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    FAQ/Walkthrough by Shotgunnova

    Updated: 10/23/08 | Search Guide | Bookmark Guide

     |Ż|    /Ż/                                    ____                    /ŻŻŻŻŻ\
     | |   / /\ |ŻŻ\  |Ż|ŻŻŻŻ\  /\  |Ż|     |Ż| |Ż|  __|  /\  |ŻŻŻ\ŻŻŻŻŻŻŻ| (ŻŻŻ\/
     | |  / /  \|   \ | | |Ż\ \/  \ | |  _  | |_| | |_   /  \ | |) )Ż| |ŻŻ \ \
     | | / / /\ \ |\ \| | |  ) )/\ \| | |_| |     |  _| / /\ \|   (  | |    \ \
     | |/ /  ŻŻ  \| \   | |_/ / ŻŻ  \ |__   | |Ż| | |__/  ŻŻ  \ |\ \ | |/\___\ \
     |___/_/ŻŻŻŻ\_\  \__|____/ŻŻŻŻŻ\_\___|  |_| |_|____|/ŻŻŻŻ\_\| \_\|_|________)
        Spoiler-Free FAQ/Walkthrough by Shotgunnova - shotgunnova[@]gmail[.]c0m
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
           Story........................................................... STRY
           Class Overview.................................................. CLSS
           Class Weaknesses................................................ CLSW
           Towns........................................................... TWNS
           Tips N' Tricks.................................................. TPST
      III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
           1-1: Valley of Thieves.......................................... WK11
           1-2: Dover District............................................. WK12
           1-3: Palace Ruins............................................... WK13
           1-4: Rhine Bridge............................................... WK14
           1-5: Sand Dunes of Sea.......................................... WK15
           1-6: Gadar Sea.................................................. WK16
           2-1: Village of Yuzu............................................ WK21
           2-2: Ygdra Canyon............................................... WK22
           2-3: Loris Beach................................................ WK23
           2-4: Castle Ruins............................................... WK24
           2-5: Castle Ruins II............................................ WK25
           2-6: Castle Ruins III........................................... WK26
           3-1: Plain of Sorrow............................................ WK31
           3-2: Plain of Sorrow II......................................... WK32
           3-3: Terasu Village............................................. WK33
           3-4: Basil Gate................................................. WK34
           3-5: Reed Highway............................................... WK35
           3-6: Prison Fortress............................................ WK36
           3-7: Prison Fortress II......................................... WK37
           4-1: Khanos City................................................ WK41
           4-2: Great Masai Forest......................................... WK42
           4-3: Trade City Kerachi......................................... WK43
           4-4: Magic Train Railroad....................................... WK44
           4-5: Fort Dain.................................................. WK45
           5-1: Wart Bay................................................... WK51
           5-2: Torog Mountains............................................ WK52
           5-3: Tsukue Plains.............................................. WK53
           5-4: Smoking Bones Cave......................................... WK54
           5-5: Frontier Village........................................... WK55
           5-6: Orome Lake................................................. WK56
           6-1: Fort Gareth................................................ WK61
           6-2: Cobalt Beach............................................... WK62
           6-3: Capital Shumeria........................................... WK63
           6-4: Capital Shumeria II........................................ WK64
       IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APND
           Equipment List.................................................. EQPM
           Trials of Toroah................................................ TRTR
        V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ
       VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . UPDT
      VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    I. CONTROLS                                                              [CNTR]
                         ____          |  |          ____
        L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
        L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                      /  _    \________|__|________/    _  \
                     / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
    DIRECTIONAL --> | |_   _|   [SELECT]   [START]  [_]   (_)| <-- CIRCLE BUTTON
        PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                    /            ____        ____            \
                   /            /    \  __  /    \            \
                   \         /\ \____/ /  \ \____/ /\         /
                    \       /  \______/    \______/  \       /
                     \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                                (L3)          (R3)
     Analog control is unavailable for Vandal Hearts, and luckily, it's not needed
     in the first place. Battling and movement is all grid-based, and the d-pad'll
     suffice on that end. [Unused buttons are not listed below]
     | Circle    | 'Action' button for menus and dialogue                        |
     | Square    | Zoom to next character on battlefield maps                    |
     | Triangle  | Toggle bird's-eye view of battlefield map                     |
     | X Button  | 'Cancel' button for menus (goes back to previous screen)      |
     | L1 Button | Rotate camera POV left                                        |
     | L2 Button | Rotate camera POV down                                        |
     | R1 Button | Rotate camera POV right                                       |
     | R2 Button | Rotate camera POV up                                          |
    II. TH' BASICS                                                           [THBS]
    STORY              [STRY]
     For over a millennium the firtile lands in the heart of this vast continent
     were ruled by the Holy Ashah Dynasty, descendants of Toroah the Messiah.
     However, it is man's doom to forget... Amidst all the wealth and exotic
     pleasures, the nobility lost their way and sank into corruption and depravity,
     forgetting even the holy teachings of Toroah.
     It was in these days of unrest that the citizens, strugglung under an
     oppressive regime, rose up and -- under the leadership of Arris the Sage --
     took up arms against the Kingdom. That was the first outbreak of violence in
     what would later be known simply as 'The Revolution.' The Royal Army's
     counterattack was swift and fierce, but time and time again they were put to
     flight by the cunning strategies of Arris and the indomitable will of the
     advancing Liberation Army.
     Victory in hand, the rebels set up a Council and worked to establish the
     continent's first democracy. And so, the republic of 'Ishtaria' was born.
     However, Arris the Sage, whom all hoped would lead the country, mysteriously
     vanished and has not been seen again to this day. Now, 15 years later, the
     shadow of war once again threatens Ishtaria...
     NOTE: Class changes can only be done at Lv10 and 20 respectively, and cannot
           be redone. Make sure to choose wisely in the early going as it sets a
           path of advancement for later!
     | CLASS  : Hero                         |
     | C. TYPE: Knight                       |
     | ADVANCE: Hero -> Champion -> Paragon  |
     | USED BY: Ash                          |
     | EQUPMNT: Sword, Heavy Armor, Helms    |
     | STRNGTH: Attack power, defense        |
     | WEAKNSS: Magic defense, potency       |
      Ash is the only character to wield this powerful class, and does it well.
      He excels in most fields, but has weak magic potency (unless used on foes
      with magic weakness) and medium movement range. As he advances in class,
      the movement range gets a lot better. The secret unlockable 'Vandalier'
      class gives Ash the ability to cast any ability in the game, but can only
      be obtained through a series of missable sidequests. Check the Trials of
      Toroah section for information.
     | CLASS  : Soldier                         |
     | C. TYPE: Knight / Armor                  |
     | ADVANCE: Soldier -> Swordsman -> Duelist |
     |        : Soldier -> Guardsman -> Dragoon |
     | USED BY: Clint, Grog, Dolan              |
     | EQUPMNT: Sword, Heavy Armor, Helms       |
     |        : Axe, Heavy Armor, Helms         |
     | STRNGTH: Attack power, defense           |
     | WEAKNSS: Magic defense, no magic ability |
      Soldiers are the typical fighters, and at Level 10, can choose to become a
      duelist (swordmaster) or Dragoon (defensive attacker). Duelists are similar
      to heroes in that they excel at attacking and have moderate defense, getting
      better movement range as the time goes on.
      Dragoons take less damage from physical attacks, but have a horrible magic
      weakness that any mage loves to exploit. Their axes are overpowered, but
      this class has poor movement range to counterbalance. For storyline purposes,
      it's not recommended to make Clint this class.
     | CLASS  : Archer                          |
     | C. TYPE: Archer / Winged                 |
     | ADVANCE: Archer -> Bowman -> Sniper      |
     |        : Archer -> Hawknight -> Sky Lord |
     | USED BY: Diego, Kira, Amon, Darius       |
     | EQUPMNT: Bows, Clothes, Bands/Caps       |
     | STRNGTH: Ranged attacks                  |
     | WEAKNSS: Mediocre DEF, can't open chests |
     |        : Mediocre DEF, weak to projctles |
      Just like soldiers, archers have a choice to set themselves on the sniper
      path (great archer) or the sky lord (winged lance-user). This class starts
      out with weak projectiles and mediocre range, but Snipers have fantastic
      range and great upward-shooting ability. Any flying-type enemy in the late
      game can often be OHKO'd by these son of a guns.
      The Sky Lord path, to me, is pretty crappy. These flying units have great
      movement range and can bypass obstacles, but trade in their bows for spears,
      making them horrifically vulnerable to every projectile-user in the game
      (and from what I've seen, their magic DEF is pretty bad also). And you can
      bet every projectile user will try to murder these guys first, making them
      get less experience than everyone else -- whether by dying immediately or
      having to stay at the back and not getting any chances to attack. A flying
      type _IS_ needed to recover a key in a lava lake, however, and this impacts
      if Ash can get his Vandalier class. For this reason, I suggest making the
      last archer obtained -- Darius -- into the sky lord so a player doesn't have
      to limp through early battles with these pieces of crap.
     | CLASS  : Priest                         |
     | C. TYPE: Priest                         |
     | ADVANCE: Priest -> Bishop -> Archbishop |
     |        : Priest -> Monk -> Ninja        |
     | USED BY: Huxley, Sara                   |
     | EQUPMNT: Staves, Robes, Bands/Caps      |
     | STRNGTH: Magic attack, magic defense    |
     | WEAKNSS: Physical-attack weakness       |
      Priests are one of the best units in the game, and will always get EXP as
      damage is never in short supply; they also have supportive moves (Mystic
      Shield) to use in the downtime. Because of this, they'll almost always be
      one of the highest-leveled units and some of the first to class advancement.
      The Archbishop path only gives them better healing moves and better spells,
      including the 'Holy Pressure' ability which can be used to 'twist the knife'
      on armored units. Overall, very well-rounded and there should always be one
      in the party.
      The ninja path is the compromise between attacking and healing. There are
      no great moves like 'Supreme Healing' but instead moves like Cure Wide
      and Perfect Guard to help with supportive roles. The defense on this path
      isn't nearly as good, and personally, I feel it's like being a jack of all
      trades but excelling at none. If the choice has to be made, I suggest going
      the Archbishop route.
     | CLASS  : Mage                           |
     | C. TYPE: Mage                           |
     | ADVANCE: Mage -> Sorceror -> Enchanter  |
     |        : Mage -> Monk -> Ninja          |
     | USED BY: Eleni, Zohar                   |
     | EQUPMNT: Staves, Robes, Bands/Caps      |
     | STRNGTH: Magic attack, magic defense    |
     | WEAKNSS: Physical-attack weakness       |
      Unlike the priest class, the mages excel at offensive magic...and boy, do
      they hit the jackpot. The 'Enchanter' path gives huge-range spells like the
      fearsome 'Salamander' which hit most of the enemies in a 10-block radius.
      Along the way, there are also great similar spells like Phase Shift, which
      are sure to aid in damaging physical attackers froma far. Great class.
      The critique of monks/ninja is the same as in the previous place. Instead of
      finding a balance (or attempting to) between attacking and magic, going for
      the wide-area magicbombs is MY preference. An experienced player can go
      either route without much trouble, so as long as there's one Mage-path walker
      it shouldn't matter too much.
