Crystal Warriors Walkthrough/Strategy Guide v. 1.0

I give copyright notices on the tops of all my FAQs, and I give the usual 
threatening vibes to anyone who dares post it on their site without asking me 
first,(epoetker@hotmail.com) but I will be ESPECIALLY MAD if you steal this one.  
No, seriously, I love this game and consider it a point of honor to defend what 
will probably be the only FAQ in existence for it.  If you must use it on your 
site, E-MAIL ME FIRST and I'll probably give you permission.  But if you steal 
it, you get to meet Devin Morgan, NFWO president.  This person is a raving 
lunatic when it comes to plagerizers.  Myself, I'm always looking for legal ways 
to make money, and the poor college kid always wins in court over the rich 
website devloper.(Thou steal'st my work?  Fie upon you!)  So please, ask me 
before you receive.  I don't have to sue, you get a high-quality FAQ...it makes 
these things so much easier.


Contents:
1. General strategies, what you need to know to get into the game.
2. Monsters and their uses
3. General field layout
4. Walkthrough
5. Bestiary(to be completely filled out with HPs and everything later, right now 
I'm just focusing on the walkthrough.)
6. Spell/Weapon/Armor list(See disclaimer by Bestiary.)

General Strategies:
Crystal Warriors, if I'm not mistaken, was one of the first Strategy/RPGs, in 
the tradition of such games as Shining Force, Tactics Ogre, Final Fantasy 
Tactics, etc.  As anybody who's played these type of games knows, they kick 
serious tail.  But there are a few things you should know about this particular 
Strategy/RPG.  The first is the Element System:

Earth 
Wind 
Water
Fire

Each character has an affinity for one of those elements.  The affinity affects 
how much damage that said person can do.  If a person's element is stronger than 
the other person's, the former will easily beat down the latter, even if the 
latter is a level or two above him.  But if the former has a weaker element, 
they get beaten down.  Here are how the elements match up:

Wind beats Water.
Water beats Fire.
Fire beats Wind.

But what about Earth?  Earth is "neutral," so the victor in an Earth battle will 
be determined by the classic RPG standard: who has the highest level.  Magicians 
and healers are always aligned with earth, mainly because they're weak enough as 
it is, and don't need some overpowered goon turning insult into injury by 
exploiting an elemental weakness on them.  However, they cannot tame the

MONSTERS: Okay, here we get to play Pokemon all over again!  Well, not really, 
since you can only carry four monsters at a time.  But still, they're a nice 
addition.  Fighting monsters is optional, but there are so many of them guarding 
key thouroughfares that you'll probably end up killing plenty anyway.  When you 
kill a monster, you "tame" it, and can bust it out later during a battle with 
some toughie where you want to  hurt the guy but don't want to suffer the 
inevitable counterattack.  Just be a coward and send your trained monster out to 
get killed!  (Note: Your monster will almost certainly run away after it gets 
hit, since a trained monster is usually no match for a proven warrior, but you 
can easily call it back for your next turn.)And always remember Epo's monster 
tip: ALWAYS, and I do mean ALWAYS, try to fight the monster that you're 
elementally strong against.  If you're Water, fight Fire monsters!  Not only are 
they defeated easily, but *Fire beats Wind.*  Water is normally weak against 
Wind, but now you can easily go take on a Wind enemy just by setting your Fire 
monster on the hapless chap.  Maximize strengths, minimize weaknesses!  If 
you're Earth(read: Princess Iris), however, you have two choices: You can either 
try to snap up all the Earth enemies on the board, or go for one Water, one 
Fire, One Wind, etc.  It's up to you, really.  Oh, and you CANNOT run from 
monsters.  Sorry.  But then again, if you're in the place where you need to run 
from a thing that does minimal damage, it might be time to reload and start the 
battle over again anyway.

