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    Odds and Ends Mini-FAQ by ZKeene

    Version: 1.4 | Updated: 03/28/05 | Search Guide | Bookmark Guide

    *                 SaGa Frontier 2 Odds and Ends Mini-FAQ                  *
    *                Version 1.4 - Last Updated 28 March 2005                 *
    *                 By: Zach Keene (zjkeene@bellsouth.net)                  *
       Table of Contents
    1)  Introduction.       .       .       .       .       .       .     [INT]
    2)  Legal Crap  .       .       .       .       .       .       .     [LGL]
    3)  Credits     .       .       .       .       .       .       .     [CRD]
    4)  What's New? .       .       .       .       .       .       .     [RVH]
    5)  Chronological List of Events.       .       .       .       .     [CLE]
    6)  Chips, Circulation, and Custom Tools.       .       .       .     [CHP]
    7)  Alternate Art Combos.       .       .       .       .       .     [AAC]
    8)  Role Call   .       .       .       .       .       .       .     [RLC]
    9)  Annoying Scenario Walkthrough: Beyond Grand Valley (1246)   .     [BGV]
    10) Annoying Scenario Walkthrough: Into the Forest (1275)       .     [ITF]
    11) Some Notes on the Battle of South Moundtop  .       .       .     [SMT]
    12) Other Miscellaneous Tips    .       .       .       .       .     [MSC]
    13) The End     .       .       .       .       .       .       .     [END]
    ::: Introduction :::::::::::::::::::::::::::::::::::::::::::::::: [INT] :::
      Note: this mini-FAQ assumes that you already have some familiarity with 
    how SF2 plays. Therefore this mini-FAQ does not contain any basic gameplay 
    information, walkthroughs, item lists, art lists, or any of that. If you 
    need any of this, please read some of the other SaGa Frontier 2 FAQs 
    available at www.gamefaqs.com first.
      What this mini-FAQ _does_ contain are, well, some odds and ends. Some 
    sections here clarify things that are either poorly or incorrectly explaine
    in other FAQs; others just point out some helpful hints. 
                    Where to get the latest version of this FAQ
                           [This version is always current.]
    ::: Legal Crap :::::::::::::::::::::::::::::::::::::::::::::::::: [LGL] :::
      This SaGa Frontier 2 Mini-FAQ  is (C) 2001 Zach Keene. As Grand Poo-bah o
    Copyrightedness, I grant upon thee the following rights:
    1) Thou mayst give this FAQ to whomever you so choose. The key word here is
       "give". If anybody gets paid for this, it darn well better be me. :)
    2) Thou mayst put this FAQ up on thine website, so long as it remains
       completely intact. And I do mean completely.
      SaGa Frontier(TM) 2 is (C) 1999, 2000 Square Co., Ltd. SaGa Frontier is a
    trademark of Square Co., Ltd.
    ::: Credits ::::::::::::::::::::::::::::::::::::::::::::::::::::: [CRD] :::
      Thanks to:
      - For the "Win South Moundtop in 3 Turns" page at:
    Captain Vittles
      - For helping to determine what the exact Custom Tools requirements are.
    SaGa Frontier II Ultimania
      - For the chart of circulation rankings and a lot of other nifty 
      - Where I found the alternate Duel Art combinations.
    ::: What's New  ::::::::::::::::::::::::::::::::::::::::::::::::: [RVH] :::
    Version 1.4 - 28 March 2005
      - Added detailed Role descriptions courtesy of the Ultimania.
      - Added quick walkthroughs for Beyond Grand Valley and Into the Forest.
      - Tip on how to deal with the teleport rooms in the Ice Megalith added
        to the Misc Tips section.
    Version 1.3 - 11 December 2002
      - Added another location to the Megalith Beast list.
      - Added a chart of end-of-game Circulation rankings
    Version 1.2 - 13 September 2002
      - Expanded my old event list into an "Odds and Ends FAQ" by adding, well,
        everything you see here that isn't the "Chronological List of Events"
    ::: Chronological List of Events :::::::::::::::::::::::::::::::: [CLE] :::
      This is a list of all available events, given in chronological order. I 
    originally posted this list back in March of 2001 to the SaGa Frontier 2 
    message board at GameFAQs, in response to a topic questioning how to get 
    the "Gustave and the Pirates" event. Apparently, if you don't play the 
    events just right, you can end up not being able to do that event. 
