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    Character/Item Development FAQ by TopperCop

    Version: 1.03 | Updated: 08/22/03 | Search Guide | Bookmark Guide

    Arc the Lad II / Arc Arena Character and Item Development FAQ
    This FAQ is copyright 2003 by Paul Sche.  No part of this document may 
    be altered.  Distribution of this document is free of charge and may 
    not be included as part of a transaction.  Posting of this document, 
    either in part or in its entirety in sites other than gamefaqs.com 
    requires the consent from the author, whom can be contacted by email at 
    Version 1.00
    January 31, 2003-This is the first time I've written a FAQ.  Although 
    this is the first version, all sections are completed.  However, feel 
    free to email me if there is a mistake somewhere, or if you have some 
    information to contribute (see the end of the FAQ.)  Credit will be 
    acknowledged to where it's due.
    Version 1.01
    March 22, 2003-Added contents in section II-Arena Battles, section III-
    In Game Rare Items and section VI-Secrets.  Information on obtaining 
    Light Pole is contributed by Orlandu17 and is described in section III.
    Version 1.02
    June 18, 2003-Added contents in section I-Item Modification Facilities, 
    section II-Arena Battles and section VI-Secrets.  Information on 
    gaining control of human and summoned monster characters in the Arena 
    Team Battle is contributed by Ed Perkowski.
    Version 1.03
    August 22, 2003-Added contents in section V-Wanted Monsters Locations 
    and Treasures and VI-Secrets.  Corrected a mistake in section I-Item 
    Modification Facilities.  Information on obtaining Docsun's Ruby is 
    contributed by Daniel Dainwood.
    Among the three games in the Arc the Lad Collection, Arc the Lad II has 
    the unique property to convert saved data to and from the Arc Arena 
    Monster Tournament.  The development of characters and items is one of 
    the most important aspects of the game rather than blindly leveling up 
    by consuming copious amounts of Full Power Fruits, Rubies, and the 
    Yellow Ribbon.  Yet there are very little addressed in this regard.  
    This is partially due to the planning of the game- that there are 
    adequate challenges for those who seek them, but still allow casual 
    players to complete the game and enjoy the full story by designing 
    extraordinarily high level and HP limits, with easy ways to gain levels 
    or parameters.  Unlike in ATL I, each character can gain hundreds of 
    levels in a very short amount of time by duplicating and using items 
    that actually increase levels.  There are not too many games that aim 
    to satisfy players with such a wide range of caliber.  It is natural to 
    take the most obvious way out, but then beating the game would be 
    trivial and I wouldn't be writing this.
    Instead, the purpose of this FAQ is to focus on the actual development 
    of the characters.  A character equipped with fully developed weapons 
    and accessories, and completed training of all of the skills is easily 
    a match for the same character dozens of levels higher, but poorly 
    equipped and poorly trained.  The 1P vs. 2P battle in Arc Arena is also 
    only applicable to characters with limited levels and HP to compete 
    since there is no way to finish a fight within the turn limit 
    I. Item Modification Facilities- Combine Shop and Smith Shop
    II. Arena Battles- Team Battles, Tournament Battles, and Arena Prizes
    III. In Game Rare Items
    IV. Character Development, Deployment, and Optimal Equipment
    V. Wanted Monsters Locations and Treasures
    VI. Secrets
    I.  Item Modification Facilities
    During the early parts of the game, utilizing the combine shop is the 
    best method of obtaining items with reasonable power and modification 
    potential.  Later on, however, many of these items will become obsolete 
    and take up valuable inventory space.  Thus, combined items that are 
    obsolete should be removed from the inventory as the game progresses.  
    However, these items are free of charge and can be sold for a handsome 
    profit.  On the other hand, having well developed smith shops is 
    absolutely essential to unlock the true potential of weapons and 
    Combine Shop
    The combine shops; both in-game and in Arc Arena, do not require 
    special preparations to unlock options.  Simply bring the necessary 
    ingredients (they must be in your inventory, equipped items don't 
    count) and choose to combine.  Without considering a particular glitch, 
    the opportunities of procuring most ingredients are listed below.  (For 
    information on the glitch, see the Secrets section.)  IMPORT requires 
    that the item be found in ATL I with the data converted into ATL II.  
    Collect these items in the in-game Chongara Shop.
    Combined Item    Ingredient        First Available Location
    Spatha           Kaiser Glove      Arc Arena 3-team battle #3
                     Small Sword       Yudo Village Native's Hut
    LightLong Sword  EarthLong Sword   Drop- see Rare Items section
                     IceLong Sword     Southern Tower 4F
                     FlameLong Sword   Arc Arena 3-team battle #15
                     WindLong Sword    Balbalard S.R., lower left path.
    Falchion         EarthLong Sword   Drop- see Rare Items section
                     Long Sword        Gallarno's House (before defeating
    Taburl           Crown Ax          Yagos S.R. B2
                     Gale Bandanna     Aldia Skyport (talk to hostage right
                                       after the first fight.)
    Silent Massacre  Warpick           Gruga's initial equipment
                     Scimitar          Arc Arena 3-team battle #4
    Beam Ax          FlameHand Ax      Arc Arena 5-team battle #13
                     Drowned Ax        Arc Arena 3-team battle #14
    Dual Ball        Light Flail       Prodias East Shop- purchase
                     Spark Flail       Romalia Chimera Lab (Lieza and
                                       Gogen's scene)
    Assassin Dagger  Dark Smasher      Arc Arena 5-team battle #2
                     Gladius           Arc Arena 3-team battle #2
    Dual Knife       Slasher           After returning from Yagos Isle, in
                                       The morning following Shante's
                                       intrusion, check Shu's bed where
                                       Lieza slept before leaving the room
                                       or accessing the save diary.
                     Defender          Yagos S.R. B1
    Magic Nail       Brass Knuckle     Zariban S.R.  B5, path north to the
                                       guardian's force.
                     Spirit Seed       Steal from Balzack.
    Stone Boots      Crush Boots       Lost Forest (from the first screen
                                       in the forest, go one screen up and
                                       then one screen right.)
                     Mirror            Arc Arena 3-team battle #5
    Dagger Boots     Tri-Shot          Arc Arena 3-team battle #13
                     Scale Legs        Arc Arena 5-team battle #6
    Dragon Boots     Needle Shoes      Palencia Tower 32nd floor
                     Super Boots       Past Misro- complete statue pushing
    Salamander       FlameSnake Whip   Arc Arena 5-team battle #10
                     Scale Legs        Arc Arena 5-team battle #6
    Fibre Stick      Wood Club         Prodias East Shop- purchase
                     Light Pole        Drop- see Rare Items section
                     Nuru-nuru         Dropped by Mummy in Yagos S.R.
    Astral Pole      Fibre Stick       Combine-must have acquired the Light
                                       Pole (see Rare Items section)
                     Studded Club      White House, first door after
    Mirage Wand      Change Staff      Arc Arena 3-team battle #9
                     Purple Mem Grass  Arc Arena Chongara Shop- purchase
    Extra Rod        Scale Wand        Drop- see Rare Item section
                     Battle Stick      Banza Mountains
    Micro Bomber     Killer Sound      Graunoln
                     Tower Guard       Romalia Inner City
    Double Moon      Light Sickle      Clenia Isle Clenia Shop- purchase
                     Dark Weapon       Graunoln
    Poisoner         Arsenic Mask      Clenia Isle Training Rock
                     Poison            Arc Arena Chongara Shop- purchase
                     Antidote Nut      Drop- various poison using monsters
    Elven Chain      Wind Robe         Arc Arena 3-team battle #11
                     Violet Necklace   Arc Arena 5-team battle #8
    Light Robe       Decorator         Clenia Isle Vacant House
                     Cape              Arc Arena 5-team battle #4
                     Ruby              Arena Exchange- 4600 Seum
    Light Charm      Earth Charm       Arc Arena 5-team battle #5
                     Ice Charm         Arc Arena 3-team battle #1
                     Flame Charm       Arc Arena Tournament 14 wins
                     Wind Charm        Arc Arena 3-team battle #8
    Chaos Tanzanite  Tanzanite         Clenia Isle Training Rock
                     Sleepless Card    Arc Arena Tournament 10 wins
                     Sunglasses        Arc Arena 5-team battle #3
    Romancing Stone  Romancing Stone 1 IMPORT
                     Romancing Stone 2 IMPORT
                     Romancing Stone 3 IMPORT
                     Romancing Stone 4 IMPORT
    Smith Shop
    1. Training the smith shops
    The two types of smith shops, Novice and Master serve different roles.  
