SSFSX17's Guide Please contact me for any factual errors, dissenting opinions, comments, or additional information you would like to see in this guide. E-mail: email@example.com :: Update History :: June 20, 2002 - Version 1.000 Made a simple Walkthrough with additional information about the various character classes, commentary on the characters, some simple information about challenges that one may desire to undertake, and credits. Table of Contents: 1. Walkthrough & Strategy 2. Character Classes Information 3. Character Commentary 4. Challenges 5. Credits :: 1: Walkthrough & Strategy :: General Tips: Check the Map before each battle. To the best of my knowledge, the only time when you cannot check the Map is for the Prologue. Examine each enemy group and pay close attention to terrain, special features, treasure boxes, traps, and the starting locations for your groups and dragons. Plan out a basic and flexible strategy for beating the level. If you lose any of the battles, go do a bunch of Sidequests. You can start doing Sidequests in Chapter 6. Sidequests usually have enemies that you fought the previous chapter, as well as a few new ones. Granbelos Fortress is ideal for becoming intimate with the details of fighting the Granbelos Empire, and Easy Dungeon is good for becoming familiar with all the monsters that you will face. In order to use items to heal in combat, select a group and go to the Party option in the commands menu. Then, go to Items. You can use as many items as you please without using up your turn. After a while, you will use this method for healing a lot more often than White Drug. Whenever you are able to walk around a town or ship or something else, walk everywhere and press the A button at anything and everything. You can find a lot of powerful hidden items like this. I will not remind you to do this in each chapter, so remember to try it out for yourself. Prologue: This battle is fairly easy. If you want to fight the enemy up-front with your characters, then select Sendak's group, use the Field ability of Black Magic, and cast Ice Magic on the center of the moat. You can go across this ice to hit the enemy. This battle should be fairly easy and give you a chance to get acquainted with the controls and game mechanics. The soldiers can hurt when they fight up-close, and the mages are best at ranged magic. Chapter 1: You are introduced to the dragon feeding system. More in-depth feeding advice is after the walkthrough. Basically, whatever you feed them will make them better at something that corresponds with what you just fed them. Feeding them books will make them slightly smarter, feeding them weapons will make them stronger, armor will increase their Vitality, and so on. This is your first real battle. You should set your dragons to Come so that they do not get torn to shreds by the enemies further in. The square shapes sticking out of the ground will heal whoever that rests on them, so you should either occupy them or destroy them with a Lightning/Thunder move. The Boss can do a Javelin Throw at really long range with area-effects, so you should attack him in close combat when you can. Chapter 2: There is no way to "turn around," so don't worry about that. You will now be allowed to modify formations and re-arrange the dragons. The Knights and Heavy Armors do not have to be together to be effective, so go ahead and spread them out. However, pretty much everyone else with ranged moves should be kept together for maximum effectiveness. Remember that Lukia and other Light Armors like her can move extremely fast later in the game. When assigning dragons, remember that whatever element the dragon is high in will benefit the party that the dragon is assigned to. For example, because Salmando has a high Fire stat, whatever party that Salmando is with will have powerful Fire-based techniques. Most of the characters in the game can eventually utilize a full variety of moves, except for Matelite and the Priests. Matelite never has anything else besides Inspire, and most of the Priest spells are based on the Holy stat. When you go into battle, remember to check the Map before you actually Begin Assault. Examine every single enemy group to figure out a basic strategy and look for terrain features that you can utilize to your advantage. In this map, there are patches of really tall grass called "Forest" that you can set on fire. Anyone caught in the fire will receive a large sum of damage whenever their phase comes up. Order your dragons to Come so that they don't get too far ahead, and heal them with your Priests or Sendak whenever they get low on HP. The boss is, once again, a Lanzenritter, so when you approach him, make sure to spread out so that his Javelin Toss does not hit more than one of your groups at a time. Chapter 3: Those cannons have an incredibly long range. When you try to take them out, try to spread out so that it cannot hit more than one of your groups at a time. If you want to go through the walls, use Thunder-based techniques and spells. The gates, the castle, and the tiny towers will restore the HP of whoever that rests on them, so if you cannot occupy them yourself, then make sure to destroy them with Thunder-based techniques. The Groyer is extremely brutal at close range, so make sure to attack him from a distance. If you stay out of his movement range, he is nothing. Chapter 4: Kill the Cure Mages ASAP. Force all of your dragons to Come until Palpaleos leaves, because Palpaleos will seriously jack them up if they try to attack him. Even on New Game EX, it is still impossible to kill Palpaleous before he flees. Zomberd has really powerful melee attacks, so stay far away from him and hit him with ranged techs and spells. Zomberd is the first Granbelos General that you will meet, but certainly not the last. When you fight him again, he will be yet stronger and still lacking good range. Chapter 5: That liquid stuff is poisonous, so don't get anywhere near it. Cast White Drug on it to clean it off. If someone else uses a Poison-based move, it will make the cleansed area poisonous again. The monsters have a lot of HPs, but the plants are weak to fire. Carefully draw them out, one group at a time, and set all your dragons to Come so that they do not get slaughtered. The Chimera has no ranged attacks, so lead it out, encircle it, and smash it in from all sides with ranged techniques. You cannot beat Sauzer normally. I dealt about 250,000 damage to him using New Game EX and he still didn't die. It is my conclusion that you are supposed to lose, no matter how powerful you are. Chapter 6: Talk to Gunso to get a Gunso's ???. Also check Yoyo's bed for the first Princess's ???. Do not feed anything that is ??? to any of your dragons until you have all five Princess's ???. If you discover that you have missed one of the Princess's ??? items, then you will at least not have a partially unformed Unknown dragon. If you do feed one of your dragons less than five Princess's ???, then you are in deep trouble and must remedy it with a Gunso's ???. You will now be able to do Sidequests. You do Sidequests by going to the pre-battle menu and selecting the option below Begin Assault. During a Sidequest, you may press Start to save your game in the middle of battle. If you ever discover that you do not have enough money, or