    Further, I've heard that there may be more such "secret" events. (I think 
    "The General's Memories" and "Johan the Assassin" are supposed to be 
    other ones.)
      I've never heard a good answer as to what exactly you should do to get 
    these events; the usual advice is just to alternate between the Gustave
    and Wil scenarios. While that might be perfectly fine, I took a different
    approach. I decided to play the events in chronological order, and posted
    my results back in March. Since no one has since pointed out that I missed
    any events, I assume I got them all. (The other advantage to doing it 
    this way is that you're not leaping around randomly in time, which can be
    murder on the storyline. :)
      Anyway, for your reading pleasure, here is my infamous event list:
    (1220) - Gustave Born
    (1227) - Gustave Exiled
    (1227) - Departure From Homeland
    (1232) - Gustave 12 Years Old
    (1233) - Gustave and the Blacksmiths
    (1235) - Gustave 15 Years Old
    (1235) - Wil's Departure
    (1236) - Desert Megalith
    (1236) - Reunion
    (1238) - Infiltrate! Alexei Gang
    (1239) - Shodown! Alexei
    (1239) - Mother's Sickbed
    (1240) - Conquest of Wide
    (1242) - Gustave and the Pirates
    (1244) - At the Mines
    (1245) - Father's Sudden Death
    (1246) - Beyond Grand Valley
    (1247) - Tycoon Wil
    (1247) - Landing
    (1248) - Battle of Buckethill
    (1248) - Gustave's Reunion
    (1249) - Construction of Hahn Nova
    (1250) - The Firebrand Tragedy
    (1251) - At the Mines [part II]
    (1256) - Anima Faith Fiasco
    (1257) - Wil vs Egg
    (1260) - Johan the Assassin
    (1264) - The General's Memories
    (1269) - The Southern Fort
    (1269) - Gustave's Successor
    (1271) - Hahn Nova in Flames
    (1275) - Into the Forest
    (1276) - To the Monster Nest
    (1277) - Life Tree Island
    (1280) - To the Fossil Caves
    (1285) - To Cast a Rainbow
    (1288) - Death of Cantal
    (1290) - Return of the Egg
    (1290) - Misty's Plot
    (1291) - Deadly Battle With the Egg
    (1292) - Kelvin's Last Battle
    (1300) - Fake Gustave Arrives
    (1301) - Edelritter
    (1305) - Peace Conference
    (1305) - Ginny's Departure
    (1305) - Ginny's Adventure
    (1305) - Insect Megalith
    (1305) - Pursuing the Egg*
    (1305) - Battle of Hahn Nova*
    (1305) - To Gustave's Stronghold
    (1305) - Battle of South Moundtop**
    (1305) - Battle of South Moundtop**
    (1306) - Into the Northern Continent
    (1306) - The Last Megalith
    * - This is the order that they appear in the Chronicle, though I seem to 
    recall someone in Thermes telling Ginny and co. about the final outcome of 
    the Hahn Nova battle during the "Pursuing the Egg" scenario.
    ** - This order will give you Ginny's South Moundtop scenario first.
    * A Suggested Change *
      I recommend breaking away from chronological order at the end of the 
    game, like so (starting from Ginny's Departure:)
    (1305) - Ginny's Departure
    (1305) - Ginny's Adventure
    (1305) - Insect Megalith
    (1305) - Pursuing the Egg
    (1305) - Battle of Hahn Nova
    (1305) - Battle of South Moundtop (Gustave)
    (1305) - To Gustave's Stronghold
    (1305) - Battle of South Moundtop (Knights)
    (1306) - Into the Northern Continent
    (1306) - The Last Megalith
      The reason for this is twofold. First, it is highly recommended that you
    have a "safe" save before Into the Northern Continent, as this is a point
    of no return, and if you're too weak for the monsters in either that event
    or the Last Megalith, you'll have little choice but to start over. (OK, 
    leveling up in the Last Megalith is possible, but highly annoying.)
      After "To Gustave's Stronghold" you'll have access to Laubholz, where 
    you can level up. Try to pick up some Dead Stones from the Ghosts there;
    they'll come in handy against the final boss. After the Knights "South
    Moundtop", you'll have access to pretty much everywhere.