    The in game novice shop is located in Prodias and the in game master 
    shop is located in Brakia.  However, since the two shops are located 
    away from each other and their individual accessibilities are often 
    restricted by story flow, it is better to develop the ones in Arc Arena 
    instead.  After Lieza and Paundit joins you, the Arc Arena is available 
    when these two characters are in your current roster in a save file, 
    even after you have entered the final dungeon.
    The smith shops will not offer much variety at the beginning.  The 
    smiths must be trained to be able to provide additional services.  To 
    accomplish this task, repeatedly have them perform the task of raising 
    item levels.  (See bwong's ATL2 FAQ for more detailed description on 
    developing the smith shops.  I'm not the first to describe this 
    procedure.)  The well-known item duplication trick does not allow 
    transfer of funds.  However, you can duplicate items and then sell them 
    for money.  The first time Arc Arena is accessed, the most valuable 
    item in your inventory is probably the Gale Bandanna, obtained after 
    the first story battle.  Duplicating this item and selling them will 
    allow reasonably quick cash flow.  You must then purchase a lot of 
    cheap items, hundreds needed in total, and raise their levels to 
    maximum before selling them to create inventory space.  To save on 
    funds, create a file for 2P and stock it with duplicated cheap weapons.  
    Transfer them to your main file for 1P and raise the levels of these 
    weapons to their max.  Then load the 2P file to transfer more 
    unmodified weapons and repeat the cycle.  Continue until the desired 
    options are unlocked, and SAVE your game to keep the developed smiths.
    The options you want to open up are the "Increase Max Level" for the 
    novice smith and "Increase Off. /Def." For the master smith (There is 
    an additional unlockable option for the master smith shop- Personalize, 
    but it is more of a bane than a boon.  Items personalized can neither 
    be transferred, unless equipped on a captured monster other than 
    Paundit, nor shared by other party members.)  Once these two options 
    are unlocked, which could cost a couple hours, you will be finally able 
    to develop items to their full extent.
    2. Development caps
    For each item in the game, there are three characteristics listed under 
    information.  The current level, the maximum level, and the primary 
    parameter of the item (offense value for a weapon, defense value for an 
    accessory or a consumable item) shown as a fraction: current value / 
    value at max level.  The effectiveness of the item is primarily 
    governed by these three values.  When the options in the smith shop are 
    unlocked, each of these values can be increased for a fee, thereby 
    increasing the effectiveness of the item.
    Development of an item, however, is often interrupted, as the item 
    would be declared "maximum level reached."  The message indicates that 
    the item has been locked with at least one of the four development 
    caps.  These four development caps limit item development and are 
    interconnected to each other in a particular pattern:
    a. Level cap- this cap occurs when the current item level equals the 
    max item level.  Further increase of item level is impossible.  
    Incurring this cap also results in the addition of the Max Level cap.
    b. Max Level cap- further increase of the maximum level of an item is 
    impossible.  This cap is imposed if current level equals max level, or 
    if max level equals 15.
    c. Max Off/Def cap- further increase of the maximum offense/defense 
    value is impossible.  For items with the description "Name + number", 
    the cap occurs when the number equals 9.  For items without a number 
    description, there is still a fixed value that is more difficult to 
    d. Random cap- this annoying cap occurs randomly during a smith 
    operation (either during "Increase Max Level" or during "Increase Max 
    Off/Def and disables both options.)  This is the cap that will test 
    your patience.
    In short, cap a results in cap b, and cap d results in both cap b and 
    cap c.
    The most logical sequence of item development (in Arc Arena) is 
    therefore as follows:
    a. Develop the Max Level of the target item.  Check after each 
    operation.  If cap d is incurred, go back to Sania and LOAD the game, 
    if cap d is not incurred, go back to Sania and SAVE the game.  Continue 
    until the Max Level equals 14, and cap d is not in effect.  That is, 
    both "Increase Max Level" and "Increase Off/Def" are still available.  
    Skip this step if the intended item already has its item level matching 
    its max item level.
    b. Develop Max Off/Def to maximum, with cap c incurred.  Check after 
    each operation.  If cap d is in effect, go back to Sania and LOAD your 
    game.  If cap d is not in effect, SAVE your game instead.  To 
    distinguish cap c from cap d, check after the operation for both the 
    options to "Increase Max Level" and "Increase Off/Def."  If the option 
    for "Increase Max Level" is still available but the option for 
    "Increase Off/Def" is not, the development cap incurred is cap c.  If 
    both options are not available, the development cap is cap d.  As for 
    items with cap a incurred (and therefore cap b also,) the only way to 
    tell if you have reached the maximum is to repeatedly try.  If a 
    particular upgrade step results in a cap twenty times in a row, it is 
    fairly certain that the maximum has been reached.
    c. Continue finishing the development for "Increase Max Level" and 
    maximize the effectiveness of the item.  It doesn't matter if cap d is 
    incurred in this step.
    d. For certain items, the option to "Increase Item Level" will also 
    increase a secondary parameter (i.e. Leveling up a Tanzanite may give 
    additional status protection, leveling up a MagicIllusion Robe may 
    increase its magic parameter bonus.)  Perform the operation on this 
    type of items and make sure that the secondary parameter has also 
    leveled up similarly.  To view the value of the secondary parameter, 
    choose to equip the item on a character with a blank slot and note the 
    e. The entire procedure requires a large amount of Goz as well as time 
    commitment.  Obviously you should only modify one copy of one item at a 
    time and later duplicate it.  Since there are a wide variety of items, 
    see the Optimal Equipment section for information on which ones to 
    The efforts for fully developing an item are well rewarded since most 
    items will not grant parameter bonuses anywhere close to the maximum 
    value when you first obtain them.  Even the most powerful weapons such 
    as the Corpse Edge (Atk+77 / Increase Offense on level-up,) Red Shoes 
    +9 (Atk+74 / Range+2,) or Fabulous Sword (Atk+71 / Inflicts Confusion, 
    Sleep, Poison, Darkness, Silence) only provide a small fraction of 
    their full power if left undeveloped.  However, don't wait for powerful 
    weapons to appear before commencing development.  During the opening 
    scenes even though the weapons you can buy in Indigos right after Lieza 
    joins are very weak, once fully developed they would serve you well 
    until you acquire the Silver Noah.
    II. Arena Battles
    There are three types of battles in the Arc Arena.  The team battles 
    feature selecting characters in your party to battle arena teams using 
    AI.  The tournament battle allows manual control of your characters, 
    but the battle is a test of endurance with no opportunity to replenish 
    inventory during the battle since enemies do not drop items at all and 
    monster capture is impossible.  The 1P vs. 2P battle allows characters 
    from two different save files to compete against each other.
    1. Team battles
    There are two versions of the battles- the 3-team battle and the 5-team 
    battle.  The basic difference between the two is not the number of 
    teams, but the selection of characters.  The three-team battles only 
    allow captured monsters to participate, while the 5-team battle allows 
    anyone in your active roster to participate.  Since the AI normally 
    controls the actions of your team as well as the enemy team, there is 
    no combat strategy involved.  Rather, it is the type of characters and 
    the equipment and abilities equipped that determines the outcome (a la 
    FFVI coliseum.)  Therefore, your goal is to assemble a team of monsters 
    that even a moron can use to win.  However, once you have unlocked the 
    human and summon monster characters, controlling your own character 
    becomes possible (see Secrets section), which is a good thing consider 
    that the AI is not capable of using these characters, which are 
    generally weaker but diverse in options.
    The recommendations to the earliest capture monsters for the roles of 
    combatants go to the Freezy monsters found in the White House Sewers.  
    Simply catch a single Freezy and keep it in your roster.  Once you 
    progress to the point where Lieza returns to Forles along with a few 
    summon monsters, you will find the Power Fist equipped on one of them.  
    This weapon, when fully developed, gives an attack bonus of almost 50 
    points.  Simply equip this on your Freezy, enter the Arc Arena and 
    duplicate the monster (until you have eleven.)  For monsters lower than 
    level 40, these are some of the most effective monsters to use in the 
    team battles and will give you very high chances to win each fight in 
    the 3-team battle.  However, if absolute domination is your goal, you 
    might want to hold off until you have a fully developed Meow Fang in 
    your possession.