that you are not strong enough, then do a bunch of Sidequests to build up your characters. Sidequests are also a good way to ensure that your weaker characters are able to catch up in levels with everyone else. Granbelos Fortress and Easy Dungeon use enemies that you have previously fought or which you will fight soon. Hard Dungeon uses a bunch of enemies that are impossible to kill except through extreme difficulty, and Situation Critical is similar to a story battle that you will encounter later on. For now, just stick with using Granbelos Fortress a lot, since Easy Dungeon takes too long to beat and doesn't give as much rewards. Those boxy buildings near the castle are not buildings. They are boxes of gunpowder. Resting on them will not restore HPs. Even though the map appears to be a bit empty at first, Zomberd will call in reinforcements. Stay away from any group with a Brummbaer in it, because they can Body Slam you for 800+ damage. Have your dragons Come so that they don't get into a thicket of Brummbaers, rest in the buildings, and take your time. When you finally do reach Zomberd, destroy his supports, especially the group of Cure Mages. Lead him out and crush him with ranged attacks. Chapter 7: You can now buy mushrooms. Mushrooms are extremely cheap methods of raising Holy, Dark, Dex, and HPs on your dragons. So, if you ever find that your dragons are low on one of those stats, just feed them 99 mushrooms to give a significant boost to one of those stats. You should sample each of the three types of mushrooms to figure out what each one does. Mushrooms also raise Loy and Fid, which ultimately cause Uni-Uni. In order to cure Uni-Uni, just feed your dragons a Heal. Those yellow-ish rectangles with single tubes sticking out the front are Auto-Cannons. If you stay in front of them, they will shoot you up for a lot of damage. They can be broken instantly with Thunder-based techs. On this board, the enemies have no less than three groups of Gran Launchers, a lot of mages, and four Lanzenritter groups. In addition, they have a few groups containing mixes of Brummbaers and Groyers. The board is divided into a few sections that you should take on one at a time. Focus all your might on breaking the Auto-Cannons and destroying the Gran Launchers, then pick off everyone else. When you reach Zomberd's emplacement, kill his Cure Mages and defeat him. Go ahead and tell Bikkebakke to give the old man some money. He is not lying. He really will multiply it by a thousand times. But, you won't get the money immediately. Matelite brand equipment is some of the best stuff that you will have for the rest of the whole entire game. You don't get anything better than Matelite-brand stuff until around the same time that you have to fight freaky stuff from another dimension and gigantic bosses that have tens of thousands of HP, which is a really long time away. Even at the end of the game, some of the Heavy Armors were still wearing Matelite Armor. Chapter 8: Increment time in one hour in order to see everything. Don't forget to feed Munimuni a lot of stuff. Munimuni starts out with extremely low stats. Those Gargoyles can move really fast, so don't even think about trying to keep them away. At the very least, make sure that some people good at close-range combat are in every single formation. Make your dragons Come so that they help kill whatever their group is busy killing. The only enemies that come in groups are the Corsairs and Buckaneers, which aren't too bad anyways. The Boss can do elemental breath attacks which hurt entire groups at a time. Chapter 9: Stick Lukia in the first group and assign a dragon with a high Thunder stat to it. Go all the way to the dam, stand on the center. In the meantime, send everyone else to the left to fight the main enemies, who will be weakened by the time they get there. Lestat has some nasty moves, so be careful when you get near him. Chapter 10: Re-arrange your party to accomodate the two new characters. I usually take out the two mini-devils and let them idle, since I've never been one for chance. Since Jeanne is a Light Armor, you can have either two parties running really fast or one party running at light speed. Stay away from those statues. If you absolutely have to be near them, then use Thunder techs on them to break them instantly. Also, try not to get anywhere near the spikes. Spikes will cause damage to whoever that rests on them. In order to open up the treasure boxes, rest on top of them. The bottom-right box in this level is a trap. Have your dragons Come, and be very patient with the battle. Try not to let one group get too far ahead, and also try not to let any fall behind. This scenario can be easily cleared after you creep up on Lestat. Chapter 11: In order to catch the octopus, press the direction that the octopus moves in. When it goes close to you, hit all sorts of directions, but not up. Finally, reel it in by hitting the A button rapidly and repeatedly. The Colossusses come in singles and have no ranged moves. Just pick them off one at a time with ranged techniques and spells. Have your dragons Come so that they attack whatever is near you. Scylla has a long-ranged Tidal Wave attack with a radius of two spaces, making it the monster's poor version of Valitora. Scylla can attack anyone that tries to go up the stairs into the antechamber, so have your dragons Go at it to take the damage. Chapter 12: Donfan will fail miserably and not find out any of the things that you really needed to know, although he will discover interesting things about the Empire's generals. The crew member will fail and die. Choosing Sendak or Matelite will not result in failure, although choosing Matelite will eventually result in gaining the second Princess's ???. That green stuff is poisonous. Casting White Drug on it will make it bearable, although it would be best just to go around. Using a fire tech on one of those gross objects oozing with green stuff will make it spurt out a bunch of poison swamp. If you get stuck in the walls, you will not be crushed or hurt, so don't be afraid to go through that way. Some of the monsters are undead, shown by a skull symbol. You can try using Litancibles, Litancible SPs, or Return Life magic on them to kill them instantly. Or, you can beat them the hard way in order to get as much EXP off of them as possible. Persona can use Javelin Throw Level 5, so after you take out the undead monsters near him, spread out so that not more than one group at a time is hit. Make sure to check Yoyo's bed for a Princess's ???. Chapter 13: Absolutely do not, under any circumstances, use a Thunder tech that will touch an incubator. That will open up the incubators and force you to deal with yet more undead monsters. The Blade Guards are invincible against any physical attacks, including Cross Knight Hits, Critical Techs, Inspire, Destroy Techs, and Tower Techs. So, in order to beat the Blade Guards, you must use dragon breath attacks, summons, or Black Magic. The Magic Guards are the opposite: they are invincible against dragon breath attacks, summons, and magic. You should mix up the characters in your groups so that you will be prepared to do both. Radia can make up a new escort whenever he wants, so you should focus all your single-target attacks on him only. Since Radia is undead, you can