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Ogre Battle 64 - Person of Lordly Caliber
An FAQ/Walkthrough by CyricZ
Version 2.0
E-mail: cyricz42@hotmail.com
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Table of Contents

1. Introduction
2. Preliminary FAQ
3. Basic Tips for Battle
4. Classes
   A. Male Human Classes
   B. Female Human Classes
   C. Undead Classes
   D. Demi-Human Classes
   E. Dragon Classes
   F. Monster Classes
   G. Golem Classes
   H. Demon Classes
   I. Special Character Classes
5. Items
   A. Helmets/Headgear
   B. Weapons
   C. Spellbooks
   D. Shields
   E. Body Armor
   F. Accessories
   G. Expendables
   H. Valuables
6. Story/Mission Overviews
   A. Prologue
      Scene 1 - The Southern Reaches (Tenne Plains)
      Scene 2 - Sparks (Volmus Mine I)
   B. Chapter 1
      Scene 3 - First Assignment (Crenel Canyon I)
      Scene 4 - The Path Diverges (Mylesia I)
      Scene 5 - True Intentions (Zenobia Border)
      Scene 6 - The Revolutionary Army (Volmus Mine II)
      Scene 7 - A New Beginning (Gunther Piedmont)
      Scene 8 - The Infernal Aura (Dardunnelles, the Crossroads I)
      Scene 9 - Liberation of Alba (Alba)
   C. Chapter 2
      Scene 10 - Idealism and Realism (Crenel Canyon II)
      Scene 11 - Warriors of the Fallen Kingdom (Mylesia II)
      Scene 12 - The Steadfast (Highlands of Soathon)
      Scene 13 - Thoughts (Auderva Heights)
      Scene 14 - ????????? (Sable Lowlands)
      Scene 15 - Uncertainty (Mount Ithaca)
      Scene 16 - A Legendary Land (Mount Keryoleth I)
      Scene 17 - Visitors from the West (Azure Plains)
      Scene 18 - The Grim Path (Wentinus I)
   D. Chapter 3
      Legion FAQ
      Scene 19 - The Setting Sun (Dardunnelles, the Crossroads II)
      Scene 20 - Brigade of the Radiant Cross (Gules Hills I)
      Scene 21 - The Eastern Orthodox Church (Fair Heights)
      Scene 22 - Suspicion (Vert Plateau)
      Scene 23 - Mercenaries (Tremos Mountains I) (incomplete)
      Scene 24 - The Rebel (Capitrium, the Land of Advent)
      Scene 25 - The Bearer of Knowledge (Celesis, the Eastern Church)
      Scene 26 - No Man's Land (Tremos Mountains II)
      Scene 27 - Child of the Covenant (Temple of Berthe I)
      Scene 28 - Gateway to Another World (Temple of Berthe II)
   E. Final Chapter
      Scene 29 - The March to Latium (Gules Hills II)
      Scene 30 - Betrayal (Romulus)
      Scene 31 - Royal Blood (Fort Romulus*)
      Scene 32 - The Disillusioned (Ptia, the Secluded Land)
      Scene 33 - Insanity (The Blue Basilica)
      Scene 34 - Lord of Remus Keep (The Tundra of Argent)
      Scene 35 - Denizens of the Netherworld (Barpheth)
      Scene 36 - Advocates of the Darkness (Tybell, the Wicked Land)
      Scene 37 - March on the Captial (Latium)
      Scene 38 - Promises (Winnea, Capital of Palatinus*)
      Scene 39 - The Battle Rages On (Aurua Plains)
      Scene 40 - Pressure (Wentinus II)
      Scene 41 - Adversaries (Castle Talpaea*)
7. Advanced FAQ
8. Legal
9. Credits
10. Version Updates
11. The Final Word

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1. Introduction

Hi, there!  Welcome to my second FAQ!  This FAQ is for the new Atlus 
Strategy/RPG Ogre Battle 64: Person of Lordly Caliber.

Now, before we start, I'd like to say that I'm not finished with the 
game yet, and although I really enjoy playing the game a lot, I really 
don't have a lot of time to work on the game or the FAQ with busy 
schedules and all, but I WILL keep working! ^_^

Right now, I'm about halfway through Chapter 3.  Thus, I'd appreciate 
it if, when people ask me questions, that they refrain from giving away 
plot spoilers.

Another thing.  I'll accept submissions from anyone who wants to help me 
with this FAQ, but only for stuff like classes and items.  I'd rather 
do specific missions myself.  I'll change this later as I progress, of 
course...

One last thing.  If you have a question about the game, be sure to check 
both FAQs to see if your question has been answered.  Every email asking 
about something little means I have that much less time to put more 
of the good stuff in here. ^_^

That said, let's get down to what little business I've managed to throw 
together. ~_^

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2. Preliminary FAQ

Q: What is Ogre Battle 64?

A: Ogre Battle 64 is a strategy/RPG developed by Quest and Atlus for 
the Nintendo 64.

Q: Is this Ogre Battle like Ogre Battle PSX?

A: No, this is not a remake of the original Ogre Battle.  This is a 
brand new story and a brand new game setup.

Q: How do I upgrade Soldiers?

A: Check my section on Classes.  Basically, keep fighting battles.

Q: How do I use Elem Pedra?

A: The Interrupt Meter at the top of the screen has to fill three 
times.  Usually, the battle will start with the Interrupt Meter filled 
once.  You won't be able to use Elem Pedra too much early in the game, 
because battles won't take a very long time.

Q: Why can't I advance in class?

A: There are several requirements to being able to advance in class.  
The very first thing you need to do is find the basic set of equpiment 
for your target class.  What you want is to check shops whenever you 
enter a new area and find any equipment you have none of, then buy it.

The other requirements are simple in comparison.  You'll need to have 
reached specific levels in your physical attributes and experience 
level.  Also, you'll need to be at a specific alignment for most 
classes.

Q: How can I adjust my Alignment?

A: To lower your Alignment:

Fight enemies of high Alignment (Clerics, Knights, Valkyries)
Fight enemies that have collectively lower levels.
Use an Urn of Chaos on a character.
Arrange low Alignment characters together.

To raise your Alignment:

Fight enemies of low Alignment (Wizards, Skeletons, Witches)
Fight enemies that have collectively higher levels.
Use a Scroll of Discipline on a character.
Arrange high Alignment characters together.

Q: How can I find new non-human characters?

A: Search areas that you've already cleared.  You'll find many 
different characters in areas that you've beaten.  To find out what you 
can find, enter the Stronghold you start the area in.  When you enter, 
Hugo the Tactician will give you some info on characters in the area.

One thing you can always find wherever you are is Hawkmen and their 
upgraded classes.  You can always find these on roads in an area.

Q: Where can I find (insert a Rare Item here)?

A: Here's the deal.  You can go the Edit command under Notepad or 
Wordpad and use the "Find" feature.  Use Find and enter what you're 
looking for.  If you use it and you find it, you're happy.  If it's not 
in here, I don't know it, so I suggest not bothering to ask.

Q: Where can I find (insert Non-Rare Weapon/Armor/whatever here)?

A: A lot of the wacky stuff I find is from enemy units, and I believe 
that these item drops are random, largely.  So, if you search for it, 
and find it in my Item List, but not in any Shop, or in a Hidden Item 
list, assume I got it from an enemy unit, in which case, you're on 
your own.

Q: Why can't I get (insert class here)?  I have everything I need!

A: Obviously, you don't.  Remember, you need the proper stats, 
alignment, and equipment for a class to appear on the board.

Q: What is a Goethic?

A: The Goethic is the Japanese name for the Archmage.  I know that both 
classes are listed in the manual.  This is obviously a typo.

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3. Basic Tips for Battle

READ THE INSTRUCTION MANUAL and USE THE TUTORIAL!  Trust me on this 
one.  You'll gain incredibly valuable information from these two 
sources.

When you dispatch your units, always use the buddy system.  Never send 
out units alone.