    The 5-team battle is trickier.  Unless your human characters and summon 
    monsters are extremely powerful (the enemy team matches your own 
    levels, so equip powerful weapons and accessories rather than leveling 
    up,) they will probably not be effective under AI control.  Choose the 
    first three teams to be Freezy armies (and Paundit) and hope to grab 
    three winning rounds first.  With the Meow Fangs, the attacks of your 
    monsters (either physical or breath attacks) will be quite deadly.  If 
    you do not gain the three wins before your monster teams are exhausted, 
    don't count on the human characters to save the day.
    2. Tournament battles
    In this configuration, you can select a number of teams.  But only the 
    first team will decide how far you go.  By the time you get to your 
    second team you won't have anything in your inventory to support its 
    members. The characters are to be manually controlled and attempt to 
    survive as many enemy parties as you can use only what you can carry. 
    Notice that if you have used a character in the team battles earlier, 
    you would need to change their controls back to manual during the pre-
    battle menu.  The best prize is offered if you can defeat 50 enemy 
    parties.  The limited inventory is the least of your concerns.  Since 
    each successive team surpasses the previous one by 4 to 5 levels, at 
    later battles, the enemies will be around 200 levels above your own.  
    Your physical attacks won't even touch them!  You can't even afford to 
    miss since there is a turn limit on each of the battles.
    Due to the difficulty of winning 50 battles, the choice of your 
    starting team is extremely important.  You should place all your bets 
    on the very first team that you assemble and equip accordingly.  The 
    best choices to pick for the first team are Arc, Elc, Gruga, and 
    Sania/Hemo-ji.  Make sure that Arc, Elc, and Gruga have all learned L.3 
    Invincible.  This skill grants the user invincibility against physical 
    attacks and magical attacks.  (The only attack that penetrates the 
    Invincible skill is the bombardment of the Graunoln, encountered in the 
    Greyshinne Border after Sania joins.)  Elc learns Invincible 
    automatically, but Arc and Gruga can add the skill once their levels 
    are high enough, above 110 or so.  Do not attempt this challenge if 
    your levels are too high.  (Pitting L.250 characters vs. a L.400 healer 
    with over 1500HP?  All the battle turns in the world won't get you 
    anywhere.)  Merely learning the Invincible skill is not enough, you 
    must also train them to L.3.  Simply relying on counterattacks will not 
    get you far; you must be able to actively attack to finish each battle 
    within the turn limit of twenty.  Instead of using magic skills, it is 
    recommended to also obtain L.3 Extract (which is not an option for Arc.  
    Use another skill instead so pay attention to enemy elemental 
    affiliations) along with a fully developed powerful weapon, a Romancing 
    Stone (if you didn't convert ATL I data, or if the data doesn't contain 
    all four fragments, forget about taking this challenge), and a Mega 
    Revival Dust+9 equipped for each of the three characters.  As for the 
    fourth character, you can either choose Sania for her Transfer ability 
    (works even for characters under the effect of Invincible) or Hemo-ji 
    for its L.3 Chongara Bomb ability.  Equip this character similarly as 
    you can't afford to run out of MP during battles.
    For the arena selection, keep in mind that the enemies in later battles 
    will always move before you do.  Therefore you want to choose a wide 
    arena without obstacles with your characters positioned as close to 
    each other as possible.  This way, after their initial move, you will 
    be in range for the first act-L.3 Invincible.  Follow suit for two 
    turns of L.3 Extract over as many enemies as you can position in the 
    effect range (for Arc, use the most damaging skill you have according 
    to enemy element affiliations.)  The fourth character either transfers 
    turns to the character with the most damage potential (for Sania) or 
    simply use L.3 Chongara Bomb over and over while retreating to the back 
    corners of the arena (for Hemo-ji.)
    Even with these tactics, sometimes, the enemy party will include a 
    healer (i.e. Gepettoh) who can heal damage and waste your turns.  The 
    best courses of action are 1) to damage the healer moderately, while 
    severely damage another character not too close to the healer.  The 
    healer will be drawn to heal the severely damaged monster.  This is 
    your cue to finish the healer within the turn once and for all, or 2) 
    cast Arc's Magic Shield on the healer and deplete its HP before Magic 
    Shield wears off.
    Once you rack up 50 consecutive wins, simply allow your teams to be 
    wiped out to exit the tournament.  Be warned that each of your 
    characters in the first team will probably have gathered 50 levels or 
    so, making them extremely unbalanced in normal game play.  So you might 
    want to save this on a separate file and transfer the prizes to your 
    earlier save instead to avoid the imbalance.
    3. 1P vs. 2P
    This battle mode allows you to pit characters in a save file against 
    those from another save file.  The choice of characters is rounded down 
    to the more inexperienced side.  If both files have human characters 
    and summoned monsters enabled, then the match will allow selection for 
    any character.  If at least one of the two files does not have that 
    option enabled due to failure to complete the three-team battles, then 
    character selection of both sides will be restricted to captured 
    monsters only.  The battle allows wager of an item, a monster, or 
    nothing but pride itself before a match.
    The hidden feature of this battle mode, however, is the ability to 
    control both parties at the same side.  This allows the discovery of 
    many hidden secrets (i.e. magic defense is determined by the base value 
    of Mag. Ability only, because equipping Sania with a Magic Card and two 
    Fabulous Rings do not reduce magic damage received.)  Although your 
    characters can't technically die, any action performed in the Arc Arena 
    will not count towards the magic experience of the characters.  No 
    matter how many times you attack with or receive effects of magic 
    skills, you won't be gaining any progress towards leveling up existing 
    skills or learning new ones.
    4. Arena Prizes
    Tempting as it may be to take everything in the warehouse, you only 
    have a limited space to stash away any items or monsters you have won.  
    The combine list in Section I include ingredients unlocked as prizes 
    (Look up Billy Lee's Walkthrough/FAQ if you are interested in the full 
    list of item and monster prizes.)  Frankly, the majority of the item 
    prizes are not worth a slot in your limited inventory space.  The main 
    reason for completing the 3-team and 5-team battles is to acquire the 
    powerful Mega Revival Dust+9.  Of course, once you finish these two 
    challenges there is no reason to keep that army of Freezys.  Including 
    Paundit, you only have space for twelve monsters.  So which ones should 
    you keep?
    Since you're getting rid of your Freezys, there is no reason to keep 
    any monsters that are worse off.  You can complete the game with levels 
    in the low 80s, without getting any HP bonuses or using the parameter 
    enhancing items, even if you've converted data with all ATL I 
    characters at level 60.  Hence there is no reason to acquire monsters 
    with levels higher than that.  Remember that monsters cannot equip 
    accessories, so the choice of weapons and MP capacity must be 
    sufficient to ensure usefulness.  Finally, the abilities of the monster 
    should match the parameters and be useful right off the bat. (Monsters 
    with skills depending on their magic ability need to have high Magic 
    parameter and high MP.  Monsters using mainly physical attacks need 
    sufficient Defense and Agility parameters.)
    The top three monsters recommended are:
    1. Chimera, L.68, HP 234, MP 121, Atk 50, Def 40, Mag 15
    This is a flying monster with the Cure spell and the immobilizing 
    Mesmerize Breath.  Once you equip it with a fully developed Meow Fang, 
    the power of both of these skills will quadruple in power.  In 
    addition, it has solid attack and defensive parameters as well as 
    maximum reaction abilities to withstand enemy strikes.  The various 
    addable elemental breaths are useful to take advantage of the enemy 
    elemental association.  Even bosses can be taken care of with just a 
    few breath attacks.  If you run out of MP, simply fight a couple 
    battles physically with the Styx equipped.
    2. Arch Knight, L. 76, HP 276, MP 163, Atk 43, Def 40, Mag 20
    A physical oriented monster capable of equipping a Sword.  The short 
    range is not really a disadvantage since it can use the Invincible 
    skill.  By equipping a powerful sword, it can charge a couple times in 
    safety, move into range and avoid damage by invoking Invincible, and 
    release the power on a boss to take it out in a single strike.  The 
    various immobilization skills are useful against regular enemies.
    3. Arch Gargoyle, L. 60, HP 272, MP 162, Atk 35, Def 33, Mag 17
    A flying monster capable of using spears, an indirect weapon type.  Its 
    HP levels are easily on par with monsters 20 levels higher.  If you 
    have converted ATL I data, this monster will not cause a level 
    imbalance at all.  In battlefields with out-of-the-way chests, this 
    monster will be more than capable of retrieving them while dispatching 
    enemies en route.  Its usefulness increases, as more of its innate 
    skills are unlocked.