General field layout:

All enemies will appear as guys with question marks over their heads at the 
start of a battle.  They're revealed either when you fight them, or when you 
cast the SCAN spell.  I do reccommend casting it; it's only one MP anyway.  
Besides, rushing headlong into a battle with MADD, especially if your element is 
Water, is a quick and easy way to earn yourself a free ticket to the Arlian 
equivalent of Valhalla.  SCAN whenever you can!  

Note that both you and your enemy start at a castle.  Ostensibly, your goal is 
to occupy the other's castle.  Forget it.  YOUR goal is to slaughter all the 
enemies, and the monsters too, if possible.  Experience and gold are more 
important than a quick victory.  I don't care if you have a completely clear 
shot at the castle.  Ignore it and crush your enemies with overwhelming force.  
That's what they get for oppressing the local populace.  Send a message to all 
who would slaughter Arliel' sons!  But BE CAREFUL if the battle reaches near 
your castle.  The enemies have no need for experience, and once your castle is 
taken, the game is OVER.

You'll also lose if Iris is killed.  KEEP HER HEALED!  But don't be afraid to 
send her out into the thick of battle, because she WILL eventually become your 
most kick-butt soldier, as she can fight, cast spells, AND send out monsters.  
Use whichever strategy you like to fight effectively.  Better yet, use all 
three!

Walkthrough:

Round 1:
Monsters: 1 Skorp, 1 Wisp.
Enemies: 2 Morbis, 2 Werms.

This will be a rather easy battle, as long as you remember what I told you about 
the Element system.  Have Iris and Murak SCAN to see which enemy is which.  Have 
Iris tame the Skorp and Dayne tame the Wisp.  The rest is just elemental match-
up.  Murak's FLASH spell is horrendously effective against Werms and other Water 
creatures, but remember that if you want to hit them twice, you have to actually 
run up and BATTLE them-you can only cast one spell from afar.  Frye should stay 
back and heal, unless you want to have her finish off some monsters and gain a 
little experience that way.  Eldor will be a little problematic here: No wind 
enemies for him to destroy.  Just have him attack the Morbis.  You should win 
this battle handily.

Town: In the towns, you can choose to hire new soldiers, get information from 
the grateful townspeople, or buy new weapons/spells.  There's also a fortune 
teller, but with this walkthrough, who needs her?  You can hire Zephi if you 
want, but I chose instead to buy a FIRE spell for Murak.  It'll help a lot more 
in the long run, trust me.  Save your game at the inn and exit the town.  

Round 2: 
Monsters: 1 Skorp, 2 Wisps.
Enemies: 1 Aya, 2 Morbis, 2 Werms.

Dayne can build up her Wisp collection here.  And hurray!  Eldor now has Aya to 
beat up on!  Soften her up with a blast of FIRE from Murak and get Eldor to 
finish her off for some well-deserved experience points.  The rest is pretty 
much the same as the first round...just try to get most of your fighters to 
Level 2, as it will help very much in the next round.  Iris should be showing 
her strength already...

Town: Yep, you can hire Flare and Sophi if you want(and if you hired Zephi in 
the last town, you'll have your maximun limit...and one more fighter of each 
element.  But the prudent shall pass on this offer, for reasons I'll explain 
later...) Buy a Curiass(what an unfortunate name) for Ratt, as she only has a 
poor little Robe to cover her elfin bod.  Other than that, there's really 
nothing worth getting in this tiny town...but the Fortune-teller warns of a Mage 
and Healer amongst the enemy.  Crap.  You mean they can DO that?

Round 3:
Monsters: 2 Aquans.
Enemies: 1 Pyro, 1 Nadar, 2 Ayas, 1 Morbi, 1 Werm.

