears without my control, and I can pull some
of my anti-spell Dispersal strategies without worrying about the loss of any
dubious "defencive" troops.  In addition, Kiri's Wall, Holy Nuke and Coverage
Shooting (three of my strategies) work best with Special.

~X54CS
     5.4 Commander Skills/Spells:

     Here follows a list of spells.  Since the list is much longer, I'll have
the following format for them:
     (Spell Name) Name of spell... duh!
     (MP: x) Typical MP cost, with notes.
     (Pow: x) Typical Charge drain, again with notes.  I'll discuss this in
section 6.
     (Target: x$) Target of attack, friendly, enemy, officers, troops.

     (Special:) My personal descriptors.  These should help with where and how
these spells attack.
     -Center: Attacks the center of the field.  If you set the camera mode to
All, the area displayed is the center.
     -Cluster: The spell finds the "screen" with the largest number of target
troops.
     -Combo: The spell stays near the enemy officer and deals multiple hits;
more enemy troops can be caught by the combo attacks.
     -DF: Dragon Force Final Spell; the one listed for your monarch is the one
you get in the endgame, and replaces your third spell.
     -Earth: This spell does not work on FLYING enemies.
     -Expansion: The spell's effect starts in the middle, and works its way
toward the outside.  Will not apply for Earth spells (which hit the whole
field.)
     -Linear: The spell cuts through enemy troops in either one, three, or
five middle lines.  If it's Linear-1, it only hits the line between the two
officers; if it's Linear-3, add the lines above and below the middle; and if
it's Linear-5 (Sonic Blast) add the next lines out.  These tend to be the more
effective spells available.
     -Physical: This spell's damage depends on the STR stat; any spell that
does not have this descriptor has damage that depends on the INT stat, or does
not deal damage.  In the case of the Dagger and Shuriken spells, the "damage"
applies to target's Charge Meter, rather than HP.

     (Used by x$:) If there isn't a wide variety, who can use it will be here.
     (Desc:) A description, possibly with other notes.

     And now, the spell list:

     -Assassin's Star
     MP: 2
     Pow: 6 if learned as the first spell, 5 if not.
     Target: Enemy officer and troops
     Special: Linear-1, Physical
     Used by Ninja.
     The caster throws a single shuriken, which cuts through enemy troops and
drains off the Charge Meter of the enemy officer, but deals no damage.
     Called Assassin Dagger in Japanese.

     -Aura Assault
     MP: 2
     Pow: 10
     Target: Enemy officer.
     Special: None
     Used by Monks.
     The caster throws three balls of light that damage the enemy officer.

     -Cross Flash
     MP: 2
     Pow: 15
     Target: Enemy officer.
     Special: Physical
     The caster zips across the field and strikes the enemy officer.

     -Cross Rush
     MP: 3 or 4 (Gongos and male Monks are 4)
     Pow: 15 or 30 (most Generic monks are 30)
     Target: Enemy officer and troops
     Special: Linear-1, Combo, Physical
     The caster slides across the field, plowing through enemy troops, and
rapidly combos the enemy officer.

     -Dante's Inferno
     MP: 3
     Pow: 15
     Target: Enemy officer and troops
     Special: Cluster, expansion
     Used by Spirit Users and Immortal/Zombies.
     A summoned girl appears and creates columns of flame that tear through
the enemy ranks in a wide arc.  This is pretty effective.

     -Dark Vortex
     MP: 3
     Pow: 15
     Target: All troops (Teiris ONLY Enemy Troops)
     Special: Center
     Used by Spirit Users.
     A Black Hole opens up in the background; troops are sucked into it and
killed.  Teiris has a particularly brutal version that has been known to wipe
out entire enemy divisions by itself.

     -Dragon Cross
     MP: 2
     Pow: 15
     Target: Enemy officer
     Special: DF, Physical
     Used by Wein and Mikhal.
     The Power of Harsgalt surges through the caster, who then does a rushing
sword attack against the enemy, similar to Cross Flash.  EXTREMELY brutal.

     -Dragon Dive
     MP: 4
     Pow: 30
     Target: Enemy officer
     Special: DF, Physical
     Used by Gongos
     Gongos is consumed by the power of the Star Dragon, and uses it to do a
massive Dragoon Jump attack.  Inefficient but amazingly powerful.

     -Dragon Rush
     MP: 3
     Pow: 15
     Target: Enemy officer and troops
     Special: DF, Linear-1, Combo, Physical
     Used by Leon and Goldark
     As with other Dragon Force spells, this one is a souped-up Golden Dragon
Cross Rush.  Lots of fun.

     -Ensnare
     MP: 1
     Pow: 10
     Target: Enemy officer
     Special: None
     Used by Immortals and Scythe
     The victim of Ensnare can't run away, and the Charge Meter freezes.  Not
good, unless you happen to be the caster :P

     -Flame Cannon
     MP: 2
     Pow: 10, 5 (Cinna,) 8 (female ninja,) 20 (dragons.)
     Target: Enemy officer.
     Special: None
     The caster shoots three fireballs at the enemy officer.

     -Holy Blast
     MP: 3
     Pow: 15
     Target: Enemy troops
     Special: Center
     A shaft of light descends upon the center of the field; enemy troops in
this area when it happens... well, they cease to exist.

     -Holy Shield
     MP: 2
     Pow: 15
     Target: Enemy troops
     Special: Expansion, (centered on caster.)
     Used by Priests and Magicians.
     Chains of light balls circle around the caster, slashing enemy troops
in a pattern that almost reaches the outer limits of the field.  Often used
by CPU.

     -Hyper Storm
     MP: 3
     Pow: 12
     Target: Enemy troops
     Special: None (semi-linear, semi-expansion)
     Used by knights
     Tornados scoop up enemy troops as they travel across the field.  The
troops taken off the field are NOT killed unless their officer is captured,
injured or killed.

     -Mega Tornado
     *Exactly as Hyper Storm, but targets ALL troops and is used by Immortal
Vampires.)

     -Meteor Storm
     MP: 4 (Reinhart 5)
     Pow: 15 (Reinhart 12)
     Target: Enemy officer and troops
     Special: None
     Used by magicians and Junon.
     Multiple fireballs sweep across the field, randomly killing enemy troops
with a guaranteed hit on the enemy officer.  This is a VERY slow spell, and is
consequently very good paired with Shooter troops.

     -Mirage Star
     MP: 3 or 4 (Hayate is 4)
     Pow: 15
     Target: Enemy officer and troops
     Special: Linear-3, Physical
     Used by ninja
     The caster throws three shuriken.  Slower than Assassin Star, but more
effective against troops.

     -Phantasm
     MP: 1
     Pow: 10
     Target: Ally troops
     Special: None
     Used by Kyoem
     Adds 60 to the number of Kyoem Clone troops currently on the field.  It's
called "Kagebunshin" (Shadow Clone) in the Japanese.  As usual, troops cannot
exceed 100.

     -Quagmire
     MP: 3
     Pow: 15
     Target: All troops
     Special: Earth
     Used by Immortal/Zombie
     Waves of earth energy paralyse about 70% of the troops in each army.

     -Reptile Cannon
     MP: 2
     Pow: 8 (Shirox 15, and possibly some faster)
     Target: Enemy officer
     Special: None
     Used by ninja
     The caster summons a frog that shoots out a Flame Cannon.  Called "Frog
Bomb" in Japanese.

     -Resurrect
     MP: 2
     Pow: 15
     Target: Ally troops
     Special: None
     Used by Immortals and Priests
     The caster summons a number of troops to replace lost troops.  This can
range from 15 to 50 or so troops recovered, but not beyond the caster's max.
VERY useful.  Note: Resurrected troops receive the prevailing order of your
Front unit, or if in Squad, your Div 1.

     -Shiva's Dagger
     MP: 2
     Pow: 5
     Target: Enemy officer and troops
     Special: Linear-1, Physical
     Used by Thieves
     The caster throws a knife that kills troops and drains Charge Meter.
Does this sound familiar?  It should --- it's Assassin Star again.

     -Solar Flare
     MP: 3
     Pow: 15
     Target: All troops
     Special: Center
     Used by Duran
     A shaft of Holy Blast that forgets to spare the caster's troops.  :P

     -Sonic Blast
     MP: 4
     Pow: 15
     Target: Enemy officer and troops
     Special: Linear-5!  Physical
     Used by fighters, samurai, and Junon.
     In my opinion, this is the best spell in the game.  The caster swings a
sword, and five waves of energy tear through the enemy lines.  These waves
usually look like huge shark fins; however, Mikhal's versions are purple and
float.  When Junon casts this spell, she jumps into the air and swings on the
way down.  VERY cool.

     -Sonic Boom
     MP: 2
     Pow: 10
     Target: Enemy officer and troops
     Special: Linear-1, Physical
     Used by fighters, knights, and samurai.
     A basic sword attack, in which the caster swings a sword and generates a
wave of energy.  Mikhal retains the nifty, unique appearance of this spell,
just like with Sonic Blast.  Very often, the taunts actually throw the word
"boom" in there, like "Behold the BOOM!" or "Witness the BOOM of doom!" or
something like that.

     -Sonic Dragon
     MP: 4
     Pow: 15
     Target: Enemy officer and troops
     Special: DF, Linear-5, Physical
     Used by Junon.
     Junon's Sonic Blast turns into a spell that launches a huge dragon head
and neck toward the enemy.  It's as effective as other DF spells.

     -Sonic Wave
     MP: 3
     Pow: 10
     Target: Enemy officer and troops
     Special: Linear-3, Physical
     Used by fighters, knights, and samurai.
     Very similar to Sonic Blast and Sonic Boom, but creates three waves.