Training really helps, but only really for units you want to have low 
Alignment.  You can build up serious levels using this, but it's a real 
strain on your War Fund.

As far as Training, and even regular battles go, keep an eye on your 
experience, because you cannot exceed 100.  The experience you get from 
defeating enemies gets rolled back to zero when you gain a level, so if 
you're going for maximum return, don't try to engage an enemy you know 
you'll get a lot of experience from, because a lot of it will be wasted.

Know which way you and your enemy are facing. As you engage a certain 
way, your unit will be rotated.  This can make for some serious 
complications during confrontations for the unit facing the wrong way.

Don't bother with Legions when you get them.  They're far more trouble 
than they're worth.

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4. Classes

This is really the heart of the game.  The classes you pick to use in 
your battles decide how you progress through the game.

Here's my setup for describing the classes...

Class: The name of the unit and how he fits into the grand scheme of 
things.

Appearance: What the character looks like so you can identify it.

Terrain: The Terrain Class of this Character

Equipment: This is the equipment a character needs to become this class.

Right Hand: Usually the basic weapon the character uses.
Left Hand: Could be one of a few things.  Shield, Spellbook, or 
Accessory.  Could also be empty.
Body: The body armor the character uses.
Head: Either a Headgear piece or an Accessory.

Cost: General cost of purchasing a character's entire set of equipment 
straight off the rack.

Attacks:
Front: Attack used in the front row and relative strength to the others.
Middle: Same as Front only for the middle row.
Back: Same as Front only for the back row.

Attacks will have a relative strength as a letter level. A is the 
strongest attack the unit can have.  B is less strong.  C is the 
weakest.  These levels should be taken with a grain of salt, though, 
considering the letters are considering one attack and how it affects a 
single person.  For instance, a Flarebrass' Crimson Note OBVIOUSLY does 
more damage overall than its Fire Breath, but on one person, the Fire 
Breath will hit harder.

Assume attacks are physical unless marked with (*).  Magic 
attacks will be rated separately, since their strength can be changed 
independently of physical attacks.

Requirements: This covers the general alignment and statistics required 
for the class to be available.  Note that not every stat requires a 
number for advancing.

My thoughts: How generally useful I consider this character to be.

Okay.  Let's start with Mr. (or Ms.) Basic.

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Class: Soldier (Basic Human Unit)

Appearance: Little guy with a brown hat and a spear.  Usually found in 
groups of three.

Terrain: Plains

Equipment: 

Right Hand: Short Spear
Left Hand: N/A
Body: Half Armor
Head: N/A

Cost: 0 (You always have an infinite amount of this equipment.)

Attacks:
Front: Thrust X 1 - A
Middle: Thrust X 1 - B
Back: Thrust X 1 - C

My thoughts: What can I say?  The only way to get new human units is 
through Soldiers.  You're gonna have to use a lot of these little guys 
if you wanna get anywhere in this game, since most of the Leaders of 
your units will be human.

Soldiers are in a character slot in groups of three.  Their collective 
HP is divided into thirds for each Soldier.  Once a Soldier group loses 
a third of it's HP, one dies, and after two-thirds, a second, and so 
on.

Soldiers don't gain experience like other units do.  There's a special 
way of upgrading them.  Here's the lowdown.

Whenever you win a battle (you end a round and you get the word "WIN"),
each soldier that survives in your unit will earn 2 Soldier Exp for the 
unit leader.  For instance, if your unit has six soldiers, winning a 
battle will earn that unit's leader 12 Soldier Exp.

Now, when that unit's leader gains a total of 100 Soldier Exp., one of 
the Soldiers upgrades into the basic Human Unit that is the same gender 
as the unit's leader.  For instance, a unit led by a Knight will produce 
a Fighter if a Soldier advances, while one led by a Valkyrie will 
produce an Amazon.

One of the Soldiers immediately changes into that class, IF you have 
a spare set of equipment for that class.  Then the remaining two 
Soldiers in that cluster of Soldiers will be returned to your reserves.

A good strategy for letting Soldiers gain experience at more difficult 
points in the game is to put them in middle row behind another unit.  
They attack with a little less power (which isn't much to begin with), 
and they're shielded from physical attacks.

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A. Male Human Classes

Class: Fighter (Basic Male Human Unit)

Appearance: Small guy in light armor with a small sword.

Terrain: Plains

Equipment: 

Right Hand: Short Sword 
Left Hand: Round Shield 
Body: Chain Mail        
Head: Iron Helm         

Cost: 190

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

My thoughts: Yep.  Your basic dude.  These guys really aren't that bad, 
but, of course, you're only keeping them around so you can upgrade them 
to something better.  Later on, this class will probably become 
entirely obsolete, since upgraded Soldiers will have high enough levels 
to immediately become stronger classes.

Best strategy, naturally, is to put him in the front row.

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Class: Knight

Appearance: Tall guy in full armor, with a big sword and shield.

Terrain: Plains

Equipment: 

Right Hand: Baldr Sword  
Left Hand: Kite Shield   
Body: Plate Armor        
Head: Armet              

Cost: 570

Attacks:
Front: Slash X 2 - A 
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 40-100

STR: 72
VIT: 67

My thoughts: Combine one part fighter and two parts beefiness and what 
do you get?  A Knight!  In essence, this guy really is nothing more 
fancy than an upgraded Fighter.  That's not a problem if that's what 
you're looking for, of course...  His sword hits hard and he's 
generally pretty fast.  He's got a good mix of offensive and defensive 
capabilities.

If there's only one problem with the Knight, it's that he's a pretty 
costly unit, as you can see from his listed Cost.

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Class: Berserker

Appearance: Beefy, bearded thug with a horned helmet.

Terrain: Plains

Equipment: 

Right Hand: Halt Hammer  (1-Handed Axe/Hammer)
Left Hand: N/A
Body: Leather Armor      (Light Armor)
Head: Iron Helm          (Helm)

Cost: 220

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C

Requirements: 

ALI: 0-60

STR: 72
VIT: 67

My thoughts: This is, more or less, the Alignment opposite of a 
Knight.  If you have a low Alignment unit that needs some front row 
muscle, this guy's your thug.  He's got good power, with a little bit 
reduced magical defense.

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Class: Fencer

Appearance: Wears a pointy hat and carries a large, two-handed sword.

Terrain: Plains

Equipment: 

Right Hand: Bastard Sword  
Left Hand: N/A
Body: Cloth Armor          
Head: Jin-gasa             

Cost: 250

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 30-100

STR: 72
DEX: 62

My thoughts: I consider this guy the poor man's Knight.  He's got 
generally the same attack power as a Knight, and a rather high 
Dexterity, but he's got a reduced defense.  It's not that much of a 
change, though, so you might wanna consider having a couple if it'll 
keep expenses down.

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Class: Phalanx

Appearance: Heavily armored guy carrying a sizable shield and a spear.

Terrain: Plains

Equipment: 

Right Hand: Spear           
Left Hand: Large Shield     
Body: Plate Mail            
Head: Iron Helm             

Cost: 570

Attacks:
Front: Pierce X 2 - A
Middle: Pierce X 1 - B
Back: Pierce X 1 - C

Requirements: 

ALI: 20-80

STR: 76
VIT: 70

My thoughts: This is Mr. Physical Defense.  He's no more powerful 
attack-wise than a Knight, but he can take some serious hits and keep 
coming back for more.  Definitely a good front row center man.

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Class: Beast Tamer

Appearance: Bearded man with wild hair, little armor, and a whip.

Terrain: Mountains

Equipment: 

Right Hand: Leather Whip     
Left Hand: N/A
Body: Leather Armor
Head: N/A

Cost: 120

Attacks:
Front: Lash X 2 - A
Middle: Lash X 1 - B
Back: Lash X 1 - C

Requirements: 

ALI: 0-60

STR: 72
VIT: 67

My thoughts: Okay.  This guy is only a decent fighter, but he does have 
a couple of special attributes.  Put him in a unit with a monster of 
some kind, and that monster will fight better.  A good tradeoff, I 
think.