Six against six, if you didn't hire any other soldiers.  Only now we have a 
little problem...THESE guys have a mage and a healer to go with them.  Send Ratt 
down around the lake to pick up the Aquans, and have the rest of your team 
cluster around the bridge.  When I played the battle, the computer was 
STUPID...it sent Nadar the healer out in front!  Needless to say, he got 
finished off quickly.  But be careful when dealing with him and Pyro...they're 
Earth enemies, so you can't destroy them as fast as you think.  Keep Dayne away 
from Pyro's Flash spell, too!  In fact, Pyro is probably the most problematical 
enemy you've faced so far.  I suggest using monsters, as you probably want to 
kill one or two off to free up some monster inventory space anyway.

Town: No new soldiers to hire...OH DEEEAR.  Go buy a shiny new Halberd for 
Eldor, and possibly a HEAL spell for Iris.  You'll be fighting the "Masters of 
Fire and Wind" in the next battle, according to the fortune teller, and having 
an extra healer always helps...

Round 4:
Monsters: 2 Harpies.
Enemies: 1 Kem, 1 Rus, 1 Nadar, 2 Werms, 1 Morbi, 2 Ayas.

YEESH!  Lots of enemies on this map.  Fortunately, Pyro is nowhere to be seen.  
Unfortuantely, Nadar is staring you right in the face.  Kill him as quickly as 
possible(use monsters to fight if he uses DARK on you.) Make sure Eldor gets the 
two Harpies posthaste; they WILL help immensely.  Keep Murak healed, as you need 
his FIRE spells to quickly bring down the predominantly Wind enemies on this 
board.  Send Princess Iris alone along the bottom to get the Skorp, and don't 
worry, by now she'll be tough enough to handle the enemies that surround her.  
Best to stay in a corner, however, so only two can attack at a time.  It was 
funny, actually, Nadar tried to attack her.  What was even funnier was that both 
of his DARK spells missed, allowing Iris to beat him down TRES fast!  Rus and 
Kem...Yikes.  You might not want to get too close to the castle too quickly; 
make sure you pick off at least one or two soldiers to even the odds before the 
all-out dogfight.  Get rid of Kem(the one that tickles you to death) first, 
preferably in one turn so Nadar can't heal her.  Take Murak up(assuming he has 
full life) and BATTLE her rather than trying to cast a spell from afar.  Get two 
fire hits off and have Eldor move in for the kill(hopefully, he's at level 3 by 
now, and the Halberd works wonders.) Leave Rus for last, if you can.  50 HP is 
nothing to sneeze at.

Town: Ya wanna know why you shouldn't have hired those other people?  Because 
the people in THIS town are a heck of a lot better!  How does an extra mage and 
healer sound?  Get Oryon and Romi and rejoice!  Your troubles are half over.  
Buy Capes for both(forget the rods, they won't be using them much)and if you 
have ANY money left over after that, buy a COLD spell for Murak.  Otherwise, sit 
tight and get ready for the next battle...

Round 5: 
Monsters: 1 Skorp, 1 Worm, 2 Aquans, 1 Siren, 1 Wisp.
Enemies: 3 Ayas, 1 Kem, 1 Morbi, 1 Werm, 2 Pyros, 1 Nadar.

9 against 8?  Hardly fair, I say!  They need at least 5 more people to come 
CLOSE to beating us!  Seriously, with Oryon and Romi, this battle is a breeze.  
Send Iris down to take the two Earth monsters and send every other non-healer 
across the bridge.  The enemy, rather than realizing that it would be a little 
smarter to all go for Princess Iris at once, decides to send one little Pyro 
around that side to check it out.  If you know how effective spells are against 
Earth people, and ESPECIALLY against Princess Iris(who should resemble Sigourney 
Weaver right now, considering all the fighting she's been doing)you'll know how 
this battle turns out.  Watch out for Kem, and make sure that your wizards 
choose to BATTLE rather than cast a SPELL whenever possible.  Pick up ALL the 
monsters on this map before killing the last enemy; you'll need the money in the 
next town!

Town: Get a Falchion for Dayne and a COLD spell for Murak and Romi.  The 
fortuneteller says that "those who fear the winds are wise"...what could be 
next?