      The other advantage to this order is that your safe save will be _after_
    the Gustave "South Moundtop" scenario. I believe an explanation as to why
    this is a good thing would be quite unnecessary. :)
    ::: Chips, Circulation, and Custom Tools :::::::::::::::::::::::: [CHP] :::
      Wherein all things monetary are discussed.
    * Keeping Your Money *
      Every "main" character in this game has their own Crown counter, although
    Chips are shared. The biggest consequence of this is that you will lose 
    your Crowns anytime a character is no longer able to be used.
      You can put a stop to this money loss by converting Crowns into Chips. 
    The best way to do this is to buy as many tools as you can, then convert
    them into chips at Grugel or Vogelang. Unfortunately, most tools are not 
    worth their purchase price in Chips, so you'll still lose a fair bit of 
    your money. Losing some is better than losing all, however. 
      But, all is not lost for Wil, Eleanor, and Rich. Anytime they can go to
    Laubholz, they can purchase the Oak Staff, which sells for 50 Crowns and is
    worth 10 Chips. Meaning, you won't lose any Crowns on this deal, and if you
    buy enough of them you can actually get more Crowns than you started with.
    (10 Oak Staves cost 500 Crowns; you can convert them into 100 Chips which i
    turn can be converted to 550 Crowns.)
      After every Knights scenario before Ginny's Departure I highly recommend
    going to either Vogelang or Gruegel to stock up on anything you need, then
    heading to Laubholz to buy as many Oak Staves as you can hold, then going
    to whichever of Vogelang or Gruegel you didn't visit before to turn them 
    into Chips. As you're about to see, not losing your money is only one 
    benefit of doing this.
    (Note that Gustave and Nebelstern can never visit Laubholz, so they miss
    out on this deal and you'll have to settle for less efficient conversions.
    As far as I can recall you can never visit any towns while in control of 
    Johan or Sargon.)
    * Circulation and the Truth About Custom Tools *
      There are two chip counters in this game. The first is the one you see in
    the game, that keeps track of your current chip total. The second counter, 
    which I shall refer to as "circulation", works as follows (we assume both 
    counters start at 0 at the beginning of a non-New Game+):
    1) Everytime you chip an item, the circulation counter increases by the 
       value of that item. The circulation counter is similarly increased by
       breaking items and winning chips after battles.
    2) If you buy a custom tool, the circulation drops by the value of that 
    3) If you convert chips to crowns, the circulation increases by the amount 
       of chips you convert.
    4) Chips that are given to you do not directly affect circulation.
      So far the only known times this applies is when you get 300 chips for 
    saving a miner during "At the Mines [part II]" or the 1000 chips in the 
    Fossil Caves during, er, "To The Fossil Caves." 
      While getting these chips does not affect circulation, converting them
    still does. 
    5) It may be possible to achieve negative circulation.
      Something I inadvertently did with a GameShark trying to give myself an
    absurdly high Circulation value. :) This probably won't be an issue during
    a normal game, although with the "phantom" chip phenomenon it is certainly
    6) Finally, the exact Custom Tools Requirements:
    Carthel: 10000 Circulation, Stone 25, Sword 25
    Hawk Wind: 9000 Circulation, Beast 25, Axe 25
    Limstokes: 8000 Circulation, Water 25, Staff 25
    Babrashka: 9000 Circulation, Tree 25, Spear 25
    Beast Dancer: 12000 Circulation, Beast 25, Bow 25
    Pan Flute: 1000 Circulation, no skill requirements*.
    Soul Crystal: 5000 Circulation, no skill requirements 
    * - Contrary to popular belief. :)
    * Chip Circulation Ranking *
      After you beat the game, you are shown a short list of stats describing 
    your performance. This includes the actual value of your circulation 
    counter, as well as giving you a rank depending on how high it is. The 
    ranks are as follows:
    Rank G: 0 - 255 Circulation          Rank C: 2048 - 4095 Circulation
    Rank F: 256 - 511 Circulation        Rank B: 4096 - 8191 Circulation
    Rank E: 512 - 1023 Circulation       Rank A: 8192 - 16383 Circulation
    Rank D: 1024 - 2047 Circulation      Rank S: 16384+ Circulation
    ::: Alternate Duel Art Combinations ::::::::::::::::::::::::::::: [AAC] :::
      While trying to solve the Custom Tools mystery I tried Babelfishing some
    Japanese sites. While to my dismay I found nothing about Custom Tools that
    wasn't already known, I did come across this:
      This is a basic arts/combo list not unlike the ones you can find at 
    GameFAQs... except it lists a few alternative combos that supposedly 
    are more likely to trigger learning a technique. I've listed them below.