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Class: Doll Master

Appearance: Robed man with a puppet sitting in front of him.

Terrain: Plains

Equipment: 

Right Hand: Marionette
Left Hand: Amulet
Body: Robe
Head: Bandanna

Cost: 210

Attacks:
Front: Pull Strings X 2 - A
Middle: Pull Strings X 2 - B
Back: Pull Strings X 1 - C

Requirements: 

ALI: 20-80

INT: 60
MEN: 66
DEX: 65

My thoughts: This guy's interesting.  Basically, his hook is that he 
brings inanimate objects to life.  A pretty good power, if you ask me.  
So, his main attack is animating the doll he's equipped with and 
attacking the enemy with it.  It has decent power to it.  The fact that 
he gets two attacks in the middle row makes him a good candidate for a 
middle row character.  He's also got a decent magic defense, making him 
able to withstand magic attacks that are thrown his way while behind 
the front line.

Another cool thing about him involves another kind of formerly 
inanimate object: Golems.  Put a Doll Master in a unit with a Golem and 
the Golem will be stronger.

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Class: Ninja

Appearance: Figure in ninja cloak-like garb, wielding claws.

Terrain: Forests

Equipment: 

Right Hand: Iron Claw
Left Hand: N/A
Body: Ninja's Garb
Head: Hachigane

Cost: 260

Attacks:
Front: Rend X 2 - A
Middle: Rend X 1 - B
Back: Rend X 1 - C

Requirements: 

ALI: 0-60

AGI: 52
DEX: 59

My thoughts: This guy's quick.  He's a bit weaker than an average 
Knight, but he's got the Agility to make up for it.  That's about all 
that's special.

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Class: Wizard

Appearance: Bearded old man in a full robe and carrying a staff.

Terrain: Plains

Equipment: 

Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Robe
Head: Amulet

Cost: 190

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 1 - B
Back: Elemental Magic* X 2 - A

Requirements: 

ALI: 0-60

INT: 57
MEN: 63

My thoughts: Ah, yes.  The male spellcaster.  This is generally the 
only male unit you'll want in the back row.  He can't take the physical 
hurt, but can stand magic to some degree.  He'll cast different spells 
depending on his ruling element:

Wind: Lightning
Fire: Fireball
Earth: Acid Vapor
Water: Ice Blast
Bane: Word of Pain

Depending on the spellbook you equip, these spells can change.

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Class: Paladin

Appearance: A knight looking fellow, wearing white, gold, blue, and 
purple armor, and helmet.

Terrain: Plains

Equipment: 

Right Hand: Blessed Sword
Left Hand: Kite Shield
Body: Baldr Armor
Head: Baldr Helment

Cost: 1060

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic* X 2 - C/A

Requirements: 

ALI: 60-100

STR: 123
VIT: 103
DEX: 89

My thoughts: Look!  Up in the sky!  It's a bird!  It's a plane!  It's 
Super Knight!  These guys rock da house.  They've got a lovely three 
attacks in front, and they can use magic in the back, so you don't have 
too many problems if you're back attacked.  They have decent everything 
as far as skills go, so stock up on these holy boys!

The magic is determined by the element of the sword you're using.

************************************************************

Class: Black Knight 

Appearance: Horned Helmet, Black and gold armor, and a cape. 

Terrain: Plains 

Equipment: 

Right Hand: Satan's Bullova 
Left Hand: Valiant Mantle 
Body: Baldr Armor 
Head: Armet 

Cost: 940 (note: You can not purchase the Valient Mantle on the 
character change screen, but I did find a bunch during game play.) 

Attacks: 

Front: Cleave X 2 - A 
Middle: Cleave X 2 - B 
Back: Cleave/Elemental Magic* X 2 - C/A

Requirements: 

ALI: 0-40

STR: 117
VIT: 112

My thoughts: A really, really nasty guy.  He's the upgraded Berserker.  
He's good in the front or back, but you'll probably want to stick him 
in the front to maintain combat purposes...

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Class: Sword Master

Appearance: Older guy in a brown robe holding his sword down at his 
side.

Terrain: Plains

Equipment: 

Right Hand: Claymore
Left Hand: N/A
Body: Cloth Armor
Head: Hachigane

Cost: 420

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - C
Back: Sonic Boom X 2 - B

Requirements: 

ALI: 40-100

STR: 127
DEX: 117

My thoughts: Sonic Boom isn't a very good attack, in my opinion.  The 
attack hits an enemy and hits the Sword Master in return.  I say keep 
the bugger in the front.  Like the Fencer, he has good attack power and 
evasion.

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Class: Cataphract

Appearance: Large, heavily armored guy, carrying a big spear and a 
large shield.

Terrain: Plains

Equipment: 

Right Hand: Baldr Spear
Left Hand: Tower Shield
Body: Heavy Armor
Head: Armet

Cost: 1350

Attacks:
Front: Pierce X 2 - A
Middle: Pierce X 2 - B
Back: Pierce X 2 - C

Requirements: 

ALI: 30-80

STR: 132
VIT: 130

My thoughts: A walking brick wall!  These guys are pretty good 
attackers and dynamos at physical defense.  You'll definitely want 
these guys for a good frontline unit. 

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Class: Beast Master

Appearance: White-bearded man with balding, little armor, and a whip. 

Terrain: Mountains

Equipment: 

Right Hand: Rupture Rose
Left Hand: N/A
Body: Hard Leather
Head: N/A

Cost: 270

Attacks:
Front: Lash X 2 - A
Middle: Lash X 2 - B
Back: Lash X 2 - C

Requirements: 

ALI: 0-45

STR: 117
VIT: 103

Lunatikk's thoughts: A decent fighter, but their main purpose is to be 
teamed up with beasts to enchance their abilities. 

************************************************************

Class: Enchanter

Appearance: Robed guy with long hair, and, of course, a doll. 

Terrain: Plains

Equipment: 

Right Hand: Fool
Left Hand: Amulet
Body: Magician's Robe
Head: Bandanna

Cost: 500

Attacks:
Front: Pull Strings X 3 - A
Middle: Pull Strings X 2 - B
Back: Pull Strings X 2 - C

Requirements: 

ALI: 25-75

INT: 110
MEN: 106
DEX: 115

My thoughts: More or less the same deal as a Doll Master.  He'll have 
more attacks in the front, but he'll be a bit more vulnerable.  Sticking 
him with Golems will increase their ability, naturally...

************************************************************

Class: Ninja Master

Appearance: A Ninja in dark brown clothing wearing a metal mask. 

Terrain: Forests

Equipment: 

Right Hand: Baldr Claw
Left Hand: N/A
Body: Ninja Garb
Head: Hannya Mask

Cost: 510

Attacks:
Front: Rend X 3 - A
Middle: Rend X 2 - B
Back: Ninja Art* X 2 - A

Requirements: 

ALI: 0-40

INT: 94
AGI: 112
DEX: 99

My thoughts: Ninja Masters are pretty darn good.  They're Ninja Art has 
really decent power, can hit just like an Archmage spell, and can 
change element regardless of the element of the Master.  I like these 
guys, even though I only have one.

************************************************************

Class: Archmage

Appearance: Bearded old man in a robe with an odd hat on and a staff.

Terrain: Plains

Equipment: 

Right Hand: Arc Wand
Left Hand: Spellbook
Body: Magician's Robe
Head: Amulet

Cost: 410

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

Requirements: 

ALI: 0-40

INT: 123
MEN: 107

My thoughts: These guys are beefed up Wizards.  Magic Plus is area 
effect magic.  Your Archmage attacks a target within a four square block 
and all enemies in that four square block are hit, or it'll attack a 
target and hit adjacent targets for lesser damage.

Wind: Thunder Flare
Fire: Fire Storm
Earth: Crag Press
Water: Ice Field
Bane: Dark Quest

************************************************************

Class: Dragoon

Appearance: Man wearing full gold armor, and pretty gold helmet, 
carrying a big sword.