     -Sky Driver
     MP: 3 (Gongos 4)
     Pow: 15 (Gongos 30)
     Target: Enemy officer
     Special: Physical
     Used by beasts and dragon men.
     The caster leaps into the air and attacks the enemy's officer on the way
down.  This does quite a bit of damage, even if it does look a bit silly.

     -Stone Pedestal
     MP: 3
     Pow: 10
     Target: Enemy troops
     Special: Earth
     Used by monks.
     The caster creates an earthquake that paralyses about 70% of the enemy
troops.  Flying enemies are immune, of course.

     -Summon Dragon
     MP: 3
     Pow: 15
     Target: Enemy officer and troops
     Special: DF, Combo
     Used by Teiris and Reinhart.
     The caster summons Harsgalt the Sacred Dragon, who appears in front of the
enemy officer and blows holy breath for multiple hits.

     -Summon Golem
     MP: 2
     Pow: 15
     Target: Enemy officer and troops (possibly ally troops as well)
     Special: Linear-1
     Used by Katt and Scythe.
     The caster creates a golem in front of her, which will kill friendly
troops in its summoning radius, and then the golem charges across the field
and does a double-fist punch on the enemy officer.  Brutal and cheap; Scythe
prefers this spell.

     -Summon Guardian
     MP: 3
     Pow: 15
     Target: Enemy troops
     Special: Earth
     Used by Reinhart.
     Reinhart's version of Stone Pedestal; it conjures a helmeted dude who
executes a Stone Pedestal.

     -Summon Reaper
     MP: 1
     Pow: 30
     Target: Both officers
     Special: None
     Used by Katt
     With the cry of "Reaper of souls, collect you bounty!" Katt summons the
Angel of Death, who slashes the enemy officer.  Both Katt and the target are
quickly reduced to 1 HP by the power of the magic.  AMAZINGLY effective, if the
opponent can't retaliate with a spell or Shooter troop attack.  And no, I did
not put a typo into that taunt; it really does say that!  :P

     -Summon Wyvern
     MP: 3
     Pow: 15
     Target: Enemy officer and troops
     Special: Combo
     Used by Spirit Users
     The caster summons a wyvern in front of the enemy officer; this blows
flame breath that burns away the officer's health and some troops.

     -Thor's Fist
     This spell is identical in all respects to Summon Guardian, but is used by
Spirit Users.

     -Thunder Fall
     MP: 3
     Pow: 10
     Target: Enemy troops; if no troops available, enemy officer.
     Special: Cluster (sort of)
     The caster tracks a location occupied by an enemy troop, and blasts that
area with lightning bolts; that unit dies, and any right near it as well.  This
may repeat itself a few times.  If, at the time of casting, there are no troops
to be attacked, the enemy officer is attacked instead.  Yuri of Litonia has a
unique variant; his Thunder Fall tracks to the enemy officer first but does not
attack, and then the spell resolves as normal.  Basically an extra time delay.

     -Trident's Daughter
     MP: 3
     Pow: 15
     Target: Enemy officer and troops
     Special: Cluster, expansion
     Used by Spirit Users and Immortal/Succubi.
     A girl appears near the largest group of enemies and creates some water
spouts.  Very similar to Dante's Inferno otherwise.

     -Wind Dancer
     Identical in function to Trident's Daughter, except that it creates some
tornados.  Used by spirit users.

     There you have it, the spell list.  And now, the fun.

-------------------------------------------------------------------------------
~X60SS

     Section 6: Battle Strategies.

     For this section, I'll assume you will also familiarise yourself, or at
least refer to, section 5.  These will include both general advice and some of
my more specialised tricks.  "Watch and learn!"

     1. Officer deployment: It's already a good idea to know what enemies will
be attacking your division or castle.  What you should do is match up each one
of your officers with one from the enemy side.  That way, you know for sure
that you'll have enough strength to win battles.  If you can't, then do what
you can, and retreat.  The levels and merits are a decent consolation prize.

     2. The Charge Meter and Timer: The flow of battle takes place in ninety
seconds of "real time" which is interrupted when you use menus, and during
spells.  If you pay attention, you'll notice that your meter is drained a bit
when you cast a spell; the number of clock-seconds it will take before you can
cast another is the "Pow" of the spell.  Thus, you can watch the clock and use
it to anticipate when you can toss more magic.

     3. Shooters and Spells: Shooter troops will keep attacking in the middle
of either officer's spell animations; the *casting* officer is personally
immune to attacks of this sort.  Use this to your advantage, by casting long
animation spells like Meteor Storm, Holy Shield and summons.  Long spell taunts
also help with this; but be sure that this will often work against you as well.

     4. Duelling: Only if you absolutely must.  The CPU often gets lucky, and
can sometimes smack down even superior opponents in a duel.  In fact, unless
you're in the endgame, you shouldn't even consider duelling unless you have a
Fighter, Knight, Dragon, or possibly Beast, Samurai, or Hayate.  And NEVER with
your monarch, unless you have a HUGE advantage (for example, if they're pretty
low in HP, and you are NOT Wein, Teiris or Reinhart.)

     Techniques:

     a. Kiri's Wall of Death: A non-Shooter unit that stands still will receive
a free shot at the enemy troops that move next to it, giving the non-mover a
huge advantage.  Kiri's Wall takes advantage of this to brutal effect.  Use
Special formation, and either Advance or Retreat one or two steps.  Then use
Standby.  The enemies will smack into the Wall, and you'll slaughter them with
minimal losses.
     Note that a substantial weakness in the effective Command attribute of
your officer, or a troop-type disadvantage, will only be somewhat offset by
this technique.  So still use that strategy.
     Best used: Against non-shooters that are not in Defence, Protect, Raid
or Surround formations.

     b. Coverage Shooting: The same theory applies to Shooters, really, except
that you will use this to minimise the enemy's ability to avoid your attacks.
Basically, use the Special/Advance/Standby you would for the Wall, and watch as
enemy armies get cut down.  Be sure to make liberal use of spells when you do
this.
     Best used: Against non-shooters.  Not great against Breach, unless you
have Sonic Blast.

     c. Concentration Shooting: This is the opposite of Coverage Shooting; in
this, you want to get Shooters at the enemy officer, rather than cleaning up
the troops.  Use Breach/Standby, or Special/Regroup.  This way, you have fewer
enemy troops to deal with.  Naturally, however, this only works against enemies
that use Shooter troops themselves.  (Note: If you use this tactic against the
CPU's Special Formation, it will Regroup once the officer takes some damage.)
     Best used: Shooter duels against enemies that don't have linear spells.

     d. Holy Nuke: Center-effect spells can be hard to hit with; but you can
use that exact same boring method to make them work.  First, use the Special
formation again.  Now, set the camera mode on ALL, and Advance until you can
see your troops.  Take one or two more steps in, and Standby.  Enemies won't
be able to pass your troops, for the most part, and will be stuck in the center
of the spell's effect.
     Best used: When you are Goldark or Teiris, and at least fifth level and
want to waste enemy troops efficiently.


     e. Melee Busters: Special Formation once again.  This time, the preferred
order is Disperse; the weakness of Melee is that the troops will get stuck in
the middle lines, and away from your officer unless your farthest troops are
close enough.  Then, you can use spells, especially linear and cluster spells,
to decimate the enemy with very little risk.  This will also work well against
enemies that go into Protect formation.
     Best used: When outnumbered; against Raid and Protect formations.  Since
it depends on Special formation, it can be used as needed.

     f. Raid Busters: Since you know that the Raid order sends its raider unit
across the top line, you can easily intercept it.  Use Special/Disperse, or you
can use Breach/Top Move to jam the top lines of the field.  The raiders will
just keep running into your jammers, and the wall unit might go into defence
before they Melee after those raiders die.  Combine this with Melee Busters.
     Best used: Against ANY Raid user.

     g. Mage Surround: The last strategy involves the seemingly suicidal use of
Mage troops as close-range attackers against the enemy officer.  You'll need a
fairly large group of troops, but you can use ANY formation except Raid.  Clear
the enemy troops first, and then Advance.  When the bulk of your army is near
the enemy officer, give a Standby.  A few of your troops will certainly die, but
the target will have to deal with Shooters on either side of him.  This racks up
damage quickly, which is good for a few encounters.
     Best used: Against Gaul and Scythe, after troops are cleared.  Great vs.
Final Gaul.  (There really isn't a pressing reason to use it otherwise.)

-------------------------------------------------------------------------------
~X70WT

     Section 7.  The Walkthroughs!  Or, the real meat of Kiri's FAQ.

     First off, before I begin the actual walkthroughs, I'll give a summary of
the basic objectives of the gameflow, and a few tips of advice.

     -Unite the world!  That, really, is the point of the eight individual
walkthroughs.
     -Visit the Shadow Tower, and receive advice from Ramda.
     -Retrieve Artifacts from the shrines.
     -Move to Bloodly castle, in southwest Fandaria, and face destiny.

     It gets a bit more complicated than that, but that's the basic gist.