Round 6:
Monsters: 2 Harpies, 1 Grivn(not enough room to spell "Gryphon," apparently,) 1 
Siren, 1 Cyklo.
Enemies: 2 Kems, 3 Ayas, 1 Madd, 2 Nadars, 1 Warlord Ragar.

GAAAHH!  First time killed in this battle!  Good thing I had my game saved.  
Let's see: Predominantly Wind enemies here...looks like Eldor's gonna get a 
workout!  Same with Iris, and...DAYNE?  Yep, all those Wisps she's collected 
should be showing their strength about now!  Anyway, we've got the full 
representation of Wind enemies here: Aya, Kem, and MADD!  I was LUCKY that Madd 
didn't attack my guys until all the other enemies were defeated.  Make SURE you 
kill all the Ayas that come up on the one side(Use Iris and a wizard) before you 
take on the trio of 2 Kems and a Madd.  But even Madd'll seem like a pussycat(he 
does look like one, actually) compared to RAGAR, the warlord of Wind.  It goes 
without saying that you WAIT until the two Nadars are killed before trying to 
take this big dude on.  Ain't it a good thing that he stays by his castle until 
you get close to him?  It takes long enough to kill him when its 8 against 1; 
just think how hard it would be if he went with the Kem/Madd group!  Make sure 
that everyone goes into battle with him FULLY HEALED.  He takes off big chunks 
of damage with each swing.  Remember how you've been keeping your healers next 
to the castle?  Try to bring them forward a little bit, now, because their HEAL 
spell can't reach quite as far as you thought it might.  And yes, you CAN walk 
on water(Jesus moment) because it's shallow water, not that deep ocean/river 
water.  Try to catch the Cyklo for Eldor too.  You may want to have Ragar kill 
off a Harpy or two to free up space for it.  

Town: Elsi, another water fighter, wants to join.  Say no.  You'll be able to 
use the money later.  The fortune teller keeps seeing winds(dangit, I just beat 
the Wind Warlord!  Haven't I smashed MOST of the Wind opposition so far?  Maybe 
this fortuneteller's looking into the past!  Who knows...anyway...)The shops, 
surprisingly, don't have anything you don't already have.  Weird...just save and 
exit.

Round 7: 
Monsters: 1 Grivn, 1 Repti, 1 Wurm.
Enemies: 5 Ayas, 1 Rus, 1 Orkon, 1 Kem, 1 Bane.

Compared to the last battle, this one is friggin' EASY!  I just love how they 
fool you into thinking you need to cross the bridge when it's really just 
shallow water you can walk over!  You nefarious level designers, you!  Okay, 
most everybody here could admit that Nadar was a pansy.  Unfortunately, now you 
have to deal with his annoying big brother, BANE!  Basically, he casts things 
like Sleep(for fighters) and Peace(for magic users) and then whacks you with his 
cane/spear/stick thing.  Oh, and did I mention he casts LIFE?  Great spell...if 
you had it!  Kill the five Ayas off in quick succession(a high-level Iris is a 
must, as is Eldor) and polish off your old pals Kem and Rus.  Wow, we're being 
introduced to the higher-level Water guy, Orkon!  Too bad that by now these 
"high-level" guys are fallling like ninepins before YOUR high level 
fighters...that is if you didn't accidentally kill any off.  Oh yeah, and get 
the monsters, too(Repti is cool, IMHO.  Look at his attack!)Yawn...all too 
easy...

Town: So I assume that the fortune teller means we're going to be seeing two 
Banes in the next battle.  Crap.  But there's some NICE new stuff in the magic 
shop...buy a FLASH spell for Romi and BLAZE for Murak.  Oh heck, but BLAZE for 
Romi too.  Better now than later...