     Each class has a weakness that another class exploits. In doing so, there's
     a definite flow as seen in this diagram:
    |                  /|ŻŻŻŻŻŻŻŻŻ|      |ŻŻŻŻŻŻŻŻŻ| |
    |                Ż//| Monks   |_\_\_\| Priests | |  Monk ---> Fist
    |                // | Knights |Ż/Ż/Ż/| Mages   | |  Knight -> Sword
    |              Ż//\ |_________|      |_________| |  Flying -> Pair of wings
    |              //     //   \\        Ż//\ ||     |  Archer -> Bow & Arrow
    |            Ż//\   Ż//\   _\\/     Ż//\  ||     |  Armor --> Shield
    |            //    Ż//\     _\\/   Ż//\   ||     |  Priest -> Ankh
    |          Ż//\    //         \\  Ż//\   \||/    |  Mage ---> Staff
    |          //   |ŻŻŻŻŻŻŻŻ|   |ŻŻŻŻŻŻŻŻŻ|  ||     |
    |        Ż//\   | Flying |_/_| Archers |  ||     |  
    |        //     |________|Ż\Ż|_________| \||/    |  The chart there shows who
    |      Ż//\        Ż//\          Ż//\     ||     |  is weak and strong against
    | |ŻŻŻŻŻŻŻŻŻ|     Ż//\          Ż//\      ||     |  what. The only thing I
    | | Armored |_____//____________//\      \||/    |  couldn't put in is that 
    | |_________|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ         ||     |  mages types're weak to all
    |        \\                               ||     |  types of physical attackers
    |        /\\Ż                            \||/    |  basically.
    |          \\____/____/____/____/____/____||     |
    |           ŻŻŻŻŻ\ŻŻŻŻ\ŻŻŻŻ\ŻŻŻŻ\ŻŻŻŻ\ŻŻŻŻŻ      |  To find out what kind of a
    |________________________________________________|  unit is what, check their
                                                        status for the symbol.
    TOWNS              [TWNS]
     Towns are the only places to explore in the game, and even then it's not by
     much. Here's the lowdown:
     • SHOP
       Items and equipment are bought here, and the inventory is usually dependant
       on the current chapter...meaning advancing through battle does nothin'. Be
       sure to sell current equipment back to the shopkeep for extra cash.
     • TAVERN
       The tavern is the place to hear gossip and goings-on about the continent.
       Sometimes, the game urges the player to go here to advance the plot some.
       Also worth noting, finding the games hidden keys are often dependant on 
       the lively characters found in these bars. Always talk with them to get a
       clue as to what's ahead.
     • DOJO
       The dojo's monk will give tips on battling and Toroah, as well as advance
       the classes once they reach Lv10 and 20, respectively. If Ash holds a key
       in his inventory and tries to leave, the monk will notice and allow him to
       take a Trial of Toroah -- a step towards attaining his special Vandalier
       Sometimes after plot events a special location will open up in town, such
       as a mansion, a district, or a warehouse. Battles or more scenes occur in
       these places, so be prepared for both!
     • Always sell back old equipment. Shop inventories are not too radically
       changing and will always offer best equipment for everyone if the selection
       has changed. That sellback cash can go toward buying new equipment!
     • Check with the tavern barflies to learn information. Sometimes it's about
       finding hidden keys, sometimes it's about news. Both can be useful...
     • Vandal Hearts does not allow random battling for power-leveling. Instead,
       to find a way around this, milk every enemy for as much EXP as possible,
       and always give priority to those near a level-up for the last kill. This
       is especially useful when units are almost available for a Lv10/20 class
     • Trials of Toroah can be used as level-up spots; however, only curative or
       supportive items/magic gain experience. To make fighters have a chance at
       extra EXP, give them items for healing purposes too. The more HP cured,
       and the higher level the target, the more experience reaped! Once a prism
       has been recovered from a trial, however, the key is taken away...so to
       keep replaying your favorite trial, complete it but without obtaining the
     • Another good EXP-farming early on is Chapter 2-4 (Castle Ruins). After
       the rooftop enemies have been defeated, put a priest on the healing panel
       (recovers HP & MP each turn) and have him/her use Mystic Shield and such
       on the allies. When that unit's level is buffed enough, have lower-leveled
       units heal the priest's damage. Obviously, saving the enemies towards the
       last part of the level for damage purposes is the best strategy. Everyone
     • Why be hit by powerful units when long-range and mage allies can soften
       them up? This way, everyone gets a bit of experience and the close-range
       fighter can get the killing blow without any backlash. This strategy will
       prove very useful, especially in a bind when MP is incredibly valuable.
                                                       / III. WALKTHROUGH - WLKT |
    __________________________________________________/ I - A premonition of war |_
    CHAPTER 1-1: Valley of Thieves                                           [WK11]
     |                                  |                                        |
     | • L1 Hunter [2] - 12 HP          | • Mad Book [NEmost "Plains" tile]      |
     | • L1 Brigand [3] - 14 HP         | • L. Sword [Plains tile N of SE cornr] |
     | • L1 Thief Lord [1] - 14 HP      |                                        |
     VICTORY: Defeat of Zoot
     FAILURE: Death of Ash
     This 'tutorial battle' should help the player get the feel for the game, but
     death is still possible if one screws up too badly. Enemies will counter all
     attacks within their weapon range, so soften up close-range fighters with an
     arrow and go in for the kill to avoid any extra damage. Ash will be able to
     OHKO the normal enemies at this time, however. Notice the geography tiles?
     The Prairie/Thicket squares give defensive boosts (5-15%) when stood on, and
     help decrease damage incurred while there. Select "Turn Over" when everyone
     has acted to let the enemies have their try.
     Note that there are also some "conspicuous" tiles thrown around here? If a
     player moves there and uses the Examine command, they may find items beneath
     the soil. The two listed in the treasures section can be dug up in this way,
     and can save $$$ in the long run (not that it's needed but...).
     The goal for everyone here should be to reach LV5, and have no one die. 700G
     awarded for defeat of the boss.
     Back in Shumeria, give the report at the Security Force HQ before hitting up
     the shop. Everyone can be outfitted to the best ability with money to spare;
     just make sure to sell back the old crap as, once obsolete, there's no reason
     to carry it around! Visit the tavern, talk to everyone, try to leave -- there
     will be a riot in the Dover District. It's now selectable from the "Move"
     menu. Make sure everyone beside Ash has an Herb or two before setting out.
    CHAPTER 1-2: Dover District                                              [WK12]
     |                                  |                                        |
     | • L2 War Ghost [4] - 22 HP       | • Herb [SW treasure chest]             |
     | • L3 HunterImp [2] - 25 HP       | • Herb [NE treasure chest]             |
     |__________________________________| • L.Bow [green ring tile by lamppost]  |
                                        | • Mushroom [sidewalk crack, house aft] |
     VICTORY: Arrival at Church         |________________________________________|
     FAILURE: Death of Ash
     The War Ghosts that appear after Kane leaves seem threatening, but remember
     how flying/floating enemies are weak to archers. If the allies were outfitted
     with better weapons, these should be 2-hit kills. A good place to hole up is
     right by the SW corner near the treasure chest's raised platform. When all
     ghosts are defeated and it's time to get to the drawbridge switch, make sure
     to search for the buried treasures: the green ring "Plains" tile by a lamppost
     near the start, and the broken sidewalk "Plains" tile behind one a house. Are
     you noticing how these can be missed, but upon closer inspection, are rather
     easy to locate? It's not always this way, but... =p
     Lower the drawbridge by stepping on (and examining) the raised button nearby,
     and proceed across to kill the imps. Once defeated, collect the Herb treasure
     and move everyone onto the church's front stoop to finish the battle. If an
     ally was knocked out somehow, they don't count. [660G awarded]
     Afterwards, a new assignment to locate Magnus Dunbar on Gillbaris Island
     opens up. Give everyone two Herbs (they can afford it) and proceed down the
     road to...
    CHAPTER 1-3: Palace Ruins                                                [WK13]
     |                                  |                                        |
     | • L6 Clay Golem (9) - 56 HP      | • Herb [chest near pushable box]       |
     |__________________________________| • Elixir [chest by aqueduct arch]      | 
                                        | • Fire Gem (brown 'O' near aqueduct]   |
     VICTORY: Destruction of enemies    |________________________________________|
     FAILURE: Death of Ash
     These guys aren't that tough (~12-15dmg a hit), but softening them up with an
     arrow, like before, is the way to reduce the golems to rubble. Concentrate on
     killing one at a time before moving on. Notice how most of the enemies don't
     advance until the soldiers are in range? The player can use this tactic to
     his/her advantage, by drawing each out one at a time, retreating to a better
     ambush spot, and taking them out in one go. Just pay attention to the move
     Also, don't forget the power of defensive play! Damage increases when allies
     "support" themselves (surround the enemy). Sometimes when damaging the foe's
     HP will be reduced to single digits, but by supporting without attacking, it
     may give that little push to kill it. No counterattack! Something to consider
     if a low Herb supply forces more tactical maneuvers (such as pushing boulders
     down hills to halve the HP of whomever they hit).
     The two treasure chests contain an Elixir and Herb. Look for a conspicuous
     brown-circle Plains tile near the broken aqueduct's base to get a Fire Gem.
     Golems are weak to magic, so this can help in a bind. [810G awarded]
     Afterwards, the golem master appears and it's...a girl! Eleni is a Mage and
     Huxley, her tutor, is a Priest. Agree that one joins and the other along
     with the missus. Make sure to outfit them both in Shumeria as their equipment
     is a little subpar.
    CHAPTER 1-4: Rhine Bridge                                                [WK14]
     |                                  |                                        |
     | • L5 Hell Bat (4) - 45 HP        |                                        |
     | • L5 Brigand (6) - 42 HP         | There ain't any!                       | 
     | • L5 Hunter (2) - 37 HP          |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     As the opening scene shows, the thieves try to blow the bridge up but fail
     temporarily. After a few turns, one plank of the structure will fall away...
     and any characters on it at that time are sunk to the riverbottom! Thus, it's
     crucial to keep moving forward while still maintaining a strategic position.
     The Hell Bats are the more annoying to face, as they can inflict damage and
     poison. Huxley is already the healer, so it helps if either someone carries
     an Elixir or Diego snipes the freaks with his arrows. The first turn, draw
     them near while staying just out of range, then take both out before they
     can inflict any serious damage. The two sets of Brigands don't advance at
     one time, luckily.
     On Turn 3, Kira Wulfstan will arrive near the boulder parallel to the bridge.
     She'll assist, and being an archer, she can pick off the enemies from high
     ground, i.e. her reach is farther and the enemies' is less. Eliminate the
     bats nearest her first, since they'll pester her the first chance they get.
     She only has one Herb, so make the most of it. [1560G awarded]
     Kira joins the party afterwards, and with optimum equipment to boot! Visit
     the tavern in Port City Minato to learn a man named "Grog Drinkwater" may
     take everyone to Gillbaris Island on his ship. Drop by his house and he'll
     posit a challenge: kill the sand dune monster and he'll take everyone across
     the sea.
    CHAPTER 1-5: Sand Dunes of Sea                                           [WK15]
     |                                  |                                        |
     | • L10 Death Ant - 88 HP          |                                        |
     | • L01 Ant Arm (6) - 13 HP        | There ain't any!                       |
     |__________________________________|                                        |
     VICTORY: Destruction of Death Ant
     FAILURE: Death of Ash
     The Sand Ant makes the elevation rise around its head, making proceeding a
     bit tougher; this also gives it infinite range in moving. The arms that come
     with the boss -- which also respawn infinitely once killed -- may actually be
     a bigger nuisance if the player's not careful. One hit will kill them, but
     they can inflict paralysis! Definitely not good if that happens to Huxley or
     any long-range attackers. They respawn only at the map's corners, however,
     so it's still useful to kill them in the long run, even if they give no EXP
     or extra gold.
     First turn, take out the nearest arm with Diego and let the boss come to the
     party. Wallop it with long-range attacks, Dark Star and Ice Storm; but, don't
     attack close-range unless y'want to suffer a 30-plus-damage counterattack!
     Keep Huxley or an Herb on-hand if uberoffense is the player's type, though...
     It should only take 2 turns minimum, so try and squeeze every ounce of EXP
     from this one. The party average should be around 8-9 if they're working
     overtime. [900G awarded]
     Back in town, Grog finally gives up the booze and joins the party for awhile.
     Afterwards, visit the Minoto tavern and talk with a woman to obtain the Nova
     Key. This is the only time in the game to get it!!! It allows a special
     battle to be done in the dojo, but it's not imperative to do it now, mind
     you. Grog's equipment needs to be updated, too, so buy him the good stuff
     while filling his pockets full of Herbs. There isn't any need for Elixirs
     in the final battle of this chapter.
    CHAPTER 1-6: Gadar Sea                                                   [WK16]
     |                                  |                                        |
     | • L8 Madcaptain (1) - 72 HP      |                                        |
     | • L6 Buccaneer (8) - 49 HP       | There ain't any!                       |
     | • L6 Corsair (4) - 44 HP         |                                        |
     VICTORY: Destruction of Death Ant
     FAILURE: Death of Ash
     Ugh, pirates...