     Tips:

     -Though it is only the Dragon Force members that may participate in late-
game events, it can be useful to level up other officers as well.  In general,
the ones you start with have automatic loyalty; the loyalty of most others may
be secured by giving them Items, especially Faith Coins.  Use these other
officers to stop enemy advances, and to wipe out enemies that appear.
     -Bastion should be noted here; he's a thief that usually stays near the
Tower of Fiend and ruined Magicka castle.  He'll automatically join you if you
have any female officers in your division; but he'll automatically abandon you
if an enemy division has females.  To prevent this, keep Bastion in the same
division as Uryll and/or Sierra, the Immortal Succubus officers.  These two
seem to have an "advantage" in this.
     -If you level up before trying to take out other monarchs, they'll slowly
level up to match you.  However, their stat growth may or may not be weaker as
a result of you doing this.  This is particularly good for powering up Teiris.
     -Be patient, and level up.  You want everyone to have 127 HP and, in some
cases, as many MP as you can.  Search in many places for items to help you.
     -To capture a monarch, you MUST leave that monarch no castles to run to.
     -Finally, if you don't want to use Captive Transport to level up, you can
(for once) ignore the Advisor, and sit around fighting dragons for a while in
the endgame.  While dragons are good duellists, they have weak Command, and so
shouldn't be too tough.

     -Hidden Characters (NEVER available to Goldark:)
     Hayate and Shirox
     Located: On the town north of the two Bozack castles.
     If you deploy there you will be attacked by Shirox and 40 Samurai troops;
beat him and Hayate will appear and send you off with a Strategy Runes book
item.  Then, after one week, if you are Mikhal OR have experienced the Crest on
the Hand picture, you may return to the town and duel Hayate.  You CAN lose,
and probably WILL; Leon and Gongos have excellent prospects, while Mikhal and
Junon MIGHT pull it off. Either way, Hayate joins with 60 Samurai and his
Murasame katana equip.
     Worth it?  Hayate is, for sure; he's one of the strongest officers that
can be found.  Shirox is a pale imitation of a pupil.  And, even better, Hayate
will appear in the ending movie!  :P

     Vlad and Sierra
     Located: Vlad is located at the Tower of Fiend, northwest of Travan.
     Send your monarch, alone, to this location; Vlad attacks with as many
Zombie troops as you have current troops, though his Resurrect is limited to
a maximum of 50 troops.  He'll join you, on condition that you let him fight
an Immortal Zombie named Ryskim.
     Sometime later, Ryskim takes one of your castles, and brings Sierra.  If
you use Vlad in the attacking division, he fights Sierra; she has 40 Zombies.
Vlad need not fight Ryskim, however; the zombie lord has 50 undead troops.
     IF you defeat Ryskim, and Vlad was in the division, then you get a weaker
(and more talkative) Sierra.  If Vlad was NOT in the division, he deserts and
cannot be retrieved.
     Worth it?  Not really, though both have automatic search/fortify rank.
Some like the Immortal officers, and so would naturally like these two.

     Vangal
     Located: Depends on who you play as.
     -Wein, Teiris: Located in the mountains southwest of Highland.
     -Mikhal: Just south of Danyan, in southeast Tradnor.
     -Leon, Gongos: Every other FAQ says the town east of Fiend Tower.  This is
not quite correct; it'd be more proper to say that it's at Junon's location:
     -Junon: Between Travan and Crystal castles, in southern Palemoon.
     -Reinhart: North of Estonia, in northeast Fandaria.  Check the west edge
of that mountain range.
     When you find your monarch's Vangal town, the dragon will "attack" you
with NO troops.  Beat him down, and after a few weeks, another dragon named
Zado will appear with 100 Dragon Troops!  Whether you can "beat" Zado twice
(bring him to a draw when you have more available officers) or you wait for
Vangal, Vangal will join you with 10 Dragon troops.
     Worth it?  Not really; dragon officers actually suck.

     Zanon, Yuri, Veltarna, Grudar (Army of Litonia)
     Located: "Lightan" (SHOULD be Litonia) castle.  This is between Highland
and Bozack in the south.
     Special: MUST be Reinhart or Gongos to obtain, though anyone can play the
event.  You can attack Zanon before the following events have transpired; you
can't capture him, or anything like that, unless you're Goldark.  This is an
excellent source of experience and Awards.
     Sometime during most walkthroughs, one of your officers will be captured
by an Immortal called Ryskim.  This is, indeed, the same Ryskim that harasses
Vlad.
     Of course, you'll go down to liberate this captive (though you really wish
you didn't have to with Wein :P ) and Zanon will show up to kill most of the
demon army, leaving only Ryskim to deal with.  After this, Zanon will go nuts.
     At this point, go to Litonia; if you are Gongos, you should send all of
your starting officers (Rygar, Baghib, Katt, Yuni.)  An event will play out;
either Zanon and Yuri will die in this event, or they'll join you.  Either way,
Veltarna and Grudar will join if they haven't already.  In Goldark scenario,
Zanon and Yuri are "Vital" captives, and will never join; Veltarna and Grudar
can be recruited.
     Worth it?  Reportedly, in certain situations Zanon retains his tough-as-
nails status.  To be honest, however, the time it takes to actually get Zanon
tends to be rather prohibitive.  It's good for bragging rights, except around
me.  :P

     And now, the fun.  This will only be a summary of what to do.  Actual
strategies are found in the rest of this FAQ, so use those.

~X71WH
     7.1 Wein of Highland

     Difficulty: Average.

     The Roleplaying Method: First, clean up the Highland area, which involves
the capture of Hikkis, the thieves, and the Travan Castle assets.  Then move
north and "conquer" Palemoon; you only need to get close enough, and Teiris
will auto-join.  From there, slip north into Tristan, get Junon (Teiris really
helps here, actually!) and then cut downward toward Bozack, obviously taking
Leon and Reinhart along the way.  Izumo and Fandaria are your last targets.
This is pretty straightforward, and doesn't involve a lot of risk.

     Kiri's Preferred Method:  Take out Hikkis and the thieves, for cheap early
awards.  Then cut the entire force across to Bozack, take it and get Hayate,
and then sit in Mikeral castle where Izumo and Tradnor will attack you.  If it
gets rough, you can pull back to the reserves in Sardia and Bozack.
     Eventually, once Izumo's worn down, conquer Mikhal, and now that you have
a pretty large force, you can send Gongos and Mikhal to harass the Fandarians
while Wein and Hayate finish off Tradnor.  Hayate is ESPECIALLY useful against
Reinhart, thanks to his ninja skills.
     Now, cut north into Topaz, take out Leon (this can be rough, because Topaz
likes to conquer many castles in that area) and then send a few units up to the
Sophnik castle, while the bulk of the force slashes through Tristan's heart.
     Sometime during this, Teiris will join.  And Goldark should be done for by
this time thanks to Gongos and Mikhal.  Baby, moving on.

     Second Half note: Goldark won't be around anywhere; but he'll jump Wein
and smack him around in a Duel.  Then he'll disappear for a while, until you
have done two of the Shrines.  Then he'll appear, and march from beyond Bloodly
toward Wein.  No one can stop him, and Wein must fight a normal match.  You
must win this one.  After this, Goldark joins for good.

     -Tip: Take advantage of your versatility.  Highland Army's best strength
lies in the variety of officers and troops that it uses.


~X72TP
     7.2 Teiris of Palemoon

     Extra Officers: Laine, Varshyl.
     Difficulty: High

     The first thing you MUST do is to take out Laine Army; Laine and Varshyl
become loyal.  Then, shortly after this, Wein "attacks" and leaves, and the
Highland army joins.  This happens no matter what.
     What I would do then is take your happy little archers and take out the
Tristan's harpy-heavy army; Junon, however, joins without a fight.  After
that, just follow the Wein's Roleplaying method (Reinhart, too, joins without
a fight.)
     There's no real reason to do this any other way.

     Note that Wein will return later on, after you defeat Goldark.

     -Tip: Take extra time to level up; use the Captive Transport method.


~X73MI
     7.3 Mikhal of Izumo

     Difficulty: Moderate (perhaps a bit easy.)

     Even if you get Hayate, you ARE allowed to ignore Kyoem's castle.  So wait
on this, since the officers in there are TOUGH early on.  Instead, cut south
and take out Bozack early; Gongos, as often as not, will BEG to be Sonic
Blasted by use of Breach.  After this, take Wein QUICKLY.  This is necessary
before Wein builds up too many officers at Highland castle.
     After this, you could split your forces and take Teiris and Reinhart at the
same time; or, if you don't want to do it this way, hit Tradnor first.  You
should beat Reinhart with either Shione or Hayate, for obvious reasons.
     Topaz is next; then Tristan and, if you needed to, Palemoon.

     -Tip: Even though you are VERY samurai-heavy, get Hayate.  Also, raise
Jackal with Monk troops early on, to help against cavalry.


~X74LT
     7.4 Leon of Topaz

     Extra Loyal Officers: Dayn, Kodiak
     Difficulty: Moderate (a bit tough early, easier later)

     You start out in a bad way, right in the middle.  Go ahead and take down
Dayn's Liberation Army, so that you can get Dayn and Kodiak early.  This will
improve your versatility.
     Now, take out Tradnor, and THEN cut north into Tristan.  This way, you
have a strong troop against Junon.  Finally, hit Palemoon, and work your way
around the world that way.  Not too bad!

     Alternate Strategy: Beat the Liberators, and use your monk might to dust
most of Fandaria early; then cut south into Izumo with Garyus's cavalry. Then
get Bozack and Tradnor, and finally Highland, Palemoon and Tristan, before
you return to finish Goldark.

     -Tip: Get out of the middle as quickly as possible, and move yourself into
a more secure base location.
          

~X75GB          
     7.5 Gongos of Bozack

     Extra Loyal Officers: Gunner
     Difficulty: Very high

     The real difficulty here is that when you conquer other monarchs, they'll
disappear from the map.  Worse yet, with Wein and Mikhal as nearby threats, the
Beast troops will have it quite rough.  Start by taking down Gunner's army; it
isn't TOO hard.  You can leave Yuug where he is; he's the random freak that
stands between Sardia and the Hayate town.  (If Gunner encounters Yuug, Yuug
runs away.)
     From there, though it may seem suicidal, go ahead and attack Zanon. Beast
troops have a strong advantage over Zanon's cavalry, and between Rykker's own
cavalry and the other officers, you should be able to net victories over the
army of Litonia.  Build up those Awards...
     Now, leave Zanon to his fate, and attack Tradnor.  This will give you a
few more officers, especially Presto's cavalry.  Now, you should be strong
enough to hit Izumo, and work your way around to the others however you wish.