      In my limited trials, I think the alternate spell arts are indeed better
    than the normal combos, but I'm less sure of the weapon arts. Still, your
    mileage may vary, so give them a shot:
    - Incineration: Flame, Flame, Stone, Tree
    - Heaven's Thunder: Water, Water, Tree, Tone
    - Hymnal: Tone, Beast, Tree
    - Reviva: Beast, Flame, Flame, Beast
    - Reviva: Beast, Flame, Beast, Flame
    - Skull Crush: Charge, Focus, Slash
    - Megahit: Charge, Ready, Slash
    - Yo-Yo: Charge, Focus, Throw, Throw
    - Tornado Divide: Backslash, Backslash, Charge, Throw
    - Bone Crush: Charge, Focus, Beat
    - Gong Beat: Charge, Ready, Swing
    - Shadow Bind: Focus, Feint, Shoot
    ::: Role Call ::::::::::::::::::::::::::::::::::::::::::::::::::: [RLC] :::
      The following list is my attempt at translating the role descriptions
    from the Ultimania. Given the crummy state of my Japanese these might not
    be quite accurate, but they're probably better than the often misleading or
    plain wrong descriptions given in-game. 
      Given in parenthesis by each entry is who is effected by the role and
    which character you learn the role from.
    - Ace (Self - Cordelia)
    Increases the chance of comboing from the preceding action.
    - Bandwagon (Self - Eleanor)
    Increases the chance of comboing into the following action.
    - Blitz (Self - Meythia)
    Multiplies power of Weapon and Hybrid Arts by 1.25; multiplies probability
    of evading via shields or evasive Arts by 0.25.
    - Cannonball (Self - Gustave age 15)
    Multiplies action speed by 1.2.
    - Commander (Other Allies - Nebelstern)
    Multiplies power of all Weapon and Spell Arts by 1.09; multiplies 
    probability of evading via shields or evasive Arts by 1.5.
    - Counter (Self - Diana)
    Increases activation chance of "Counter" and "Reaction Shot" Arts by 20%.
    - Decoy (Self - Sargon)
    Makes character easier for enemies to target.
    - Defense (Other Allies - Raymond)
    Multiplies defensive power of equipment by 1.1.
    - Diplomat (N/A - Greta)
    Increases success rate of negotiation commands "Call a Truce" and "Mercy
    please!" by 20% 
    - Diversion (All Enemies - Primeria)
    Decreases the chance of comboing into the following action.
    - Dodge (Self - Ventarbre)
    Doubles chance of shields or evasive Arts activating.
    - Getaway (N/A - Roberto)
    Increases success rate of negotiation commands "Escape" and "Flee" by 30%.
    - Heavy Atk (Self - William, Watts)
    Multiplies power of Weapon and Hybrid Arts by 1.12.
    - Heavy Spell (Self - Narcisse)
    Multiplies Spell Arts power by 1.25.
    - Intimidate (N/A - Tyler)
    Increases success rate of negotiation commands "Let go" and "Drive Away" by
    - Leader (All Allies - Gustave age 28)
    Multiplies action speed by 1.1.
    - Marksman (Self - Labelle)
    Multiplies attack power of Bow Arts (Hybrids included) by 1.37.
    - Perplexion (All Enemies - Ginny Knights)
    Multiplies power of Spell Arts by 0.8.
    - Preemptive (All Enemies - Julia)
    Reduces chance of preemptive strike by enemies during the first turn or 
    after a failed negotiation by half.
    - Protean (Self - Ciemler)
    Increases SP recovery by 1.
    - Recovery (Self - Nina)
    Amount of HP recovery caused by Arts multiplied by 1.5.
    - Scout (N/A - Wil Knights)
    Formation due to mid-dash encounters becomes the same as when walking into 
    - Solo Action (Self - N/A)
    Weapon Art flash probability increases, combo probablity decreases.
    - Spell Atk (Self - Gustaf)
    Multiplies Spell Arts power by 1.5; Multiplies defensive power of equipment
    by 0.8.
    - Support (Other Allies - Kelvin)
    Multiplies power of all Arts by 1.12.
    - Versatile (Self - Rich Knights)
    Multiplies chance of enemy dodging attacks by 0.25.