Terrain: Plains

Equipment: 

Right Hand: Sword of Tiamat
Left Hand: N/A
Body: Dragon Armor
Head: Dragon Helmet

Cost: Cannot be bought normally.

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C

Requirements: 

ALI: 0-100

STR: 127
VIT: 111
DEX: 95

My thoughts: A large quest is to be undertaken to get one of these guys, 
and you can have only one.  The quest isn't especially hard, but it can 
only be completed rather late in the game.  Dragoons have some serious 
attack power on them and they're very strong defense-wise.  They're 
also very good at slaying Dragons.  Getting one is seriously 
recommended by me...

Starting the Dragoon Quest: Go to Idorf after finishing the Mylesia 
mission.  You'll learn about Dragoons and the armorers who made stuff 
for them, AND their locations.

Getting Dragon Helms: Go to Burgunny in Gunther Piedmont during the 
nighttime.  Here, you'll see a drunk.  Go back during the day, and an 
elderly woman will tell you about him and his wife, who lives in Senal 
in Volmus.  Pay her a visit, then go back to Burgunny and you'll find 
the happy couple reunited.  Visit one more time (during the day) and 
you'll be able to purchase a Dragon Helm for 250 Goth.

Getting Dragon Armor: Go to Kynora in Mount Ithaca during the day, and 
you'll meet an old man who'll talk about Dragon Armor and will tell you 
about the ore, Condrite.  You can find that ore in the market in 
Melphy, Dardunnelles on the 6th day of any month during the daytime 
(about 9:00 to 18:00).  Buy the Condrite for 200 Goth and take it to 
the old man, who will fashion the armor free of charge.

Getting the Sword of Tiamat: Return to Idorf with these two items after 
starting Chapter 3.  You'll be told about the barkeep in Elaine, Fair 
Heights.  Go there after finishing the mission and he'll tell you about 
Grozz Nuy and he'll give you the Dragon Scale.  He'll tell you he found 
the dragon in the forest outside Pinneg, Celesis.  Enter the stronghold 
of Pinneg after you beat that scene with a unit whose leader you want 
to fight and you'll head into the forest, drop the Dragon Scale and 
fight Grozz Nuy.

Fighting Grozz Nuy isn't that tough, since he only gets one attack per 
round, and if you're smart, you used someone with MORE than one attack 
per round.  Just make sure your character can cause a good amount of 
damage and you'll win and get the Sword of Tiamat, and the Dragoon 
class will be open to you.

One last note: I DON'T KNOW WHO STARTED THIS, BUT YOU DO NOT NEED A 
DRAGON SHIELD TO MAKE A DRAGOON!!!

************************************************************

Class: Centurion

Appearance: Man with sword, shield, armor, and a large plume on his 
helmet.

Terrain: Plains

Equipment: 

Right Hand: Baldr Sword
Left Hand: Kite Shield
Body: Plate Armor
Head: Armet

Cost: 570

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 0-100

VIT: 52
INT: 62
MEN: 52
DEX: 54

Must have promoted ten Soldiers.

My thoughts: I don't consider Centurions all that great.  You can go to 
the Legion FAQ for my opinion on Legions as a whole.  If you really 
want a Legion, I'd use one of the special characters.

************************************************************
************************************************************

B. Female Human Classes

Class: Amazon (Basic Female Unit)

Appearance: Blonde lady carrying a bow and wearing mostly white.

Terrain: Forest

Equipment: 

Right Hand: Short Bow
Left Hand: N/A
Body: Leather Armor
Head: Bandanna

Cost: 110

Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 1 - B
Back: Shoot X 2 - C

My thoughts: Although her power is lowest in the back, the fact that 
she gets to attack twice more than makes up for it.  Once again, this 
class will become obsolete as you gain levels and Soldiers can be 
directly upgraded.

************************************************************

Class: Archer

Appearance: Woman with a green feathered hat and costume, and a bow.

Terrain: Forests

Equipment: 

Right Hand: Great Bow
Left Hand: N/A
Body: Leather Armor
Head: Leather Hat

Cost: 190

Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 2 - B
Back: Shoot X 2 - C

Requirements: 

ALI: 20-80

STR: 72
DEX: 69

My thoughts: This is for all you fans of the SATs.  An analogy - 
Fighter : Knight :: Amazon : ?  If you said Archer, you'd be right.  
This is nothing more fancy than a stronger Amazon, which is fine if 
that's what you desire.  Since she attacks twice in the middle, she's 
one of the few good middle row units.

************************************************************

Class: Dragon Tamer

Appearance: Woman with the skull of a dragon on her head

Terrain: Plains

Equipment: 

Right Hand: Rapier
Left Hand: N/A
Body: Chain Mail
Head: Bone Helm

Cost: 200

Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 1 - B
Back: Thrust X 1 - C

Requirements: 

ALI: 30-90

STR: 72
VIT: 57
DEX: 69

My thoughts: On the surface, this lady appears to be nothing more than 
a frontline swordswoman.  Of course, the fact that she's called the 
Dragon Tamer denotes that she maintains power of those beasts so 
powerful that they have an entire type of class dedicated to them.  As 
can be expected, putting Dragons in units with her will increase their 
power.

************************************************************

Class: Valkyrie

Appearance: Female soldier with wings on her head.

Terrain: Snow

Equipment: 

Right Hand: Spear
Left Hand: Round Shield
Body: Breastplate
Helm: Plumed Headband

Cost: 410

Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 1 - B
Back: Lightning* X 2 - A

Requirement: 

ALI: 40-100

STR: 72
VIT: 57
INT: 62

My thoughts: This is a pretty versatile class.  She's good in both 
front and back rows.  She's also one of the few classes that has both 
physical and magic attacks.  You should consider this your main combat 
femme.

************************************************************

Class: Witch

Terrain: Plains

Appearance: A girl with a wand and a pointy hat

Equipment: 

Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Witch's Dress
Head: Pointy Hat

Cost: 300

Attacks:
Front: Effect Magic* X 1
Middle: Effect Magic* X 1
Back: Effect Magic* X 2

Requirements: 

ALI: 0-60

INT: 65
MEN: 68
DEX: 72

My thoughts:  Okay.  I used to think Witches were really bad, but they 
actually aren't that shabby.  If you have an enemy unit with a really 
nasty character, a Witch that can use a Sleep or Paralyze spell may be 
just what the doctor ordered.

Anyway, here's her elements.

Wind: Electroshock (Paralyze)
Fire: Ray of Paralysis (Paralyze)
Earth: Poison Cloud (Poison)
Water: Slumber Mist (Sleep)
Bane: Nightmare (Sleep)

************************************************************

Class: Sorceress

Appearance: Lady in skimpy outfit and high heels, wielding a wand

Terrain: Plains

Equipment: 

Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Witch's Dress
Head: Amulet

Cost: 240

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 1 - B
Back: Elemental Magic* X 2 - A

Requirements: 

ALI: 0-60

INT: 62
MEN: 65

My thoughts: This is the female version of the Wizard.  She has more 
magical defense, but far less physical defense, which shouldn't matter, 
because you'll never put her in harm's way, right?  Anyway, she uses 
the same elemental magic as the Wizard.

Wind: Lightning
Fire: Fireball
Earth: Acid Vapor
Water: Ice Blast
Bane: Word of Pain

Depending on the spellbook you equip, these spells can change.

************************************************************

Class: Cleric

Appearance: Braided girl in a full hooded robe.

Terrain: Plains

Equipment: 

Right Hand: Light Mace
Left Hand: N/A
Body: Cleric's Vestment
Head: Rosary

Cost: 130

Attacks:
Front: Healing X 1 - C
Middle: Healing X 1 - B
Back: Healing X 2 - A

Requirements: 

ALI: 45-100

INT: 59
MEN: 62

My thoughts:  Bow down to the Cleric.  Bow down to her.  This is the 
only major healing unit in the game.  You'll learn to love her.  She 
can heal you.  Do I really need to say more?  Okay, she's got a good 
magical defense, too...