    Changing the classes of monsters is not just a superficial distinction.  
    It also affects which skills the monster will acquire after gaining 
    sufficient magic experience.  So you will get different skill sets 
    depending on whether you kept the monster in its original class or 
    changed to a different class.
    III. In Game Rare Items
    In Arc II, the best items in the game are not necessarily purchased or 
    found in chests.  Items with the highest potential for development are 
    often dropped or stolen from monsters.  Since there are well over 300 
    monster types and many of these treasures are rare drops, acquiring 
    some of these treasures could take a considerable amount of effort.
    To maximize the chances of acquiring them, the first thing to do is to 
    acquire the two accessories that have the description of increasing 
    monster drop rate- the Unicorn Horn and the Shell.  Take heed that 
    although the description of the two items are identical, I suspect that 
    they actually serve different purposes.  Characters with both 
    accessories equipped are far more likely to cause a rare drop upon a 
    kill than characters equipping two copies of the same accessory.  The 
    sources of these two accessories are a) in-game Chongara's Shop if you 
    have imported converted data, or in the Forbidden Ruins if you haven't 
    or b) the Seum exchange in the Clenia and Misro Arenas.  The listing 
    price of the Unicorn Horn is 9000 Seum while the Shell will set you 
    back 8200 Seum.  Instead of accumulating the total of 17200 Seum, 
    simply save a game with 9000 Seum, exchange for one item and save the 
    game in a second file and transfer the item in Arc Arena.  Load the 
    game with 9000 Seum and exchange for the other item and transfer it 
    again.  This way, you can obtain both items without losing any Seum 
    Since there are only two slots for accessories per character (excluding 
    captured monsters, who do not have accessory slots, and Diekbeck, who 
    cannot equip any accessory other than Power Units) equipping both 
    accessories will necessarily take up both slots, leaving the character 
    vulnerable to status attacks, among other things.  To partially 
    compensate for this, it is useful to fully develop these two 
    accessories, as they will each grant 30 points of defense rather than 7 
    if left undeveloped, before duplicating them for your active party.  A 
    rare drop is more likely to happen by a character equipping both the 
    Unicorn Horn and Shell destroying a monster.  Physical attacks seem to 
    give a higher drop rate than area effect magic skills.
    The following chart is a partial list of rare item drops.  Instead of 
    just listing the monsters to kill for the drop, the locations are also 
    noted.  It is important to remember that the same enemies appearing in 
    different locations drop different items.  Skeletons in Ruin Town drop 
    different items than those in Yagos S.R. or those in White House 
    Sewers.  Items stolen from a monster are marked with (S) preceding the 
    monster name.  Bounty monsters are not listed with their locations (see 
    the section on Wanted Monsters for information on that.)  Notice that 
    some areas listed, such as the White House Sewers and the Romalia 
    Chimera Lab, are scenario dungeons accessible before the two 
    accessories can be acquired.  In order to spelunk in these dungeons, 
    you must transfer the accessories (and perhaps a few good weapons and 
    captured monsters) to an earlier save file so you can retry the dungeon 
    with these accessories equipped.
    Item               Added Effects         Location (monster example)
    [List of Weapons]
    Ancient Spear(1)   Paralysis             Lost Forest (Red Skeleton,
    Andel Claim        Mag. Down            (S) Gualde
    Backus Sword(2)    Off. & Def. Down      The Heap (Rabid Bat)
    Bear Flail         Cause critical hits   Training Rock (Wild Hemo-ji)
    Change Staff                             Fels Highland (Grim Stalker)
    Claymore          (Add: Def. Down        Belzack
                       Magic Defense
                       Wpn restore HP)
    Corpse Edge(3)     Incr Off on Level-up Holn-Lieza's House(Death Druid)
    Crusty Pads                              Golgon
    Damocles Blade     Incr MP on Level-up   Nien Forest (Dark Hemo-ji)
    Dark Blade         On atk, take dmg      Southern Tower (Blue Phantom)
    Dark Smasher       Rng. Down             Alatos S.R. (Killer Wolf)
    Dark Stream                              Dabano
    Death Crimson      Sleep (Poison,        Clenia Vacant House
                       Silence, Confuse,    (Arch Knight)
                       Darkness gained as
                       Item levels up)
    Dragon Claw                              Gia
    Drowned Ax                               Gravis
    EarthLong Sword    Earth weak            Gallarno's House (Necromancer,
                                             Blood Fiend)
                                             Yagos S.R. (Vampire Bat,
    Earth Slicer                             F.R. B53 (Iron Golem)
                                             F.R. B67 (Sword Eater)
    Elven Boots        Incr Movement         Romalian Tunnel (Mud Battler,
                                             Earth Devil)
    Fate Sword         On atk, take dmg     (S) Grovis
    FlameGrizzle Fang                        Anan Flats, Noyam Plain, Rutar
                                             Plain (Death Wizard,
                                             Soul Knight)
    FlameKnife        (Add: Sleep,           Banza Mountain (Mud Goblin)
                       Magic Defense)
    FlameSnake Whip                          Azenda Highland (Poison Ivy)
    FlameWonder Card                         Dalcios
    Gale Edge                                Zanag Plains (Sphinx)
    Gladius           (Add: Sleep            Ruin Town (Skeleton,
                       Magic Defense)        Soul Flame)
    Gold Beak                                Water Shrine (Dark Paladin,
                                             Iron Golem)
                                             Past Water Shrine
                                            (Golem Master)
    Golden Dragon      Incr Def. Ability     Castle Ruins (Dark Wraith,
                                             Soul Flame, Shako)
                                             Past Castle Ruins
                                            (Black Knight)
    GroundKnife       (Add: Sleep           (S) Shamus
                       Magic Defense)
    GroundWonder Card                        Temple Square (Master Mummy)
    Hyper Stick                              Brakia S.R. (SA-200, PA-200)
    Ice Saber                                Holn-bridge (Barbarian)
    IceSnake Whip                            Holn Chimera Lab(Great Dragon)
    Instant(4)         Incr Off on Level-Up  F.R. B2 (Rabid Dog)
                                             F.R. B19, B24 (Dark Fang)
                                             F.R. B21 (Hydra)
                                             F.R. B26 (Death Devil)
                                             F.R. B28 (Black Dragon)
    Iron Beak                                Past Saryu Tribe Ruins (Dwarf)
    Izuna              Steal MP              Houfion II (SA-100)
    Kaiser Knuckle     Incr  Magic Defense   Quina Hill (Death Hound,
                                             Dragon Zombie)
    Light Pole                               Romalia Battleship (Demi Monk)
                                             The last battle before the
                                             Hanger, where five soldiers
                                             transform into monsters and
                                             attack.  The drop rate is low
                                             so save right before this
                                             battle and you can try it over
                                             and over.  It may take a dozen
                                             tries even with the Unicorn
                                             Horn and Shell equipped.
    Mad Builder        Darkness             (S) Garop
    Meow Fang(5)       Incr  Magic Ability   Mt. Amaidar, Past Mt. Amaidar
                                            (Red Phantom)
                                             Past Touvil (Kobold,
                                             Super Hemo-ji, Wolf Zombie)
                                             Misro (Dark Wizard)
    Meow Shoes(6)      Increase Agility      Pyramid Entrance (Flesh Golem)
    Meow Sword(7)      Increase Defense     (S) Tianus
    Metal Balls                              Ruvag Woods, Razen Pond
                                            (Slime Bomber)
                                             Nicarus Forest (Werejackal)
    Metal Pads                               Shvaidel
    Miranda                                  Ragi
    Mystic Knife       Incr  Magic Ability   Madeta Hill (Poison Cloud,
                                             Earth Giant)
    Neutrino Blade     Incr flying mons dmg  Yagos S.R. (Mummy,
                                             Vampire Bat)
    Paralyzer          Paralysis            (S) SA-200SP
    Pity                                    (S) Kish
    Scale Legs         Darkness              Menan
    Scale Wand (4)                           Raiden Ruins (Berserker)
                                             Salyan Desert (King Lizard,
                                             Acid Cloud)
    Scimtar                                  Ruin Town (Robber, Fighter)
    Scorpion                                 Boosee
    Silk Belt          Incr Exp Pts received Gia Temple Attic (Mage Smog)
    Sixteenth Night                          Greyshinne S.R. (Living Armor,
    Strong Spear       Off. Down             Palencia Tower I
                                            (Medusa Lizard)
    Styx               Steal MP              Queger
    Tri-Shot                                 Houfion (Jackal, Werejackal)
    Whirlwind Edge     Incr Movement         Bishamon
    Wind Knife        (Add: Sleep            Salba Desert (Robber)
                       Magic Defense)
    Wing Spear                               Kiba
    [List of Accessories]
    Blue Jewelry (9)                         Blue Phantom (Southern Tower)
                                            (S) Blue Phantom (Past Mt.
