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    Strategy Guide by WCHoue-XYangen

    Version: 1.01 | Updated: | Search Guide | Bookmark Guide

    The unorthodox guide to playing Brigandine Version 1.01
    Wong Chun Houe
    Xu Yang'en
    Before you read on, I'd like to tell you that this guide contains many 
    spoilers, and that I do not own a Playstation. Whatever you find in this 
    guide, if 
    you find it useful, its all thanks to Wong Chun Houe whose house I have 
    regularly to complete the game.
    Yeah..i forgot to thank Atlus as well for creating such a great game..taken up a lot of 
    hours from me (and a lot of homework as well.but what the heck.its good =>)
    NO I am not going to give any details on how to play the game and all 
    that. There're other wonderful FAQs around (by people like Zhou Tai An) 
    which contains more than enough information on questing and gameplay and 
    characters and all that, so if you want info on them, just ask them.
    What i will share, however, are some of the tricks that i found from 
    having completed the game 4 times. You can do whatever you want with 
    this guide. No need to tell me. I believe that knowledge should be 
    shared. ok enough of crap talk. Let's get down to basic stuff that people have 
    problems with. There's a short contents here. Whatever you don't need, 
    just skip it.
    1)Raising Level Of Rune Knights
    2)Raising Level Of units
    3)About Generals
      <a>area effect spells
    5)General Classes
    6)Capturing Units
    7)Classes for battle
    8)Rune Knights worth the headache of level raising
    9)Some stuff about battle everyone should know
    1)Raising levels of rune knights
    As far as I'm concerned, there's only one way of raising level...gaining 
    exp. Its how you gain the exp that's hard. I know only of 2 ways of 
    doing it. 
    A)Sending your whole army to battle and hope to get your Rnue Knight 
    some kills in the fight itself...OR
    B)Using one Rune Knight to guard a whole city all by himself to gain the 
    200 bonus exp.Personally, I prefer the 1st method. When I played Leonia 
    hard, I  
    managed to turn Kiloph into an Avenger in 3 battles. Not too hard if you 
    know what to do.All you need is a whole army of rocs, about 5 unicorns, 
    and a lot of good luck to do that. In case you haven't noticed yet, rocs 
    have the ability to stone, and if you haven't probably guessed, my 
    Kiloph had a history of killing a stoned Dinidan, the stoned Salam1A, a 
    stoned Gerient, a stoned Meleagant, and had about 10 more other kills. 
    Of course he was haloed before that. Something worth remembering, I'm 
    The only problem you ever have doing this is how to keep the knight 
    Its easy, really. The battle scene is played in hexes, and 
    wherever you stand, there are always 6 hexes of space surrounding you.
    So, if you put him in between 2 rocs (and your whole army behind you), 
    the enemy will now only have 2 hexes of space to attack you with. 
    Now, If you move one of the rocs such that its partially in front of 
    there's only one hex of space left for the enemy to attack him with (not 
    counting archers, centuars, and spells). By now you probably have a V 
    like thing, and the poor idiot that stands right in front of your rune 
    knight has to be killed in the next turn by the rune knight himself. 
    Simple stuff. Practise a little, and it'll come to you in no time.All 
    the more better still if your knight can cast holy word or some geno 
    This formation also happens to be my meteor doom formation. Keep that V 
    in mind. I'll explain later.
    About using one general to guard a whole city. Its when you're short of 
    generals and there's this level 1 fella who needs the exp boost. All you 
    have to do, is to equip him with some shoes or any of the sort (speed 
    boots, flipper boots, bla bla bla) so that he can move a lot, and when 
    the battle starts, START RUNNING!!!!!!!!Just run around the whole map. 
    When its turn 12 (hopefully you move last), just barge into the midst of 
    them and do a debar knuckle on that stupid unicorn that's pestering you 
    or something. Just hit anything, and you'll get your 200exp, and you'd 
    have defended your town. I learnt that when i played Cai, and i sent 
    Gush to defend one whole town by himself. He actually managed to outrun 
    Zemeckis and Cador put together. =)
    However, I must warn you that you knida get tired running around, 
    so...use this move sparingly.and it also helps if you equip speed boots 
    or flipper 
    boots if the terrain is very watery
    2)Raising the level of regular monsters
    Well. this is a little harder. They just hafta get into battle and get 
    as many kills as posssible. The roc method still works, but then, if 
    you're trying to raise a team of 4 salamanders, then i suggest you send 
    all four dragons into battle. When you take over a town, move away the 
    next turn and let someone else take over it again. This way, you'll 
    fight a lot of battles, and (hopefully) get a lot of kills.