     Let them come the first turn, then block the way onto the ship via the two
     bridges suspended between them. Split the party so each group has one 'tank'
     blocking the bridge and one archer. Huxley should stay toward the middle
     while Eleni can go back and forth to use Dark Star.
     Fighting should be run-of-the-mill by now, and there's no much strategy 'less
     the player wants to go defensively (i.e. damage by counterattacks mostly). A
     thing to watch is when the pirates turn comes, and they get three attacks on
     one guy -- 1 Corsair, 1 Buccaneer who dies by counterattack, and a new one
     to step in. Keep HP on the tanks above 55 here, or use Mystic Shield to give
     an edge to keep them alive. [This can also happen with multiple Corsairs, so
     don't advance with low health!]
     Hassan can do ~25dmg per counter/attack, but can also use a Healing spell
     a few times. Rather than see this as a battle extension, milk the situation
     for more experience. Everyone should be nearing LV10, which is when they can
     do a class change, so let those lacking pick up the slack. [2380G awarded]
    ____________________________________________________/ II - Island of madness |_
    CHAPTER 2-1: Village of Yuzu                                             [WK21]
     |                                  |                                        |
     | • L5 Evilstatue (7) - 33 HP      | • Herb [middle treasure chest]         |
     | • L1 Village (9) - 13 HP         | • Mage Oil [eastern treasure chest]    |
     |__________________________________| • Moon Pie [crater near pushable box]  |
                                        | • Mushroom [brown spot on north side]  |
     VICTORY: Destruction of statues    |________________________________________|
     FAILURE: Death of Ash or Villagers
     Unlike what seems to be the failure condition, villagers CAN be killed, but
     will take away from the cash given out at the end...so try to spare 'em. At
     the first turn, make the Diego and Kira attack attack the 2 statues on either
     side of the first house. Do not move into the village square, 'cause that's
     a waste of time. On Turn 2 destroy the 2 statues, and push the box to block
     the alleyway -- all villagers' AI will now start moving around the house.
     By Turn 5, the bewitched townsfolk should be on the other side of the home,
     so kick the box out and start moving east. On Turn 6, push the box 4 spaces
     east; on Turn 7, 3 spaces north. With the middle gate blocked, all villagers
     will have to go AROUND! Haha... The small crater near the pushable box has a
     Moon Pie hidden 'neath it. Crater...moon...get it?
     Continue east until the team has access to the 2 pushable boxes stacked on
     one another. Start shuffling them when the villagers are far enough away,
     so that the last 2 statues can be killed and the Mushroom hidden beneath the
     "brown spot" near the town square can be obtained as well. [1330G awarded]
     Afterwards, it's time to visit the dojo and change classes. Any type can be
     useful, but as far as I've seen, do not make anyone an Airmen -- they have a
     horrible projectile weakness that only grows bigger as the game proceeds (a
     lot of enemies will have arrows/grenades). NOTE: Feel free to make everyone
     a Bowman at this point, but know an Airman/Sky Lord __IS__ needed eventually
     if the player wants Ash to achieve his final class. In Chapter 3-6, another
     Archer will join, however, so feel free to turn him into a feathered friend
     to suit the task.
     First-time players should keep 'em on the sniper path. Also: do not make
     Clint a Guardsman as his move rating'll be poor, and this can affect some
     battles later on where he's a sitting duck. Personally, I find sorcerors to
     be much more useful than Monks, given the huge AoE spells they get like Phase
     Shift and Salamander. Two of those are a lot of fun to have. Bishops are some
     of the most useful units to have, which is why I usually have two of them in
     case one dies. Not everyone agrees with this "defensive play" so...nyah. =p
     Outfit the party and talk to a man in the tavern about him dropping something
     in the poison swamp. THIS MUST BE DONE TO GET A KEY LATER ON.
    CHAPTER 2-2: Ygdra Canyon                                                [WK22]
     |                                  |                                        |
     | • L6 Guarddog (5) - 45 HP        | • Moodring (SE corner chest)           |
     | • L8 Madsoldier (10) - 63 HP     | • Elixir (NE corner chest)             |
     |__________________________________| • Mad Book (crater by SW corner)       |
                                        | • Macroman (brown spot by NW corner)   |
     VICTORY: Destruction of enemies    |________________________________________|
     FAILURE: Death of Ash or Dolan
     Sara, Amon, and Dolan will join the party, but they're across the battlefield
     for the time being. As soon as possible, the three isolated warriors should
     barricade themself on the bridge, using the boulder as cover. This will help
     'em stay alive longer. Play defensively as Dolan can take 28+ damage from one 
     attack, and he can't survive many of those if he's throwing his weak attacks
     Meanwhile, the team has to get through some Guarddogs en route to the sluice
     switch. They can and probably will inflict Poisoned status with their strikes
     so use a Bishop's cure ability (or Elixir) to get rid of that nonsense ASAP.
     Get the Mad Book from a small dirt "crater" before continuing on, draining
     the sluiceway to get access to Dolan's party. A non-archer will have to get
     the Moodring from the SE chest, if it's desirable.
     When the other 4 Madsoldiers advance towards the sluice after a time of
     inactivity, this is the opening to get the last buried treasure, a Macroman.
     Using Ash's team, draw them into the sluice and start backing up toward the
     starting location, giving a window of opportunity to advance to the buried
     item. [3150G awarded]
     The three new recruits join afterwards. Make sure to outfit them properly
     and change their classes to the next-best, keeping in mind the information
     that this author said earlier. Sell the Moodring from Ygdra Canyon for extra
     cash if needed. Anyway, make sure everyone has at least one Herb (especially
     Kira) and continue down to...
    CHAPTER 2-3: Loris Beach                                                 [WK23]
     |                                  |                                        |
     | • L9 Dark Golem (3) - 80 HP      | • Banana (buried in SE plus-shape bog) |
     | • L9 Bloodghost (3) - 75 HP      |                                        |
     | • L9 Madsoldier (6) - 70 HP      |                                        |
     | • L9 Shooterimp (3) - 63 HP      |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     Typical surrounded battle, with Clint and Kira running off on their own. The
     first order of business is regrouping, which may make the pursuers poison
     themselves in the vile bogs. Move the large group north toward the golems,
     and bombard with any suitable magic -- they're weak to it. Keep the errant
     duo's team progressing toward the golems, but out of the shooterimps' range
     (for first turn). Try to take out a Bloodghost on the 2nd turn with archers'
     When the Bloodghosts are defeated, advance south to meet the other 5-enemy
     party. If the player doesn't care about reclaiming the Banana buried within
     the plus-shaped bog's middle tile, then they can hole up near the start.
     However, it's quite an annoyance to move all the way up there while keeping
     enemies alive on all sides. The shooterimp party that starts in the north
     is rather slow, so those are the ones to leave alive (since they never shoot
     one space away and rarely target archers). Kill all the other close-rangers,
     however. Milk for EXP as possible, like usual. [3600G awarded]
     Return to Yuzu and talk with the man at the tavern who dropped the Banana in
     the swamp. He'll exchange the item for the priceless...EARTH KEY! What a
     maroon... This is used for the Toroah Trials, so if y'finished the battle
     without getting it, restart and do so.
     Anyway, next up is...
    CHAPTER 2-4: Castle Ruins                                                [WK24]
     |                                  |                                        |
     | • L9 Shooterimp (4) - 63 HP      | • Moodring (north chest on castlewall) |
     | • L11 Madsoldier (6) - 84 HP     | • Mage Oil (south chest on castlewall) |
     | • L11 Bloodghost (3) - 90 HP     | • Ironboot (weird tile, w. upper wall) |
     | • L11 Evilstatue (2) - 66 HP     | • Chain (cross tile, NE waterside)     |
     | • L11 Dark Golem (2) - 96 HP     |                                        |
     VICTORY: Arrival at entrance
     FAILURE: Death of Ash
     This is basically a 2-part battle -- advance to the roof, descent to the
     back building -- with the former being the more difficult. An elevator on
     one side of the front building will lift one character to the roof, and in
     doing so, drop the platform on the other, allowing another person to get up.
     (Examine the platform to make it rise/fall.)
     This can be one of the more annoying battles, as the enemies have an obvious
     advantage with the high ground. The archers will still be an annoyance, but
     by standing against the protruding parts of the wall, they'll have to move
     to get a better shot (this happens in other positions too). Madsoldiers will
     be easier to deal with if they can only hit one or two allies per turn --
     make sure not to get blocked into the wall any! Once a fighter gets onto the
     roof to slaughter the remaining shooterimps, the hard part is over.
     Before continuing make sure everyone is on the top part of the wall. Use the
     healing tiles to refill HP/MP (heck, you can even abuse this part for EXP if
     priests repeatedly cast Mystic Shield n' stuff), and get the Ironboot hidden
     on the wavy tile on the upper wall's west part. Snipe the Evilstatues before
     kicking down the boulders -- this makes all enemies advance. Stick an arrow
     in the Bloodghosts to get rid of them, and the Dark Golems only need a li'l
     magic to be subdued.
     To finish the level, everyone must be on the platform in front of the large
     castle ruin in the back. Search the cross-shaped tile by the NE waterside
     first, for a free Chain (mail) first though. [4590G awarded]
     Afterwards, choose "let's head back..." and save on the world map. Resupply
     if y'need and re-enter the Castle Ruins for the 5th battle.
    CHAPTER 2-5: Castle Ruins II                                             [WK25]
     |                                  |                                        |
     | • L12 Madsoldier (4) - 91 HP     |                                        |
     | • L12 Bloodghost (3) - 97 HP     |                                        |
     | • L11 Shooterimp (3) - 75 HP     | There ain't any!                       |
     | • L12 Dark Golem (2) - 104 HP    |                                        |
     | • L15 Dark Lord (1) - 128 HP     |                                        |
     The two sides of room are raised, with the middle being lowest, so send two
     well-armed groups (at least one healer per each) and ascend each. This forces
     the lower and slower units, like the Dark Golems to go around to the bottom
     of the stairs. Like before, the golems are horrendously weak to magic and
     the bloodghosts are horrendously weak to projectiles. Healing Plus will need
     to be slung around, most likely.
     Throughout this, try and draw the enemy toward, not advance closer to Magnus.
     He has a 'Rainbow Storm' ability that can damage a large party for 40 HP, and
     since he goes toward the end of a turn, it can spell multiple fatalities. The
     Dark Lord can be baited into using it on just one person, though. This is
     preferable, as the more he wastes MP using that move, the less he can self-
     -heal. Keep him away/off the Boundary space, which refills his HP/MP! He'll
     spam it as long as he has it, so stand on the space when possible and reap
     the curative benefits for yourself! [Alternatively, letting the boss heal for
     free has extended EXP-farming capabilities, if needed].
     It shouldn't be a trial to soften the 'Lord up with arrows and magic, then
     deliver a coup de grace with a close-ranger. [4200G awarded]
     After some scenes, resupply in Yuzu if needed and head back to the ol' ruins
     for the chapter's last hurrah.
    CHAPTER 2-6: Castle Ruins III                                            [WK26]
     |                                  |                                        |
     | • L1 Guarddog (12) - 13 HP       | • Mage Gem (SE corner, brown patch)    |
     |__________________________________| • Gold Coin (NE corner, small crater)  |
     VICTORY: Destruction of enemies before Turn 7
     FAILURE: Turn 7 arrives
     Oh-ho-ho, oh-he-he...finally a light-hearted and fun battle amidst all of the
     ones that disadvantage our heroes. The guarddogs in this battle are yellow-
     -bellied wussies, and don't put up any sort of offensive action this entire
     time. Unfortunately, they run away quite far. The task is to defeat them all
     within 6 turns, at which time the battle will end because they've alerted the
     authorities. This should be quite an easy task, but you may have noticed one
     archer missing from the battle roster...hmm.
     Getting buried items may be a little more difficult with time constraints,
     but maybe not... The dogs will inevitably seek shelter in a corner, so the
     NE 'crater' and SE 'brown patch' will probably be stumbled upon in the normal
     running. Examine-ing doesn't waste an action turn, so...why not excavate 'em?