Round 8: 
Monsters: 1 Hydra, 1 Cyklo, 1 Golem.
Enemies: 3 Rus's, 2 Morbis, 2 Banes, 1 Orkon, 1 Sethe

It's kinda hard to believe they're still throwing MORBIS at you, of all things.  
And them with only 40 HP against your COLD spells.  Sorry guys...but this comes 
out to be another easy battle.  But watch out for Sethe.  He knows both FIRE and 
FLASH...what doesn't he know....COLD!  Send Eldor on in to split his horned 
head!  Otherwise, mop up, bring all monsters to their respective users, and see 
what the next town has to offer.  

Town: Really not too much here, except for a fire fighter named Borm.  Borm.  
Seriously, even though the two swords are nice and all, I'd rather not have the 
enemies start laughing when you say "For the family of BORM!!!" Why don't you 
go...kill a few monsters or something.(Gives Borm the weird eye...)

Round 9: 
Monsters: 1 Golem, 1 Repti, 1 Evius.
Enemies: 1 Pyro, 3 Morbis, 1 Brast, 1 Madd, 1 Bane, 2 Rus's.

Are these guys insane?  MORE Morbis?  Just send Dayne out in front(or Murak, if 
he's at the point where he's doing 20 DMG a blast.) You ARE remembering to look 
ahead and free up inventory space for the cooler monsters, aren't you?  Mages 
are excellent monster-killers in this regard.  Especially Pyro, who's all 
anxious to test out his new BOLT spell.  Let him have his fun by sacrificing a 
few monsters to him, then try to kill him in one turn before that EVIL Bane 
tries to heal him.  Get the devious Evious(I made a funny!  Ha Ha!)Here you get 
to meet(trumpet fanfare intro...)BRAST!!!  No, seriously, his name's Brast!  
What are you all laughing at, it's a perfectly valid name!  Stop that, he was my 
friend in high school!  Ok, that's it, you guys suck.  I hope the Madd that lags 
behind kills you all.  

Town: I'm assuming all the subtle hints the fortuneteller gives you involving 
fire means that there's a fire boss of some sort ahead.  OOooh, FROST spells!  
How convenient!  Get a Warblade for Ratt here.  Also get a DRAIN spell for Iris, 
as it will prove useful shortly...

Round 10: 
Monsters: 1 Fenix(darned misspellings!)
Enemies: 2 Brasts, 1 Morbi, 2 Rus's, 1 Pyro, 1 Sethe, 1 Bane, 1 Warlord Arium

Music's changed again...that means it's time for a boss fight!  Keep your 
soldiers near your castle, as Brast and Rus seem to like going around to your 
undefended posts and attacking the healers or, worse, entering your castle!  If 
both your wizards have FROST, and you use Dayne everywhere you can, the enemy 
should die rather quickly.  As with Ragar, make sure everyone else, ESPECIALLY 
the healer, is dead before taking on Arium.  For your fisrt attack, use Iris's 
DRAIN.  It takes off 25% of the enemy's HP and gives it to Iris, and Arium 
starts out with 83!  Don't lose the opportunity to clear up your monster 
inventory, either...and GET THE PHOENIX!  That's gotta be the coolest looking 
monster attack ever!  Besides, a Level 4 Fire monster is a great addition to 
Dayne's arsenal in any situation.  As soon as the Fenix is taken, immediately 
send Dayne over to help with the Arium beatdown.  With FROST, this fight should 
go a little easier than the one with Ragar.  

Town: WOOHOO!  LIFE!  Get it for both your healers immediately!  What's that 
fortuneteller babbling about?  "Castle in an enemy's mind?" I never said this 
was a well-written or well-translated game anyhow...and darn it, I forgot the 
name of the soldier who offers her services.  Don't hire her, but tell me her 
name so I don't have to replay it...(epoetker@hotmail.com)

Round 11:
Monsters: 1 Tut, 1 Evius
Enemies: 2 Shads, 2 Werms, 2 Orkons, 2 Morbis, 1 Rus

All right, now this is just SAD.  No healers, no mages, just a bunch of 
fighters, and they're bringing out the WERMS, for crying out loud!  I'm not 
going to waste valuable kilobytes on a description.  Well, maybe a few: They're 
water enemies.  If you have Life, this should be a piece of cake.  FLASH should 
be doing from 20 to 22 damage by now, if you've leveled up a lot.  Murak, Romi, 
and Oryon could take these guys on single-handedly...in fact, why don't you try 
that for a change of pace?