use White Drug on the field to both heal everyone who is close to him and damage him. Chapter 14: Talk to everyone in town except for Yoyo. Remember that there is a house in the top right corner that is even beyond the paved platform area, which you reach from the stairs. Talk to everyone in every single house. Now, talk to the woman that is standing in front of the tree. Make sure you are standing below her when you talk to her. Follow her into the house and talk to the guy in front of the door. Talk to the blonde inside the room. You now have a third Light Armor. After that, talk to Yoyo twice and enter the house she was in front of to advance the game. The treasure chests are too out of the way and worthless to be worth your time. Beware of the Cottontails, for they can turn an entire group into harmless rabbits. The Grand Moth has a nasty close-range attack, so burn it from far away and let it be occupied with your dragons. Chapter 15: Remember to readjust your formations to account for the temporary loss of Yoyo. Kill the Cure Sorcerers first. Beware of the new Lanzenlords and Wespes. And stay in buildings or rubble so that you don't get hurt by the sandstorms. Unlike before, Sauzer has a finite amount of HP and can be beaten. Palpaleos is a Cross Knight, so he can do most of the same things that Byuu can. Therefore, when you attack Palpaleos, spread out so that his Cross Knight Hits do not hit more than one person at a time. Sauzer has a ranged attack called Ragnarok, but nothing else new since the last time you fought him. Talk to everyone in town and attempt to enter each building. Make sure to try out different answer choices when you talk to the guy who was hiding behind the jar. When you enter the secret resistance house, talk to the ninjas hiding behind the jars. The only people that they can succeed at killing are the crew members, so choose Yoyo or Matelite so that you'll have crew members to talk to. Try to get in the path of the King and press the A button. I have never failed before, so I have no idea what happens if you fail. Chapter 16: In order to access the shops, go to the bottom left part of the cliff that is close to the upper left part of the house and press the A button downwards. The Royal Chimera is powerful, and so is the Soul Cage. Do not take them lightly. Chapter 17: If you are doing a no-sidequests challenge, then keep in mind that when you go shopping and feeding, that will be the only time you will be able to do so in this chapter besides after sidequests. This battle can be easy or hard, depending on whether or not your formations are optimized for area damage. The enemies are all nice and close together, so you can wipe out half of them each round using things like Unsheathe, Garuda, and some powerful dances. Kill the green Heal Glaive, because that one will cast White Drug on whatever enemy that is hurt. Some of the monsters can Self-Destruct to instantly kill one person, so try not let any one of your groups get isolated and/or cut off from everyone else. Chapter 18: Check Yoyo's bed for yet another Princess's ???. The Alchemic monster is incredibly powerful. If you can, avoid it. If you are strong enough, or are playing on New Game EX, you can go ahead and kill it. Palpaleos will not move from where he is standing, so if you want him to use Cross Knight Hits on the enemies, then draw them out to where he is to make him more useful. The huge stretches of forest make this level one of the few in which you may successfully be able to take advantage of fire damage. Chapter 19: Start by using Leviathan on the water to your left so that you can go across and fighting Zomberd's and Lestat's groups. Then, go north and fight Barbarela and Irvine. Finally, smash Gudorf and his aides to pieces. You will fight all of the major Granbelos generals who did not die (they simply backed out of the left side of the screen rather than going poof), as well as three new ones that you have not fought before. Zomberd and Lestat still behave the same way as they did before, except with a lot more HPs and stronger escorts. Barbarela specializes in whips, but she also has a long-range attack. Gudorf has an attack that affects a large area, so you will have to spread out and form a very large circle around him when taking him on. Remember to talk to all of the shopkeepers before you talk to anyone else, at each phase of the conversation. You will eventually get a Princess's ??? from them. Chapter 20: Those orb-looking things are Security Systems, and they will hurt whoever that stands near them. Break them with Thunder techs whenever you can. The large 2x2 squares with a vertical line down the middle are trapdoors that are opened whenever someone rests on one of the square buttons sticking out of the floor. Kill the cannons, since they will never cease to harrass you. Then, kill Barbarela to open up the doors on each side. Finally, come in from one side and sweep across to the other while leaving some behind to continue dealing with Irvine. Chapter 21: Kill the deformed rabbits with huge balls sticking out of their rears, for they will instantly turn entire groups into bunnies. Also, do your best to kill every single Psychic Doll in one round. This may be possible if you stick both Summoners in one party with a Light Armor and use something with a large area like Garuda, followed up by other very powerful techs that affect large areas. You can also try to take out half of the Psychic Dolls with one Unsheathe. Save the boss for last. Chapter 22: This is not the final battle. You have to beat Chapter 27 before the game is finished. But it is the hardest required battle in the whole entire game. The only battle harder than this is the Hard Dungeon, and that is an optional sidequest. When Rush leaves the bridge, talk to him in the left bedroom to get the last Princess's ???. First, take out all the Hummel groups from your side of the wall. You may, if you wish, use Thunder techs on them in order to open up the walls and break the Auto-Cannons in order to engage them in melee combat. Once you clear the first layer, focus on killing the two cannons. STAY ON THE SOUTH SIDE OF THE MAP WHILE YOU DO THIS! STAY OUT OF THE CENTER ROAD: THERE IS ONLY TROUBLE ON THE CENTER ROAD! And spread out your party so that there are at least two or three spaces in between each group. Once you finish destroying the two small cannons, concentrate on taking out one Shock Cannon at a time. PRESS UP AGAINST THE MOUNTAINSIDES! AND STAY OUT OF THE CENTER ROAD: THERE IS ONLY TROUBLE ON THE CENTER ROAD! Remember to spread out your party so that there are at least two or three spaces in between each group. The Shock Cannon attacks have an area effect radius of two spaces, so arrange your own groups such that they have at least four spaces in between themselves. Kill one Shock Cannon at a time, and use only the longest-range techs. You may, if you wish, send a group in to slaughter them at close range, BUT KEEP AWAY FROM THAT ZIEGFRIED CANNON IN THE CENTER OF THE MAP! Once both Shock Cannons are done in, send in Salmando in its Master Form to Go and attack the Ziegfried Cannon at close range. Now, destroy the two smaller cannon groups and converge on the center of the map from all sides, even the top side. Don't forget to clear away any Auto-Cannons that are