     Enjoy the easy EXP and the after-battle scene! [3960G awarded]
    __________________________________________________/ III - Escape to tomorrow |_ 
    CHAPTER 3-1: Plain of Sorrow                                             [WK31]
     |                                  |                                        |
     | • L8 Sparkie (5) - 67 HP         | There ain't any!                       |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     Only Grog, Ash, and Sara will participate in this battle. Luckily, that's
     more than enough to handle these ruffians...err, disembodied heads. They're
     VERY horrible (at any level, not comparitively) and can often be OHKO'd by
     a strong character. Idle the first turn and draw them closer, then let them
     get counterattacked to death. Really quite simple.
     After battle, talk with Zohar and visit the nearby Remote City's tavern to
     see another scene with the mystery man. He'll join the party this time, so
     change his class to the next-best (another Sorceror will help coming up) and
     buy him an Herb -- his equipment is already optimum. Time to return to the
     very place the team fell into this dimension.
    CHAPTER 3-2: Plain of Sorrow II                                          [WK32]
     |                                  |                                        |
     | • L8 Sparkie (6) - 67 HP         | There ain't any!                       |
     | • L10 Sparkie (???) - 82 HP      |                                        |
     VICTORY: Turn 6 arrives
     FAILURE: All mage towers destroyed / Death of Ash
     Four (4) mage towers will be on the field, and the battle ends if all are
     blown up. There are two ways to go about this battle: have one person guard
     attempt to guard each tower, killing the sparkies as they spawn; or, protect
     one mage tower which ensures the battle's success at lower cash & slain foes.
     Enemies killed usually end up fluctuating from 15-21, normally. Phase Shift,
     the Sorceror's powerful long-range move, can hit multiple targets with ease,
     so make sure to use for large-scale genocide.
     Spawned enemies appear in the corners, so while it's possible to guard the
     towers with one character per, it's not recommended. Conserve healing items
     as they'll be useful in the next battle! When Turn 6 rolls around, the warp
     is activated and ends the fight. [410G/per kill awarded; -100 for destroyed
     A fight takes place immediately after being warped back. Who'dathunkit?
    CHAPTER 3-3: Terasu Village                                              [WK33]
     |                                  |                                        |
     | • L12 Centurion (4) - 91 HP      | • Megaherb (NE isolated chest)         |
     | • L12 Blood Bat (3) - 97 HP      | • Elixir (SW isolated treasure chest)  |
     | • L11 Grenadier (3) - 75 HP      | • Unicorn (crater near Zohar at start) |
     | • L14 Warlock   (1) - 82 HP      | • Gold Coin (2 space E of Zoot @start) |
     | • L14 Deacon    (1) - 75 HP      |________________________________________|
     | • L17 Thieflord (1) - 126 HP     |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     Diego, Huxley, Dolan, and Clive (an NPC) will be near the upper house, with
     the newly warped party near the west bridge...pincer attack on the enemy! It
     won't be that simple though, as the units here are mostly new as well.
     Centurions are basically Swordsmen, Blood Bats can inflict paralysis with
     their attacks, Grenadiers are basically Bowmen, and Deacons are priest
     wannabes. Warlocks have a magic attack that can do apx. 50 damage to its
     single target, so watch out.
     The first turn, move Grog/Ash 3 spaces east to draw the Centurions into a
     counterattack; this also prevents the Blood Bat from getting access, which
     is definitely a good thing! Have Zohar dig up the Unicorn buried a space
     south of him, and have him support how he can (save Phase Shift). Both teams
     should try to take the Blood Bats out first, which is easier if Diego went
     the archer path.
     Once the bridge enemies are slain, the real fun can begin by stretching out
     Phase Shift in the open space. Use Roman Fire for an equal-damage, lesser-
     -range attack instead, if needed. The Grenadiers/Centurions were taking 50+
     damage when I used it, although I recall it being less when I first played.
     It really pays to level-up on Sparkies in the previous battle, eh? Haha...
     [6750G awarded]
     The equipment shop hasn't changed in 3 years, but Megaherbs are now on sale.
     Give one to at least each party member, for safe keeping.
    CHAPTER 3-4: Basil Gate                                                  [WK34]
     |                                  |                                        |
     | • L14 Centurion (4) - 105 HP     | • Megaherb (southern chest)            |
     | • L14 Grenadier (2) - 94 HP      | • Mage Gem (northeastern chest)        |
     | • L14 Blood Bat (2) - 112 HP     | • Ironboot (weird walltile by N boldr) |
     | • L14 Warlock   (1) - 84 HP      | • Tarot (plus-shape tile by SE tree)   |
     | • L14 Deacon    (1) - 75 HP      |________________________________________|
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     Another easy one. Move Ash east to the nearest tree by the center building,
     which will draw all the Centurions towards him for an attack on the 2nd turn.
     Use Zohar before then to drop a Roman Fire/Phase Shift, sending all of them
     to their counterattacked deaths. Beforehand, use Mystic Shield to ensure he
     survives, however. With any luck, Ash and company can completely clean up
     the remaining troops on the north side by Turn 3's finish. Warlock and bats
     should take presidence!
     The Blood Bats can really put a damper on things, and should be in range on
     the 2nd turn. Have Diego take one out, if he's a Bowman; otherwise, try to
     get Zohar in on some of the action by moving within Phase Shifting range.
     For those coming up the (southern) of the two middle roads, make sure to kick
     a boulder through the masses to halve their HP for easier pickins. If Diego
     can somehow make it to the center building's roof, he can assist in basically
     every direction...well, provided he's an arrowslinger...
     The two buried items -- an Ironboot on the north upper wall's odd tile, and
     the SE Tarot's grassy plus-shaped marker -- are easier to get provided a
     grenadier is left alive, since they'll rarely put themselves in position to
     get counterattacked. The Tarot is used in a sidequest, so don't leave here
     without it! [5000G awarded]
    CHAPTER 3-5: Reed Highway                                                [WK35]
     |                                  |                                        |
     | • L18 Guarddog  (4) - 123 HP     | • M. Staff (eastern road 'crater')     |
     | • L15 C. Archer (2) - 100 HP     |________________________________________|
     | • L15 Centurion (2) - 112 HP     |
     | • L19 Hitman    (1) - 126 HP     |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash / Enemy Escapes
     Finally, another fun battle where the enemy doesn't fight back! In an effort
     to ambush the incoming enemy patrol, everyone hides in the grove of trees
     on either side of the road. Huxley will hide near a gate in the west. Let
     the patrol advance until Turn 5 when they're smack dab in the middle of
     enemy territory. Lead off with a Phase Shift by moving Zohar near the road,
     then bombard with everything y'got, including priests' offensive moves.
     That same turn the attack is sprung, make sure Huxley drops the gate and
     starts moving west towards the box. He'll have to block the small footbridge
     path with that box as soon as possible!
     As said before, the enemy will not fight back. Lando gives a signal for all
     to flee toward the exit in an attempt to signal the rebels' attack. Halt the
     attack as those near the boss try to come back whence they came, while the
     ones further west go toward Huxley and the box. It's the finest rat trap
     ever constructed!
     There's a [M. Staff] in the eastern road's crater, but getting this isn't
     that important, honestly. Still, it saves some currency... [5500G awarded]
     Afterwards, the POV changes. As Thin Lizzy sang: "Tonight there's gonna be a
    CHAPTER 3-6: Prison Fortress                                             [WK36]
     |                                  |                                        |
     | • L13 Juggernaut (9) - 112 HP    | • Megaherb ("2" chest on the map)      |
     | • L18 Mimic      (2) - 123 HP    | • S. Staff ("4" chest on the map)      |
     |__________________________________| • Megaherb ("5" chest on the map)      |
                                        | • Grimhelm ("6" chest on the map)      |
     VICTORY: Destruction of enemies    |________________________________________|
     FAILURE: Death of Clint
     Now here's an interesting battle setup: the POV of the jailbreakees! Clint,
     Eleni, Amon, and a newcomer Darius (archer). The only enemy type active here
     are the humungoid Juggernauts. Their weakspot is that they can ONLY be killed
     by being hit from behind, and anyone -- even Eleni -- will deal a OHKO if it
     gets setup. Since Herbs are going to BE FAR MORE USEFUL in the battle after
     this, doing tit-for-tat hits is recommended (enemy hits character, character
     kills enemy). Magic can still damage the enemies, but it's usually not enough
     for a OHKO...or shouldn't be at this point. Use it to get Eleni extra EXP.
                              | Arguably the easiest place to do this is where
      START                   | unopened treasure chests are found. This will
      __/__                   | usually serve as a barrier, letting any character
     |  __ \_______________   | within range can easily slip around and whack a
     | / / 1 2   _|3 4  _|D|  | baddie into the hellfire. Three immediately head
     ( \/ ___   / |____| | |  | toward the characters
      ) _/   \  \       /  |  |
     ( |      \  \     /  /   | After the first three are defeated, kill the Mimic
     | |       \ B\_ _/  5\   | treasure chest ("1") by ganging up on it with the
     | |  ___   \___|_  [] |  | archers, then having someone deal a finishing blow
     | |_| C |____ ___|  6 |  | to it. Use the SW button to open the path to the
     |A|__________|________|  | other treasure chest room ("3/4") and continue
      Ż                       | the killing from there. A note about killing the
    __________________________| foes except for the three in the 2-chest area: by
                                using magic through the locked gate, Eleni can
     pick them off easier, at least so that they don't completely swarm the party
     with 2 on one side.
     Once the general tactic is learned, it's the distribution of EXP that the
     player should think about. Next battle can be grueling at times, especially
     for Clint, so making Eleni learn Phase Shift will help a lot in a moment. The
     men should get the "scrap" EXP after that time has arrived.
     As for treasure chests, making sure Clint has at least one Megaherb will be
     of great use. The Grimhelm found in the SE corner will also be a great item
     to get, but hard to get also. Using magic near the "B" switch allows Eleni
     to kill at least one Juggernaut, as stated, which will help in collectin'
     items. [6000G awarded]
    CHAPTER 3-7: Prison Fortress II                                          [WK37]
     |                                  |                                        |
     | • L14 Juggernaut (2) - 120 HP    | • Gold Coin (shell pattern, S dirt)    |
     | • L13 Centurion  (4) -  98 HP    | • Mana Key (west wall, hole tile)      |
     | • L15 Warlock    (2) -  88 HP    |________________________________________|
     | • L12 Grenadier  (4) -  81 HP    |
     | • L16 Blood Bat  (3) - 127 HP    |
     | • L15 Deacon     (2) -  80 HP    |
     | • L18 Jailmaster (1) - 152 HP    |  VICTORY: Defeat of Dumas
     |__________________________________|  FAILURE: Death of Clint
     The first 2 turns are hopeless, but still hard. First, the starting situation
     is annoying. Of the boxed-in arena, 3 sides have Grenadiers, while the ground
     floor has two Juggernauts and Centurions. Move Eleni far away from the two
     Juggernauts, but enough that Roman Fire can blast both of them for about 100+
     damage. Move Clint toward the SW corner of the map, and distance him far
     enough away that the Warlocks can't hit him with Rainbow Stroke (which will
     basically kill him in the long run). Amon and Darius can do whatever they
     want since it's unlikely they'll be targeted.
     Reinforcements arrive on turn 2...for the allies' side! They appear on the
     SW upper wall, which is why Clint should have moved near there -- he can be
     healed by the bishops! It shouldn't be that hard to clear out a few enemies
     by kicking the boulder, physical attacks, and magic. If the warlock gets
     killed then, hooray; if not, next turn'll do it.
     The Blood Bats, like usual, can be a huge annoyance with their paralysis-
     -inflicting attacks. Use the lower-range archers and Zohar's magic to help
     put them in their place, before they waste the bishops' MP on alleviatin'
     the statuses.