    3)About generals
    One thing that I found useful in my playing is never to put top generals 
    together. i.e. never put Guinglain with Vaynard, never put Cai with 
    Dinadan, never put Coel with Gerient bla bla bla. Somehow it doesn't 
    work for me. Rather, I prefer to spread out my generals so that i can 
    have 2 attacking parties both of almost equal attacking strength. 
    Nothing wrong with putting them together. It just doesn't fit my style 
    that's all.of course if you are a power gamer and delight in seeing 
    enemies cower 
    in fear of your 3 most powerful knights then go ahead but don't say I 
    didn't warn 
    you about weakening either the defence party or the other attacking 
    The best spells in the game are the area-effect spells, namely Holy 
    Word, Geno 
    Flame and Geno Frost. These spells have a pretty big attack radius, all 
    the more 
    useful if cast in the frontline of battle.That's why Vaynard is so 
    least I thought he was until I found the meteor doom formation (refer to 
    1). Place 
    a meteor doom caster (eg. Necromancer or Witch) at the base of the V, 
    and there's 
    one particular spot where its possible to cast meteor doom without 
    hitting any of 
    your own characters.(directly 3 hexes ahead of spell-caster). So if you 
    think that 
    meteor doom is pretty useless cos it hits your own people, think again. 
    If you play 
    Cai, he has a knight called Cierra who, at level 26, has enough MP to 
    cast 2 meteor 
    dooms. Combined with a react spell, a Loki, a Lucifer, a fairy, and a 
    (which was what i gave her anyway), she singlehandedly wiped out Dryst, 
    Iria and 
    Camden all in one round. Total annihiliation..and for the record this 
    single unit 
    totally eradicated Zemeckis, Esmeree and Soleil in 1 turn and the whole 
    line of my 
    knights didn't take a single hit...Zemeckis was the only thing left 
    through all 4 meteor dooms and he had only 3 hp left so he got killed by 
    a stick 
    tap...I rest my case!!!
    This is the best (IMHO) spell in the whole game. When cast on Cador, he 
    can take 
    out a Pegasus in just one hit (693 damage)...but I don't use them on 
    Generals. One 
    thing about Breaths in Brigandine is that they never miss, so if you 
    power up a 
    tiamat(2 blue 1 black), and blow through a fafnir(2 red 1 white), its 
    possible to 
    go up to about 500 damage just in one breath. With this, killing Cador 
    no longer 
    becomes a headache. One thing though. Never ever cast power on someone 
    who has a 
    low hit rate coz its really irritating to see your level 10 Loki miss, 
    when you've haloed it. The MP can always go somewhere else.
    React React React...I guess you know how I feel about the spell.imagine 
    2 turns in 
    the place of your standard 1...2 meteor doom from the same person..2 
    geno thunders 
    from Cai and more..but more importantly this spell is best used to help 
    movement or 
    to catch stupid knights who try to run away or to just get in that extra 
    hit to 
    decimate Salam1A ..excessive use of this spell is recommended but its 
    downside is 
    that it consumes 126mp per casting (Faeries and Wizard have this spell) 
    innovativewith this spell with like 2 react casters in one army you can 
    pull off 
    some really scary moves like having a Lv 28 Shogun called Layoneil run 
    up to your 
    full hp tiamat and in 2 Tsukis and 1 Shadow Moon, that 758hp 5 headed 
    snake became a pile of steaming ofal...
    I think you get my point by now right.