in your way. Destroy that godforsaken Ziegfried Cannon once and for all. Make sure that you NEVER get close to the Ziegfried Cannon, and that you always keep a distance of at least five spaces away from Salmando, who will be engaging the Ziegfried at close range. The Ziegfried's attack has an effective radius of THREE spaces, so you do not want to be touched by it. Also, it takes off anywhere from 1500 to 1700 damage in one hit, so it has the potential to instantly kill your Wizards and Priests. If you arranged them as Quadruple-Wizards and Quadruple-Priests, then you cannot afford to let them be within range of the Ziegfried. Once you finally destroy the Ziegfried, you can finish up everyone else, who are pitifully weak in comparison to the Ziegfried. Gudorf has an attack with an area of effect of two spaces, so try to avoid clumping together. Just because the Ziegfried finally died doesn't mean that you can get lazy. Chapter 23: Compared to the previous battle, this one is ridiculously easy. Those statues with the green glowing eyes will use Mega Beam on anyone that rests in front of them, so break them with your Thunder Techs as you pass by them. By now, you should have a pretty good feel for the basic strategy of taking on the Granbelos Army. Kill Gudorf for the last time. Chapter 24: Ignore the Dark Stalkers for now, and instead go straight for the Ring Commanders and Ring Tracers. Kill them with death. In order to get rid of them as fast as possible, I would reccomend the White Magic Exorcism or the Ninjutsu Unsheathe. If you are not able to succeed in doing those, then send in your powerful close-range fighters with light armors to smash them to pieces in one or two rounds. Beware, for the Ring Commanders and Ring Tracers can use the ultimate Holy and Dark Black Magics, so if you are not able to kill them in one round, then spread out as you meet them. Once the Ring Commanders and Ring Tracers have finally died, you may pick off the Dark Stalkers at your own leisure by using Revive items and magic. Litancible SPs work well against them. Finally, take out the Alchemic monster and the boss. Chapter 25: Your first priority is to destroy every single statue in the level. Send out Sajin with one light armor, send out Zerojin with another light armor, and send a Wizard with the third light armor. The Ninjutsu Raiden has a good area of effect that can break two or three statues at once at the top platform, and the wizards should destroy all of the statues that are before the platform. Kill the Ring Commanders and start using area-effect techs on the Lucrecs. The one that stays at ???? HP the longest is the boss, so kill her with your Knights and Heavy Armors ASAP. They can use attacks with an area of effect radius of two. It is not necessary to kill the creatures that result from the statues, but getting rid of them first makes the battle much easier. Chapter 26: Have all your dragons Come and slowly approach the enemies. Do not go past them. Draw them on back to your slower groups and destroy them all. Also kill the Heal Glaives ASAP. Then, have all your dragons Go at Alexander and smash it with long-range techniques. Unless you have a group of all Knights or Heavy Armors, do not engage it at close range. Alexander has an extremely powerful attack with a very long range that affects a radius of two. Also, for some reason, Alexander will always try to hit Byuu and Salamando as its first priority. So, if you let Byuu's group take most of the damage and keep everyone else away from him, you should be okay. Chapter 27: This may be the last battle, but it's not as hard as it seems. First, check the Map and try to figure out which spaces on each head are the spaces that actually take damage. Kill the top-right head first, since it can use Refresh. Then, kill the top left and bottom left heads. The top left one can use any dragon breath attack that your own dragons can do, and the bottom left one uses Petrify and Randomizer to inflict serious status conditions. Finally, put your all into destroying the middle left head. This one can cast any summon except for Bahamut and Alexander, and it always tries to target Byuu. Just like before, you can isolate Byuu to keep the other groups safe. New Game EX: It is impossible to beat Palpaleos soon enough in 4. You still cannot beat Sauzer in Chapter 5. The purpose of New Game EX is to have a second chance at trying to get all the Princess's ??? items, to try different answer choices, and to max out everyone and everything you have. Also, if you are trying to write a walkthrough or guide for Bahamut Lagoon, New Game EX lets you blow through the whole game again so that you don't have to do all the sidequests required to build up your stuff again. Hard Dungeon: There are two ways to beat the Hard Dungeon: the Salmando way, and the Hard way. Salmando Way: Make sure that Salmando has reached Master form for the infinite HPs. Move everyone into the corner at the bottom left part of the screen. Set Salmando to Go, and all the other dragons to Come. Press start and go to End Phase as a quick way of skipping everyone's turn. Wait an excruciatingly long time for Salmando to single-handedly beat every single enemy in the Hard Dungeon. Once all of the enemies have 0 MPs, it is safe to move out of your cubbyhole. This will take just about forever, but it does get the job done. Hard Way: Level up everyone through the other sidequests to AT LEAST level 70 or 80, if not higher. Make sure that you have 99 of every single restorative item of every kind that ever existed. Spread out so that Bagdem never hits more than two or three groups at once. Heal often, and always keep your dragons in optimal condition. You will probably have to use up a bunch of items every single round, or every other round. Do not use magic to heal, unless you are healing your dragons or you have run out of curative items. Instead, magic is better used for offense. Even the Priests eventually get powerful spells. Situation Critical: Even though you get this Sidequest after Hard Dungeon, it is easier. Spread out your groups some so that Breath Wing never hits more than one or two groups at once. Put a Knight and / or Heavy Armor in every single group so that you will always have someone capable of doing a lot of close-range damage in each group. This sidequest is a good way to make sure that each of your groups has an equal opportunity to get kills. :: 2: Character Classes Information :: In roughly the order that you can get them. Most abilities tend to go in the order of Fire, Ice, Thunder, Drug, Poison, Earth, Holy, and Dark. The Earth is at the lowest of the Fire, Ice, and Thunder levels. The Holy and Dark abilities are usually only available once the dragons start maxing out their Holy and Dark stats at 100. Drug usually drains HPs, and Poison usually has a chance to inflict persistent poisoning that continues to take away HPs each round. Cross Knight Characters: Byuu, Palpaleos Equipment: Swords, Cross Knight Swords, Heavy Armor, Cross Knight Heavy Armor Ability: Cross Hit Technique Flame Hit (6 MP) - A staple attack in the early game Ice Hit (6 MP) - Not used till later. Wizards are better at making Ice anyways. Thunder Hit (6 MP) - Not used till later. Wizards are better at breaking walls anyways. Drug Hit (6 MP) - Not useful at all. It