     When the enemies on the wall start to thin, Dumas himself will come after
     the party. Make sure the switch is pressed and someone goes to get the Mana
     Key in the west wall's dirty outside portion! The boss can be killed rather
     easily with a lot of long-range moves and one killing blow. His Vorpal Chain
     is 100-plus-damage powerful, so no stupid aggressive attacks on the player's
     part! [11800G, Zen Robe awarded]
     As Chapter 4 starts, outfit everyone and equip the Grimhelm from Battle 3-6
     on someone, as well as the Zen Robe. Save also. If there are no Hawknights
     in the party, but you want Ash to obtain his final class, DARIUS MUST BECOME
     ONE. He's the last archer the party gets in the game, so choose now. However,
     leaving him as a regular archer for the next battle might be an improvement.
     Make sure everyone has a Megaherb or two, if you like EXP...
    _________________________________________________________/ IV. The Successor |_
    CHAPTER 4-1: Khanos City                                                 [WK41]
     |                                  |                                        |
     | • L22 Assassin   (1) - 161 HP    | • Aura Gem (northernmost t. chest)     |
     | • L21 Greatarmor (1) - 176 HP    | • Holy H20 (easternmost t. chest)      |
     | • L21 War Master (1) - 143 HP    | • Gold Axe (3-dot tile near NE corner) |
     | • L18 Valkyrie   (1) - 119 HP    |________________________________________|
     | • L19 C. Knight (10) - 140 HP    |
     | • L19 C. Armor   (2) - 160 HP    |
     | • L18 C. Hawk    (2) - 142 HP    |  VICTORY: Arrival at village exit
     |__________________________________|  FAILURE: Death of Ash
     Alack, an ambush! FOUR generals -- Kane, Dallas, Kurtz, Sabina -- surrounded
     the town and will be fighting on the same map. This is a great opportunity
     to reap extra EXP and maybe push some characters into the Lv20 range, but
     biting off more than one can chew...tch. This battle has two distinct ways
     to be played.
     #1 - Fleeing like a coward. The SW switch will lower the bridge through the
          south-middle part of town, getting access to the exit gate. This can be
          a bit of an annoyance with Dallas' team starting right nearby, but by
          pushing the box near Kurtz' group, it forces them to go all the way
          around the mansion behind the allies' starting position. Even after
          the bridge is down, Kane and Sabina's groups are probably going to be
          tangoed with. Mass-damage magic like Phase Shift and Roman Fire will
          ensure the battle is over quicker than the #2 route. All allies must
          be outside of the gate area to finish battle, however.
     #2 - Fortify! This battle can be a treasure trove of experience, and playing
          it right can get it done without too much hassle. Kane and Sabina's
          groups start awfully far away from the main group (the former may not
          even advance until later into the fight), giving plenty of time to help
          clear the field of Kurtz and Dallas' entourages. Make sure that during
          the first turn, someone moves the box one space east to force Kurtz into
          the backdoor east-to-west route (instead of a pincer attack).
          The Greatarmor Dallas starts nearest the party by the NW corner, and
          should be taken out first since his party's only got 2 helpers. Armor
          units are weak to magic, so this shouldn't be a hard task. Underestimate
          his strength, and someone'll pay the price, though! It's easiest if the
          first turn they get to advance, then the Roman Fires/Arrows soften up
          Dallas for a finishing close-range blow. He OHKO'd Dolan's 128 HP once,
          which is indicative of the strength behind his axe. Strike fast so he
          can't heal himself up. Kurtz' team is a little easier to neutralize,
          and basically just as small. Just watch out for the "Dagger Storm"
          technique which hits all targets 1 tile away from his position (70dmg).
          On Turn 3, when Kurtz' team is probably in its waning moments, the C.
          Hawks will probably closing in. Take them out with archers as they're
          rather powerful on mid-Lv10 units. Around this time, all gaps should
          be filled in and only one enemy unit (except maybe Sabina) can attack
          per turn. In regards to healing, when in doubt, use Ultra Healing -- it
          only costs 1 MP more and will always do more than Healing Plus, which
          may be waning in its effect already.
          Kane's group will probably be the last destroyed, if only because using
          this method, enemies idle on their turns if they can't get access to a
          close-range target. The good thing is that no precedence is given to the
          special characters when moving, so that enemies weakened by Roman Fire
          will appear and be counterattacked to death. Just remember that if this
          happens multiple times, it weakens the counterattackee also! Make sure
          Ash isn't the one with his head on the chopping block in this respect.
          One last tip: the bishops' Holy Lightning attack is quite powerful,
          unexpectedly. When MP gets low in the late game, that can be used to
          squeak out a win. 
     Treasure chest wise, the Aura Gem and Holy H20 are pretty great, the latter
     in particular (heals all living allies fully no matter the range). There's
     a buried Gold Axe on the weird 3-dot tile near Kurtz' starting position,
     also. [15840G awarded]
     Afterwards, Khanos will be under occupation of the Crimson Guard and cannot
     be entered. Hope y'bought items as directed... ^___^
    CHAPTER 4-2: Great Masai Forest                                          [WK42]
     |                                  |                                        |
     | • L10 Bugaboo (12) - 69 HP       | • Kingfoil (NE riverside 'crater')     |
     | • L11 Wight   (10) - 84 HP       | • Aura Gem (south-middle fossil print) |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     A small stopgap battle until Kerachi, Xeno summons a bunch of freakish-lookin'
     baddies for a forest skirmish. Wights are typical close-range fighters, but
     the more plentiful Bugaboos are owners of a HUGE long-range attack. Luckily,
     one hit from any strong attacker should do them in. Use the scenery (trees)
     in order to obscure their range. Overall, 2 attacks should kill each enemy.
     Their attacks aren't that damaging unless they hit someone like a Hawknight
     (in the Bugaboos' case).
     If y'plan on getting the buried treasures, splitting into two groups and
     spreading out over the two bridges would be best. Just make sure to send
     a clerical unit along with each during the ascent; the enemies' long-range
     attacks play right into the geographical height advantage! [17160G]
     Enter Kerachi, use the dojo's advancement services if needed, and use the
     shop's services if needed (they sell Life Orbs now - 9000G). In the tavern,
     there's a man interested in strange objects: Macroman, Tarot, and Ramen. The
     latter item can't be obtained yet, so don't worry about anything yet. Visit
     Carlo's Mansion for some events, which open up the Old Town Warehouse.
    CHAPTER 4-3: Trade City Kerachi                                          [WK43]
     |                                  |                                        |
     | • L13 Eggworm    (4) - 88 HP     |                                        |
     | • L16 Skeleton   (8) - 119 HP    | There ain't any!                       | 
     | • L16 Gold Golem (4) - 136 HP    |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     With the starting formation -- Eggworms on all sides with the high ground --
     this battle will not bode well for Hawknights, most likely. Still, the first
     few turns are crucial...and can actually be quite easy. First, decide which
     direction the team will move in. Pick a structure where an Eggworm is (N/S)
     & move everyone towards that, then Phase Shift like it's going out of style.
     This should kill the nearby golems with ease (100+ damage? Hah!) and damage
     the skeletons enough that a single counterattack can probably take 'em out.
     This leaves (apx) half the field out of range and sets them up for a huge
     Phase Shift in the coming turns.
     Eggworms are just a new breed of projectile-spewing filth, so take them out
     quickly to ease up the long-range strangehold. When the close-range forces
     thin, they're not quite as effective. If anyone dies in this battle, it'll
     probably someone on the first enemy turn when everyone finds a target to
     gang up on. [13760G awarded]
     About this time some people are hitting Lv20. Advance their classes, save,
     and get prepared for the next level. Magic will be very useful, so make sure
     the sorceror(s) have a Mage Gem/Life Orb for some quick killing. Speed will
     be of the essence...
     The Magic Train Station is the next destination.
    CHAPTER 4-4: Magic Train Railroad                                        [WK44]
     |                                  |                                        |
     | • L17 C. Knight  (8) - 126 HP    | • Ramen (W car w/ Dallas, floor grate) |
     | • L17 C. Shooter (4) - 113 HP    |________________________________________|
     | • L18 C. Armor   (4) - 152 HP    |
     | • L21 Greatarmor (1) - 176 HP    |  VICTORY: Death of Dallas
     |__________________________________|  FAILURE: Death of Ash
     VICTORY: Death of Dallas
     FAILURE: Death of Ash
     Dallas' comments at the start should frighten the slower players. Each of
     the flatbed train cars is coupled together will disconnect after a couple
     of turns. Thus, the advance forward should be swift indeed. The first car
     can be taken out on Turn 1 with 2 Roman Fires and some arrows (and a Rolling
     Fire if the order is messed up). This should draw the 3rd car's enemies into
     attack range -- albeit barely -- for the round's massacre. This is basically
     the strategy throughout the entire setup leading to Dallas' car. If all the
     magic-users were given a few Mage Gems/Life Orbs, Archbishops can assist in
     the damage with Holy Lightning (only if needed, please). [NOTE: The longest
     car with height differential takes 4 turns to disconnect]
     Dallas' car is the hardest, with annoying archers just below the powerful
     armored allies. Saving some MP for the slaughter here is great, and if the
     coup de grace needs a little more oomph, bishop characters can use Magic
     Charge to give 10 MP to a target. Dallas is weak to magical attacks, but
     not as weak as his armored counterparts -- try plenty of long-range attacks
     after the magic barrage to weaken him, because like last time, his physical
     attacks are POWERFUL -- as in I-will-OHKO-weaker-characters powerful.
     Before killing him, make sure someone checks the grate near where Dallas
     started for a 'Ramen' collectors item. This will be needed in a second. The
     hawknight/sky lord characters are great at this end, but may not live to see
     it due annoying archers picking them off... Keep them out of range until the
     team can surround Dallas and the Ramen can be obtained. Best way to do this:
     weaken him so his next turn is spent using Extra Healing. He can use that
     move 3 times, so make sure to get as much EXP out of the boss before he and
     his entourage board the train to Hell. ^____^   [16920G awarded]
     Afterwards, return to Kerachi and advance any new Lv20'ers. If all of the
     collecters items (Macroman, Tarot, Ramen) were collected from their buried
     locations before now, talk to the man at the tavern for a [Chaos Key]! Heck,
     the guy doesn't even trade for it...he flat-out gives it to the party as a
     token of their awesome taste! Haha...
    CHAPTER 4-5: Fort Dain                                                   [WK45]
     |                                  |                                        |
     | • L01 Death Device (8) - 14 HP   | • Life Orb [southwest corner chest]    |
     | • L20 Skeleton     (4) - 147 HP  | • L. Mask  [northeast corner chest]    |
     | • L20 Acid Ghost   (4) - 157 HP  | • Mithril  [southeast corner shell]    |
     | • L20 Gold Golem   (3) - 168 HP  |________________________________________|
     | • L19 Death Angel  (2) - 110 HP  |
     | • L19 Eggworm      (2) - 126 HP  |
     VICTORY: Kira saved by Turn 8
     FAILURE: Kira not saved by Turn 8 / Death of Ash
     The tiny machines on each side of the lava platform are what's holding Kira
     up on the doomsday platform. When all these are destroyed, the battle ends. 
     This must be done within 8 turns!
     There are 8 Death Devices (one hit to kill) and three groups of enemies: 2
     miscellaneous and one of pure Gold Golems. Splitting into two is wise: one
     team goes towards the golems (at least one mage) and the other full of the
     should-be Snipers goes towards the floating enemies. Neutralize the Death
     Angels first (lowest HP, easiest to snipe) and set to work on the Acid Ghosts
     with long-range/magic as well. Their physical attacks inflict poison, and it
     can be quite an annoyance if everyone gets ganged up on. 
     Snipers have a better upwards-shooting radius than any other archer class
     (obviously), so taking out the death machines isn't as hard once they're i
     position. Running against the clock to get the SE corner's buried Mithril is
     a bit of a stretch for those having trouble with Acid Ghost groups, though.
     Mithril is just an item to sell for extra cash, so don't worry about missing
     it if needed. [Sometimes the SW Acid Ghost group splits into two if the ally
     parties have successfully taken two sides. In this case, conquering the weak
     enemy is a lot easier.] As long as the groups are not imbalanced, proceeding
     will simpler. Put a healer in each group!