     Once you've taken down all of them, they'll all appear at near your level,
and you can proceed to the second half.

     Second Half Note: After Gongos does his shrine battle, he'll have to face
Gunner; to make this easier, give Gongos Samurai troops, and let him use the
Kiri's Wall on a dragon.  Finish this dragon with a draw, to save troops.  Then
hope that Teiris and Reinhart can drop the other dragon and Scythe.

     -Tip: What you do early is critical to this adventure.  Get your merits up
to the maximum before you go too far, and it'll be easier on you later on.


~X76JT
     7.6 Junon of Tristan

     Extra loyal officers: Gustav
     NOT LOYAL OFFICER: SCAR
     Difficulty: Rather easy.  :P

     Between Harpy troops and Cinna's quick Flame Cannons, you're golden.  Not
at all to mention that Junon is one powerful monarch herself.  Anyway, you get
lucky because Teiris just happens to join you without a battle, just because
she can smell the femaleness that leaks out of your armour.  Or something like
that.
    So "get" Teiris first, and then take down Leon in order to stop him from
harassing you, and to stand a much better chance against Reinhart.  Wait...
no... Cinna should be able to "own" Reinhart with quick fire and Concentration
Shooting.  After this, hit Highland and work your way around.  This really is
too easy; you don't even need Hayate.

     -Tip: Keep Harpies away from Shooters.  (DUH.)


~X77RT
     7.7 Reinhart of Tradnor

     Extra loyal officers: Ardor, Uryll
     Difficulty: Higher than expected.

     This will be a lot easier if you aggressively blitz Topaz, Izumo and
Bozack early on.  The key here is that you'll need lots of captives for Captive
Transport, because EVERY KINGDOM except Fandaria will join Wein, and then just
as quickly, you.  Therefore you want to strike hard and fast, to get Reinhart's
level up faster.  The problem point will be that Santana will capture Uryll
early on, meaning you'll have to go and retrieve her.
     Anyway, this scenario hardly justifies a walkthrough.

     -Tip: Level up quickly, and use Captive Transport.


~X78GF
     7.8 Goldark of Fandaria

     Extra loyal officers: Talon, Hagane (NOT Aisha)
     Don't trust: Gaul, Scythe, Zado, Santana, Ryskim, Nerfed Kyoem.
     Difficulty: Moderate... maybe a little rough, but probably easy.

     This campaign has REALLY cool officers in Kharhaz and Lyria, and a lot
of potential; unfortunately, it plays a lot like the Bozack scenario.  In short,
everything that applies for Gongos does so for Goldark as well.  Take it easy,
for it's not that hard if you take your time.

     Note that unlike Gongos, Goldark will actually capture the other monarchs.
This DOES remove the potential level gains, so level up and let them catch up
first.

     Second Half: Goldark's scenario modifies the Shrine encounters; in my
opinion, it is much easier.

     Tip: If you got this far, "you know what you doing."  Don't give anything
to the "don't trust" people, at all, since they WILL abandon you as a story
point.         
          

~X79DA          
     7.9 World United: Second Half

     This section deals with everything that you need to know once you've united
all the Dragon Force members, and basically control the world.  There is a flow
to this section, so follow along.

     Go to the Shadow Tower:  This is located northwest of Topaz; take your
monarch and a good division, because after you go there, you will get jumped
by Gaul and Scythe shortly thereafter.  Beat them, and either Ramda and Frest
will save you right away, or else you'll need to have your monarch attacked a
second time.  Then Ramda joins you; he's an Immortal Vampire in abilities.

     Deploy to the Shrines.  To put it bluntly:

     Sun Shrine of Bozack:
     -Teiris (Water)
     -Reinhart (Fire)
     -Gongos (Wood/Forest)

     These will fight against Scythe and dragons, and earn the Sun Bracer.
Equip this to Leon or Gongos.  Scythe, for the record, uses zombies.
     *Gongos must also fight Gunner after this battle in his scenario;
     *In Goldark's, this encounter changes to Gaul and Scythe.

     Moon Shrine of Palemoon:
     -Mikhal (Wind)
     -Leon (Earth)
     -Junon (Thunder)

     These will fight against Gaul and dragons.  Gaul's got mages, and is quite
tough.  Equip this Moon Cane to Teiris or Reinhart.
     *In Goldark's, this changes to Zado (Dragons,) Kyoem (Samurai) and Ryskim
(Zombies.)  Lucky you... zombies SUCK in shrines.

     Snow Shrine of Tristan:
     -Wein (Sky)
     -Goldark (Light)

     These two take one dragon and Goldark's brother Gyzzdark.  Gyzzdark has
cavalry, and FORCES an encounter with Goldark.  Use Holy Nuke to finish this,
and leave the one dragon to Wein.  You earn Star Gem Sword, and the four
swords-people can use it.

     Your monarch will then encounter one of the Eight Holy Warriors of old,
and his or her Celestial Item will become the Star Dragon Item.

     Before you start the Shrine sequence, Katmando will fall from the sky,
and sit idle.  After you have two artifacts, it will move, and always toward
the location of your monarch.  Collect the third artifact, get the Dragon
Power, and equip that ultimate weapon.  Now, smack down Katmando with all
your power.

     Once this is done, move all Dragon Force members to Bloodly castle in
southwest Fandaria.  The force will encounter Gaul, Scythe and Katmando once
again!  (You can sit around and fight Dragons to level up; they spawn at random
and continually.)

     Once again, this is rather basic.

     -Scythe (Siren troops): Leon and Junon.
     -Gaul (Dragon troops): Mikhal and Reinhart
     -Katmando (just a big mecha): Wein, Teiris, Gongos.
     Goldark shall fill in for your monarch, who faces Madurk instead.
     If you lose ANY of these encounters, it's game over.  This is tough.

     I recommend, for troop types:

     -Scythe:
     Junon should use Harpy troops;
     Leon should use Harpy or Monk;
     Goldark should use Harpy, Beast or Dragon.

     -Gaul:
     Mikhal should use Samurai;
     Reinhart should use Mages;
     Goldark should use Samurai or Dragon.

     -Katmando:
     ALL should use Melee troops, preferrably Beasts or Soldiers.
     NO SHOOTERS.

     -Madurk:
     Hard to say; I tend to have better luck with Soldiers.
     Again, NO SHOOTERS.

     Strategies:

     -Scythe: You probably won't beat her with just one officer.  So try to
deal as much damage as you can, and quickly.  Hopefully, it's enough that the
other can finish it.  Hopefully.

     -Gaul: Much easier.  Go ahead and Kiri's Wall the dragons, and then rush
Gaul himself.  Mikhal should stick to Sonic Boom for speed, Reinhart with
Meteor Storm for slowness, and Goldark just like Mikhal.

     -Katmando: Casting spells is slightly counterproductive; stick with troop
attacks for the most part.  Kath will keep attacking while you cast, just like
a Shooter troop.  This is the easiest of them.
     If you're curious, he has two punch attacks, a slight Expansion laser,
and a Linear-1 main gun that hits you twice.

     -Madurk Stage One: Blitz, and cast spells only as needed.  You want to end
this first fight quickly.  He just has an aura defence effect that kills
multiple troops, and a Linear-1 attack.

     Madurk will then turn from a humanoid into a three-headed dragon!  Now,
it's time to open up with your DF spell.  Rush him; his major attacks are Flame
Breath (multiple troops near Madurk;) Two Heads (like a linear-3, but without
the middle hit) and Third Head (linear-1.)  And don't worry about running out
of MP; when he's sufficiently critical, you will use the DF spell one more time.
This will earn you your hard-earned Ending Sequence.

     Oh, and after the final picture rolls (US version only) wait five minutes.
Working Designs added an audio out-take sequence that's pretty funny.


-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
~X80CL

     Section 8: The Character List.

     This list contains all 171 officers described in the game's code; included
are the listings for the 0-3 spells available to each, and other quick notes..

     This section is ENTIRELY by RPKierstan, and is presented with only editing
for the 79/line format.  Used with permission.


Dragon Force Generals List/Information
by RPKierstan
Started 12/4/00; Finished 2/8/04 (finally!)

Legal Stuffs:
Dragon Force and all related trademarks belong to Sega; English Translation by
Working Designs, 1996.
This Generals List/Information is copyrighted 2004 by RPKierstan.  This list is
meant for personal, private use only, and is not meant to be used in public
domain (website, etc.).  If you wish to use all or part of this list on a
website or other public domain, please ask my permission, as I spent a lot of
long hours working on this.  Thank you! ^_^


And here it finally is...the Generals List!

Notes:
     -Generals are listed by their number used in debug mode.

     -"Job" is the job listing for each general at the beginning of their job
progression (monarchs are listed as what they'd be if they weren't the monarch)

     -"Special Formation" is the additional formation that general has along
with all the generic formations (i.e. Raid)

     -"Starting Troops" is the number and types of troops that general starts
with at the beginning of the game (or when they are found).