    BlackRobe                                White House Sewers (Skeleton)
    Chain Guard (9)                          Lich (F.R. B49)
                                            (S) Lich (F.R. B49)
    EarthRobe                                Gia Temple (Demi-Zombie)
    Green Jewelry (9)                        Golden Slime (F.R. B69)
                                            (S) Golden Slime (F.R. B69)
    Magic Guard(8)     Incr Magic Defense   Romalia Chimera Lab(Ghoulgoyle)
    Melody Cap(6)      Increase Agility     Romalia Chimera Lab(Ghoulgoyle)
    Moon Stone         Random positive stat Zariban S.R. (Mummy Lord,
                                            Mutant Fly)
    Red Jewelry (9)                         Red Phantom (Oil Rig, Past Mt.
                                           (S) Red Phantom (Oil Rig, Past
                                            Mt. Amaidar)
    Senior's Wish      Increase Defense     Zanack
    Slayer Heavy Suit(4,9)(Add: Dodge,      Frost Giant (Northern Tower,
                       Magic Ability        F.R. B59)
                       Magic Defense)      (S) Frost Giant (Northern
                                            Tower, F.R. B58)
                                           (S) Golgon
    1. This is not the same Ancient Spear with the Poison attribute, which 
    can be found in a treasure chest.
    2. The Backus Sword comes already personalized by Tosh, therefore 
    cannot be transferred between players.
    3. Although both the Corpse Edge and the Instant are described to 
    increase offense on level-up, the Corpse Edge is twice as effective.  
    Tosh with neither equipped gains 9 points in 15 levels.  With the 
    Instant equipped, he gains 12 points in 15 levels.  With the Corpse 
    Edge equipped, he gains 15 points in 15 levels.  Fractional bonuses do 
    apply here.
    4. The Instant can be found in the Oil Rig, and you can eventually 
    purchase the Scale Wand and the Slayer Heavy Suit.  But since the 
    Instant has a high development potential and offense bonus, the Scale 
    Wand is useful to combine, and the Slayer Heavy Suit can be modified to 
    increase Dodge or Magic Defense, it is worth the efforts to get them as 
    soon as possible.
    5. Some items such as Meow Fang, Meow Sword, MagicIllusion Robe provide 
    secondary bonuses that increase as the item levels up.  The tricky part 
    is that the bonus increment could be a range of fractions so it is 
    important to take the effort to fully develop these weapons.  My 
    personal record for a fully developed Meow Fang is Atk+38, Mag+46.  Any 
    monster equipped with this weapon will have a killer breath attack, 
    often reaching three to four times the normal power.
    6. Meow Shoes increase Agi by 20.  Melody Cap increases Agi by 10.  
    Although equipping a Meow Shoes and two Melody Caps theoretically 
    increases the Agi of a character by 40, the maximum agility for any 
    character (base Agi + bonus Agi) is 51 as dictated by the game.
    7. My personal record for Meow Sword is Atk+27, Def+32.  This is not a 
    very useful weapon.  If you have a captured monster capable of using a 
    sword and in dire need of extra Defense, however, feel free to use it.  
    I wouldn't recommend using a physically inclined monster with weak 
    Defense parameters at all, though.  If you want to protect a monster, 
    either use L.1 Invincible or equip a powerful weapon and kill any 
    nearby enemies before they become trouble.
    8. This Magic Guard is a type of shoulder protector, not the sword with 
    the same name found in a treasure chest.
    9. Although most of the items dropped are considered floor items, which 
    are the rare drops of a unique item common to all enemies appearing in 
    the same map floor.  Some items, such as Red Jewelry, Slayer Heavy 
    Suit, and various medicine, may be monster specific as they are dropped 
    by, and often stolen from, the same monster types throughout the game.  
    They sometimes take priority over the floor item of the area (i.e. Red 
    Phantoms in Past Mt. Amaidar drop both the Red Jewelry and the Meow 
    Fang, with a much higher rate for the former one), and that no other 
    monster in the same floor drop these items (i.e. Red Jewelry is dropped 
    by only Red Phantoms and Blue Jewelry is dropped by only Blue Phantoms, 
    even though both types appear in Past Mt. Amaidar.)  Medicine that 
    counteracts a particular status ailment is usually dropped by an enemy 
    that can inflict such a status. (i.e. Killer Wolf in Alatos S.R. can 
    drop Rue's Medicine.)
    IV. Character Development, Deployment, and Optimal Equipment
    1. Development
    The development of characters does not simply mean the process of 
    level-up.  Rather, the development of skills is the most important 
    aspect of character development.  The skills of each character also 
    gains experience by using and receiving magic skills.  Although the 
    magic experience can be gained from using Full Power Fruits, Rubies, or 
    the Yellow Ribbon, the increase is very small and by the time all 
    skills of a character is unlocked, the character will be a hundred 
    levels above the rest.
    A discrepancy in levels among characters in an active team places a 
    serious threat on the weaker characters.  Anyone who has converted the 
    ATL I data with the original characters maxed out at level 60 will 
    learn it the hard way.  During the scene where your characters 
    infiltrate the Romalia Chimera Lab, the prospect of having a level 60 
    Gogen and a level 40 Lieza with captured monsters of even lower levels 
    facing off a level 60 Fake Tosh, or having to fight off six copies of 
    Fake Tosh with weak characters is a very dangerous situation. (There 
    are no save points in that facility! Once you lose a character or two 
    the fight is pretty much over.)
    To develop the skills of a character fully without having to level up, 
    arrange a party of five and enter the Yagos S.R. (any place in game 
    with undead enemies is OK.  But the low levels of threat of enemy 
    attacks, proximity to a Skyport and the nearby village with free 
    recovery spot make it the best place to do.  Notice that I said in 
    game.  Battles waged in the Arc Arena do not allow accumulation of 
    magic experience.)  At the first battle, arrange the formation of your 
    five party members in a cross formation and simply cast support magic, 
    such as Ground Shield or Cure, over all five characters over and over.  
    The undead enemies may attack and be countered.  But since they cannot 
    attack under the HP1 status, the battle does not end unless you take 
    the initiative to attack.  It may also be wise to keep Light aligned 
    characters or characters equipping weapons with Light alignment away 
    from the undead (preferably at the center of the cross formation) as 
    their physical attacks bypass the HP1 condition.  With the exception of 
    Odon, all characters have eight innate skills and six addable ones.  
    Some of the later innate skills, such as Iga's Cure spell or Elc's 
    Invincible skill, are extremely important to learn.  As for monsters, 
    the skill set a monster acquires depends on its class at the time of 
    acquiring a skill after collecting enough magic experience.  Training 
    the same monster in different classes will get you different sets of 
    skills (until all skill slots are filled.)
    2. Deployment
    All characters are not equal.  This is especially important to remember 
    in dungeons where a party of up to five characters is chosen at the 
    entrance.  If a character in the active party is not suited to handle 
    the enemies and/or the topography of the battlefields in the dungeon, 
    he will become a liability during battle.  The game manual, and the 
    strategy guide for that matter, does not describe the parameters 
    clearly, so I will attempt to remedy this.
    Offense:  This is the parameter that determines the basic physical 
    attack power (base+bonus) as well as any physical skills, such as 
    Extract.  Actual damage is affected by target Defense, elemental 
    associations, critical hit, and blocking by the target.
    Defense:  This is the parameter that determines the reduction of 
    physical damage (either from direct attacks or physical skills) 
    received (base+bonus.)
    Magic Ability:  This parameter determines not only the basic magic 
    attack power, but also the basic magic defense.  The most striking 
    difference between the two traits is that the magic attack power is 
    determined by base+bonus, but magic defense is determined by the base 
    value only.  Equipping weapons and accessories with the description of 
    "Increase Magic Defense", however, can reduce magic damage received.  
    The percentage of reduction is additive with a maximum of 62.5% 
    reduction (i.e. cutting the damage received to just over one-third.)  
    Take Diekbeck for an example, equipping Power Units with higher numbers 
    will increase its magic attack power.  But there is nothing you can do 
    to augment its abysmal magic defense (except by casting Invincible or 
    Magic Shield.)  Notice that magic attacks also include the various 
    breath attacks.