    - WALL (Self - Patrick)
    Multiplies defensive power of equipment by 1.2.
    - War God (Self - Johan)
    Multiplies power of all Arts by 1.5; WP and SP recovery reduced to 0.
    ::: Annoying Scenario Walkthrough: Beyond Grand Valley :::::::::: [BGV] :::
      This is the first of two irritating scenarios where you can wander around
    in circles without being sure what exactly you're supposed to be
    doing. Especially since sometimes going back the way you came sometimes
    doesn't take you back to the screen you where on previously... So here's a
    quick walkthrough. (I'm only going to deal with navigating the maze; you're
    on your own for the bosses. :P)
      Each time we encounter a screen for the first time I'll give it a short
    description and a number.
    Map 1: 
      We start here. There's a bridge to the left. You can take it if you want
    but it only leads to a dead end (and a lot of people complaining about the
    astronomical toll. :) Exit south instead.
    Map 2:
      An overgrown descending path. Just head to the bottom left and
    exit. Narcisse will catch up with you here.
    Map 3:
      This is where the fun begins. A foggy forest with four plant enemies and
    exits to the north and west. There's a Coral Ring under the tree on the
    left side. For now, take the west exit.
    Map 4: 
      In the center of this screen is a cliff overlooking some stone pillars in
    the distance, and exits exist to the west, east, and north. An Ice Staff
    can be found near the bottom of the screen. After examining the overlook
    (Wil notes the fog's getting thicker) head west again.
    Map 5:
      The traversable areas of this map are shaped roughly like an X, with
    exits in each corner except the bottom right. The bottom right corner
    contains an Ark Stone, so grab it then take the top left exit.
    Map 6:
      A larger map with exits to the south, west and east. Near the bottom
    right of this area is a Leather Suit which you can grab now or wait till
    later when you'll pass right by it. Either way exit west.
    Map 3:
      Yep, we've been here before. This time take the north exit.
    Map 7:
      The Ice Lance waits for you in the center of the screen, but you'll have
    to fight the Volcanoid for it. Once you've defeated it head back south.
    Map 4:
      This isn't the way we came, but we're back at the overlook
    screen. Take in the view once again then take the northeast exit (yep, the
    way you came in this screen.)
    Map 6:
      Isn't this annoying? Map 6 again, this time closer to the Leather
    Suit. Grab it now if you didn't earlier, then take the west exit again.
    Map 8:
      A quick journey to the northwest exit gets you out of this maze. :)
    Map 9: 
      A large stone arch with stairs leading under it. For now take the stairs.
    Map 10:
      A stone overpass. Continue up the stairs and take the north exit.
    Map 11:
      You might have been here before if you took the bridge early on in the
    scenario, except now you're on the other side of the guards. :) Take the
    bottom right exit.
    Map 10:
      You're on top of the overpass now, where you can find a Snake Staff and a
    Blue Chip. Grab them then head back.
    Map 11:
      Take the bottom left exit.
    Map 10:
      Back down the steps...
    Map 9:
      Take the stone path off the bottom left this time.
    Map 12:
      Not much here, just exit south.
    Map 13:
      Ditto. Exit west.
    Map 14:
      There's another Blue Chip here, so grab it if you want then exit west 
    again to finish the scenario.
    ::: Annoying Scenario Walkthrough: Into the Forest :::::::::::::: [ITF] :::
      Another forest with unclear objectives and misconnected screens. Adding 
    insult to injury, you're given a completely useless map item at the
    beginning of the scenario. Fortunately, if you know what you're doing you
    can use this scenario's spatial anomalies against it. (If you don't, you
    can spend hours wandering around.)
      Your first mission is to visit every screen of the forest once, then head
    for the "coliseum" screen to fight the Wood Guard. Observe:
    Map 1:
      We start here on a screen with a small fountain, and you can exit
    either from the top right or bottom right (behind the bushes.) Right now
    you want the top right exit.
    Map 2:
      Two Rock Rhinos guard a small overpass. Just walk under it and take the
    east exit.
    Map 3:
      Steps to the south lead to a small tower guarded by two ant icons. Follow
    the stone path off the bottom right of the screen.
    Map 4:
      A straight path to the southeast; a short detour down the steps two the
    southwest leads to a plant icon and a Stardust. Exit bottom right.
    Map 5:
      You enter this screen behind a large stone tower. Work your way past the
    ant icon to take the bottom exit.