     -"Int.>70?" is whether or not that general has at least 70 intelligence at
the start of the game (and can search/fortify right off the bat).
     Additional note: Generals listed as "close" in "Int.>70?" category will be
intelligent enough to search/fortify after using one Runes book.
     Additional note: The monarch the user is playing as cannot search, even
with 70+ intelligence.
     Additional note: During the course of the game, some generals under other
monarchs get intelligence raises, and so may be able to search when you get
them, even if they couldn't normally.\
     Additional note: A raise in "Administration ability" in a level-up means
that general's intelligence has increased by 6, and tends to happen more often
when a general gains at least 2 levels in a battle.  Very rare.

     -Generals that appear more than once have a number after each incarnation
(i.e.- Scythe (1) )
     
000     Wein
     Job: Knight
     Magic: Sonic Boom/Hyper Storm/Sword Rush(Dragon Rush)
     Special Formation: Surround
     Starting Troops: Soldier x 30, Cavalry x 10
     Int.>70?: No (close)

001     Goldark
     Job: Knight
     Magic: Sonic Boom/Holy Blast/Cross Rush(Dragon Rush)
     Special Formation: Protect
     Starting Troops: Soldier x 10, Cavalry x 40
     Int.>70?: Yes

002     Teiris
     Job: Spirit User
     Magic: Trident's Daughter/Summon Vortex/Summon Wyvern(Summon Dragon)
     Special Formation: Squad
     Starting Troops: Soldier x 10, Cavalry x 10, Mage x 10, Archer x 30
     Int.>70?: Yes

003     Mikhal
     Job: Samurai
     Magic: Sonic Boom/Sonic Blast/Gale Blast(Dragon Cross)
     Special Formation: Breach
     Starting Troops: Soldier x 10, Cavalry x 10, Samurai x 40
     Int.>70?: Yes

004     Reinhart
     Job: Magician
     Magic: Thunder Fall/Meteor Storm/Summon Guardian(Summon Dragon)
     Special Formation: Raid
     Starting Troops: Soldier x 10, Cavalry x 10, Mage x 20
     Int.>70?: Yes

005     Leon
     Job: Monk
     Magic: Aura Assault/Stone Pedestal/Cross Rush(Dragon Rush)
     Special Formation: Raid
     Starting Troops: Soldier x 10, Cavalry x 10, Monk x 30
     Int.>70?: No

006     Gongos
     Job: Beast
     Magic: Cross Flash/Cross Rush/Sky Driver(Dragon Driver)
     Special Formation: Breach
     Starting Troops: Mage x 10, Beast x 30
     Int.>70?: No

007     Junon
     Job: Knight
     Magic: Flame Cannon/Meteor Storm/Sonic Blast(Sonic Dragon)
     Special Formation: Squad
     Starting Troops: Soldier x 10, Cavalry x 10, Harpy x 30
     Search at start?: No

008     Rudger
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Breach
     Starting Troops: Soldier x 20, Monk x 10
     Int.>70?: No

009     Galam
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Raid
     Starting Troops: Soldier x 10, Cavalry x 20
     Int.>70?: No

010     Nina
     Job: Priest
     Magic: Resurrect/Holy Shield/Holy Blast
     Special Formation: Surround
     Starting Troops: Mage x 10
     Int.>70?: Yes

011     Link
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Protect
     Starting Troops: Soldier x 10
     Int.>70?: No

012     Gaul (1)
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Meteor Storm
     Special Formation: Squad
     Starting Troops: Mage x 30
     Int.>70?: Yes

013     Kharhaz
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm/
     Special Formation: Breach
     Starting Troops: Cavalry x 30, Monk x 10
     Int.>70?: Yes

014     Scythe (1)
     Job: Spirit User
     Magic: Summon Golem/Ensnare/Dark Vortex
     Special Formation: Raid
     Starting Troops: Mage x 30
     Int.>70?: Yes

015     Lyria
     Job: Priest
     Magic: Resurrect/Holy Shield/Holy Blast
     Special Formation: Surround
     Starting Troops: Mage x 10
     Int.>70?: No

016     Gulen
     Job: Knight
     Magic: Cross Flash/Sonic Wave/Hyper Storm
     Special Formation: Protect
     Starting Troops: Cavalry x 20, Monk x 10
     Int.>70?: No

017     Manoa
     Job: Priest
     Magic: Resurrect/Holy Shield/Holy Blast
     Special Formation: Squad
     Starting Troops: Archer x 10
     Int.>70?: Yes

018     Duran
     Job: Fighter
     Magic: Sonic Boom/Flame Cannon/Solar Flare
     Special Formation: Breach
     Starting Troops: Soldier x 10
     Int.>70?: Yes

019     Reiner
     Job: Magician
     Magic: Flame Cannon/Holy Shield/Meteor Storm
     Special Formation: Raid
     Starting Troops: Archer x 20
     Int.>70?: No

020     Zagat
     Job: Samurai
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Surround
     Starting Troops: Samurai x 30
     Int.>70?: No

021     Jackal
     Job: Samurai
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Protect
     Starting Troops: Soldier x 10, Samurai x 20, Monk x 10
     Int.>70?: No

022     Shione
     Job: Ninja
     Magic: Flame Cannon/Assassin's Star/Mirage Star
     Special Formation: Squad
     Starting Troops: Samurai x 10
     Int.>70?: Yes

023     Mistal
     Job: Samurai
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Breach
     Starting Troops: Samurai x 10
     Int.>70?: No

024     Presto
     Job: Knight
     Magic: Flame Cannon/Thunder Fall/Hyper Storm
     Special Formation: Raid
     Starting Troops: Cavalry x 30
     Int.>70?: No

025     Sophie
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Meteor Storm
     Special Formation: Surround
     Starting Troops: Mage x 10
     Int.>70?: Yes

026     Tsugal
     Job: Priest
     Magic: Resurrect/Thunder Fall/Holy Blast
     Special Formation: Protect
     Starting Troops: Monk x 10
     Int.>70?: Yes

027     Bardal
     Job: Magician
     Magic: Flame Cannon/Holy Shield/Meteor Storm
     Special Formation: Squad
     Starting Troops: Mage x 20
     Int.>70?: No (close)

028     Garyus
     Job: Fighter
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Breach
     Starting Troops: Soldier x 30, Cavalry x 10
     Int.>70?: No

029     Yanna
     Job: Monk
     Magic: Aura Assault/Cross Flash/Cross Rush
     Special Formation: Raid
     Starting Troops: Monk x 10
     Int.>70?: Yes

030     Shaia
     Job: Priest
     Magic: Thunder Fall/Holy Shield/Holy Blast
     Special Formation: Surround
     Starting Troops: Monk x 20
     Int.>70?: Yes

031     Raizak
     Job: Monk
     Magic: Aura Assault/Cross Flash/Cross Rusn
     Special Formation: Protect
     Starting Troops: Monk x 20
     Int.>70?: No

032     Rygar
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Squad
     Starting Troops: Beast x 30
     Int.>70?: No

033     Baghib
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Breach
     Starting Troops: Beast x 20
     Int.>70?: No

034     Katt
     Job: Spirit User
     Magic: Flame Cannon/Summon Golem/Summon Reaper
     Special Formation: Raid
     Starting Troops: Mage x 20, Beast x 10
     Int.>70?: Yes

035     Yuni
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Surround
     Starting Troops: Beast x 10
     Int.>70?: No

036     Ayrios
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Protect
     Starting Troops: Cavalry x 10, Harpy x 30
     Int.>70?: Yes

037     Cinna
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Summon Guardian
     Special Formation: Squad
     Starting Troops: Mage x 20, Harpy x 10
     Int.>70?: Yes

038     Ortega
     Job: Fighter
     Magic: ---/Cross Flash/---
     Special Formation: Breach
     Starting Troops: Soldier x 10, Monk x 10
     Int.>70?: No

039     Scar
     Job: Fighter
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Raid
     Starting Troops: Soldier x 10, Harpy x 20
     Int.>70?: No

040     Hayate
     Job: Ninja
     Magic: Assassin's Star/Cross Flash/Mirage Star
     Special Formation: Surround
     Starting Troops: Samurai x 60
     Int.>70?: No (close)

041     Shirox
     Job: Ninja
     Magic: Reptile Cannon/Assassin's Star/Mirage Star
     Special Formation: Protect
     Starting Troops: Samurai x 40
     Int.>70?: No

042     Vlad
     Job: Bloodsucker
     Magic: Resurrect/Mega Tornado/Ensnare
     Special Formation: Squad
     Starting Troops: Zombie x 50
     Int.>70?: Yes

043     Ryskim
     Job: ?????
     Magic: Dante's Inferno/Resurrect/Quagmire
     Special Formation: Breach
     Starting Troops: Zombie x 50
     Int.>70?: No

044     Ogredd
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Raid
     Starting Troops: Cavalry x 30
     Int.>70?: Yes

045     Taulus
     Job: Fighter
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Surround
     Starting Troops: Soldier x 20, Monk x 10
     Int.>70?: No

046     Saul
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Protect
     Starting Troops: Soldier x 10, Monk x 10
     Int.>70?: No

047     Randolph
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Squad
     Starting Troops: Soldier x 10, Cavalry x 20
     Int.>70?: No

048     Crawford
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Breach
     Starting Troops: Soldier x 10, Cavalry x 20
     Int.>70?: No

049     Milishea
     Job: Spirit User
     Magic: Dante's Inferno/Thor's Fist/Dark Vortex
     Special Formation: Raid
     Starting Troops: Mage x 20
     Int.>70?: No

050     Phylicia
     Job: Spirit User
     Magic: Wind Dancer/Summon Wyvern/Dark Vortex
     Special Formation: Surround
     Starting Troops: Mage x 20
     Int.>70?: No

051     Katis
     Job: Spirit User
     Magic: Dante's Inferno/Thor's Fist/Dark Vortex
     Special Formation: Protect
     Starting Troops: Mage x 20
     Int.>70?: No (close)