    Agility:  This parameter also determines two different traits.  Within 
    a given battle turn, the order of commands for both allies and enemies 
    is determined by base+bonus (maximum 51) for every participant in that 
    battle.  However, the response of a character (accuracy and dodging 
    abilities) is determined by the base value only.  Equipment with the 
    description of "Increase Dodge Ability" can be equipped to augment this 
    trait.  Again using Diekbeck as an example, as the story progresses it 
    will be increasingly difficult for Diekbeck to actually land a 
    successful physical attack on its target.  This will become painfully 
    obvious in a certain sequence where Diekbeck becomes the only character 
    available in battle.
    Since almost every story character is unique (except for Fujin / 
    Raijin, and captured monsters) consider grouping characters into 
    several categories for easier decisions:
    a. Healers:  Arc, Poco, Iga (after learning Cure,) Lieza, Shante, 
    Diekbeck (after acquiring Power Unit 19,) Kelack.
    b. Direct Physical Attackers:  Tosh, Choko (regular form.)
    c. Indirect Physical Attackers:  Arc, Iga, Elc, Shu, Gruga.
    d. Offensive Mages: Gogen, Sania, Fujin, Raijin, Choko (Akura form.)
    e. Resistant to magic: Elc (after learning L.2 or L.3 Invincible,) 
    Fujin, Raijin, Choko (Akura form.)
    f. Weak against magic:  Tosh, Shu, Gruga, Diekbeck.
    g. Immobilizing:  Tosh (paralysis vs. 1,) Gogen (sleep vs. area,) Lieza 
    (added skill,) Sania (added skill,) Fujin (added skill,) Raijin (added 
    h. Specialized skills: Arc (recovers both HP and conditions,) Gogen 
    (teleportation,) Lieza (capture monsters,) Shu (stealing,) Sania 
    (sacrifice her turn to allow another party member to take an extra 
    turn,) Diekbeck (can change abilities between battles,) Hemo-ji (full 
    screen attack.  The Chongara Bomb ability is so ludicrous that it is 
    the only outlawed skill in the Clenia and Misro Arena matches,) Odon 
    (change form, including assumption of a flying movement type,) captured 
    monsters (various reasons- flying movement, HP1 protection, peculiar 
    skill combinations, to name a few.)
    The trick to clearing dungeons without having to expend extra efforts 
    to level-up is to assign appropriate characters for the job at hand.  
    For example, during the assault on Graunoln, remember to assign healers 
    and physical attackers in both parties.  In dungeons with powerful 
    mages (i.e. Warlocks in Alatos S.R. and Arch Mages in Romalia Inner 
    City,) include characters resistant to magic and avoid those who are 
    weak against it.  In dungeons littered with obstacles or gaping holes, 
    remember to assign flying characters.
    3. Optimal Equipment
    The key to winning wave after wave of enemy onslaught is to minimize 
    enemy character's moves and maximize that of your own.  Therefore the 
    choice of weapons should favor heavily on weapons allow for indirect 
    attacks which prevents enemy counterattacks along with the added 
    effects for causing immobilization to further reduce the number of 
    their regular turns.  In ATL II, the bosses are not immune to 
    immobilizing status such as paralysis.  Taking advantage of these 
    effects will make for less hassle since most bosses have devastating 
    attacks.  Counterattacking is only possible if the attacker is directly 
    adjacent to the target.  For example, if both the attacker and the 
    target are equipping spears, counterattack is possible if the attack is 
    made on a square adjacent to that occupied by the target, but not if 
    the attacker is one square away from that the target is on even though 
    the attacker is still within range of the target's weapon strike.  Of 
    course, not every character can use indirect weapons.  For these 
    characters, it would be best that even though they must equip direct 
    attack weapons, the immobilizing effect can sometimes cancel the 
    enemy's counterattack.
    Indirect Weapons:
    The weapon types that allow indirect physical attacks are listed below.  
    O denotes the position of the attacker; X denotes squares being 
    targeted when the attacker aims towards the top of the screen.
    Type 1:  X        Attacks enemies from one square away horizontally or
             X        vertically without risking a counterattack.
    Spear, Short Sword, Gun2, Diek's Gun, Card
    Type 2: XXX       Attacks enemies from a corner.  Can attack two
             O        enemies at once if they are separated from each other
                      by one square without risking a counterattack.
                      Highly effective against enemies attacking an
                      ally from opposite sides.
    Type 3: XXX       Attacks enemies from even further away.  Highly
             X        effective against enemies lined up in a single file
             O        or enemies surrounding an ally on three sides.
    Immobilizing Weapons:
    Name              Immobilizing Effect   Type        Power
    Paralyzer         Paralyze              Gun         Lv15, Atk38
    Ancient Spear     Paralyze              Spear       Lv15, Atk41
    Shadow Stitch     Paralyze              Short Sword (appears too late
                                                         to be useful)
    Death Crimson     Sleep (+ Confuse)     Gun         Lv15, Atk38
    (Elemental) Knife Sleep                 Short Sword For ShineKnife,
                                                        Lv15, Atk44
    Fabulous Sword    Sleep (+ Confuse)     Sword       Lv15, Atk71
    Stone Boots       Stone                 Kick        (no potential for
    The Diek's Gun and Stick type weapons do not have a variety that 
    feature immobilization properties.  Note that although the Power Units 
    are accessories equipped only by Diekbeck, these items are not 
    personalized so transfer between two players in Arc Arena is possible.
    Bonus Items
    The weapon equipped by a character features bonus to its Atk parameter 
    while a typical accessory features bonus to its Def parameter.  The 
    other parameters, however, are much more difficult to boost.  Although 
    the list of highly effective boosters is very short, it will take a lot 
    of patience to locate some of the more elusive ones.  The Power Units 
    of Diekbeck are not included in the list.
    Agility boosters (10 or greater, additive, maximum value is 51 for base 
    + bonus)
    Meow Boots        Agi+20
    Melody Hat        Agi+10
    Magic Ability boosters (10 or greater, additive)
    Meow Fang         Mag+20 to +46
    Fabulous Ring     Mag+10
    Movement Range boosters (additive, maximum stat increase is +2)
    Red Shoes         Range+2 (personalized by Choko)
    Violet Necklace   Range+2
    Bravery Wings     Range+1 (personalized by Elc)
    Elven Boots       Range+1
    Elven Chain       Range+1
    Whirlwind Edge    Range+1
    Status Protectors (prevents all status ailments except for Instant 
    Death, which is preventable only by skills such as Invincible and Magic 
    Shield.  A couple fully developed Cure-All+9 is all you need.)
    Book of Cravis
    Memory Necklace (personalized by Shante)
    Parameter Enhancing Equipment
    There are a number of special equipments in the game that offers 
    additional parameter growth when the bearer levels up.  These effects 
    are generally redundant since it would be far quicker to simply 
    duplicate items such as Power Nut or Reco's Grass, and use the copies 
    on your characters, should you fancy them to be walking gods.  (Just be 
    warned that the game would be of little challenge if you choose to do 
    so.)  But for some people, having the highest stats at the lowest level 
    possible is something to be proud of.  The items with their enhancing 
    effects are listed here (some of them requires a trip to the Smith Shop 
    to add the item effect.)  Hardly the Optimal Equipment for battle, 
    their effects are only beneficial when the equipped character levels 
    Necklace          HP + 3 per level gained per item equipped
    Strengthen Fruit  HP + 1 per level gained per item equipped
    Damocles Blade    MP + 1 per level gained
    Unfire            MP + 1 per level gained
    Corpse Edge       Off + 0.4 per level gained
    Instant	      Off + 0.2 per level gained
    V. Wanted Monsters Locations and Treasures
    In ATL II, wanted posters are found in Hunter Guilds across the world.  
    Aside from duplicating items of high resale values and sell the copies, 
    completing bounties is the quickest way to amass a sizable wealth.  
    However, most of the posters do not contain adequate information on the 
    whereabouts of the monsters and absolutely no information on the items 
    these monsters cough up.  This section lists all items stolen from or 
    dropped by the wanted monsters, many of which unique treasures, as well 
    as the location of appearance.  They are listed in alphabetical order 
    with respect of the town with its wanted poster.