would be much more efficient just to use Drugs and a stronger attack. Poison Hit (6 MP) - Does not do enough damage to justify itself. Earth Hit (7 MP) - Will replace Flame Hit as the most often used Cross Knight attack. Saint Hit (10 MP) - Uses too much MP for not enough increase in damage. Dark Hit (10 MP) - Uses too much MP for not enough increase in damage. Notes: Cross Knights will be one of the most powerful characters available to you throughout the whole game. Their abilities can do some pretty decent damage, and they also have the full array of elements to use. Unfortunately, their massive MP consumption and low amount of MPs makes them very costly to maintain in long battles. They can exhaust their entire supply of MPs in only two or three rounds. Knight Characters: Rush, Truce, Bikkebakke Equipment: Swords, Knight Swords, Heavy Armor Ability: Critical - Incredibly devastating in close combat. The Knights are what I refer to as "boss busters" because they are useful for hacking off a lot of HP from bosses. Flame Pulse (5 MP) Ice Pulse (5 MP) Thunder Pulse (5 MP) Drug Pulse (5 MP) Poison Pulse (5 MP) Earth Pulse (6 MP) Saint Pulse (9 MP) - Really strong Dark Pulse (9 MP) - Really strong Notes: Regular Knights have no Field abilities of any kind. However, their Pulse attacks are extremely powerful in close combat. They should be in the same formation as Light Warriors in order to ensure that they can be deployed anywhere and strike hard where they need to. Royal Guard Characters: Matelite Equipment: Axes, Heavy Armor, Extra Heavy Armor Ability: Destroy Inspire (4 MP) - Almost totally useless unless you are desperate for a Thunder-based attack and everyone else ran out of MPs Notes: Matelite is extremely slow and does not hit hard enough to justify his existence. He is, at best, a backup user of lightning attacks and wearer of strong armor. As soon as you can, replace him with someone better. Heavy Knight Characters: Taicho, Gunso, Barclay Equipment: Axes, Heavy Armor, Extra Heavy Armor Ability: Defense - Consumes less MPs than Knight Pulses, except that Heavy Knights have less MPs to use than Knights. Flame Smash (4 MP) Ice Smash (4 MP) Thunder Smash (4 MP) Drug Smash (4 MP) Poison Smash (4 MP) Earth Smash (5 MP) Saint Smash (8 MP) Dark Smash (8 MP) Notes: These guys are just like Matelite, except that they have a better variety of elements and have no Field abilities. They are basically really slow Knights with more HPs. They are useful for close-range combat, but nothing else. Bring them out in the stages where you fight a lot of single powerful enemies, and replace them with something else when tactics are more important. Priest Characters: Equipment: Staves, Rods, Robes Ability: White Magic White Drug (10 MP) - Necessary in the early game, possible to do without it later on Cleanup (10 MP) - A whole lot easier just to use a bunch of Heals. Sleep (12 MP) - Does not work often enough to justify its use. Exorcism (15 MP) - Does not work often enough to justify its use. The Unsheathe of the Assassins is better. Return Life (22 MP) - It is much easier to use Litancibles or Litancible SPs if you are trying to revive your own team members. Against the enemy, this is a good way to clear out entire groups of Undead. Starfall (21 MP) - Earth-based damage Big Burst (24 MP) - Holy damage with a radius of two spaces. Very handy as you start mastering your dragons. Infinity (24 MP) - Dark damage with a radius of two spaces. Very handy as you start mastering your dragons. Notes: Extremely useful in the beginning of the game. After a while, they simply become backup healers. Eventually, when you start getting Holy and Dark form dragons, they get powerful spells that are fairly useful. Wizard Characters: Equipment: Staves, Rods, Robes Ability: Black Magic Flame Gaze (10 MP) - Basic fire spell Ice Magic (10 MP) - Basic ice spell Thunder Gale (10 MP) - Basic thunder spell Bionics (14 MP) - Basic poison spell with a chance to cause persistent poison damage Energy Drain (15 MP) - Just in case you are too lazy to use Drugs to heal yourself Earthquake (18 MP) - Basic earth spell Armageddon (22 MP) - Holy damage with a radius of two spaces. Handy for that extra bit of damage Halley Gazer (22 MP) - Dark damage with a radius of two spaces. Handy for that extra bit of damage Notes: They would be mainstay characters in every battle if only they could move faster. They have the full assortment of elemental magic for whatever needs you may have. When you start getting Holy and Dark form dragons, they become handy for putting in extra damage. Light Armor Characters: Lukia, Jeanne, Mist Equipment: Rapiers, Light Armor Ability: Tower Technique - No good. Cross Knight attacks are better at close range, and use a similar amount of MP. At best, the Tower Technique is a supplemental to the Cross Knight Hit at close range. Flame Tower (7 MP) Ice Tower (7 MP) Thunder Tower (7 MP) Drug Tower (7 MP) Poison Tower (7 MP) Earth Tower (8 MP) Saint Tower (10 MP) Dark Tower (10 MP) Notes: Their main function is to move extremely fast. Their stats are not so good, and their Tower attacks do very little damage. Nevertheless, their super-speed makes them the most useful class in the whole game. Three Light Armors in one group can run all the way across most maps in one or two movements! Any group with a Light Armor in it will probably start gaining a lot more levels than anyone else in your team. Summoner Characters: Sendak, Yoyo Equipment: Staves, Rods, Robes Ability: Red Magic - Not good enough White Drug (10 MP) - Sometimes handy to have yet more people that can heal Flame Gaze (10 MP) - Totally useless to have on a non-Wizard later on Bingo (9 MP) - Does almost nothing, since its effects are expent after one attack. Ability: Summon - Incredible Valitora (19 MP) - Deals lots of damage across an area with a radius of two Leviathan (20 MP) - Does not do as much damage, but has a greater area. Because it is ice-based, you can build ice bridges extremely quickly with Leviathan. Garuda (21 MP) - Affects a much greater area than even Leviathan. Extremely handy whenever enemies start clumping together. Jormungand (23 MP) - Not enough damage for its tiny area of effect, but still powerful. Hyperion (30 MP) - Basically a stronger Valitora. However, because its area is not increased, you may wish to consider using Garuda instead. Bahamut (33 MP) - Huge area and a lot of damage makes this your staple summon in the end stretch of the game. Alexander (35 MP) - Not available until New Game EX. Even greater area of effect than Bahamut, and a cheap way to beat most of the beginning missions in only one or two rounds. Notes: Until you start meeting the Holy Dragons and acquiring their Summons, the Summoners are simply backup versions of Priests and Wizards. Unlike Priests, they only get White Drug, and unlike Wizards, they only get Flame Gaze. Their Bingo spell has negligible effects. But, as soon as you gain your very first summon, you will find Summoners to be one of the most significant sources of damage in the whole game. Lancer Characters: Reeve, Frenze, Zora's Son, Donfan Equipment: Spears, Light Armor Ability: Javelin - With a range of two and an area of effect of only one single space, the Javelin is not really worth the strong damage in most battles. Flame Dust (1 MP) Ice Dust (1 MP) Thunder Dust (1 MP) Drug Dust (1 MP) Poison Dust (1 MP) Earth Dust (5 MP) Saint Dust (10 MP) Dark Dust (10 MP) Notes: A team of quadruple-lancers moves too slow to be useful. However, a level 40 Javelin attack can hurt some. They are useful for smashing up single enemy groups really good, but they are terrible for tactical purposes. Their basic Javelin attacks use only 1 MP, so their Magic Gin consumption is quite low. They are best for the end of a level when everyone is beating upon a lonely boss, since the Lancers are difficult to deploy in any other circumstance. Mini-Devil Characters: Manyo, Monyo, Munyo, Wahagai Equipment: Nothing Ability: Dance - Depends on your luck. Notes: Sometimes, they can do very useful things. At other times, they may harm you more than help you. Whether or not you want to use them depends on how lucky you feel. Make sure that you're not on a bridge, in a forest, or on thin ice when you choose to Dance, since they may randomly do a Thunder or Fire dance. Assassin Characters: Zeroshin, Sajin Equipment: Katanas, Light Armor Ability: Ninjitsu - Handy sometimes, wasteful at other times Burn (3 MP) - Fire damage to all within 3 spaces. Do not use unless you have a Wizard nearby to ice down the space that the Assassins are standing on. Blizzard (3 MP) - Ice damage to all within 3 spaces. Raiden (3 MP) - Thunder damage to all within 3 spaces. Do not use this anywhere near a bridge, unless none of your groups are on the bridge and you do not plan to cross the bridge for the whole battle. Assassinate (5 MP) - Chance to kill everything next to the Assassin, but fails often. In close-range, this does not work often. Trick (2 MP) - Has a chance to put everything within 3 spaces to sleep. Usually, it only affects half that much. Landmine (5 MP) - Sorta like an Earth-based Inspire, except it does very little damage. It should have affected everything within 3 spaces like all the other Ninjutsu abilities. Chakra (10 MP) - Restores HP to everything within 3 spaces. Handy for healing and clearing swamp. Unsheathe (10 MP) - Has a chance to kill everything within 3 spaces. Usually, it only kills half that much. But it is the most useful Ninjutsu, and you will use it often throughout the game. Notes: The two Assassins have neat specialized abilities that are incredibly useful on some chapters and almost useless in others. Their Assassinate ability, and later, their Unsheathe ability will be the most useful throughout the game. They can also do elemental attacks centered on themselves with large area, making them able to destroy walls and statues and create ice bridges far more quickly than others could. They might have been better if they could deal more damage and have more HPs. Dragnar Characters: Yoyo Equipment: Staves, Rods, Robes Ability: Red Magic Ability: Summon Notes: The Dragnar is just Yoyo wearing different clothes. I think that she can also equip special things that only she is able to use. There are no other noticeable differences. :: 3: Character Commentary :: Sorted by the order in which you fight battles in their kingdoms. KAHNA This kingdom is supposed to be good, holy, loving, and everything of that sort. Kahna is the only kingdom that the game never reveals any general details about, instead focusing on the heroes of Kahna that are in the plot. Byuu Class: Cross Knight This guy can be whatever you make him out to be. That, I suppose, would be to make his life filled up by your own imagination. He is supposed to be some wild kid, although you could also view his life as having been dominated by the crazy dreams of others. He is very intimate with dragons and will probably become the next Dragonmaster. Rush Class: Knight He is very impulsive and wants to do whatever he wants. Whenever his short patience snaps, he takes matters into his own hands. He wants people to appreciate him, by force if necessary. He has the potential to become a very evil villain. Truce Class: Knight Unlike Rush, Truce actually likes to think about things before he does anything. He is not anywhere near as demanding as Rush is of his world. Bikkebakke Class: Knight He is best friends with Byuu and considers him to be a brother. Bikkebakke is also an opportunist who tries to capitalize on the chance to make big money. Sir Matelite Class: Royal Guard He is heavy and thick in the head. He makes his desires very heavy upon other people, and is extremely slow in the head. Sir Barclay Class: Heavy Armor The Barclay is very stuck up in his belief in the ways of honorable fighting. That is, until he starts having a romance with someone he considers not so honorable, in which case he thinks only of the romance. Anastasia Class: Wizard She is probably about as big and heavy as one of the Heavy Armors, which may help explain why she would ever start up a relationship with one of them. She is also the spokesperson for Ectarina whenever she is too shy to say anything openly. Ectarina Class: Wizard She is extremely shy and cannot express her desires openly. She likes to dream a lot about how she will captivate Hornet's heart by feeding him what she thinks he likes. Diana Class: Priest She always keeps up with the latest social happenings and likes to gossip a lot. She explains a lot of the things that would be difficult to figure out otherwise regarding most of the minor characters. Frederica Class: Priest She faints often, even when she has happy times with other people. She is always lying on the bed having cold chills and thinking about what medicine she will consume next to satisfy herself. Her symptoms are very similar to that of those addicted to Opium. Mist Class: Light Armor She sleeps a lot in order to ensure that she does not get any wrinkles. She thinks that she is the most beautiful woman in the world, and that all the men of the world will fall for her and love her when they see how beautiful she is. Unfortunately, she does not realize that sleeping a lot will render her unable to burn off harmful calories that will make her fat. This is all excusable because she is a Light Armor, making her one of the three most important characters to use in battle. Princess Yoyo Class: Summoner She is a lover of fantasy escapism, and wants desperately to flee from the real world. She cannot handle the stress that comes with real life and must therefore retreat into her romantic imagination. Sendak Class: Summoner He is an extremely old man with a bent-over back. He also tends to be a little lecherous and perverted, especially when he begins to stare at Byuu for too long. Reeve Class: Lan-Lan-Lancer This guy just likes being a Lancer. He wants more Lancer friends, and is disappointed when his friend Frenze is not so enthusiastic about stab-stabbing and attacking from far away. He can't even attack from that far away anyways. Frenze Class: Lan-Lan-Lancer His mother apparently used to shout at him a lot. When Zora shouts at him to shut up with his repeated lan-lan-lancer diatribe, he gets depressed and vents his frustration by secretly doing really bad things to Reeve. Captain Hornet Class: Cross Knight He fought alongside Sauzer a long time ago, but no longer. Now, he just wants to pilot a big ship in the sky and be free. He may also know some very personal things about Sauzer, but the game never explains this. Mushroom Dealer Bikkebakke Class: Sales Knight He reads books about the theory of economics and tries to buy out more land for his Mushroom empire. He also acquires the operations of Matelite-brand merchandise and used literature. His hottest-selling items are the Porno Mag and the XXX Porno Mag, which return a great deal of profit even when his other ventures start resulting in a lot of loss. My advice for him is that he start a website to sell his items online and make a deal with a dragon-based delivery service so that he can deploy more rapidly. So far, though, all of the venture capitalists that he has seen have rejected his idea as being ludicrous. Aaaanyways, the books are a really cheap way to raise Wis and Mid, the Porno Mags are a really cheap way to raise Str, and the shrooms are a really cheap way to raise Holy, Dark, Dex, and HPs. If dragon raising ever becomes popular, his stuff will make a load of money. Queen Yoyo Class: Dragnar For a girl who is supposed to have gotten strong enough to control the Holy Dragons, she doesn't seem to have gotten much wiser as far as her personal affairs go. Battlefield Salesman Rush Class: Sales Knight He finally calms down and discovers that selling stuff is fun. However, his old nature may potentially resurface and make him into a spammer or telemarketer. Let us pray that he does not let himself become like that. GREEN CONTINENT OF CAMPBELL It doesn't look all that different from the other continents, except that you fight a forest battle in it. Zora Class: Priest She is an older woman with a very harsh attitude. However, she does what she needs to do and usually accomplishes her purpose. She is my favorite female character in the whole game. Zora's Son (Orelus) Class: Lan-Lan-Lancer He cannot swing his spear properly and instead does a sweeping motion. He is good for sweeping floors and not much else. He probably would have ended up as a lazy bum, but Zora's determination shaped him into a wonderful hard-working kid who will make those powerful Javelin attacks all the more stronger. Nelbo Class: Wizard Her map sprite does not exactly match her combat sprite. As a matter of fact, her map sprite is a pallette-swapped version of Ectarina's. She tortures Donfan throughout most of the game, but finally falls for his tricks later on. Joy Class: Priest Her map sprite is a pallette-swapped version of Frederica's. She tortures Donfan throughout most of the game, but finally falls for his tricks later on. MAHAL, THE PLACE OF MIRACLES Nobody knows why it is called the place of miracles. It has a lot of water that seems to magically appear from inside. It makes one wonder how the people down below feel about having a waterfall constantly falling on them, full of Mahal's sewage and waste. Sir Taicho Class: Heavy Armor Please read Tomato's translation notes for information about the way he talks. Even though he can be a little hard-headed at times, he is a lot more reasonable than Matelite. He usually behaves as Matelite's conscience, questioning whether or not Matelite is really right in what he does. Lady Celine Class: Cross Magus? She can cast both Sleep and Flame Gaze, so she is not of any class that I know of. She was Taicho's wife, and eventually was turned to stone and killed by Lestat's red triangles. Apparently, she has learned the secret to making rainbows appear on Rainbow Bridge. Sir Gunso Class: Heavy Armor He is the sidekick to Taicho. He itches a lot and would really like to get out of his heavy armor. He also has some Gunso's ???, which un-do the stages to a dragon's Behemoth transformation. Why his stuff would do that, nobody knows. Lukia Class: Light Armor She knows Donfan, so she immediately sets out to beat him up when he shows his ugly face again. Besides that, she is a Light Armor and therefore extremely important in battle. Jeanne Class: Light Armor She also knows Donfan and immediately sets out to beat him up when he shows his ugly face to her. Besides that, she is a Light Armor and therefore extremely important in battle. Donfan Class: Lan-Lan-Lancer Please read Tomato's translation notes for information about the real meaning of his name. He likes to hit on women, no matter how unsuccessful he may be. He is so brave and daring that he even makes passes at the whip-wielding women of Granbelos and General Barbarela herself. Curiously enough, the only women that he actually succeeds in befriending are the magic-users who actively torment him. GODLAND This is supposed to be a scary and mystical place where all the mini-devils come from. Its independence is recognized even by the Granbelos Empire, atlhough they are still found worthy to be used as breeding grounds for undead creations. Melodia Class: Wizard She is a little girl who likes doing little-girl things with Byuu. She is also fascinated by the mini-devils and even begins to become like them. However, she never ever learns how to Dance. Manyo, Monyo, and Munyo Class: Mini-Devil They are all mostly the same. They talk with their name (a precursor to Pokemon) and believe in a death god. They dance to cause random effects. They are carefree enough to not really be concerned with their death god except in extreme circumstances, and even then, their religion is somewhat benevolent. Wahagai is something else, however. Wahagai Class: Mini-Devil Unlike the other mini-devils, who don't really seem to believe too strongly in the god of death, Wahagai is totally obsessed with the concept. He speaks in normal language and says eerie and ominous things. He sounds like he has unleashed a thousand and one demons upon the Earth and can flatten people into bloody pulps using nothing but his mind. Thankfully, all he can do is dance for you. He does not have the strength to back up his words and is restrained by the other mini-devils. DAFILA DESERT LAND Apparently, the people really resent the Granbelos puppet king who was set up here. Dafila seems to have a plentiful supply of women for the king's harem, and these women later show some of the boys a nice show. Sajin Class: Assassin He is very quiet and only cares about the business of assassination. He is always trying to hide himself, and collects tombstones for each one of his hits. Zeroshin Class: Assassin He tags along with Sajin as a partner in the business, although he goes against the assassin stereotype by caring about people and writing to his mother a lot. It seems that he is secretly a very brilliant genius who did not want to deal with the world's ways and who instead chose to kill people to make his life easier. He never tells his mother the details of what he does, perhaps because he is ashamed of it. GRANBELOS EMPIRE The Granbelos Empire is poor in natural resources, so the inhabitants constantly live under harsh conditions that probably kill off many people. Those that do survive are so hardened and deadened that they become ideal soldiers. Lanzenritter This guy thinks that winning the javelin-throwing contest will make him really cool. Sure enough, his javelin throwing is a pain in the butt when you fight him and his friends, until you begin to get some nasty ranged attacks of your own. Groyer This brute is very stupid and just wants to chop up some daikon for himself. Once you anger him, he begins calling up all his Groyer friends to chop YOU up. He is too slow to be a problem if you smash him with