Town: Buy as many Hauberks as you can afford.  Better armor is good, especially 
for Iris.  Not much else to say here.  Maybe I'm getting lazy on the humor...

Round 12:
Monsters: 1 Geni(Okay, now I KNOW this game was badly translated.  They have a 
five-character limit on names, and this is only FOUR characters!  WTF happened 
to the "E," huh?)
Enemies: 3 Madds, 1 Brast, 1 Nadar, 1 Bane, 1 Sethe, 2 Shads, 1 Pyro.

Have Eldor immediately take the Geni, he's the second-coolest looking monster in 
the game, next to the Fenix.  For some odd reason, all three of the Madds 
decided to squeeze themselves down the bottleneck on the right.  I was still 
wondering why they did this as I put Eldor in the pass and Murak up on the 
terrace.  The rest of the group went with Iris to handily dispatch the enemies 
that came down the other side.  Oh, say hello and goodbye to Nadar again.  That 
should be the last you see of him, so make the parting sweet!

Town: Get Iris's best weapon, the Claymore, first.  Then head next door to the 
magic shop to pick up CHANT, a handy little spell which lets you restore MP to 
others.  Funny thing is, I never really had problems with running out of MP...oh 
well.  According to the fortuneteller, something having to do with water is 
coming your way...

Round 13: 
Monsters: 1 Hydra, 1 Tenta(It's KRKEN, dude, KRKEN.  Conjugate the classic names 
Final Fantasy-style, don't switch them for names that work but don't sound 
cool!)
Enemies: 1 Orkon, 4 Shads, 1 Bane, 2 Pyros, 1 Warlord Damun.

Water, water, everywhere...and Ratt should earn her keep.  Dispatch the Tenta 
and the Hydra posthaste, they're the last monsters you can collect, so make sure 
you get them!  Best strategy...I don't know.  I just sent all my guys onto the 
first terrace and dispatched the enemies as they came.  Slowly advancing, and 
ALWAYS making sure to use my healer's turns(somtimes you ignore the less-damaged 
ones until its too late)the waves of Water guys fell fairly quickly.  So did 
Damun, actually, he's probably the easiest warlord yet.  I didn't even have 
BOLT, and still he fell like a pansy.  He does some pretty significant damage 
with that blade, though, so be careful nonetheless.

Town: Buy the Hauberks before you buy BOLT.  Both are going to be in the next 
town anyway, so there's no need to worry.  That fortuneteller's spouting cryptic 
nonsense again...

Round 14: 
Enemies: 1 Madd, 2 Brasts, 3 Shads, 2 Pyros, 1 Bane.

No monsters, just your standard battle template with a mix of fighters and mages 
to make your life difficult.  The Shads'll try to sneak around the right, put 
Ratt and maybe another fighter that way to intercept them before they get to 
your healers.  If you haven't noticed, most of the enemies seem to be going now 
for either Iris or your healers.  Iris can pretty much take care of herself 
between rounds, but the healers need to run away as much as they can without 
leaving the castle door open for capture.  But make sure they don't run within 
range of one of Pyro's spells, either!  If you're lucky, he'll only get one hit 
off, but be careful all the same...

Town: Now you can buy BOLT.  And buy a DRAIN spell for Romi with the money left 
over.  Your force should be pretty much unstoppable by now, and that's a good 
thing, because according to the fortuneteller, there's a mage battle coming 
up...