     Anyway, using far-reaching magic that mostly ignores height (Phase Shift) and
     arrows are the definite way to get this thing over in reasonable time. Those
     who haven't made their warrior units into duelists -- like I did the first
     time -- may find this level a bit on the unforgiving side. Don't forget: the
     bishop class' offensive spells can be used to get those piddly death devices
     as well! [16400G awarded]
    _____________________________________________________________/ V. The Legacy |_
    CHAPTER 5-1: Wart Bay                                                    [WK51]
     |                                  |                                        |
     | • L18 Death Angel (2) - 104 HP   | • P.Armor [northeast chest]            | 
     | • L18 Eggworm     (4) - 119 HP   |________________________________________|
     | • L19 Acid Ghost  (2) - 150 HP   |
     | • L19 Skeleton    (2) - 140 HP   |  VICTORY: Destruction of enemies
     | • L19 Gold Golem  (4) - 160 HP   |  FAILURE: Death of Ash
     Starting at the ship, there are a two main ways to navigate the twisted
     monster-infested docks. Splitting up would just embody both of the following
     • THE WESTERN SIDE - This is the most monster-infested part, but also the
       one to do right. The middle dock extends, branches, and one part wraps
       around parallel -- this allows long-range monsters to shoot, but also
       vice versa. Golem types walk right into magic range, and proceeding toward
       the mainland is less hard as the Death Angels and Eggworms are turned into
       corpses. However, stuffing everyone on this route basically ensures that
       the Plate Armor chest can't be obtained (enemies on east dock area will
       eventually wrap around, etc.)
     • THE EASTERN SIDE - This side is the route one has to take when pushing the
       box toward the Plate Mail chest (which should be done if y'prefer). Many
       of the foes on the west side will stay put. One Death Angel will be able
       to use Thunder Ball across the way, but besides that, just the few foes on
       the east side will be aggressive. Snipers can even stand on the box and get
       the high ground anywhere. Using this vantage point -- which blocks close-
       -range enemies from attacking if they get close enough -- is definitely a
       good way to get a leg-up on those pesky Death Angels and Eggworms that're
       strewn around the dock. The rest of the enemies will approach once the
       mainland is reached, and it's easy-peasy from there.
     15960G awarded.
     Visit Pioneer Town Sorbo and advance any classes that require it. The shop's
     inventory is the same as the previous chapter, basically. Kira may be the
     only person who needs updated equipment. Talk to the people in the bar and
     a new mapdot will open up.
    CHAPTER 5-2: Torog Mountains                                             [WK52]
     |                                  |                                        |
     | • L26 C. Armor   (4) - 216 HP    | • Helstone [NE corner tracks in snow]  |
     | • L21 Priest     (2) - 110 HP    | • Mithril [West corner tracks in snow] |
     | • L21 C. Shooter (2) - 138 HP    |________________________________________|
     | • L21 Warlock    (1) - 121 HP    |
     | • L23 War Master (1) - 156 HP    |  VICTORY: Death of Kurtz
     | • L23 C. Hawk    (6) - 180 HP    |  FAILURE: Death of Ash
     VICTORY: Death of Kurtz
     FAILURE: Death of Ash
     This is a definite disadvantage: archers and mages on a high hill, with an
     army of armored units following by the bridge. This can be worked into a
     more pliable situation, however. Get as many people off the bridge towards
     Kurtz' hill at once, and try to keep any flying unit out of arrow range (if
     this means holding them back on the bridge til then can get near the southern
     area, so be it). That button at the foot of Kurtz' position will DETONATE THE
     BRIDGE, which will instantly kill any allied or enemy unit immediately -- no
     EXP given though. The armored units move slower in snow and will have to move
     around the long way, thus.
     The C. Hawks need to be destroyed afterwards. Weaken with Phase Shift at the
     east edge of the hill (to hit as many as possible), then take them out with
     arrows and such. YOU CAN SHOOT OVER THE HILL TO HIT ENEMIES, remember! All
     hawks should be destroyed on Turn 3-4, if all goes well. Putting Archers in
     their path for counterattacks works well. [Sword-users will get 2HKO'd most
     likely -- keep 'em away!]
     The Warlock will have to move closer to the edge of the starting hill to use
     Rolling Thunder, so put an arrow in his throat the first chance y'get. From
     this point on, things are much easier. The armored enemies aren't likely to
     get to the battle in time (wasted EXP? Go kill 'em if y'feel like it) and
     Kurtz isn't as powerful as one'd think. He spams Dagger Storm whether he's
     surrounded or not, so have Ultra Healing ready. Without the Hawks, Shooters,
     and Warlock, have fun murdering!
     Buried in the NE and W are two items (Helstone, Mithril) but they're often
     out-of-the-way that getting them isn't necessary. [21420G, P.Claws awarded]
     Continue to the Frontier Village and visit the Tavern. Eleni will collapse
     when trying to leave, and after some scenes, the next destination opens up
     outside of town.
    CHAPTER 5-3: Tsukue Plains                                               [WK53]
     |                                  |                                        |
     | • L22 Gold Golem (6) - 184 HP    |                                        |
     | • L22 Skeleton   (2) - 161 HP    |                                        |
     | • L22 Eggworm    (3) - 144 HP    | There ain't any!                       |
     | • L22 Acid Ghost (2) - 172 HP    |                                        |
     | • L22 Deathangel (2) - 126 HP    |                                        |
     | • L23 Mimic      (1) - 156 HP    |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     Three groups of enemies: one in the north, one in the east, and one in the
     map's middle near the treasure chest. Engaging both at once is foolish, so
     head along the extreme west wall (easiest to progress through height-wise)
     and start taking out the enemiest here. Deathangels should have priority
     due to their AoE spells. The Gold Golems who stray over from the middle can
     be Phase Shifted into gravel pretty easily from this position.
     The far group will eventually stray toward, and the archers can wear down the
     slow-movers before they reach the main allied group. Also, the treasure chest
     in the middle is a Mimic, so avoid it if yer taking a lickin'. Besides that,
     this is a run-of-the-mill stall battle the player with easily surmountable
     forces. [22080G awarded]
    CHAPTER 5-4: Smoking Bones Cave                                          [WK54]
     |                                  |                                        |
     | • L23 Gold Golem (4) - 192 HP    | • D.Spear [chest near stack of boxes]  |
     | • L23 Eggworm    (3) - 151 HP    | • LogosK. [northeastern lava pond]     |
     | • L23 Acid Ghost (3) - 180 HP    |________________________________________|
     | • L23 Skeleton   (4) - 168 HP    |
     | • L26 Salamander (1) - 202 HP    |  VICTORY: Death of Salamander
     |__________________________________|  FAILURE: Death of Ash
     The twisting path through the lava to the Salamander makes for an harrowing
     journey (*snicker*) but also allows plenty of places to stiff-arm the enemies
     from advancing. At the start, the tile north of Ash's initial location can
     be stuffed up, with the high ground no less, and the 3 enemies north of the
     group can be blocked with only two.
     Once the Eggworm & Acid Ghost near the boxes are killed, move a Sky Lord over
     to the lone box and push it two spaces N. The next turn, jump on top of it
     and push the huge stack of boxes east a few times until being able to mount
     it for the chest: a [D.Spear]
     The cool thing about this battle is that if Ash simply moves one tile north
     of where he starts and the party hangs around that beginning area the entire
     battle, ALL enemies will just flock towards the allies in their own time...
     except for the Salamander! This is how it should be, since the [Logos Key]
     must be obtained with a Hawknight/Sky Lord. It's located in the northeastern
     lava "pond", five spaces west, two south of the Salamander's starting point.
     NO FLYING TYPE. [24320G, Wyrmfang awarded]
     If any items are needed, get them in Sorbo. It'll be evident in a sec.
    CHAPTER 5-5: Frontier Village                                            [WK55]
     |                                  |                                        |
     | • L26 C. Armor   (9) - 240 HP    | • Mithril  (pavement crack by S house) |
     | • L25 C. Priest  (3) - 130 HP    | • Skivbook (pavement crack by E house) |
     | • L25 C. Shooter (4) - 163 HP    |________________________________________|
     | • L25 Warlock    (2) - 143 HP    |
     | • L28 Valkyrie   (1) - 182 HP    |  VICTORY: Death of Sabina
     | • L25 C. Knight  (3) - 182 HP    |  FAILURE: Death of Ash
     | • L24 C. Hawk    (3) - 187 HP    |
     | • L29 Assassin   (1) - 210 HP    |
     |__________________________________|                 FIRST STRETCH OF BATTLE
     This battle looks like a trap, but the worst is yet to come, believe me.
     Enter the dry sluiceway and bombard the armored units with Roman Flame and
     arrows, hopefully killing them before any major harm is done. Units against
     the sluiceway's east railing can't be hit by projectiles, so put any flying
     unit there. To avoid the priest healing, use bishops' Holy Pressure to hit
     the two armored groups. This is the easy part.
     The surprise of this battle is that Kane arrives with reinforcements when
     Turn 5, near the north screen boundary by the sluice button. However, once
     this is known beforehand, planning is much easier. The best suggestion: after
     killing the armored units near the sluice's west side, return BACK to that
     side and fortify near the sluice's SW end. This puts the enemies inside the
     watery groove, in the lowground, and in bunches that make it rather easy to
     abuse arrows/Roman Fire. An alternative is leading them into the groove,
     kicking the boulder near the N bridge, and washing them away, but why bother?
     Just make sure the Hawks cannot weasel their way through the ranks to an
     opportune backstabbing position! (Check their movement range)
     Collect the buried item near the eastern burning house (pavement crack), some
     Mithril, and advance towards Sabina's groups which should've waited patiently
     as Kane's group was trounced. If the mages are low on MP, now's the time to
     heal 'em up. Sending a group along the low street while a mage or two climbs
     the northern house wreckage to drop some magicbombs is the preferred attack
     strat. The rest should be business as usual, thanks to the great way of 
     minimizing Kane's group's damage. Kill the Warlocks/Priest ASAP and save
     Sabina for last so the Shivbook can be dug up from the eastern pavement
     crack. Make sure to play with the boss in order to get extra EXP (she knows
     Hyper Healing). [44820G, Rune Bow awarded]
    CHAPTER 5-6: Orome Lake                                                  [WK56]
     |                                  |                                        |
     | • L25 Guardian (10) - 208 HP     | • Gold Axe [northern chest]            |
     | • L24 Basilisk  (6) - 157 HP     | • Wyrmfang [southern chest]            |
     VICTORY: Leena arrives at finishing gate/building
     FAILURE: Death of Ash or Leena
     Leena will be a guest NPC in this battle, and must be protected from harm in
     order to finish (she arrives at gate). She will move of her own volition as a
     'guest unit' which means the party will really have to play it safe. To ensure
     she doesn't croak prematurely, stuffing up the walkways with units so that she
     has nowhere to move also works. When Leena reaches a red circle tile, this'll
     lift the next section of the submerged walkway.
     Guardians are the typical close-range bashers, and can deal some alright
     damage. Basilisks are projectile-shooting freaks, and have a range comparable
     to a Sniper's (at level elevation). As long as the players don't stick units
     at a crossroads where all the damage potentiality can/will converge, they
     shouldn't pose a huge problem.
     Proceeding is rather simple as long as the team doesn't make too many errors
     (like sticking Ash where every monster can beat on him). Basilisks seem to
     be slightly weak to projectiles, and Guardians are weak to magical spells.
     Obviously, all monsters must be defeated before Leena can proceed. Sniping
     the first batch of enemies is easy from the mainland's elevated land, but
     as the 2nd section raises (off N/E part of path) the enemies will teleport
     in right near the path's former "safe zone". Stick to one big group if that
     is possible.
     The last section connects the southern (1st) tower and the 2nd tower's areas
     together to meander to the exit. Make sure to get both treasure chests before
     killing the remaining foes. Tip: the enemies near the finish gate can be
     weakened with Salamander and such before approaching! When Leena gets to the
     finish (enemies or not) the chapter ends. [29120G awarded]
     Afterwards, Ash will get the Vandal Heart sword and matching armor. When the
     sixth and last chapter starts, make sure to use that hard-earned money for a
     full party outfitting. A wise person will bring a few Holy H20's along...the
     player shall see momentarily.