************************************************************

Class: Diana

Appearance: Long hair with a feather in it, wearing blue pants.

Terrain: Forests

Equipment: 

Right Hand: Ytival
Left Hand: N/A
Body: Hard Leather
Head: Plumed Headband

Cost: 480

Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 2 - B
Back: Shoot X 3 - C

Requirements: 

ALI: 20-70

STR: 116
DEX: 124

Lunatikk's thoughts: Pretty much a beefed-up archer.  They have really 
good power and decent defenses, but they make great back row characters 
since they can attack three times.

************************************************************

Class: Dragon Master

Appearance: Woman wearing a headband with dragon wings and carrying a 
rapier.

Terrain: Plains

Equipment: 

Right Hand: Estoc
Left Hand: N/A
Body: Scale Armor
Head: Plumed Headband

Cost: 510

Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Thrust X 2 - C

Requirements: 

ALI: 50-90

STR: 127
VIT: 112
DEX: 113

My thoughts: This is the upgraded form of the Dragon Tamer.  She's much 
better at controlling dragons, and what I really like about her is that 
she gets two attacks no matter where you put her, so you're really not 
losing much by sticking her in the back row.

************************************************************

Class: Freya

Appearance: Woman wearing lots of metal armor, a metal helmet with 
wings, and carrying a spear

Terrain: Snow

Equipment: 

Right Hand: Thunder Spear
Left Hand: Buckler
Body: Baldr Mail
Head: Armet

Cost: 730

Attacks:
Front: Cleave X 3 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic Plus* X 2 - C/A

Requirements: 

ALI: 60-100

STR: 116
VIT: 101
INT: 106

My thoughts: These lovely ladies are Valkyries squared.  To get her 
back row attack to be magic, you need an elemental spear, like the 
Thunder Spear.

************************************************************

Class: Siren

Appearance: Long hair with a feather in it, wearing blue pants.

Terrain: Plains

Equipment: 

Right Hand: Arc Wand
Left Hand: N/A
Body: Fur Coat
Head: Amulet

Cost: 540

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

Requirements: 

ALI: 0-45

INT: 125
MEN: 128

By the same token as Archmages are better Wizards, Sirens are better 
Sorceresses.  As before, Magic Plus is area effect magic.  Your Siren 
attacks a target within a four square block and all enemies in that four
square block are hit, or she attacks a specific target and all adjacent 
enemies are hit for lesser damage.

Wind: Thunder Flare
Fire: Fire Storm
Earth: Crag Press
Water: Ice Field
Bane: Dark Quest

************************************************************

Class: Priest

Appearance: Looks a lot like a Cleric only yellow.

Terrain: Plains

Equipment: 

Right Hand: Baldr Mace
Left Hand: N/A
Body: Robe of the Wise
Head: Rosary

Cost: 530

Attacks:
Front: Healing Plus* X 1 - C
Middle: Healing Plus* X 1 - B
Back: Healing Plus* X 2 - A

Requirements: 

ALI: 65-100

INT: 109
MEN: 112

My thoughts: Forget bowing.  Get down on your knees and WORSHIP HER!!!  
This is the Super Cleric.  Healing Plus is stronger than normal 
Healing, and it heals a four square block of characters for roughly the 
same amount, or she heals a character and all adjacent for a smaller 
amount.  Definitely a must-have for any unit on the go.

************************************************************

Class: Princess

Appearance: Woman in full gown and crown, with a fan

Terrain: Plains

Equipment: 

Right Hand: Battle Fan
Left Hand: Spellbook
Body: Pure-White Dress
Head: Dream Tiara

Cost: Cannot be bought

Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

Requirements: 

ALI: 70-100

My thoughts: Worship her too!!!  You can only have but one, but you'll 
definitely want to add this gem of royalty to your army.  Sure, she 
seems just like another spellcaster, only high Alignment, but get THIS!

Put in her in any unit as a leader, and every other character besides 
her will get an EXTRA ATTACK!  SWEET!!  This mean you can potentially 
have 18 attacks per round.  Some are lucky to get 12...  You should be 
grateful... ^_^

She can also lead a Legion.

Getting the Pure-White Dress: Go to Bourdeux, Tenne Plains, with any 
female led group.  You'll be told about dresses and silk.  Go to Melphy, 
Dardunnelles on the 15th of any month during the daytime (9:00 to 18:00) 
and you'll find a peddler who will sell you a Bolt of Silk for 2000 
Goth.  Buy it, and take it to the dressmaker in Billney, Tenne Plains, 
who will make it into a Pure-White Dress for 2500 Goth.

Getting the Dream Tiara: Go to Clemona, Blue Basilica and an old man 
will tell you a tale about love never found.  He'll give you the 
Package for Gelda.  Take it to Boolem, Crenel Canyon, and you'll run 
into an old lady, who'll tell you to take it to Elle, Zenobia Border.  
An old man there will tell you her family moved to Soathon.  Are we 
getting tired of this wild goose chase yet?  Go to Tristle, and you'll 
get the Letter from Gelda.  Head back to Clemona and the old man will 
give you the Dream Tiara.  It's all quite a tearjerker... ;_;

************************************************************

Class: Centurion

Appearance: Woman with sword, shield, armor, and a large plume on her 
conical hat.

Terrain: Plains

Equipment: 

Right Hand: Baldr Sword
Left Hand: Buckler
Body: Plate Armor
Head: Baldr Helm

Cost: 590

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

Requirements: 

ALI: 0-100

VIT: 52
INT: 62
MEN: 52
DEX: 54

Must have promoted ten Soldiers.

My thoughts: I don't consider Centurions all that great.  You can go to 
the Legion FAQ for my opinion on Legions as a whole.  If you really 
want a Legion, I'd use one of the special characters.

************************************************************
************************************************************

C. Undead Classes

You can get Undead Classes in one of two ways.  My preferred way, at 
least for the low level Undead, is to find them in wilderness.  The 
other way is to have one of your characters die.  If they remain dead 
long enough, and you have equipment for them, they will become Undead.  
This doesn't work for Liches or Vampires, though.  You'll have to 
directly class change for them.

The really special thing about low level Undead (Zombie, Skeleton, 
Ghost) is that they will be revived after a battle if eliminated 
through standard means.  They only way they can be completely destroyed 
is if the entire unit is wiped out, or they are attacked by a holy 
weapon.

************************************************************

Class: Zombie

Appearance: Looks like a dessicated human with green and white bandages

Terrain: Plains

Equipment:

Right Hand: N/A
Left Hand: N/A
Body: Old Clothing
Head: N/A

Attacks:

Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Bite X 1 - C

My thoughts: Zombies are the most basic undead.  Bite attacks don't do 
much damage.  Really, probably the only thing you'll want Zombies for 
is to shield more powerful units.  They'll automatically change to 
Skeletons if hit with a Fire magic attack.

************************************************************

Class: Skeleton

Appearance: A...uh...skeleton...

Terrain: Plains

Equipment: 

Right Hand: Halt Hammer
Left Hand: N/A
Body: Torn Cloth
Head: N/A

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C

My thoughts: This is a good fighter.  Not really much to this class but 
being the standard Undead fighter.  This is what you get when the 
fighting type of Males get killed and turned Undead.

************************************************************

Class: Ghost

Appearance: Basically a floating sheet

Terrain: Sky

Equipment: 

Right Hand: N/A
Left Hand: N/A
Body: Torn Cloth
Head: N/A

Attacks:
Front: Nightmare X 1 - C
Middle: Nightmare X 1 - B
Back: Nightmare X 2 - A

My thoughts: Ghosts aren't as useful as Skeletons.  Nightmare is okay 
and all for causing a Sleep effect, but it really kind of defeats the 
"use Undead to shield more powerful units" theory.  If you hit a 
Skeleton with a combination Wind and Fire attack, it'll become a Ghost.