Round 15:
Enemies: 1 Madd, 1 Brast, 1 Shad, 2 Sethes, 3 Pyros, 1 Emperor Gyrm.

So HERE'S the guy that's been causing all the trouble!  Oh curses, he knows 
BOLT, BLAZE, and FROST.  Don't worry, as long as you don't get within the 
"firing range" of his spells, he shouldn't be too much of a problem.  Look Ma, 
no healers!  Which means that YES, you should be focusing all your fighters on 
one guy at a time.  There will be no Bane with a LIFE spell to help these dudes 
out.  Maybe we got rid of all of them in the previous battles...in any case, now 
is the time to attack without mercy!  But be wary of the Pyros; make sure you 
don't give their particular spell an elemental match-up.  Bad things happen.  
Actually, you might not need to worry about that, since everybody seems to be 
focusing on Iris.  Just go through the drill: fight like a maniac, cast life on 
her, fight like a maniac again.  Don't forget to use Iris's DRAIN spell, either!  
VERY useful in this battle!  As far as Gyrm goes, just send Iris right up to him 
to get a few hits off, and have Murak and Romi stand off to fire their own BOLTs 
at Gyrm.  As soon as he gets low on HP, send a fighter or two in close to put 
the final beatdown on him.  The land is saved!!!...or is it...

Town: Hmmm...the fortuneteller says that Jyn is also the name of an evil entity 
which just HAPPENED to posses the emperor Gyrm and name his empire after itself.  
Is this plot cliched?  Yes, but this was 1992, you'll recall.  They could still 
get away with stuff like this.  If there's any ultimate weapon or destructive 
spell you haven't bought yet, do so immediately.  You're gonna need it.  

Round 16:
Enemies: 1 Brast, 1 Shad, 1 Madd, 4 Pyros, 1 Bane, 1 EVIL warlord Jyn.

Knowing that in previous battles that sending out a whole gigantic force of 
enemies is a good way to get them wasted, Jyn tries to play a waiting game on 
you.  Except he's not very patient.  He'll send a Pyro out, send another Pyro 
out as the first one gets destroyed, then wait around for you to do 
something...there's nothing for it but to do an all-out assault.  Keep your 
healers near your group, and close in around the two paths off the island Jyn 
has his fighters on.  Classic pincer attack.  Put Iris, Romi, and Dayne on one 
group, Murak, Eldor, and Ratt in the other.  Match up your elements carefully, 
an remember that the Bane can't heal himself...if you cant destroy an enemy in 
one turn with your spells, fire one off at ol' Baney.  If you're lucky, he'll 
get pissed off and try to attack you rather than use a turn healing his side.  
"Idiot" is all I have to say.  Once you clear out the fighters, Jyn 
is...remarkably easy.  Have Iris cast DRAIN to take off a good chunk of HP, have 
Murak and Romi attack from afar, have Iris attack from up front(keeping her 
healed, of course)and have any of your fighters attack as needed, since Jyn 
seems to want to go for Iris anyway.  I think I beat this dude in one turn.  
Kinda stupid making him a fighter rather than a magic user, I think.

As has been the tradition, NO ENDING SPOILERS!!!

Bestiary:

Earth:
Monsters: Skorp, Wurm, Golem, Tut.
Enemies: Pyro, Sethe, Nadar, Bane, Gyrm, Jyn.

Wind:
Monsters: Harpy, Grivn, Cyklo, Geni.
Enemies: Aya, Kem, Madd, Ragar.

Fire:(the cool set, IMHO)
Monsters: Wisp, Repti, Evius, Fenix.
Enemies: Morbi, Rus, Brast(snicker), Arium(stops snickering)

Water: 
Monsters: Aquan, Siren, Hydra, Tenta
Enemies: Werm, Orkon, Shad, Damun.