    Monster           Stolen            Drop              Location
    Dalcios           Recover Fruit     FlameWonder Card  Razen Pond
    Gorgas	          Cheer Nettle      (none)            Nicarus Forest
    Kish              Pity              (none)            Nien Forest third
    Grovis            Fate Sword        (none)            Oil Rig blocked
                                                          room near the top
                                                          entrance.  It is
                                                          unblocked during
                                                          the evacuation
    Maios             Bitter Leaf       (none)            Zariban S.R.
                                                          third level
    Tasman            Recover Fruit     (none)            Ishima Rocks
    Shvaidel          Antidote Nut      Metal Pads        Salyan Desert
    Zanack            Cheer Nettle      Senior's Wish     Raiden Ruins.
                                                          [Stop the Desert
                                                          Thieves II]
    Garop             Mad Builder       Earth Charm       Banza Mtns. first
                                                          side area
    Gigas             Recover Fruit     (none)            Banza Mtns.
                                                          fourth area in
                                                          the main section
    Dabano            Magic Apple       Dark Stream       Banza Mtns. first
                                                          area in the main
    Dreyper           Recover Fruit     (none)            Banza Mtns. first
                                                          area beyond the
                                                          room to clear the
    Gravis            Bomb              Drowned Ax        The Heap. After
                                                          the Romalia
                                                          Chimera Lab is
    SA-200SP          Paralyzer         Rage Weaken Dust  Houfion
                                                          Resistance. After
                                                          the soldiers
                                                          followed Danny.
    Jackal            Herb              Tri-Shot          Houfion. [Slay
                                                          the Nocturnal
    Dorarosh          Tem's Grass       Nuru-nuru         Clenia Isle
                                                          Vacant House.
                                                          After acquiring
                                                          the Silver Noah
    Aju               Power Jelly       (none)            Sewer
    Shamus            GroundKnife       (none)            Sewer.  After
                                                          defeating the
                                                          fake Gallarno.
    Slasher           (Shu unavailable) (none)            Gallarno's House
                                                          Main Auditorium
    Hoysler           Nuru-nuru         Nuru-nuru         Salba Desert
                                                          third area.
                                                          After discovering
                                                          White House
    Docsun (1)        Jump Nettle       (jewelry)(2)       Indigos [Indigos
                      Ruby              Paralysis Apple    Jewelry Robbery]
    Arc               (can't fight him) (can't fight him) (can't fight him)
    Gigmunt           Full Power Fruit  (none)            Misro Arena.
                                                          Talk to the
                                                          person in front
                                                          of the left
                                                          statue ten times.
    Tosh              Bomb              (none)            The Heap.  During
                                                          Shu and Tosh's
    Negdus            (none)            (none)            Misro Arena.
                                                          [Monster in the
                                                          Arena]  The real
                                                          Negdus is not in
                                                          the first set.
                                                          It has a black
                                                          EXP bar rather
                                                          than a red one.
    Queger            Herb               Styx             F.R. first level
    Dolgon            Bronze Guard       (none)           Madeta Hill
    Golgon            Slayer Heavy Suit  Crusty Pads      Madeta Hill
    Belladonna        Cheer Nettle       Dark Stream      Amigue S.R.
                                                          second level
    Darry             Recover Fruit      Nettle           Amigue S.R.
                                                          fourth level
    Darius            Bitter Leaf        (none)           Kanara Desert
    Gualde            Andel Claim        (none)           Tukae Cave
    Guadiras          Cure-All           Mint             Balbalard S.R.
                                                          second level
    Ragi              Spirit Seed        Miranda          Raus Plain
    Kiba              Herb               Wing Spear       Quina Hill.
                                                          After acquiring
                                                          the Silver Noah
    Shako             (none)             Golden Dragon or Castle Ruins.
                                         Green Mem Grass  After acquiring
                                                          the Silver Noah
    Diros             (Shu unavailable)  (none)           Castle Ruins
                                                          Basement Lab
    Gia               Cure-All           Dragon Claw      Raus Plain
    Kido              Herb               (none)           Anan Flats
    Bishamon          Cheer Nettle       Whirlwind Edge   Rutar Plain
    Flame Brothers    Magic Apple        Magic Apple or   Mt. Amaidar
                                         Strengthen Fruit [Monsters in
    Hell Spawn        Magic Apple        (Jewelry)(2)     Anan Flats. [Play
    Golza             Jump Nettle        (none)           Ruin Town
                                                          Abandoned House
    Leland            Cheer Nettle       (none)           Ruin Town
                                                          streets. After
                                                          returning from
                                                          Yagos Isle
    Boosee            Power Jelly        Scorpion         Wastelands.
                                                          After defeating
                                                          fake Gallarno
    Balzack           Spirit Seed        Claymore         Lost Forest.
                                                          After discovering
                                                          White House, go
                                                          back and choose
                                                          "Who are you?"
    Menan             Tem's Grass        Scale Legs       Yagos Isle S.R.
                                                          second level.
                                                          After defeating
                                                          the fake Gallarno
    Tianus            Meow Sword          (sword)(2)      Gallarno's House/
                                                          Vacant House
                                                          first door on the
                                                          right wing
    Jad               (Shu unavailable)  Cheer Nettle     Holn.  After
                                                          Gogen joins
                                                          before reaching
                                                          the village
    Balguli           Recover Fruit      (none)           Fels Highland
    Dillinger         Herb               (none)           Calmio Hill
    Gaucrow           Neba-neba          Speed Bottle     Azenda Highland
    (1) Items stolen and won from Docsun depends on whether he steals the 
    jewel before you steal from him.  If you let him take the jewel from 
    its display stand first, you can steal a Ruby from Docsun.  It's one of 
    the first level-up items you can get in the game.
    (2) The jewelry and the sword are nameless when received.  Using the 
    nameless jewel on a character add 0 levels and resets all experience 
    gained towards the next level.  The nameless sword may not even stay in 
    your inventory.  These are most likely dummy items not removed from the 
    VI. Secrets
    1. Combine Shop Credits
    This is a glitch in Arc Arena that gives credit for items yet to be 
    acquired.  Load a file for Player 2 and go to the Smith Shop to 
    Combine.  Browse through the combine list and you will discover that 
    certain ingredients are highlighted even if you do not have one in your 
    inventory, thus allowing you to combine as long as the other 
    ingredients are in your inventory.
    2. Bypassing HP 1 Protection
    The undead monsters in the game are protected by the HP 1 condition.  
    This condition allows the monster to survive a normally fatal attack 
    with 1 HP left.  To bypass this condition, either a) attack physically 
    using a Light aligned character equipped with any weapon (i.e. Gruga or 
    Kelack,) b) attack physically using a character equipped with a Light 
    aligned weapon (i.e. Fabulous Sword, ShineKnife, etc.,) or c) attack 
    using a skill with Light attribute (i.e. Divine Judgment or Holy 
    Breath, etc.)
    3. Immobilizing Bosses
    The bosses in ATL II, even major ones such as Andel, are not immune to 
    status ailments like paralysis.  Therefore it is to your advantage to 
    equip immobilizing weapons and use immobilizing skills to reduce the 
    number of their turns.  Many of the latter bosses have dangerous skills 
    such as L.3 Death, which can be completely protected only by skills 
    like Invincible or Magic Shield.  Using such protective skills, 
    however, pose a significant risk since the affected character cannot be 
    healed by magic.  Reducing the bosses' turns give them less opportunity 
    to attack with such skills.  As for stealing, I had no luck with any of 
    them so don't waste your time and prolong the battle for that purpose.
    4. Secret Shops
    There are a number of secret shops in ATL II that requires certain 
    conditions to be met before the shop opens.
    Prodias:  The shop in the second floor in the Smith Shop opens once the 
    job "Exterminate the Weapons Thief" is completed.  Simply go through 
    the back door of the smith shop and go up the stairs.  Turn left at the 
    top of the steel ladder to enter.
    Palencia:  The park shop opens only at one point in the entire game.  
    After Elc awakens in the Sabatico Shrine, a certain sequence will have 
    him traveling with Poco to the basement lab in the Castle Ruins.  Once 
    Poco gives you the Leaf Bead, use it to return to Sabatico Shrine.  
    Talk to Kukuru and choose to return to Palencia and she will give you 
    another Leaf Bead.  Once you return to Palencia, do not exit town and 
    do not enter any buildings.  Head directly to the park shop and you 
    will find it open.
    So you have missed that opportunity already... If you really want 
    another Illusion Robe, complete the job "Find the Ancient Treasure II" 
    and return to the old man in the bar who gave you the job.  He will 
    offer you Illusion Robe+0 in exchange for 1000 Goz.