************************************************************

Class: Vampire

Appearance: A guy with pointy ears wearing a purple fuzzy garment

Terrain: Plains

Equipment: 

Right Hand: N/A
Left Hand: N/A
Body: Count's Garment
Head: Bloody Emblem

Attacks:
Front: Life Drain X 2 - A
Middle: Life Drain X 2 - A
Back: Life Drain X 2 - A

Requirements: 

ALI: 0-50

VIT: 52
MEN: 63
AGI: 54

Lunatikk's thoughts: I got a Vampire thinking, "Ok, cool.  Vampires are 
supposed to be super-human, undead, sex machines".  They are no 
superhumans.  They super suck.  They do very little damage (but they 
absorb the HP), they don't have very good defense, and they (as well as 
the unit they are in) can only move during the night.  To make matters 
worse, after you turn someone into a vampire there is no going back.  
You're stuck with him.  I can see no conceivable use for these guys. 

My backup thoughts: If, for some odd reason, you feel like making a 
Vampire, remember that this particular Undead is specific to males only.

Getting the Bloody Emblem: Go to Elegorea, Mylesia with a Chaotic Male 
leader.  You'll speak to Lestat the Undead.  He'll ask you four 
questions to see if you're worthy of becoming a Vampire.  Your answers 
will have to be as such based on the time of day:

Time of Day Answer Order 
00:00-01:29 1,1,1,1 
01:30-02:59 2,2,2,2 
03:00-04:29 1,1,1,1 
04:30-05:59 2,2,2,1 
06:00-07:29 1,1,2,1 
07:30-08:59 2,2,1,2 
09:00-10:29 1,1,2,2 
10:30-11:59 2,2,1,1 
12:00-13:29 1,2,1,1 
13:30-14:59 2,1,2,2 
15:00-16:29 1,2,1,2 
16:30-17:59 2,1,2,1 
18:00-19:29 1,2,2,1 
19:30-20:59 2,1,1,2 
21:00-22:29 1,2,2,2 
22:30-23:59 2,1,1,1

************************************************************

Class: Angel Knight

Appearance: Blonde girl with a rapier and a large shield.  Also has a 
halo and wings.

Terrain: Sky

Equipment:

Right Hand: Needle of Light
Left Hand: Kite Shield
Body: Plate Mail
Head: N/A

Attacks:
Front: Pierce X 2 - A
Middle: Banish X 1 - B
Back: Banish X 2 - C

Requirements: 

ALI: 50-100

STR: 60
VIT: 61
DEX: 57

My thoughts: Not an easy class to get, and there's an element of risk 
involved in getting her.  This class is female specific.  She has all 
around good skills, and a particularly high Dexterity rate.  Banish is 
a Virtue attack where she tosses her halo at an enemy.

Like many undead, a person has the chance of becoming an Angel Knight 
only if you kill a character.  If you have the proper stats and 
equipment, your dead girl will become an Angel Knight after some time.

Getting the Needle of Light: After Chapter 3, go to Melphy, 
Dardunnelles, on the 21st day of any month, during the daytime (9:00 to 
18:00).  A peddler will try to sell you one for 350 Goth.  Take it.

************************************************************

Class: Seraph

Appearance: Blue-haired angel with four wings and a rapier.

Terrain: Sky

Equipment:

Right Hand: Needle of Light
Left Hand: Kite Shield
Body: Baldr Mail
Head: N/A

Attacks:
Front: Pierce X 2 - A
Middle: Banish X 2 - B
Back: Jihad X 2 - C

Requirements: 

Previously Angel Knight

ALI: 75-100

INT: 108
MEN: 125
DEX: 137

My thoughts: Oh, man.  These holy lovelies are SWEET!  Angel Knights 
are really nothing compared to these.  Jihad hits ALL enemies with 
Virtue-type damage and OBLITERATES Undead!

************************************************************

Class: Lich

Appearance: Very thin person with skeleton hands, hunched over with a 
large staff and wearing a black cloak.

Terrain: Plains

Equipment: 

Right Hand: Kerykeion
Left Hand: Book of Bane
Body: Bloodstained Robe
Head: Ring of the Dead

Attacks:
Front: Elemental Magic Plus* X 2 - C
Middle: Elemental Magic Plus* X 2 - B
Back: Elemental Magic Plus* X 3 - A

Requirements: 

ALI: 0-30

INT: 24
MEN: 51

My thoughts: Amazing.  Just amazing.  These are the baddest guys out 
there.  They've got extra magic stank on them, so they'll slam the 
enemies and not even break a sweat.  Of course, they probably don't 
have sweat glands anymore, anyway...  The only bad thing about Liches is 
that you can only get so many Rings of the Dead.  I know how to get 
one and I hear you can get a second.  The really good thing is that 
you don't have to kill your Archmage to make one.

Getting the Ring of the Dead: Go to Banna Barra, Celesis.  A young girl 
will give you the Dark Invitation.  Go with Magnus to Quelluan, 
Zenobian Border, and you will receive the Ring.  You can also find a 
ring in the first Tremos Mountains stage.  Where I don't know.

There seems to be some confusion about this, so let me just say that 
you do NOT have to kill someone to make a Lich.  Once you have all the 
equipment and requirements, the Lich will appear as a class change on 
the class change screen and you can go from there.

************************************************************
************************************************************

D. Demi-Human Classes

These classes consist mostly of non-leaders.  They're all 1 tile 
characters, so there's room for a few in a unit.

Class: Hawkman

Appearance: Winged man carrying an axe or hammer.

Terrain: Sky

Equipment: 

Right Hand: Halt Hammer
Left Hand: N/A
Body: Leather Armor
Head: Bandanna

Cost: 190

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C

My thoughts: The Hawkman is a decent fighter.  His biggest advantage 
is that he's a Sky unit.  He swoops and soars with the best of 'em.

************************************************************

Class: Vultan

Appearance: Winged man with gold and silver armor with hair coming out 
of his helmet.

Terrain: Sky

Equipment: 

Right Hand: Baldr Club
Left Hand: N/A
Body: Hard Leather
Head: Hachigane

Cost: 490

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Wind Shot X 2 - C

Requirements: 

ALI: 40-100

STR: 103
AGI: 97
DEX: 80

My thoughts: O holy Hawkman.  He's your high alignment Hawkman.  In my 
opinion, keeping him in the front is the best course of action.  He'll 
hit for more power than the standard Hawkman, and he's got the sky 
thing goin' on.

************************************************************

Class: Raven

Appearance: Winged man wearing dark armor and a helmet

Terrain: Sky

Equipment: 

Right Hand: Baldr Axe
Left Hand: N/A
Body: Hard Leather
Head: Hachigane

Cost: 570

Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Thunder Arrow X 2 - C

Requirements: 

ALI: 0-60

STR: 99
AGI: 93
DEX: 77

My thoughts: This guy is a Hawkman gone bad.  This is one of the few 
classes that's just as good in the front as it is in the back.  The 
Thunder Arrow, naturally, hits best against earth elementals, and the 
physical attacks are quite damaging. 

************************************************************

Class: Pumpkinhead

Appearance: A kid with a pumpkin for a head.

Terrain: Forest

Equipment:

Right Hand: N/A
Left Hand: N/A
Body: Plain Clothing
Head: Glass Pumpkin

Attacks:
Front: Pumpkin Smash X 2 - A
Middle: Pumpkin Smash X 1 - A
Back: Pumpkin Shower X 1 - A

My thoughts: These odd gentlemen are a very valuable find.  This is a 
similar pumpkin that was fought in the original Ogre Battle.  Created 
by Deneb, this kid has an amazing power.  By throwing his head at 
enemies, he can take off half their health.  This is great against guys 
of high HP, not so much against guys of low HP, naturally...

The Pumpkin Shower is far more damaging.  Several pumpkins rain down on 
the opposition, about five to seven times, and each takes off half the 
HP of a target.  This targets all units in a four-square area.  
Unfortunately, this also takes off half the HP of the Pumpkinhead.  So, 
if he's in a non-Cleric unit, put him in the front, and in the back if 
the unit has a Cleric.