     Also, visit the Glasgow City tavern and talk with the 'Weird Man.' If all
     five Trials of Toroah have been successfully completed, talk to him and get
     the final [Heaven K.]
    ______________________________________________________/ VI. A Fool's Epitaph |_
    CHAPTER 6-1: Fort Gareth                                                 [WK61]
     |                                  |                                        |
     | • L29 Assassin   (1) - 210 HP    | • Necklace [east manhole near Kane]    |
     | • L26 C. Shooter (4) - 170 HP    |________________________________________|
     | • L26 C. Warlock (3) - 148 HP    |
     | • L26 C. Priest  (3) - 135 HP    |
     | • L27 C. Armor   (6) - 224 HP    |
     | • L27 C. Knight  (6) - 196 HP    |  VICTORY: Death of Kane
     |__________________________________|  FAILURE: Death of Ash
     This battle seems very run-of-the-mill at the start. Use the nearby wall to
     shield airborne units from projectiles, while the party temporarily splinters
     into two for the armored/knight duos on either side. Archers should gun for
     the warlock ASAP and, when all are dead, regroup on that raised wall in
     preparation for heading east to the tiny tower with more mages and knights
     inside. Should not be trial to neutralize the 2nd warlock before he can get
     any hits in. None of the enemies behind the huge raised wall will do anything
     at this time, until someone rolls a boulder at it to knock it down. Killing
     the elevated archer before this time may be best.
     Quickly ADVANCE towards Kane instead of bolstering everyone and whatnot --
     heal on the way. This is because the boss will gain the ability to use the
     'Plasma Wave' ability (which you may have seen on the title screen demo
     video) and it can hit EVERY SINGLE ally! What's worse, if the team doesn't
     advance, he'll spam the move on a healing tile, which allows him to cheaply
     attack infinitely. Luckily, he quits doing this when the team nears. Eliminate
     the last warlock immediately, because the combined damage it brings may spell
     disaster if not taken care of. Basically, have everyone healed during that
     first turn or things may go awry quickly. =)
     Meanwhile, don't waste any MP with 'Supreme Healing'; instead the Holy H20s
     will suffice that same end, and help overcome the most annoying 'surprise'
     of the battle. Spam Salamander [etc.] before Kane closes in, which should
     give a little clearance for him and an easier time overall. He's definitely
     powerful, so no stupid counterattacks/attack openings if y'know what's good
     for you. Send a Hawkman unit to get the Necklace underneath the sewer grate
     while stalling the boss, if needed. 
     If no one dies the whole time, consider yourself awesome. [48000G, Caliburn
    CHAPTER 6-2: Cobalt Beach                                                [WK62]
     |                                  |                                        |
     | • L28 Blood Bat (4) - 217 HP     | • Life Orb [southwestern chest]        |
     | • L28 Centurion (7) - 203 HP     | • Holy H20 [middle-field chest]        |
     | • L28 Grenadier (4) - 182 HP     | • Ragnarok [northeastern chest]        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     This battle is awfully fun, if only because the enemies are HORRIBLE and're
     obsolete compared to Crimson-army foes. What doubles the fun is that the
     hilltop -- which separates the two forces -- is lined with boulders that can
     be used as an easy way to halve the HP of any it hits. Only the Blood Bats
     and their paralysis-inflicting maws should give any trouble whatsoever.
     Another fun moment to be had is with Ash's Vandalier class, should it have
     been gotten. Use Plasma Wave to hit all enemies on the field! [33000G awarded]
    CHAPTER 6-3: Capital Shumeria                                            [WK63]
     |                                  |                                        |
     | • L29 Bahamut    (4) - 225 HP    | • Mojo Robe [manhole near start]       |
     | • L29 Dark Mage  (4) - 165 HP    | • Gold Axe  [manhole in SE area]       |
     | • L29 Hellknight (4) - 210 HP    |________________________________________|
     | • L28 M. Cannon  (2) - 182 HP    |
     | • L30 Mega Guard (2) - 248 HP    |
     | • L34 Xeno       (1) - 192 HP    |  VICTORY: Death of Xeno
     |__________________________________|  FAILURE: Death of Ash
     Lure the Bahamuts forward and stick a few arrows in 'em. When the Hellknights
     approach, they're considered armored units, at least where the horrible magic
     weakness is concerned. The M. Cannon and Mega Guard units share this affinity
     for damage, although they won't approach en masse until the allies start to
     round the fountain. [Using Plasma Wave at the start will result in all foes
     advancing on the first turn, mind you]
     Speaking of which, archers and Salamander-flingers can really score some pot-
     -shots by staying on one side of the fountain and picking off the weaklings.
     This works better if there aren't as many mages to hit back the next turn,
     but it's still doable.
     When the mages converge, however, it can be spell disaster (since they'll
     almost always target Ash or the weakest person, if he's in range). Hold back
     and pick them off one by one, making them use Evil Stream instead of Dark
     Hurricane. Xeno's magic is off-the-wall awesome, but he can be attacked like
     a normal minion also -- his defense is just better.
     The Mojo Robe near the start should definitely be obtained, but the Gold Axe
     in the SE street corner is a waste -- they have 0 ATK! There should be two
     obtained already, anyway. [43200G, Runewand awarded]
     Save after battle and continue when ready. If Ash doesn't have his Vandalier
     class, use the remaining cash to give everyone a Holy H20. Money doesn't
     carry over for a new game plus ('cause there ain't one), so this can make an
     already easy final battle a lot easier.
    CHAPTER 6-4: Capital Shumeria II                                         [WK64]
     |                                  |                                        |
     | • L34 Doom Lord  (1) - 280 HP    |                                        |
     | • L29 M. Cannon  (3) - 189 HP    |                                        |
     | • L30 Mega Guard (3) - 248 HP    | There ain't any!                       |
     | • L30 Dark Mage  (2) - 170 HP    |                                        |
     | • L30 Bahamut    (3) - 232 HP    |                                        |
     | • L30 Hellknight (3) - 217 HP    |                                        |
     VICTORY: Death of Dolf
     FAILURE: Death of Ash
     Showdown in the Great Temple! There are many ways to proceed here, but only
     one postulate: don't go up the middle. The forces of the warriors and mages
     will surely kill at least one person, often Ash if he continues recklessly
     toward Dolf. No, the best way to go forth is eliminating the fringe players,
     namely the Mega Guard/Bahamut duos on either side of the stairbottom.
     During this, it forces the M. Cannons/Dark Mages to go to one side and fire
     (or proceed closer to allies); either way, it divides the main force and
     makes attacking much easier. Without the long-range players, the fighters on
     the midlevel can be nuked with magic from front and flank...haha.
     Dolf is quite powerful as a physical attacker, and shouldn't be faced unless
     everyone is at high HP. As expected with final bosses, once defeated, he
     changes into a 'Dark Angel' form. Dealing with this semi-duality shouldn't
     be that hard to solve: kill Dolf in the first form and trigger the change in
     the same turn, then nuke it in the preferred fashion 'fore it can attack.
     It only has 165 HP and the Dynamo Hum spell, so overtaking in one turn's not
     a stretch of the imagination. [apx 46100G awarded, not that it matters.]
              _________          _______    _______  _        ______   _ 
              \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
                 ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
                 | |   | (___) || (__      | (__    |   \ | || |   ) || |
                 | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
                 | |   | (   ) || (        | (      | | \   || |   ) |(_)
                 | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
                 )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
     Enjoy the ending credits! If Ash attained the Vandalier class, there'll be a
     special congratulatory message at the very end, saying the player's a Master
     of Vandal Hearts.
    EQUIPMENT LIST                                                           [EQPM]
     I was going to use the abbreviated (in-game) names for these, but I figure
     it's not necessary. Things that don't have an entry in the '$$$$' space are
     unable to be bought. Find them through winning battles or searching odd tiles
     in battles to dig up treasure.
                        |ŻŻŻŻŻ|ŻŻŻŻŻŻ|                    |ŻŻŻŻŻ|ŻŻŻŻŻŻ|
                        | ATK | $$$$ |                    | ATK | $$$$ |
         | Short Sword  | +02 |   60 |     | Hunter Bow   | +02 |   50 |
         | Light Sword  | +04 |  120 |     | Light Bow    | +03 |  110 |
         | Iron Sword   | +10 |  500 |     | Iron Bow     | +08 |  450 |
         | Great Sword  | +18 | 2000 |     | Steel Bow    | +15 | 1800 |
         | Master Sword | +26 | 7400 |     | Great Bow    | +22 | 6660 |
         | Caliburn     | +28 | ---- |     | Rune Bow     | +25 | ---- |
         | Vandal Heart | +?? | ---- |     |              |     |      |
         |______________|_____|______|     |______________|_____|______|
         | Gold Axe     | +00 | ---- |     | Iron Spear   | +05 |  500 |
         | Iron Axe     | +12 |  550 |     | Steel Lance  | +09 | 2000 |
         | Battle Axe   | +22 | 2200 |     | Halberd      | +13 | 7400 |
         | Great Axe    | +27 | 8140 |     | Dragon Spear | +14 | ---- |
         | Ragnarok     | +39 | ---- |     |              |     |      | 
         |______________|_____|______|     |______________|_____|______|
         | Iron Claws   | +09 |  450 |     | Staff        | +01 |   40 |
         | Steel Claws  | +17 | 1800 |     | Light Staff  | +02 |  100 |
         | Panzer Claws | +20 | ---- |     | Iron Staff   | +05 |  400 |
         | Death Claws  | +24 | 6660 |     | Magic Staff  | +09 | 1600 |
         |              |     |      |     | Spirit Staff | +10 | ---- |
         |              |     |      |     | Arkstaff     | +13 | 5900 |
         |              |     |      |     | Runewand     | +14 | ---- |
         |______________|_____|______|     |______________|_____|______|
                        |ŻŻŻŻŻ|ŻŻŻŻŻŻ|                    |ŻŻŻŻŻ|ŻŻŻŻŻŻ|
                        | DEF | $$$$ |                    | DEF | $$$$ |
       | Leather Armor  | +04 |   50 |   | Leather Helm   | +02 |   40 |
       | Padded Leather | +07 |  110 |   | Light Helm     | +03 |   80 |
       | Chain Mail     | +17 |  450 |   | Iron Helm      | +07 |  350 |
       | Scale Armor    | +26 | 1800 |   | Steel Mask     | +12 | 1400 |
       | Plate Armor    | +32 | ---- |   | Grimhelm       | +15 | ---- |
       | Kevlar Armor   | +39 | 6660 |   | Dragon Helm    | +18 | 5180 |
       | Vandal Armor   | +?? | ---- |   | Vandal Helm    | +?? | ---- |
       |________________|_____|______|   |________________|_____|______|
       | Bandana        | +01 |   30 |   | Cape           | +02 |   40 |
       | Light Band     | +02 |   60 |   | Wool Robe      | +04 |   70 |
       | Iron Cap       | +05 |  250 |   | Master Robe    | +10 |  350 |
       | Steel Band     | +09 | 1000 |   | Mystic Robe    | +18 | 1400 |
       | Leather Mask   | +11 | ---- |   | Zen Robe       | +20 | ---- |
       | Rune Crown     | +13 | 3700 |   | Mojo Robe      | +26 | 5180 |
       |________________|_____|______|   |________________|_____|______|
    TRIALS OF TOROAH                                                         [TRTR]
     Unlike the other classes, the hero Ash has a secret one (Vandalier) that can
     only be unlocked through a series of challenges. Each requires a specific
     key, and all are MISSABLE, often with only a 1-battle window of opportunity.
     | Nova Key | After defeating the Sand Ant (Ch. 1-5), talk with the girl in  |
     |          | Port City Minato to obtain the key so she can go sunbathing... |
     | Earth K. | Complete Yuzu's liberation (Ch. 2-1) and talk with a barfly    |
     |          | afterward to learn he dropped a weird fruit in a nearby swamp. |
     |          | During Loris Beach (Ch. 2-3), locate the cross-shaped poison   |
     |          | swamp in the southern reaches and search the middle to recover |
     |          | a Banana. Show it to the Yuzu man to get the key.              |
     | Mana Key | During the jailbreak's second part (Ch. 3-7), step on the only |
     |          | switch to lower part of the wall. A person in the lower area's |
     |          | able to move to the west wall where the key is buried beneath  |
     |          | a 'hole' tile.                                                 |
     | Chaos K. | Collect the buried items Macroman (Ch. 2-2), Tarot (Ch. 3-4),  |
     |          | and Ramen (Ch. 4-4) and show them to the barfly in Trade City  |
     |          | Kerachi. He'll be amazed at the collectors items and donate a  |
     |          | Chaos Key to the cause.                                        |
     | Logos K. | During Smoking Bones Cave (Ch. 5-4), the 'lava lake' nearest   |
     |          | the Salamander holds the buried item. Search five tiles west & |
     |          | 2 south of the Salamander's starting position and search. THIS |
     | Heaven K | Complete the first five trials and talk to the man in Glasgow  |
     |          | City's tavern (Chapter 6 only). He'll give the Key of Heaven   |
     |          | in order to complete the prophecy.                             |
     To start a trial, give the key to Ash and visit any dojo in any chapter. Try
     to leave, and the master will notice the key and  start the key's trial. Once
     a trial is finished completely (by obtaining the prism ONLY), the monk will
     take the key and it cannot be done again. EXP-farming is slightly possible in
     the sense that trials can be replayed, but it's far from necessary -- only
     curative/supportive actions like Mystic Shield earn any EXP!