    Halo your GHOUL before he KILLS Dinadan and watch the result..personally 
    I saw a Lv 
    1 ghoul go to lv 13 after chewing Dinadan up and he went to 14 with the 
    extra 200 
    exp. So I guess you people know what this spell is for so USE IT
    Unfortunately this is a exclusive spell for ninja masters (I Think) so 
    if you have 
    Shinraha raise him to Lv20 and let him cast it on say Lance and watch 
    what happens 
    to him...oh look a statue after that systematically wipe out all the 
    other units 
    and then go and kill him (with a ghoul of course.just for the insult)
    5)General Classes
    In all the FAQs that I read, no one has talked much about this. Let me 
    When a Gerenal gains 1 level in one class, he gains 1 star in that class 
    than ninja class). After gaining 5 stars in that class, the general 
    becomes expert 
    in that class and is now qualified to up class into the next higher 
    class in that 
    class mode (fighter, cavalier etc.) However, class changes only happen 
    at LV10 and 
    20 for generals, so if you start at Level 1 with 1 star in a particular 
    class, at 
    LV 5, when you're expert in that class, you can choose to continue 
    raising level in 
    that class, or to turn your General into another class so that he can 
    master more 
    What's so special about expert? Well, for one thing, you got to keep all 
    spells and your bonuses..think about it.a fighter who can cast meteor 
    doom, or an 
    avenger with 10% hit rate, 5% HP recovery
    One more thing about changing classes..if you downgrade yourself from a 
    2 star 
    class to a 1 star class, it'll take less exp to raise level, so if 
    you're trying to 
    turn Cierra into that long awaited witch, then turn her into a cleric 
    first, at LV 
    21 (expert cleric class already) turn her into a witch, and at LV26 turn 
    her into a 
    Lector, and lo and behold! A level 30 Lector who can cast meteor 
    doom...or if you 
    haf a cardinal called Paternus who starts at LV20, at LV 25 turn him 
    into a 
    fighter, and at LV 30 turn him into a Samurai..a Samurai who can cast 
    Holy Word is 
    pretty devastating, cos he casts it in the front line..and he gets more 
    HP per 
    level up too..
    I'm not very sure about class changes, but if you start off at LV10(or 
    11 with 1 
    star, or 12 with 2 stars etc.) you can, in theory, attain the abilities 
    of 2 3-star 
    classes, if you change class every 5 levels. So it is possible to have a 
    who can cast meteor doom (Hyude'll make the mark, if you bother trying 
    to raise his 
    level.I don't)
    So the point is that.as long as you've mastered a class, change the 
    One thing though.never turn yourself into mystics, cos once you're a 
    mystic you're 
    stuck as a mystic until you reach LV20 and experted mystic class.
    See..generals aren't that boring after all. One more thing.....never try 
    to turn yourself into a cavalier, bezerker, or a samurai...somehow i 
    can't seem to switch between a paladin and an avenger.......and 
    meleagant can only turn into a ranger =~(
    6)Capturing Units
    ever Wondered what the rune area is for..and more importantly what that 
    darn blue 
    patch of your and red patch of his in battle is??? Well that's your rune 
    area and 
    its very important, cos if you die, it decides whether your monsters go 
    with you or 
    not. So, if you really want that Salam1A, then all you need is someone 
    whose level 
    is higher than Salam1A's level to cast dimension on Salam1A, followed by 
    killing of the general of which Salam1A is registered in, and tada!!!! 
    Salam1A is 
    yours (I did it, not only for the Salam 1A, but for tons of other 
    creatures as 
    well... fantastic stuff you can get.allyou need is a Wisdom seed and a 
    bit of level 
    raising). Dimension does have its use, but do remember that you have to 
    KILL the 
    general who holds the creature after you dimension it. There's a slight 
    problem though, if you dimension the unit, and the unit ends up nearer 
    to their general's rune area than your 1st general's rune area (UNIT 1), 
    the unit will go back to its former base.....this is unconfirmed but 
    that's what's happened to me so far......so much for trying to steal 
    Puro and Gan...
    If the general retreats, 
    then all his characters go with him (doesn't work sometimes 
    though...I'll look up 
    on more info soon.) 
    The next thing is force retreats, I'm not too sure how this works but as 
    far as I 
    can see if a general Force Retreats voluntarily he usually leaves units 
    I mean ALL his units.
    7)General Classes for battle
    If possible, always, always, always try to get a champion. When I played 
    Cai, i managed (amazingly) to turn my Shast into a champion, and with 
    100AGI, he only got hit once when surrounded by 6 different units (solo 
    guy against a whole army), and the only reason why he got hit was 
    because he was hit by a Wyvern, for a puny 60 damage.....however, i must 
    warn you that trying to raise a champion is an absolute headache....from 
    a ranger to a grappler.....but it sure is worth it...if you don't have a 
    champion, a guardion would do, although i don't think that my Isfas was 
    all that great...