052     Borgon
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Solar Flare
     Special Formation: Squad
     Starting Troops: Soldier x 40
     Int.>70?: No

053     Hilga
     Job: Thief
     Magic: Shiva's Dagger/---/Cross Flash
     Special Formation: Breach
     Starting Troops: Soldier x 20
     Int.>70?: No

054     Rock
     Job: Thief
     Magic: ---/Shiva's Dagger/Cross Flash
     Special Formation: Raid
     Starting Troops: Soldier x 10
     Int.>70?: No

055     Lone
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Surround
     Starting Troops: Cavalry x 20
     Int.>70?: No (close)

056     Sierra (1)
     Job: Underling
     Magic: Trident's Daughter/Resurrect/Ensnare
     Special Formation: Breach
     Starting Troops: Zombie x 40
     Int.>70?: No

057     Scythe (2)
     Job: ?????
     Magic: Summon Golem/Ensnare/Dark Vortex
     Special Formation: Squad
     Starting Troops: Mage x 80, Zombie x 80
     Int.>70?: No

058     Gaul (2)
     Job: ?????
     Magic: Flame Cannon/Thunder Fall/Meteor Storm
     Special Formation: Breach
     Starting Troops: Mage x 90, Dragon x 90
     Int.>70?: No

059     Katmando (1) (NOTE: Do not use; it crashes the system)
     Job: ?????
     Magic: ---/---/---
     Special Formation: N/A
     Starting Troops: None
     Int.>70?: No

060     Hikkis
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Surround
     Starting Troops: Cavalry x 10
     Int.>70?: No

061     Cher
     Job: Spirit User
     Magic: Wind Dancer/Summon Wyvern/Dark Vortex
     Special Formation: Protect
     Starting Troops: Mage x 20
     Int.>70?: No (close)

062     Vangal
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Squad
     Starting Troops: Dragon x 10
     Int.>70?: No

063     Zado
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Breach
     Starting Troops: Dragon x 100
     Int.>70?: No

064     Golem
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/---
     Special Formation: Raid
     Starting Troops: Soldier x 30
     Int.>70?: No

065     Gustav
     Job: Knight
     Magic: ---/Cross Flash/---
     Special Formation: Surround
     Starting Troops: Cavalry x 20
     Int.>70?: No

066     Yuug
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Meteor Storm
     Special Formation: Protect
     Starting Troops: Mage x 20
     Int.>70?: No

067     Gunner
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Squad
     Starting Troops: Beast x 20
     Int.>70?: Yes

068     Rykker
     Job: Knight
     Magic: Cross Flash/Sonic Wave/---
     Special Formation: Breach
     Starting Troops: Cavalry x 20
     Int.>70?: No

069     Gasper
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/---
     Special Formation: Raid
     Starting Troops: Cavalry x 30
     Int.>70?: No

070     Helm
     Job: Fighter
     Magic: Sonic Boom/Flame Cannon/---
     Special Formation: Surround
     Starting Troops: Soldier x 20
     Int.>70?: No

071     Tzuvan
     Job: Fighter
     Magic: Sonic Boom/Cross Flash/---
     Special Formation: Protect
     Starting Troops: Soldier x 20
     Int.>70?: No

072     Faliel
     Job: Knight
     Magic: ---/Sonic Wave/Hyper Storm
     Special Formation: Squad
     Starting Troops: Cavalry x 20
     Int.>70?: No

073     Diablo
     Job: Knight
     Magic: ---/Sonic Wave/Hyper Storm
     Special Formation: Breach
     Starting Troops: Cavalry x 20
     Int.>70?: No

074     Silva
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Raid
     Starting Troops: Beast x 20
     Int.>70?: No

075     Norse
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Surround
     Starting Troops: Soldier x 10
     Int.>70?: No

076     Kyoem (1)
     Job: Ninja
     Magic: Phantasm/Assassin's Star/Mirage Star
     Special Formation: Protect
     Starting Troops: None
     Int.>70?: No

077     Kumonn
     Job: Ninja
     Magic: Assassin's Star/Cross Flash/Mirage Star
     Special Formation: Squad
     Starting Troops: Samurai x 50
     Int.>70?: No (close)

078     Sliver
     Job: Ninja
     Magic: Assassin's Star/Reptile Cannon/Mirage Star
     Special Formation: Breach
     Starting Troops: Samurai x 40
     Int.>70?: No (close)

079     Sayaka
     Job: Ninja
     Magic: Flame Cannon/Mirage Star/Assassin's Star
     Special Formation: Raid
     Starting Troops: Samurai x 30
     Int.>70?: No

080     Dayn
     Job: Monk
     Magic: Aura Assault/Cross Flash/Cross Rush
     Special Formation: Surround
     Starting Troops: Monk x 30
     Int.>70?: No

081     Kodiak
     Job: Samurai
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Protect
     Starting Troops: Samurai x 30
     Int.>70?: No

082     Myria
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Meteor Storm
     Special Formation: Squad
     Starting Troops: Mage x 20
     Int.>70?: No

083     Wriph
     Job: Spirit User
     Magic: Wind Dancer/Summon Wyvern/Dark Vortex
     Special Formation: Breach
     Starting Troops: Archer x 20
     Int.>70?: No

084     Gyzzdark
     Job: Knight
     Magic: Flame Cannon/Thunder Fall/Hyper Storm
     Special Formation: Raid
     Starting Troops: Cavalry x 100
     Int.>70?: No

085     Ryskim (2)
     Job: ?????
     Magic: Dante's Inferno/Resurrect/Quagmire
     Special Formation: Surround
     Starting Troops: Zombie x 100
     Int.>70?: No

086     Ramzal
     Job: Fighter
     Magic: Sonic Boom/Flame Cannon/Solar Flare
     Special Formation: Protect
     Starting Troops: Soldier x 20
     Int.>70?: No

087     Kidd
     Job: Thief
     Magic: Shiva's Dagger/---/Cross Flash
     Special Formation: Squad
     Starting Troops: Soldier x 20
     Int.>70?: No

088     Uryll
     Job: Underling
     Magic: Trident's Daughter/Resurrect/Ensnare
     Special Formation: Breach
     Starting Troops: Dragon x 20
     Int.>70?: No

089     Ardor
     Job: Knight
     Magic: Flame Cannon/Thunder Fall/Hyper Storm
     Special Formation: Raid
     Starting Troops: Cavalry x 20
     Int.>70?: No (close)

090     Gigg
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Surround
     Starting Troops: Dragon x 20
     Int.>70?: No

091     Santana
     Job: ?????
     Magic: Dante's Inferno/Resurrect/Quagmire
     Special Formation: Protect
     Starting Troops: Zombie x 20
     Int.>70?: No

092     Talon
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Squad
     Starting Troops: Cavalry x 30
     Int.>70?: Yes

093     Aisha
     Job: Priest
     Magic: Resurrect/Holy Shield/Holy Blast
     Special Formation: Breach
     Starting Troops: Mage x 20
     Int.>70?: No

094     Bagril
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Raid
     Starting Troops: Soldier x 20
     Int.>70?: No

095     Viper
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Surround
     Starting Troops: Cavalry x 20
     Int.>70?: No (close)

096     Nelson
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Protect
     Starting Troops: Cavalry x 20
     Int.>70?: No

097     Hagane
     Job: Monk
     Magic: Aura Assault/---/Cross Flash
     Special Formation: Squad
     Starting Troops: Monk x 20
     Int.>70?: No

098     Erin
     Job: Spirit User
     Magic: Wind Dancer/Summon Wyvern/Dark Vortex
     Special Formation: Breach
     Starting Troops: Archer x 20
     Int.>70?: No

099     Mileen
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Summon Guardian
     Special Formation: Raid
     Starting Troops: Mage x 20
     Int.>70?: No

100     Laine
     Job: Spirit User
     Magic: Dante's Inferno/Thor's Fist/Dark Vortex
     Special Formation: Surround
     Starting Troops: Mage x 20
     Int.>70?: Yes (wearing Sage Bracelet)

101     Varshyl
     Job: Knight
     Magic: Flame Cannon/Thunder Fall/Hyper Storm
     Special Formation: Protect
     Starting Troops: Cavalry x 10, Archer x 30
     Int.>70?: No (close)

102     Nyvkall
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Sonic Blast
     Special Formation: Squad
     Starting Troops: Soldier x 10
     Int.>70?: No

103     Piper
     Job: Spirit User
     Magic: Wind Dancer/Summon Wyvern/Dark Vortex
     Special Formation: Breach
     Starting Troops: Soldier x 10, Mage x 30
     Int.>70?: No

104     Zanon
     Job: Knight
     Magic: Sonic Boom/Hyper Storm/Thunder Fall
     Special Formation: Raid
     Starting Troops: Cavalry x 50
     Int.>70?: Yes

105     Yuri
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Summon Guardian
     Special Formation: Surround
     Starting Troops: Mage x 40
     Int.>70?: No

106     Veltarna
     Job: Spirit User
     Magic: Wind Dancer/Summon Wyvern/Dark Vortex
     Special Formation: Protect
     Starting Troops: Archer x 30
     Int.>70?: Yes

107     Grudar
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Solar Flare
     Special Formation: Squad
     Starting Troops: Soldier x 30
     Int.>70?: No

108     Bastion
     Job: Thief
     Magic: Shiva's Dagger/---/Cross Flash
     Special Formation: Breach
     Starting Troops: Soldier x 10
     Int.>70?: Yes

109     Paine
     Job: Thief
     Magic: ---/Shiva's Dagger/Cross Flash
     Special Formation: Raid
     Starting Troops: Soldier x 30
     Int.>70?: No