    Map 6:
      Nothing to see here but some ants. Just head back the way you came.
    Map 5:
      Surprisingly, you do actually end up at the same map you left. :) This
    time take the north exit.
    Map 7:
      Two Rock Rhinos patrol the path to a stone archway. But don't mind that,
    turn around and exit the way you came.
    Map 9:
      Walk under the bridge to pick up an Ark Stone, then climb the stairs and
    cross the bridge. Exit bottom left.
    Map 10:
      This is the "coliseum" screen. The Wood Guard is waiting. After beating
    it, I'm not entirely clear what exactly must be done to move on, but we'll
    just follow the Ultimania's path right now because it works. :) Exit top
    Map 9: 
      Turn around and head back to the Coliseum screen.
    Map 10: 
      Take the bottom right exit this time.
    Map 5:
      Exit top right.
    Map 7:
      Go through the arch at the bottom right this time.
    Map 11:
      Everything's pretty straightforward from here on out. Work your way past
    the enemies to enter the tower at the far left.
    Map 12:
      The treasure chest behind the slime has a Blast Sword. Grab it if you
    like then head up the stairs.
    Map 13:
      Take the top right exit (the hole in the wall.)
    Map 11:
      Follow the branch to the Wysteria Bow (grabbing invokes the wrath of
    several Land Krakens), then go back the way you came.
    Map 13:
      Take the bottom right exit.
    Map 11: 
      Follow the branch to the north exit.
    Map 14: 
      Not much here; exit stage left.
    Map 15:
      Head up the tree trunk at the bottom right to reach a ledge with an
    Anthurium. That collected, head back and make your way up the stairs to
    face another boss (Treefolk). Continue on up to end the scenario.
    ::: Some Notes on the Battle of South Moundtop :::::::::::::::::: [SMT] :::
      I won't waste time complaining about how unbalanced this battle is; 
    you've heard it all before (and probably experienced it for yourself.)
      I'm aware of two basic strategies for getting past this battle. First, 
    there's the "Survive For 8 Turns" strategy, which is explained in detail in
    Sac!'s FAQ which can be found at GameFAQs. I am a big fan of the "Smack
    Gustave Upside The Head in 3 Turns" strategy, which is explained here:
      Don't get terribly excited though; this strategy isn't any more reliable 
    than the 8 turn one. I prefer this one because it's much faster; successful
    or not, it's over in 3 turns. I recall from my attempts at the 8-turn 
    strategy that it would often be turn 4 or 5 at the earliest before it 
    becomes apparent that I'm not going to make it. It's also more satisfying 
    to actually defeat Gustave. :)
      That said, I've got a few additional observations to make. (Please read
    the page above first; my notes won't make any sense if you haven't.)
    Turn 1 Gustave: 
    - Let me reiterate: if the enemy units labeled A and B on the picture
      there don't go where they are supposed to, reset now. 
    - Sargon will probably attack your unit on the far left this turn. I 
      usually just have everybody use Lawnmower, since it tends to activate
      pretty quickly. Read: you might get in a few attacks before your entire 
      unit gets Flame Nagaed to death. :)
    Turn 2 David:
    - Nothing much to add here except that again, having everyone use Lawnmower
      on Sargon is probably the best strategy. If you're lucky, you'll eliminat
      his unit this turn (assuming you haven't already by some bizarre stroke 
      of luck eliminated it on the first turn.) It's not fatal if you don't, 
      but it can make your life easier.
    Turn 2 Gustave:
    - One thing that can go wrong when Gustave and his Steel Soldiers attack is
      that your units may retreat diagonally down and left (or right) instead 
      of down. This isn't necessarily fatal, but just make sure that before 
      you start attacking Gustave in turn 3 that he's completely surrounded.
    - Another thing that will probably happen in "real life" that isn't 
      depicted in the pictures: your archers will probably get attacked. As 
      long as one of them ends up in the circle surrounding Gustave, this is 
      fine. If you lose both archers (or they get irrevocably pushed out 
      of the circle), reset.
    Turn 3 David:
    - The key here is to have Gustave surrounded. Preferably most of the 
      troops surrounding Gustave here will be yours, but it doesn't really 
      matter who is surrounding him as long as you can attack him. (Having
      one of your troops in the square directly above Gustave is actually
      unnecessary, as we're about to see.)