************************************************************

Class: Gremlin

Appearance: It looks like a small bat with a big head and a pointy tail

Terrain: Sky

Equipment:

Attacks:
Front: Throw a Kiss X 2 - A
Middle: Throw a Kiss X 1 - B
Back: Abyss X 2 - A

Lunatikk's thoughts: Semi-useful to have, but nothing special.  Throw a 
Kiss reduces the attack power of whomever it hits, and Abyss hits for 
light damage putting them to sleep.  They have low HP, but they dodge 
attacks like crazy, and have high magic defense.

************************************************************

Class: Faerie

Appearance: A little girl with wings

Terrain: Sky

Equipment:

Attacks:
Front: Throw a Kiss X 1 - A
Middle: Throw a Kiss X 1 - B
Back: Magic Missle X 2 - C

Lunatikk's thoughts: Not too useful unless you have nothing better to 
use.  They use Throw a Kiss on your allies raising their attack power.  
Magic Missile hits for light damage, and is virtually useless.  
However, it is a Virtue based attack which can be somewhat handy when 
dealing with evil, or undead characters.

************************************************************
************************************************************

E. Dragon Classes 

These are the epitome of all beasts.  They have a large amount of 
class change available to them depending on their alignment and ruling 
element.  They're two tile characters.

************************************************************

Class: Young Dragon

Appearance: A little, plump yellow rat with wings and a beak.

Terrain: Mountains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Bite X 1 - C

Lunatikk's thoughts: A good early game unit.  Eventually, it will 
evolve into something more powerful, depending on its element and 
alignment. It's power is enchanced by Dragon Tamers and Masters.

************************************************************

Class: Thunder Dragon

Appearance: A purple dragon

Terrain: Plains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Lightning Breath X 1 - C

Requirements - Wind Elemental

ALI: 20-80

AGI: 61
DEX: 81

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become a 
Quetzalcoatl.  Breath slightly damages adjacent characters.

************************************************************

Class: Red Dragon

Appearance: A red dragon

Terrain: Mountains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Fire Breath X 1 - C

Requirements - Fire Elemental

ALI: 20-80

STR: 108
AGI: 61

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become a 
Flarebrass.  Breath slightly damages adjacent characters.

************************************************************

Class: Earth Dragon

Appearance: A green dragon

Terrain: Plains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Acid Breath X 1 - C

Requirements - Earth Elemental

ALI: 20-80

VIT: 109
MEN: 98

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become an Azhi 
Dahaka.  Breath slightly damages adjacent characters.

************************************************************

Class: Blue Dragon

Appearance: A blue dragon

Terrain: Marsh

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Breath of Cold X 1 - C

Requirements: Water Elemental

ALI: 20-80

MEN: 98
DEX: 81

Lunatikk's thoughts: Just like other mid level dragons, a decent fighter 
that should probably be in the front row.  Eventually, it will become a 
Hydra.  Breath slightly damages adjacent characters.

************************************************************

Class: Platinum Dragon

Appearance: A white dragon

Terrain: Snow

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Sacred Breath X 1 - C

Requirements: 

ALI: 65-100

VIT: 114
INT: 73
MEN: 101

Lunatikk's thoughts: Just like other mid level dragons, a decent fighter 
that should probably be in the front row.  Eventually, it will become a 
Bahumut.  Breath slightly damages adjacent characters.

************************************************************

Class: Black Dragon

Appearance: A black dragon

Terrain: Plains

Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Rotten Breath X 1 - C

Requirements: 

ALI: 0-35

STR: 112
INT: 73

My thoughts: Just like other mid level dragons, a decent fighter that 
should probably be in the front row.  Eventually, it will become a 
Tiamat.  Breath slightly damages adjacent characters.

************************************************************

Class: Quetzalcoatl

Appearance: An Eastern-looking dragon, snake-like in appearance.

Terrain: Plains

Attacks:
Front: Lightning Breath X 2 - A
Middle: Lightning Breath X 2 - B
Back: Radiant Gale X 2 - C

Requirements - Previously Thunder Dragon

ALI: 25-75

AGI: 93
DEX: 121

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Radiant Gale hits all enemies and paralyzes them.

************************************************************

Class: Flarebrass

Appearance: A beefy, Western red dragon standing tall on two legs.

Terrain: Plains

Attacks:
Front: Fire Breath X 2 - A
Middle: Fire Breath X 2 - B
Back: Crimson Note X 2 - C

Requirements - Previously Red Dragon

ALI: 25-75

STR: 156
AGI: 93

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Crimson Note hits all enemies and lowers their power.

************************************************************

Class: Ahzi Dahaka

Appearance: A brownish green dinosaur-type dragon on all fours and with 
scales.

Terrain: Plains

Attacks:
Front: Acid Breath X 2 - A
Middle: Acid Breath X 2 - B
Back: Earthquake X 2 - C

Requirements - Previously Earth Dragon

ALI: 25-75

VIT: 151
MEN: 130

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Earthquake hits all enemies and lowers their power.

************************************************************

Class: Hydra

Appearance: A bright blue, five-headed dragon.

Terrain: Marsh

Attacks:
Front: Breath of Cold X 2 - A
Middle: Breath of Cold X 2 - B
Back: Clear Disaster X 2 - C

Requirements - Previously Blue Dragon

ALI: 25-75

MEN: 138
DEX: 121

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Clear Disaster hits all enemies and puts them to sleep.

************************************************************

Class: Bahamut

Appearance: A big white dragon standing tall on its four legs.

Terrain: Snow

Attacks:
Front: Sacred Breath X 2 - A
Middle: Sacred Breath X 2 - B
Back:  Divine Ray X 2 - C

Requirements: Previously Platinum Dragon

ALI: 75-100

VIT: 162
INT: 105
MEN: 133

Lunatikk's thoughts: The evolved version of Platinum Dragon, and one of 
the Ultimate Dragon Forms.  It's Sacred Breath is good and all, but 
Divine Ray blows it away.  Divine Ray does moderate to heavy virtue 
type damage to all enemies twice in one fight.  Plus, it looks pretty 
cool.  Very powerful.

************************************************************

Class: Tiamat

Appearance: A wiry, yet muscular, black dragon standing on two legs.

Terrain: Plains

Attacks:
Front: Rotten Breath X 2 - A
Middle: Rotten Breath X 2 - B
Back: Evil Dead X 2 - C

Requirements - Previously Black Dragon

ALI: 0-25

STR: 160
INT: 105
DEX: 124

My thoughts: A great class if you can get it, like the other high level 
dragons.  In the back is my personal choice for course of action, as 
Evil Dead hits all enemies and puts them to sleep.

************************************************************
************************************************************

F. Monster Classes

These bad boys are 2 tile characters.  They make up for the assuming 
the role of 2 characters by being about as strong as two characters.  
Most are quite strong or can attack multiple times.

************************************************************

Class: Wyrm

Appearance: A lizard that's more wing than body.

Terrain: Sky

Attacks:
Front: Bite X 2 - A
Middle: Bite X 2 - B
Back: Bite X 2 - C

My thoughts: The thing that sets this monster apart is it's flying 
ability.  Other than that, he's a better-than-average attacker with 
a nasty set of teeth.

************************************************************

Class: Wyvern

Appearance: A bit more muscular than a Wyrm, and has a purple and white 
crest on its head.

Terrain: Sky

Attacks:
Front: Bite X 2 - A
Middle: Bite X 2 - B
Back: Fire Breath X 2 - A

Lunatikk's thoughts: Not too shabby of a flying character.  Good attack 
from the front row, good defense.  Fire Breath can hit multiple targets 
at once for a moderate amount of damage.

************************************************************

Class: Griffin

Appearance: An eagle's head and wings on a lion's body.

Terrain: Sky

Attacks:
Front: Claw X 2 - A
Middle: Claw X 1 - B
Back: Wind Shot X 2 - A

My thoughts: Wyrms are good for low alignment sky units, and Griffins 
are good for high alignment sky units.  Have fun with them if you like 
sky units.