110     Agonni
     Job: Thief
     Magic: ---/Shiva's Dagger/Cross Flash
     Special Formation: Surround
     Starting Troops: Soldier x 30
     Int.>70?: No

111     Sierra (2)
     Job: Underling
     Magic: Trident's Daughter/Resurrect/Ensnare
     Special Formation: Protect
     Starting Troops: Zombie x 10
     Int.>70?: No (close)

112     Atakin
     Job: Fighter
     Magic: Sonic Boom/Flame Cannon/---
     Special Formation: Squad
     Starting Troops: Soldier x 10
     Int.>70?: No

113     Gunter
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Solar Flare
     Special Formation: Breach
     Starting Troops: Soldier x 10
     Int.>70?: No

114     Gorudias
     Job: Knight
     Magic: Sonic Boom/Sonic Wave/Hyper Storm
     Special Formation: Raid
     Starting Troops: Cavalry x 10
     Int.>70?: No

115     Beykall
     Job: Magician
     Magic: Flame Cannon/Holy Shield/Meteor Storm
     Special Formation: Surround
     Starting Troops: Archer x 10
     Int.>70?: No

116     Saharzad
     Job: Magician
     Magic: Flame Cannon/Holy Shield/Meteor Storm
     Special Formation: Protect
     Starting Troops: Mage x 10
     Int.>70?: No

117     Phylla
     Job: Priest
     Magic: Flame Cannon/Thunder Fall/Summon Guardian
     Special Formation: Squad
     Starting Troops: Mage x 10
     Int.>70?: No

118     Marina
     Job: Spirit User
     Magic: Dante's Inferno/Thor's Fist/Dark Vortex
     Special Formation: Breach
     Starting Troops: Mage x 10
     Int.>70?: No

119     Ruix
     Job: Fighter
     Magic: Sonic Boom/Sonic Wave/Solar Flare
     Special Formation: Raid
     Starting Troops: Soldier x 10
     Int.>70?: No

120     Scythe (3)
     Job: ?????
     Magic: Summon Golem/Dante's Inferno/Dark Vortex
     Special Formation: Raid
     Starting Troops: Siren x 100
     Int.>70?: No

121     Gaul (3)
     Job: ?????
     Magic: Flame Cannon/Thunder Fall/Meteor Storm
     Special Formation: Breach
     Starting Troops: Mage x 100, Dragon x 100
     Int.>70?: No

122     Barat
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Squad
     Starting Troops: Beast x 10
     Int.>70?: No

123     Neil
     Job: Magician
     Magic: Flame Cannon/Holy Shield/Meteor Storm
     Special Formation: Breach
     Starting Troops: Archer x 10
     Int.>70?: No

124     Ramda
     Job: Knight
     Magic: Resurrect/Mega Tornado/Ensnare
     Special Formation: Raid
     Starting Troops: Soldier x 10, Cavalry x 10, Mage x 10, Zombie x 50
     Int.>70?: Yes

125     Lokithus     (NOTE: Do not use; it crashes the system)
     Job: ?????
     Magic: ---/---/---
     Special Formation: N/A
     Starting Troops: None
     Int.>70?: No

126     Madruk (1)
     Job: ?????
     Magic: ---/---/---
     Special Formation: Protect
     Starting Troops: None (has Soldier x 100 in debug mode)
     Int.>70?: No

127     Grog
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Squad
     Starting Troops: Dragon x 50
     Int.>70?: No

128     Razor
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Breach
     Starting Troops: Dragon x 50
     Int.>70?: No

129     Fynn
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Raid
     Starting Troops: Dragon x 80
     Int.>70?: No

130     Klaww
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Surround
     Starting Troops: Dragon x 70
     Int.>70?: No

131     Slytt
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Protect
     Starting Troops: Dragon x 60
     Int.>70?: No

132     Krystiss
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Squad
     Starting Troops: Dragon x 50
     Int.>70?: No

133     Dugglar
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Breach
     Starting Troops: Dragon x 50
     Int.>70?: No

134     Karakk
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Raid
     Starting Troops: Dragon x 50
     Int.>70?: No

135     Blakk
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Surround
     Starting Troops: Dragon x 50
     Int.>70?: No

136     Skugg
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Protect
     Starting Troops: Dragon x 50
     Int.>70?: No

137     Tazzax
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Squad
     Starting Troops: Dragon x 50
     Int.>70?: No

138     Graggel
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Breach
     Starting Troops: Dragon x 40
     Int.>70?: No

139     Paxx
     Job: Dragon
     Magic: Flame Cannon/Stone Pedestal/Sky Driver
     Special Formation: Raid
     Starting Troops: Dragon x 40
     Int.>70?: No

140     Madruk (2) (NOTE: Do not use; it crashes the system)
     Magic: Flame Cannon/---/Sky Driver
     Special Formation: N/A
     Starting Troops: None
     Int.>70?: No

141     Katmando (2) (NOTE: Do not use; it crashes the system)
     Job: ?????
     Magic: Flame Cannon/---/Sky Driver
     Special Formation: N/A
     Starting Troops: None
     Int.>70?: No

142     Mea
     Job: Spirit User
     Magic: Dante's Inferno/Thor's Fist/Dark Vortex
     Special Formation: Squad
     Starting Troops: Mage x 10
     Int.>70?: No (close)

143     Fiina
     Job: Spirit User
     Magic: Wind Dancer/Summon Wyvern/Dark Vortex
     Special Formation: Breach
     Starting Troops: Mage x 10
     Int.>70?: No (close)

144     Alex
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Summon Guardian
     Special Formation: Raid
     Starting Troops: Mage x 10
     Int.>70?: No

145     Farilis
     Job: Magician
     Magic: Flame Cannon/Holy Shield/Meteor Storm
     Special Formation: Surround
     Starting Troops: Mage x 10
     Int.>70?: No

146     Kilrein
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Summon Guardian
     Special Formation: Protect
     Starting Troops: Mage x 10
     Int.>70?: No

147     Ishtar
     Job: Magician
     Magic: Flame Cannon/Thunder Fall/Summon Guardian
     Special Formation: Squad
     Starting Troops: Mage x 10
     Int.>70?: No

148     Hagar
     Job: Samurai
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Breach
     Starting Troops: Samurai x 10
     Int.>70?: No

149     Raitt
     Job: Samurai
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Raid
     Starting Troops: Samurai x 10
     Int.>70?: No

150     Gekai
     Job: Samurai
     Magic: Sonic Boom/Cross Flash/Sonic Blast
     Special Formation: Surround
     Starting Troops: Samurai x 10
     Int.>70?: No

151     Shadow
     Job: Ninja
     Magic: Reptile Cannon/Mirage Star/Assassin's Star
     Special Formation: Protect
     Starting Troops: Samurai x 10
     Int.>70?: No

152     Kyoem (2)
     Job: Ninja
     Magic: Reptile Cannon/Assassin's Star/Mirage Star
     Special Formation: Squad
     Starting Troops: Samurai x 10
     Int.>70?: No

153     Slate
     Job: Ninja
     Magic: Assassin's Star/Reptile Cannon/Mirage Star
     Special Formation: Breach
     Starting Troops: Samurai x 10
     Int.>70?: No

154     Narrak
     Job: Ninja
     Magic: Reptile Cannon/Assassin's Star/Mirage Star
     Special Formation: Raid
     Starting Troops: Samurai x 10
     Int.>70?: No

155     Zatai
     Job: Ninja
     Magic: Assassin's Star/Cross Flash/Mirage Star
     Special Formation: Surround
     Starting Troops: Samurai x 10
     Int.>70?:

156     Slythis
     Job: Ninja
     Magic: Reptile Cannon/Mirage Star/Assassin's Star
     Special Formation: Protect
     Starting Troops: Samurai x 10
     Int.>70?: No

157     Barrat
     Job: Monk
     Magic: Aura Assault/Cross Flash/Cross Rush
     Special Formation: Squad
     Starting Troops: Monk x 10
     Int.>70?: No

158     Gator
     Job: Monk
     Magic: Aura Assault/Cross Flash/Cross Rush
     Special Formation: Breach
     Starting Troops: Monk x 10
     Int.>70?: No

159     Livion
     Job: Monk
     Magic: Aura Assault/Cross Flash/Cross Rush
     Special Formation: Raid
     Starting Troops: Monk x 10
     Int.>70?: No

160     Stegalt
     Job: Monk
     Magic: Aura Assault/Cross Flash/Cross Rush
     Special Formation: Surround
     Starting Troops: Monk x 10
     Int.>70?: No

161     Kulien
     Job: Priest
     Magic: Resurrect/Thunder Fall/Holy Blast
     Special Formation: Protect
     Starting Troops: Mage x 10
     Int.>70?: No

162     Fern
     Job: Priest
     Magic: Thunder Fall/Holy Shield/Holy Blast
     Special Formation: Squad
     Starting Troops: Mage x 10
     Int.>70?: No

163     Enya
     Job: Priest
     Magic: Resurrect/Holy Shield/Holy Blast
     Special Formation: Breach
     Starting Troops: Mage x 10
     Int.>70?: No

164     Gilette
     Job: Thief
     Magic: Shiva's Dagger/---/Cross Flash
     Special Formation: Raid
     Starting Troops: Soldier x 10
     Int.>70?: No

165     Voitt
     Job: Thief
     Magic: ---/Shiva's Dagger/Cross Flash
     Special Formation: Surround
     Starting Troops: Soldier x 10
     Int.>70?: No

166     Rog
     Job: Thief
     Magic: Shiva's Dagger/---/Cross Flash
     Special Formation: Protect
     Starting Troops: Soldier x 10
     Int.>70?: No

167     Fyffer
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Squad
     Starting Troops: Beast x 10
     Int.>70?: No

168     Sylphia
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Breach
     Starting Troops: Beast x 10
     Int.>70?: No

169     Zakk
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Raid
     Starting Troops: Beast x 10
     Int.>70?: No

170     Rufas
     Job: Beast
     Magic: Cross Flash/Sky Driver/Cross Rush
     Special Formation: Surround
     Starting Troops: Beast x 10
     Int.>70?: No

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
~X90DB

     Section 9: Debug Mode!