    - This is where Albatross's page is a bit misleading. Albatross seems to 
      imply (although it isn't stated) that you should be able to weaken 
      Gustave's troops down through the use of successive battles to the point
      that you'll be able to kill them off with your last attacking unit (or, 
      at least, that the archer support will do significant damage.)
      This isn't actually true. After the fourth successive battle Gustave's 
      troops' HP will not change, and it will still be way too high for any of
      your attacks to be significant.
      How the heck are you supposed to win, then? The trick is to do more 
      damage to Gustave's troops than they do to you. Counterintuitively, the
      the safest way to accomplish this is to have everybody defend. The 
      archer support will do 120 damage total to Gustave, and if you can block
      at least two of the steel soldiers' attacks you'll most likely win.
      That is a very big if, however. You can try to increase your odds by 
      having one of your troops use an attack, but be aware that if your 
      attacking soldier gets targeted with Rush, they will die horribly and you
      will most likely lose the battle unless every other attack is blocked.
      If, after exhausting all of your attackers, you haven't won, you will 
      have little choice but to reset. Your chances of winning are a little
      better than they probably sound. In the three times I've beaten this
      battle, I've only had to reset once after using all my attackers. (Once
      I managed to win on the first attack. :)
      (Although the pictures suggest you should have your archers attack as 
      well, I see no reason for this. As noted earlier, throwing Gustave into 
      successive battles doesn't give you any advantage that I can see, and
      archers aren't terribly good at blocking. I don't even think they are
      equipped with shields like the other units are.)
    ::: Other Miscellaneous Tips :::::::::::::::::::::::::::::::::::: [MSC] :::
    * Getting the Beast Lance in "Tycoon Wil" *
      Near the end of the Ice Megalith you enter a room where you can enter two
    pillars (which lead to teleport mazes, which lead to treasure if you do
    them right) or continue up the stairs in the middle to trigger the scenes
    that end the Tycoon Wil scenario.
      The trick with the teleport mazes is that once you enter one of the
    pillars, you start warping back and forth between two identical looking
    rooms. (Though they all look the same, the two rooms of the left pillar are
    not connected to the two of the right pillar.)
      With both teleport mazes, you start out in the "wrong" room, so you need
    to get to the center using the teleports an odd number of times (not
    counting the teleport to the center) to end up at the center of the "right"
    room. Stepping into the light dome of the "right" room takes you to the
    treasure (either the Beast Lance or the Hyper Water) while the light dome
    of the "wrong" room takes you back to the main part of the megalith. The
    size of the light dome when you enter it has no effect on where you end
      The short answer: always head clockwise in the left pillar rooms and
    counterclockwise in the right pillar rooms and you'll get the treasure
    every time. 
    * Fighting the Megalith Beast *
      The Megalith Beast makes an excellent target for trying to learn
    party-only arts like Aftervision, Dragon Revolution, Arrow Rain, Grand Slam
    etc. After completing Tycoon Wil, you may fight the Megalith Beast once 
    every time Weissland is available. For the record, that is:
    After Tycoon Wil (Wil/Cordelia/Tyler/Labelle/Patrick)
    After At the Mines II (Wil only!)
    After Anima Faith Fiasco (Wil/Patrick/Raymond/Tyler)
    After Wil vs. Egg (Wil only!)
    After Johan the Assassin (Gustave/Johan/Ventabre)
    After To The Monster Nest (Eleanor/Patrick/Raymond/Rich)
    After Life Tree Island (Rich only!)
    After Fossil Caves (Rich/Diana/Raymond/Eleanor)
    After To Cast a Rainbow (Rich/Julia/Eleanor/Sargon)
    After To Gustave's Stronghold* (Ginny/Wil/Gustaf/Roberto/Primeria/Meythia)
    After Battle of South Moundtop (Ginny/Wil/Gustaf/Roberto/Primeria/Meythia)
    * - You must visit and leave Laubholz for Weissland to appear.
    * Life Seeds *
      This doesn't seem to be very well known: you can keep up to four Life
    Seeds by equipping them on Rich before talking to Narcisse to end "Life
    Tree Island."
    ::: The End ::::::::::::::::::::::::::::::::::::::::::::::::::::: [END] :::
      Dunno why I keep bothering with these "The End" sections. I don't have
    much else to say other than "thanks for reading!".
    Zach Keene 
    28 March 2005

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