Spell/Weapon/Armor List:

Spells and their everyday uses:

What should be noted about using elemental spells is that their effectiveness on 
other elements is a little tricky.  Using a COLD spell on a Fire enemy is, of 
course, very effective, but fighting Fire with FIRE isn't too much worse, 
actually.  FLASH is the weakest against Fire.  Weird, huh?  The same principle 
holds for Wind and Water, with FLASH being okay against Wind and COLD 
being..."useful," if not all that "butt-kicking" against water.  Why am I 
bothering to go over this when YOU'LL always use the most effective elemental 
combinations?  Because your enemies won't be.  If a wizard has a BLAZE spell 
he's pulling on everyone who crosse his path, Dayne will get a lot less damage 
than Eldor would.  So remember this little hint; it could save your life...

HEAL: Heals people.  Duh.

LIFE: Heals people greatly.  Would've been cooler if you could revive your own 
characters, but this WAS 1992, after all...video games hadn't advanced to the 
point where you could pull Phoienix downs out of your arse whenever somebody got 
run through with a sword, spear, or rocket launcher.  We had to take it and LIKE 
it back then.  

PEACE: Make love, not war...or magic, come to think of it...

CHANT: Restores some MP.  Only Iris can use it.

SLEEP: If you've played against Bane, you KNOW how annoying this spell is.  

DRAIN: Takes 25% of the enemies hit points and gives them to you.  Good for 
Iris, but Murak and Romi can use it too.

SCAN: Turns Mr. Question Mark into the guy who'll be going home in a box, 
depending on how good your strategy is.  

FIRE, BLAZE: First and second level elemental fire attacks.  Satan spends 
millions on these spells every year.

FLASH, BOLT: First and second level elemental lightning attacks, respectively.

COLD, FROST: 2 things you'll never EVER see in Orange County, CA.  And the first 
and second level elemental ice attacks.

Weapons: 

Wizards: Rod.  The only thing you should know is that Oryon and Romi start out 
unequipped, so be sure to buy these for them.

Fighters: Warclaws, WarBlade, Sword, Falchion, Halberd.
Simple, really.  If they start with Warclaws, buy a Warblade.  If they start 
with a sword, buy a Falchion or a Halberd, depending on whether they're a 
Fighter or a Lord.

Iris: Estoc, Claymore.  If you can afford it, get the Claymore ASAP.

Armor:

Cape, Robe, Curiass, Hauberk. Believe it or not, these are the ONLY pieces of 
armor in the game.  All wizards should wear a Cape, all fighters(including Iris) 
should wear a Curiass in the beginning, and a Hauberk by the end.  Rangers, like 
Ratt, can't wear Hauberks.  Just get her a Curiass and leave it at that.

That's it, my longest FAQ yet!  Time to give thanks to...

God.  Any number of reasons will do.  
ISSChamp, who motivated me to get off my butt and write this thing.
All the guys who put this at the top of the Requested FAQ list for GameGear 
games.
CJayC, for obvious reasons.
Walter Williams, for writing a FAQ for Shining Force: Sword of Hajiya.  I would 
have HATED to have gone through yet another long old strategy-RPG to write 
another LONG FAQ for it.
J Dog, for relentless supportiveness.
Jesus, Lord of the Starfields, Ancient of Days, etc.  For giving me relentless 
creativity in even a FAQ such as this.  And allowing me entry into heaven 
despite the fact that I *do not* deserve it.  Even writing my FAQs wasn't 
penance enough for all the EVIL things I've done.

Yet again, this FAQ is copyright 2000 by Ezra Poetker(Epoetker.) Any non-private 
reproduction in whole or in part is prohibited.  In English, that means that you 
can copy it off for your personal use, but put it on your webpage without 
getting my permission first is punishable by lawsuit.  But don't worry too much; 
if you're a fairly reputable person, update your site frequently, and ask me 
nicely, permission is almost assured.  But thou must ASK before thou 
receiveth.(epoetker@hotmail.com)  