long-ranged techs. General Zomberd Interests: Having big muscles and swinging hard. Commands: All the brute-force types, such as Groyers, Brummbaers, and their kin. He has tremendous muscles despite being a little small, and struts around like he's a big bodybuilder. He doesn't like it when you take over the territory that he was ruling over, and comes back in the big battle. General Lestat Interests: Being a silly psycho and laughing like an idiot Commands: Those specialized elemental warriors He humiliated Taicho and killed his wife Celine. He enjoys summoning down large red triangles to petrify people and destroy huge areas at once, although you never experience the latter attack in actual combat. Once Taicho finally defeats him, he never returns until the big battle. General Persona Interests: Cleaning Commands: All those freaky biological creations. For a guy whose interests are in cleaning up the halls of Granbelos castle, the stuff he commands sure is messy and gross. He has large farms of huge incubator pods from which he constructs his undead army. He seems to be nothing more than a lackey for some of the other Granbelos generals, but you shouldn't take him lightly when you fight him. General Radia Interests: The latest fashions in spiking your hair and dying it different colors Commands: All the undead monsters Nothing much is said about this guy at all, besides that he is part of Gudorf's original conspiracy group. He wants to own the nighttime, being undead himself and all. General Barbarela Interests: Whips Likes: Quiet guys who train with their swords Commands: All whip-using females She never directly says anything in the whole entire game, although she is often seen with General Irvine and is even given special duties by him. Even though you don't fight her until the big battle, she is still not too strong. General Irvine Interests: Being quiet and training with his sword Commands: All those soldiers who do that Excellence attack He can hit pretty hard with his sword, but not much else. Being a quiet kind of guy, he never says anything unless pressed really hard by stupid annoying guys to reveal something about himself. He probably has some sort of relationship with Barbarela, since she likes the sort of man that Irvine is, and since he lets her handle the doors in his big battleship. General Satha Palpaleos Class: Cross Knight Interests: Whatever Sauzer wants Commands: Yoyo's heart He will only do what Sauzer tells him to do. Chances are, he only started a relationship with Yoyo because Sauzer ordered him to. Without Sauzer, Palpaleos is just a mild kind of guy that doesn't really know how to make friends with anyone else whose name is not Sauzer or Yoyo. He may know something about Hornet, but this is never explained in the game itself. General Gudorf Interests: Taking over the Granbelos Empire and being bad Commands: Anyone that's not Palpaleos or Sauzer, including the other generals This guy wants to have the Granbelos Empire for himself, and would even betray Sauzer to do so. He has earned the backing of all the other generals except Palpaleos. He has a nasty ranged attack, but his Excalibur strike is not too bad up close. Emperor Sauzer Interests: Being the one to open the door to the new era before anyone else can Commands: General Palpaleos He absolutely insists that only he can open the door to the new era. Even when he realizes that he cannot do so, he inserts Palpaleos into the Orelus Freedom Force in order to ensure that he can get some of the credit. He likes looking at the sky and having great dreams, which he discusses at length with Hornet and Palpaleos. He fought with Hornet long ago in a great war, where they each made their life decisions, although this is never explained further in the game. ALTAIR It has a purple sky. It is also always dark outside. Valitora Area of Effect: 3 Type: Neutral Leviathan Area of Effect: 5 Type: Ice Garuda Area of Effect: 6 Type: Neutral Jormungand Area of Effect: 2 Type: Earth Hyperion Area of Effect: 3 Type: Neutral Bahamut Area of Effect: 7 Type: Fire Alexander Area of Effect: 8 Type: Darkness (even though the game says he is neutral, he always causes enemies to give out mushrooms and Sigrun rapiers, so I suspect that he is actually of the Darkness type) Since Alexander is the only Holy Dragon that shows any sign of any kind of personality, he is the only one I will comment on. Alexander apparently did not realize that messing with the other Holy Dragons would get him into some very deep trouble that would ultimately result in his getting killed twice. :: 4: Challenges :: These challenges are roughly listed from easier to harder. Difficulty is rated in both the stress experienced attempting to complete the game through these challenges, and in the average amount of time. It is assumed that New Game EX is not used for any challenge. Melee-Only - You may never use any ranged tech of any kind. You must always engage the enemies in close combat. You cannot break any statues or traps, cannot use White Drug on any swamp, cannot make ice bridges, cannot set forests on fire, and cannot break bridges or auto-cannons. Only your dragons may use ranged attacks, and if at all possible, feed them enough weapons so that they always fight close-up. No Melee - You may never use your Knights and Heavy Armors for anything else besides as damage sponges. You must feed your dragons enough armor so that they always attack from a distance. If an enemy group ever attacks you in melee combat, you must set everyone to Defend no matter what. Indirect Only - You cannot directly do damage to any enemies. You must instead lure them onto traps, rely entirely on your dragons, break bridges under them, melt ice under them, lead them into forest fires, and things like that. You cannot use magic or other techs against them unless it it will break a bridge, melt ice, set a forest fire, or something similar. No Equipment - You must always equip Nothing. And, to make this challenge even more difficult, you are not allowed to use the Mini-Devils. No Sidequests - You may never ever do a Sidequest. No Feeding - You can never feed any of your dragons anything. No Specials - You may never use any special techs, magic, summons, or otherwise. You must rely entirely on Attacking. This is an even more difficult form of Melee-Only. :: 5: Credits :: - Squaresoft, for making this game - Dejap (http://www.dejap.com), for translating this game so that I would be able to play it and understand it - Tomato and his website (http://starmen.net/tomato/bahamut/), for writing a basic walkthrough so that I could beat the game and write another walkthrough - RPGC Cidolfas and his website (http://s5.rpgclassics.com/tartarus/bl/index.shtml), for helping me get some of my characters straight. Without his Characters page, I may have forgotten extremely important things about each character. - GameFAQs, for being the best website for help on games in the whole world as well as hosting this guide This document copyright 2002 Patrick K. Wong. This document may be quoted from and reproduced, as long as its content is never altered and it is cited properly. The original copy shall always remain here on GameFAQs (http://www.gamefaqs.com), and all other websites containing any part or the whole of this document must cite the original source.