    Silver Noah:  After crashing into the Romalia Sky Castle, you can 
    return to the Silver Noah anytime to recover without having enemies 
    cleared to re-spawn (except for certain trap rooms.)  The second floor 
    of the Silver Noah offers the Combine Shop, both Smith Shops, Mother 
    Claire (assuming you found her in the game,) and Diekbeck's experience 
    dividing machine in addition to the Shop selling new items.
    5. Diekbeck's Test
    The special job "Return the Sea Dragon's Egg" is offered in Ajarl only 
    after the guild member notifies you in the Indigos guild backroom.  To 
    enter this room, you must retrieve the God Hunter Crest from the 
    Prodias guild backroom once you have satisfied the merit requirement.  
    Since the crest is neither usable nor can be equipped, only retrieve 
    the crest after defeating Andel and before you enter Romalia Sky 
    Castle, during the window of opportunity for the job.  Once you take 
    the job, you may safely discard the crest, as it no longer serves any 
    Go to Yagos Isle to have the good doctor repair the submarine you got 
    from the Oil Rig.  When he tells you to return later, simply exits to 
    the world map and reenters Yagos Isle.  You may then board the 
    submarine and search the ocean.  During the search keep diving and if 
    enemy subs approaches, prepare for battle and choose to evade their 
    attacks.  Keep diving until the shrine is located while disregarding 
    the pressure alarm and choose to enter the Shrine.  Enemies in the 
    Shrine will demand that you hand over the egg.  Listen to their reason 
    and refuse each time they ask.  Be aware that the high level slimes can 
    use status altering breath attacks and the fearsome Death skill.  But 
    overall these are not difficult battles.  The real challenge, however, 
    starts once you complete the job.  The first requirement is to obtain 
    Power Units 00-18 (you don't have to keep all of them, but they must be 
    removed from the Sealed Ruins.) Be prepared to reserve a dozen 
    inventory spaces for Magic Apples (and perhaps another few for 
    Strengthen Fruits.)  Return to East Shrine via the submarine and 
    include Diekbeck in your party.  Inspect the door on the left and 
    choose to accept the test as Diekbeck (it must appear as your map 
    model.  Cycle through your characters until it appears.)  In the first 
    few battles, keep Diekbeck in the back to conserve HP and MP and defeat 
    the enemies with your other party members because there are three 
    battles Diekbeck must complete on its own.  Once you get to those three 
    battles, there are basically two strategies to choose.  If you decide 
    to rely on L.1 Invincible (make sure you have the correct Power Unit 
    equipped,) you will discover that it is very difficult for Diekbeck to 
    actually land a blow.  So you may end up wasting a lot of turns keeping 
    up the Invincible skill.  If you decide to use Diekbeck as an offensive 
    mage, the enemies will be quickly dispatched but you may find yourself 
    out of MP halfway through the test.  Either way, put the Magic Apples 
    to use when you need an MP boost and recover with Strengthen Fruits if 
    your HP runs low.  After you reach the Guardian's Force, prepare for 
    the battle against Judgment, which is an easy battle as long as you 
    don't position your characters in a straight line.  This battle must 
    include both Arc and Elc, but Diekbeck cannot participate.  Once 
    Judgment is defeated, Diekbeck will receive Power Unit 19, which 
    invokes recovery spells and the highest bonus of any Power Unit.
    6. Choko's Transformation
    Once you complete all of Choko's side quests (described in detail in 
    Billy Lee's FAQs) and defeat Akura in the lowest level of the Forbidden 
    Ruins, Choko can access the Stimulant skill and transforms into Akura 
    form.  There are a few interesting differences between the two forms.  
    Aside from the obvious skill set difference (The Akura form cannot use 
    any of Choko's normal skills and must rely on Vanish and the skills 
    added from Mother Claire,) the less obvious differences include that 
    the equipment Choko can equip in the two forms are different (i.e. 
    Frey's Headdress can not be equipped in Akura form, but if you have it 
    equipped before the transformation, it will still be equipped although 
    the name of the item will gray out.  Personalizing an item for Choko, 
    however, will allow either form to equip.)  Parameter wise, the Akura 
    form features an increase in Magic Ability in exchange for reduced 
    Offense and Defense, which will prove useful against enemies with high 
    magic power.  Also, despite the appearance, Choko's Akura form is not a 
    flying character, and therefore cannot fly over open spaces or land on 
    obstacles.  It is interesting to know that all flying characters in the 
    game have a Jump value of zero (even for Odon after using Transfer.)
    7. Leaf Bead Crash
    This is another Arc Arena glitch, only not as useful as the previous 
    one (at least I haven't found a use for it.)  After acquiring the 
    Silver Noah, return to Seirya and obtain the Leaf Bead from Kukuru to 
    go to Palencia.  Make a save file in the Inn and load this file in the 
    Arc Arena.  If you have developed the smith shop to unlock "Add Item 
    Effect" you can select the Leaf Bead.  The effect to add is "Warp to 
    Touvil."  Adding this effect will allow you to use the Leaf Bead from 
    the menu in Arc Arena.  However, the game will crash, presumably 
    because there is no data of Touvil in Arc Arena.  
    8. Gogen's Leap
    As a human character, Gogen is one of the more versatile mages in the 
    game as he can wield spells from the four elements as well as put 
    enemies to sleep.  Unfortunately, there's a handicap associated with 
    him-His Jump level will not improve no matter how many levels he gain.  
    To remedy this, make sure to duplicate Romancing Stone 1 and equip it 
    on Gogen before you combine it with the other fragments.  He is now at 
    Jump level 2.  Combining this increase in jump ability and his L.3 
    Teleport skill will allow him to cover an incredible distance during 
    each turn, even on battlefields littered with obstacles.  If you didn't 
    convert the data from ATL I, or if you missed it, its too bad.  
    Although equipping the Temporary Shoes sets his Jump level to 1, it is 
    too shabby a weapon to prove its worth.
    9.  Team Battle Character Control
    Normally in Arc Arena, the 3-Team Battles and the 5-Team Battles are 
    exclusively AI controlled.  Once you unlock the human and summon 
    monster characters but clearing all of the 3-Team Battles, you can 
    regain control of the human and summon characters.  If the team 
    currently fighting, in either 3-Team or 5-Team Battle, includes one or 
    more of these characters, simply wait until the AI has started to move 
    the character (movement range appears on the map) but BEFORE an action 
    has be chosen (target range appears on the map) by pressing start and 
    select at the same time.  If successful, a colored square will appear 
    around the character and you have regained control of this character 
    for the rest of the battle.  Repeat this for each human/summon monster 
    characters in your team.  Captured monsters, however, cannot be 
    controlled in this fashion.
    10. Secret Floors in Palencia Tower
    During the second visit to Palencia Tower, in order to access the 
    elevator to the top of the tower, a switch in floor 38 must be 
    activated.  However, if you continue turning on and off the switch, you 
    will gain access to floor 77 (the ninth time you press the switch) and 
    floor 44 (the 19th time you press the switch).  There will be a message 
    notifying activation of express elevator to the designated floor in 
    each case.
    Floors 44 and 77 have no side rooms besides the main hall.  Floor 44 
    features a single battle against eight monsters, but floor 77 holds six 
    treasure chests including a few rare items such as the Book of Marin 
    (personalized by Shu, improves success rate of stealing) and the Parade 
    Coat (clothes for all characters except captured monsters, not very 
    strong but can be duplicated and sold for a large sum).  Be sure to 
    access these floors before you reach floor 100 since the Palencia Tower 
    will be inaccessible once the story progresses.
    11. Odds and Ends
    There are yet still many secrets in the game undiscovered.  Do the 
    three colored jewelry (Red, Blue, and Green) serve any purpose?  Does 
    it make a difference if you've completed all jobs and collected every 
    bounty?  Many more secrets await discovery!
    Thanks to Orlandu17 for the information about the floor items and the 
    location of the battle with the Light Pole as a dropped floor item.
    Thanks to Ed Perkowski for the information on regaining control of 
    human and summon monster characters in the Arc Arena Team Battles.
    Thanks to Daniel Dainwood for the information on stealing a Ruby from 
    Docsun once he takes the jewel in the display stand.
    Arc the Lad Collection is developed by G-Craft and released by SCE Inc. 
    in Japan.  The series is localized and compiled by Working Designs.  
    All work done on this FAQ is by the author, except for sources 
    referenced in the FAQ to reduce redundancy.

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