    If you ever ever need to give a cardinal or a necromacer(i never use 
    wizards...my ranguirous gets quested all the time) more HP or more 
    strength, and you can only go up to a 2 star class, always always go for 
    the samurai....if you've got enough HP, and you need strength, then go 
    for the bezerker class....never never opt of the cavalier......Paladins 
    suck....did i tell you that i send my Dinadan questing? =). 
    Well......Guinglain isn't all that bad, but then..somehow, i feel that 
    paladins are stupid knights (for God's sake EAT the STUPID RABBIT!!!!! 
    Get bitten by viper some more....) and even with holy word, they only do 
    about a mediocre 60 damage....give me meteor doom any 
    day....stregthwise......maybe they're pretty lasting in combat, but I 
    prefer Layoniel =). However, I still like Avengers most of all.these black fellas can 
    actually self-rejuvenate.so why bother wasting a turn casting heal on yourself? Just 
    get an Avenger.. higher strength some more.
    But of course, nothing beats the good ol' Artemis with react spell and an attack range 
    of 4 usable after moving..usually if you power an artemis before attacking the artemis 
    can cause up to about 300 damage for a non-critical...yeah..one thing I noticed about 
    archers and artemis..i always get a critical hit when I'm at the furthest attack range 
    (i.e. 3 hex for archer and 4 hex for artemis)..is it a glitch in the game or something?
    Lastly.if you own a gameshark, please do do use the class claimer. I believe the class 
    modifier digit is 2b..its got the face of bulnoil on it. Anyway.a claimer, if you really 
    want to know, has just about every other spell in the game (except white magic) and for 
    someone who can cast both react and stone.I guess the claimer's a pretty fun class to 
    try out. 
    8)Rune Knights worth the headache of level raising
    Basically I have here a few rune knights of which I think are worth the level raising 
    because of either their rune power or their extreme ability to do something...
    1)New Alemikia 
    Loufal (turn him into a cavalier and quest him for a mithril sword)
    Merriot (bigger headache than Briangien)
    Shast (Starts at Lv 11 Grappler..)
    Millia (put the last 3 together...turn Elroute into a shogun and Millia into a witch and 
    see what you get)
    Lyonesse (needs more HP potions though)
    Kiloph (Very powerful as an avenger)
    Gallo the ranger
    Einede the archer
    9)Some stuff about battle everyone should know..
    Well.there're some things here that I think everyone should take note of, cos more 
    than once all the things stated her have saved me from losing tons of territories...
    1)Battles always last 12 turns..I'm sure everyone knows that already, but use it to your 
    2)For easy mode, the enemy always charges you whether you're attacking or 
    defending..just form a line ASAP in easy mode and wait for your enemy to come. For 
    normal and hard, the enemy waits until one of your units is within a 3-hex radius of any 
    of their own units before attacking. Form your line more than 3 hexes away and then 
    use one turn to move everyone up by one hex, and let them charge you. There is one 
    exception to this. It happens when the enemy general moves into your 3-hex radius, and 
    this happens only when you have to cross a bridge, and half your army is halfway across 
    while the other half is having trouble fitting on the bridge. so take note of that.
    3)The only time you have to charge an enemy is when you're being attacked from 2 or 3 
    sides and you're not confident of winning (pincer attack by Zemmeckis, Cador, and on 
    the other side, Esmeree) what you do is to identify the weakest unit among the 2 or 3 
    units attacking you and then you charge them and hope to wipe them out before the 
    other 2 units arrive. Notice the use of the word "HOPE" It didn't work for me against 
    Vaynard.. Too strong already.
    4)You don't get to keep the zombie salamander after necro reviving him.so unless you 
    need a fresh unit real bad, or I suggest saving the MP for something more useful (like 
    meteor doom)
    5)Even though Golems are non-elemental, they seem to take a shit load of damagefrom 
    magic attacks, so if you can afford the MP, cast spells rather than hit (I know they 
    have a low hit rate, but somehow magic seems like a better option). Which reminds 
    me.always always make use of the elemental difference to attack..it won't be a bad 
    idea to send meleagant after a unicorn, or a griff after a ghoul.u get the idea...
    That's all we have for you for now Version 1.0x will be coming up soon 
    so wait for 
    Any problems, questions or queries just email them to us 
    Wong Chun Houe : eonian@pacific.net.sg
    Xu Yang'en : michealxye@hotmail.com 
    Now go catch that bloody Salam1A and that moronic Vamp1E

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