      __________________________________ _________________________| NOVA TRIAL |_
     |                                  |                                        |
     | • L28 Hunterimp  (4) - 182 HP    | • Nova P. [treasure chest, ally side]  |
     | • L28 War Ghost  (2) - 217 HP    |                                        |
     | • L28 Buccaneer  (4) - 203 HP    |                                        |
     | • L28 Sparkie    (2) - 217 HP    |                                        |
     | • L28 Dark Golem (2) - 232 HP    |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     The first battle also is the easiest. There is a sheer cliff in the middle
     which separates the enemies from allies. Climbing is the same for each side,
     but the more Snipers the good guys have, the easier they can pick off the
     others. The enemy is weak comparitively, floating enemies are easy targets,
     and the Hunterimps have horrible upward-shooting range. In short, any combo
     of units should be able to conquer this one rather easily. Just make sure
     to claim the treasure chest's contents before finishing...duh? [140G awarded]
      __________________________________ ________________________| EARTH TRIAL |_
     |                                  |                                        |
     | • L28 Hunter     (3) - 182 HP    | • Ice P. [chest @ centerfield]         |
     | • L28 Hunterimp  (3) - 182 HP    |                                        |
     | • L28 Shooterimp (3) - 182 HP    |                                        |
     | • L28 Corsair    (3) - 182 HP    |                                        |
     | • L28 C. Archer  (2) - 182 HP    |                                        |
     | • L28 Grenadier  (2) - 182 HP    |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     Have you ever seen so many projectile-users? Luckily, even with the twisted
     walkways, proceeding should not be as big a tribulation as one'd think. The
     Salamander spell will still weaken most of the enemies in one go, and should
     a close-range fighter manage to get close enough, it's off with the archer's
     head. The one good thing about this battle is that most of the long-range
     fighters -- who appeared really early in the game and then never again -- have
     awfully crappy ranges, so Snipers can pick them off (OHKO even) without fear
     of counterattack. [160G awarded]
      __________________________________ _________________________| MANA TRIAL |_
     |                                  |                                        |
     | • L28 Brigand  (1) - 203 HP      | • Mana P. [southeasternmost chest]     |
     | • L28 Mimic   (19) - 188 HP      |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash              Prism location
     |_ M       M           M       ! Ż|    Welcome to the treasure chest game!
       | |Ż| |Ż| |ŻŻŻ| |ŻŻŻ| |Ż| |Ż| |Ż   Every treasure chest is a Mimic, except
       | | | | | |   | |   | | | | | |    one that contains the Prism. There's
       |  Ż M Ż   ŻŻŻ M ŻŻŻ   Ż M Ż  |    really only one way to do the searching
       | |Ż| |Ż| |ŻŻŻ| |ŻŻŻ| |Ż| |Ż| |    and that's by keeping out of the only
      _| |_| |_| |___| |___| |_| |_| |_   enemy's reach. The best way is to use
     |_ M       M           M       M _|  Spellbound (paralyze) the enemy and get
       | |Ż| |Ż| |ŻŻŻ| |ŻŻŻ| |Ż| |Ż| |    to the enemies that way.
       | | | | | |   | |   | | | | | |
       |  Ż M Ż   ŻŻŻ M ŻŻŻ   Ż M Ż  |    The Prism is always in the southeastern
       | |Ż| |Ż| |ŻŻŻ| |ŻŻŻ| |Ż| |Ż| |    corner, but proceeding with flatfoots
      _| |_| |_| |___| |___| |_| |_| |_   can be annoying as they'll have to do a
     |_ M       M           M       M _|  pitstop at every mimic chest. Hawknights
       | |Ż| |Ż| |ŻŻŻ| |ŻŻŻ| |Ż| |Ż| |    and their kin, however, can pass through
       | |_| |_| |_|Ż   Ż|_| |_| |_| |    and make straightaway for the goal. One
       |___ M ___               M ___|    of the few uses they have, I suppose...
           |_|   |  START _|ŻŻŻ|_|
                  Ż|    _|      
                    Ż| |      E           When the prism is obtained, slay the
                     | |      |           Brigand and get outta here. Unopened
                     | |   N -+- S        Mimics do not count toward the overall
                     | |      |           gold received. [200G received maximum]
     Brigand Start ->|_|      W
      __________________________________ ________________________| CHAOS TRIAL |_
     |                                  |                                        |
     | • L28 Dark Golem (7) - 232 HP    | • Chaos P. [northern chest]            |
     | • L28 Clay Golem (3) - 232 HP    |                                        |
     | • L28 Gold Golem (8) - 232 HP    |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash   
     This trial uses a little more brainpower than the others. Kill every single
     golem on the lowest area, including the 3 near the strip perpendicular to
     the elevated chest. Once the all-clear is given, push the lowest box ALL
     the way around to the strip (running east<->west) perpendicular to the chest
     and leave it at the intersection.
     People can get to the next level using this box, luckily, so slaughter all
     the stupid golems and move to the midlevel crate. Push it one space north in
     order to gain access to the highest crate. At this time, only 3 enemies 
     should be alive and they're located here. The best way is to use kill all but
     the Dark Golem, paralyze it with Spellbind, then push the midlevel box north
     off the cliff -- this should stack 2 on top of each other.
     The final stroke is pushing the top-level box west off the upper ledge while
     the enemy is paralyzed, then pushing it north off the ledge to get access to
     the prism. Kill the last enemy afterwards. Everyone wins! ...except the foes
     I guess. [180G awarded]
      __________________________________ ________________________| LOGOS TRIAL |_
     |                                  |                                        |
     | • L28 Guardian  (13) - 232 HP    | • Logos P. [chest near starting point] |
     | • L28 Dark Mage  (2) - 159 HP    |                                        |
     | • L28 Basilisk   (5) - 182 HP    |                                        |
     | • L28 Salamander (7) - 217 HP    |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     This is the flipside of battles up until now. Instead of making the player
     chase the prism around and getting it after some hard work, they dangle it
     in front of his face at the start and put stiff opposition afterwards! The
     only trouble is that the pyramid's layout hampers both forces' attacking.
     It's basically a spiraling path, the longest way upwards as possible! Avoid
     projectile damage by sticking to the sides of the pyramid and work towards
     the summit. Use archers to nail the Salamanders before they can attack, and
     things'll be hunky dory. Play it safe and spam the Salamander/Phase Shift
     spell when it hits as many as possible (range suffers in this battlefield
     formation). The good thing is that Basilisks towards the top suffer range
     constrictions as well. The battle will take forever, but is easily doable
     if y'play smart. [270G awarded]
      __________________________________ ________________________| LOGOS TRIAL |_
     |                                  |                                        |
     | • L28 Evilstatue (2) - 159 HP    | • Heaven P [treasure chest at end]     |
     | • L28 Dark Mage  (4) - 159 HP    |                                        |
     | • L28 Valkyrie   (4) - 182 HP    |                                        |
     | • L28 War Master (4) - 188 HP    |                                        |
     | • L28 Greatarmor (3) - 232 HP    |                                        |
     | • L28 Hitman     (2) - 182 HP    |                                        |
     | • L28 Jailmaster (4) - 232 HP    |                                        |
     | • L28 Thief Lord (4) - 203 HP    |                                        |
     VICTORY: Destruction of enemies
     FAILURE: Death of Ash
     The enemies are plentiful but not as tough as you'd remember; there's no
     reason to pack up with Life Orbs/Holy H20's for this fight. The battlefield
     is a straight line with oscillating height (peaks & valleys), with the last
     stretch an uphill climb against the forces. Unlike other battles, there isn't
     a real strategy besides spamming magic and whatnot. The 2nd/3rd group of
     enemies will often approach even when the allies aren't in range, giving any
     archers a head's-up for extra damage (hint: meet them at top of hill). Just
     don't stick Ash at the frontlines where multiple archers/mages/warriors can
     beat him into a pulp. =p
     At the very very end, kill only one Evilstatue and get to the treasure chest
     before finishing the battle. [270G awarded]
     After completion of all trials, Ash has access to the 'Vandalier' class in
     the dojo, and gets the V. Helm and V. Armor upon changing. He will have
     access to SEVENTY abilities, including all classes (enemy or otherwise) and
     special infinite-use items like Shivbook and Helstone. It's truly a great
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
    [Q] - Can I use the Trials of Toroah for EXP-farming?
    [A] - Technically, yes. The trials do not give experience to offensive actions
          against the foes, but healing and supportive actions (like Megaherbs or
          Mystic Shield) will. The more damage is healed, and the higher the level
          of the target, the more experience is gained. Once the Prism is obtained
          and the level beaten, however, the key is taken from the party and that
          specific trial can't be retried...thus, continuously failing the trial's
          the only way to do this scenario. Purely offensive characters will have
          to use healing items to get any sort of EXP, and that's limited per
          battle. Not really worth it in the long run, unless a class change is
    [Q] - What do I do with these Gold Coins, Gold Axes, and Mithril?
    [A] - Sell 'em. They have no real use except providing some pocket change.
    [Q] - What's the best class setup?
    [A] - Any combination can be great, but I think the most 'secure' involves
          having at least one Archbishop and Enchanter, a bunch of Snipers, and
          no Sky Lords. Bishops and Dragoons are optional, but I never really got
          along with 'em. Soldiers can be made into Duelists for a lot better
          attack and movement by sacrificing some defense.
    [Q] - You said Sky Lords suck. Should I get one?
    [A] - In a perfect world, no one should except for giggles. Unfortunately, one
          is needed to obtain the Logos Key in Chapter 5-4 (Smoking Bones Cave).
          That's about the only real use there is, honestly. Instead of raising a
          Hawknight early on, make Darius one (he's the last Archer to be obtained)
          when he gets access to a dojo.
    VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
     03-27-08 --------------------------------+ Added to GameFAQs
    [THANKS TO:]
     - Syonyx' great guide, for the location of the Logos Key
     - Ultimarally on the VH messageboards for talkin' with me about the game
     - Milo Boy, for some clerical corrections
    VII. LEGALITY                                                            [LGLT]
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (P. Summers). It cannot be hosted, edited, or distributed for profit,
    and may not be given away as an add-in/gift to bought items. All rights are
    reserved to respective parties, even those not explicitly stated herein. Those
    who find this document on sites not listed below should e-mail the author (me).
    Thanks for reading this, and thanks for respectin' FAQ authors.
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      * Honestgamers.com                                E-mail for permissions at:
      * Cavesofnarshe.com                                 shotgunnova[@]gmail.com
    WHEN I'M WRONG IT'S NEVER      Document İ Shotgunnova 1997-2014 (and countin'!)
    MEANT FOR YOU; DON'T CONFUSE                  Vandal Hearts İ respective owners
    MY LOVE WITH WHAT I DO                            E N D   O F   D O C U M E N T

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