     This is a storehouse of various information about the mysterious Debug
Mode.  Recommended for ADVANCED users only.

     To enter Debug Mode:
     At the title screen, when it says "Press Start," hold down L, R, X, and Z.
Now, use the d-pad to enter Down, Down, Up, Down, Down, Left, Left, Left, Up,
Down, Right, Right, Right; then hit Start.  You should hear clicks for each
correct press; if you mess up, you'll hear a cancel sound.  The cancel sound
will also go off when you hit Start, and "Debug Mode" appears under the main
menu selections.

     Using Debug to cheat:
     Once you have entered Debug mode, before you choose Continue or New, hold
X.  Now, continue to hold X while you make your selections; when you get to the
Domestic menu, you can let go.  You'll get one of every item, including all the
Star Dragon artifacts.  You also get fifteen Awards.  Don't worry about items
called "Treasure" that raise "rank;" they're glitchy.

     -Domestic Debug Options:

     1. Events: A number thing will pop up; choosing one will trigger one of
the Events.  This can be SERIOUSLY disruptive to gameflow.  A few general tips
if you dare to use this, however.  These are generally where you find events.
     0: Intro sequence.
     Very low numbers: Early-game events.
     19: Frest.
     20-~80: DF members join.
     99: Vlad joins.
     160: The "earthquake." This marks the need to get to the shrines.
     203: Plays just after Katmando appears.
     342, 346: Vangal joins.
     355: Bypasses the Shirox battle (part of Hayate sequence.)
     361: Plays when Scar is captured.
     400+: Generally pertain to Zanon of Litonia.
     *If you run the last event in the Gongos scenario, Zanon joins with his
full boss powers.  Absolutely brutal.

     2. Data: This has the game's internal data used to track officers.  It's
sorted by the game's internal numbering system, and seems a bit random.  There
is a lot of information here, some of which may be confusing; follow this.

     -Name (x:name$) The x is the order number, and the name$ is the name.
     -Sex: Male or female.  To be sure, Katmando is given a MALE gender.
     -Status: Can be "exists" which means the character is actively on the map;
"Unknown OK" means does not exist; "Hospital" means the character is injured;
"Captive" means the character is a captive; and "Town Captive" means a captive
that is about to change to "exists" at the beginning of the Field session.
     -Hosp: How long the character must recover in the Hospital; x=weeks.
     -Class: "General" is a division leader; "Leader" is a castle leader; and
"Officer" is neither/nor.
     -Job: A name-description for the character's class.
     -King: Who the monarch over this character is.
     -Locate: Where this character is.  The name of another character indicates
that this character is "under" the other in a division.  A castle name... well,
that's obvious.
     -Face: Internal code number for the character's face.  Junon has two; 7
with the mask, and 138 without.
     -HP: x:cur_HP/max_HP.  The X indicates the number of times the character
can be reduced to zero HP before death.  If this number is 255, the character
cannot be killed.  (Credit GenocideHeart.)
     -MP: cur_MP/max_MP.  The character's MP.
     ATKP: The character's base Strength.  The Str stat you often see is [3/5]
of this value.
     DEFP: The hidden Defence stat.  The lower this number, the less damage an
officer will take from attacks and spells.
     ESCP: Escape Points.  This seems to be the base likelihood for a character
to get injured/captured/killed when running away.  Your monarch always has the
ESCP=0; and other DF members are ESCP=1.  Most characters are 10.
     LEADP: The character's base Command.  It works just like ATKP.
     INT: The character's actual Intelligence. The number used in the normal
game is 6n+10 of this value; books raise THIS by one, which shows an increase
of 6 in the normal game.  For this INT to be 10 is the requirement for the
search/fortify.
     CHUSEIP: "Chuusei Points."  The hidden Loyalty stat.  See below for more
information.
     Win: The number of victories the previous week / total.
     Lost: As Win, but measures losses.
     Result: Unknown and not relevant.
     Level: Add one to this to get actual level.
     EXP: The character's actual experience/next.
     Naisei: Another unknown.  It's usually F8 or F0.
     Troop types: Whatever is under "Zombie" is the troop being used.
     Spells: The whited ones are known; the greyed ones are not yet.
     Note: Scythe's Sirens and Kyoem's Kyoem Clones do not have actual names.

     Please refer to the "Character List" in section 8.

     -Field Debug Options:
     Accessed from the Primary Field Menu.

     1. Field Speed Etc: This has multiple options.

     -Change Display: This allows you to make the castles bigger or smaller, or
to remove non-castle locations, roads, or divisions from the map.
     -Field Speed: Four settings, which affect the speed of the Field mode.
     -CPU Battle attack: "Show" forces the game to show you every time a CPU
attacks another CPU's castle.  Annoying --- keep off.
     -CPU Field Battle: As above, but for division battles.  Same opinion.
     -Change event debug: DO NOT USE.  I don't even know the half of what this
can do, but even a small error can wreck gameflow.  Basically, what it does is
that you can adjust the event-trigger flags.  Very dangerous unless you really
know what you're trying to do.
     -Display event counter: Shows a bunch of numbers used internally by the
game.  You don't need this.
     -Show CPU thought: Shows the calculation of the AI.  Nifty, but it tends
to clutter the field too much.

     2. Force Domestic: Does NOT end the week; it simply calls a Domestic
session.  VERY useful.

     3. Force Battle: Force this for fun.  You'll be asked to load some files.

     -Select sound number: You don't need this.  Just leave it at 18.
     -Select man boss.ber: Choose "your" character.  This is in the format
     DF2xxx.sbn, where xxx is the internal value for the character.  DO NOT
try to use Lokithus.  Madurk-Final is in his humanoid form, and has Soldier
troops in Protect Formation.  No spells, though; and with no Command Stat, he
can't fight worth anything.
     -Select CPU boss.ber: Choose the "enemy" character.
     -Select Field number:  Choose the field.
     - From 1 to 10 are the terrain types;
     - 11 to 28 are the castles.

     4. Debug Army: Shows a master list of all active divisions.

     5. Debug Cmdr: Shows a master list of all 170 officers, sorted either by
internal value or name.

     6. Remaining Action Display Toggle: This appears in the upper left corner,
and seems to show how much of the system's resources are being used.

     Final note on Debug: If you click an Enemy Castle, you'll get a new yellow
directive, "Force March."  This allows you to create and move enemy divisions.
Very nifty, but might suck a lot of the challenge from the game.  Might?  More
like WILL.  You've been warned.


~X91SI
     Miscellaneous Stat Info:

     This pertains to the various "stats" like Strength that define the various
officers in this game.  Some of these are also referenced in the Debug mode.

     1. STR/ATKP: This measures an officer's physical combat ability.  It will
affect the damage inflicted during a duel, as well as any spell marked as
"Physical."  In the game, these have a SwORD icon.

     2. INT: This measures an officer's Intelligence.  In Domestic, it affects
the ability to do, and accuracy of, Search and Fortify directives; in combat,
it affects the damage dealt by magical attacks other than Physical spells.

     3. CMD/LEADP: This measures the officer's leadership ability.  Basically,
the effectiveness of one side's troops against those of the other side is based
on a comparison of the two Command stats.  This stat is modified by terrain or
castle occupation, and effectively modified by troop-type comparisons.

     4. DEFP: This measures the officer's weakness to damage.  The lower the
number, the less damage the character will take from troop and Physical attack
forms.  Its exact effect is currently unknown, but there is a substantial
difference in effectiveness from one value to the next higher or lower.

     5. CHUSEIP: This measures the officer's loyalty value.  At C=255, the
officer is considered "loyal," which means that he can (with rare exceptions)
never abandon you, and will be Injured instead of Captured if defeated while
on your side.
     Lower CHUSEIP values have this effect: When you use the officer in battle,
s/he expects to have more battles.  If no battles are fought for two weeks, the
officer will "complain" when addressed in Audience-Generals.  At the end of the
Domestic session, any "complaining" officers are checked for loyalty; if a
random number {0...255} is higher than the officer's CHUSEIP, that officer will
desert you, possibly to the Searchable roster, possibly to another monarch.
This persists until the officer's CHUSEIP is raised to 255, the officer deserts
or the "complaint counter" is reset by the officer getting a battle.
     (Note: Even loyal officers will have some sort of "complaint" if neglected
but the not-happy music won't play, and there's no desertion chance for them.)
     To raise CHUSEIP, you can use any Item.
     Equip: +15, as long as item is held.
     Faith Coin: +45 each.
     Other items (crests, books, other coins) +15 each.
     For nearly all officers, five Faith Coins and another equip or item should
suffice to ensure full loyalty.

-------------------------------------------------------------------------------

UN-INDEXED APPENDIX SECTION: SPECIAL THANKS!

To Sega and Working Designs, for a totally rockin' game!
To CJayC, for the incredible work of art that is Game FAQS.
To GenocideHeart, for a wide variety of informations.
To RPKierstan, for all of the Character List section.  ^.^
To Crazypanda, MM984, and Hasukawa Kazuyaa for questions that drew attention
to improvements to this.

Yay.

k.sittori 2004.02.10