************************************************************

Class: Opinicus

Appearance: A bigger, blue-beaked, blue-clawed Griffin

Terrain: Sky

Attacks:
Front: Claw X 2 - A
Middle: Claw X 1 - B
Back: Wind Storm X 2 - C

Requirements: Previously Griffin, Partially Chaotic to Partially Lawful 
Alignment

MEN: 105
AGI: 127
DEX: 91

My thoughts: The upgraded Griffins.  These guys are probably better in 
the front because Wind Storm generally doesn't hit all that hard...

************************************************************

Class: Cockatrice

Appearance: Looks like a chicken with a lizard's tail.

Terrain: Sky

Attacks:
Front: Peck X 2 - A
Middle: Peck X 1 - B
Back: Petrify X 2 - C

Lunatikk's thoughts: Ooh baby, these are good.  Peck is alright, but 
put them in the back for some grade "A" damage.  Petrify can hit 
multiple targets at once for moderate damage, and has a chance of 
Petrifying them.  That's right.  Instant kill.  They are pretty good at 
evading, but they don't have very good defense.  I would recomend 
getting at least one of these.

My backup thoughts: Petrifying enemies doesn't get you any experience.  
Use caution when petrifying.

************************************************************

Class: Sphinx

Appearance: A beast with a woman's front and wings

Attacks:
Front: Claw X 2 - A
Middle: Evocation X 1 - B
Back: Evocation X 2 - A

My thoughts: These beasts are great!  Put them in the back and you 
have a beast spellcaster.  They pick any element, like Ninja Masters, 
but they have the power of an Archmage or Siren, so all you're trading 
here is the space.

************************************************************

Class: Hellhound

Appearance: A wolf with two heads

Terrain: Mountains

Attacks:
Front: Bite X 3 - A
Middle: Bite X 2 - B
Back: Bite X 1 - C

My thoughts: This is a very powerful unit.  The main reason for his 
power is the three attacks he gets.  There's nothing much else special 
about him, though.

************************************************************

Class: Cerberus

Appearance: Looks like a pit bull with three heads

Terrain: Mountains

Attacks:
Front: Bite X 3 - A
Middle: Bite X 2 - B
Back: Mesmerize X 2 - C

Requirements: Neutral to Chaotic Alignment

STR: 139
VIT: 138
MEN: 90

My thoughts: These guys are Hellhounds times ten!  Well, actually, 
Hellhounds times one and a half.  They have wonderful attack power and 
defense.  I'd put these puppies on the front line.

************************************************************
************************************************************

G. Golem Classes

These rock boyos have their own class group.  Not too bad for your 
troubles...

************************************************************

Class: Golem

Appearance: A large man-shaped cluster of rocks. 

Terrain: Mountains

Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C

My thoughts: These guys can take serious hits.  They're also pretty 
strong in their own right.  One of the disadvantages I've found in 
this class is they don't always hit well.  They can't have their status 
changed, though, so they can't be put to sleep, poisoned, or 
paralyzed.

************************************************************

Class: Stone Golem

Appearance: A gray-colored man-shaped cluster of rocks. 

Terrain: Mountains

Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C

Requirements: Golem becomes petrified while...

STR: 104
VIT: 129

My thoughts: This is what happens when a Golem is petrified.  This 
is stronger and more agile than the standard version of Golem.  Not 
much more to be said.

************************************************************

Class: Baldr Golem

Appearance: A bluish-colored man-shaped cluster of rocks. 

Terrain: Mountains

Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C

Requirements: Golem gets hit with a wind/fire combo while...

STR: 144
VIT: 185

My thoughts: Wind and Fire.  Kinda like tempering the Golem, like 
you'd temper any metal.  Anyhoo.  These are the best Golems to have 
because they'll have increased stats of Stones...

************************************************************
************************************************************

H. Demon Classes

This is the hidden set of classes.  These are monsters from the 
Netherworld that have invaded the human world.

************************************************************

Class: Goblin

Appearance: Odd-looking toothy guy in plate mail.

Terrain: Plains

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C

My thoughts: Even for demons, I don't consider these guys worth the 
effort.  They're not all that strong.  As far as I know, they don't 
evolve, and by the time you can get them, you probably have guys that 
are much better.

************************************************************

Class: Gorgon

Appearance: Top half woman, lower half snake, and snakes for hair

Terrain: Plains

Attacks:
Front: Gaze of Terror X 1 - A
Middle: Shoot X 1 - B
Back: Shoot X 2 - C

My thoughts: Gaze of Terror targets ALL enemies.  Gorgons are 
unbelievably cheap, since they have the ability to completely petrify a 
unit in nothing flat.

************************************************************
************************************************************

I. Special Character Classes 

Magnus Gallant

Appearance: Purple-haired guy in armor, with his sword behind him.

Starting Class: Gladiator

Terrain: Plains

Equipment:
Right Hand: Short Sword
Left Hand: Blue Sash
Body: Plate Mail
Head: N/A

Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash/Elemental Magic* X 2 - C/A

My thoughts: Magnus is odd in the sense that he can do two attacks in 
the front and back, but not middle.  Still, since he's the only life 
this game really depends on, keeping him in the back is, by far, the 
best course of action early on.  However, later in the game, after 
you get Priests and Healing is less of an issue (ALWAYS have a Cleric 
or Priest with Magnus), you might want to put him in front, as certain 
swords cause him to have magic attacks which are generally less 
effective than physical attacks.

---

Second Class: Vanguard

Terrain: Plains

Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash
Body: Baldr Mail
Head: N/A

Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic Plus* X 2 - C/A

My thoughts: Like all second classes, Magnus becomes a Vanguard at the 
beginning of Chapter 3 and can command a Legion.  The Elemental Magic 
Plus is a possibility depending on the element of equipped swords.

Final Class: General

Appearance: The same old Magnus, with heavy armor on.

Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash
Body: Baldr Armor
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Blast X 2 - C

My thoughts: Magnus becomes a General at the beginning of the Final 
Chapter.  He can now use Full-Body Armor, and fire Blasts from his 
sword, which change depending on the element of the sword he uses.

Physical: Sonic Blast
Wind: Wind Blast
Fire: Fire Blast
Earth: Earth Blast
Water: Aqua Blast
Virtue: Holy Blast
Bane: Dark Blast

Even though it's a pretty new thing, the blasts aren't all that 
effective, and unless you're adamant about keeping Magnus in the back, 
you're probably better off with him in the front.

************************************************************

Diomedes Rangue

Appearance: Looks like a Knight without a helmet, and wears a blue sash.

Starting Class: Gladiator

Terrain: Plains

Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash
Body: Plate Armor
Head: N/A

Attacks: 
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 1 - C

My thoughts: Dio's pretty powerful.  You're still probably going to 
want to keep him in the middle instead of the front, because he is 
that valuable.

How to get him: He automatically joins in Scene 1.

How to lose him: If you agree to fight him before Scene 1 starts, and if
you say "..." when Rhade orders you to kill Frederick, he'll leave.

---

Second Class: Warrior

Terrain: Plains

Equipment:
Right Hand: Blessed Sword
Left Hand: Blue Sash
Body: Baldr Armor
Head: N/A

Attacks: 
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic* X 2 - C/A

My thoughts: Like all second classes, Dio becomes a Warrior at the 
beginning of Chapter 3 and can command a Legion.  The Elemental Magic 
is a possibility depending on the element of equipped swords.  I'd 
go for front row in this case, for the sake of three attacks.

************************************************************

Leia Silvis

Appearance: Valkyrie without wings and having a long blonde ponytail.

Starting Class: Blaze Knight

Terrain: Snow

Equipment:
Right Hand: Spear
Left Hand: Round Shield
Body: Breastplate
Head: N/A

Attacks:

Front: Cleave X 2 - A
Middle: Cleave X 1 - B
Back: Lightning* X 2 - A

My thoughts: Leia's pretty much a Valkyrie.  The only thing separating 
the two is the fact that she wears no headgear.

How to get her: She automatically joins in Scene 3.

---

Second Class: Rune Knight

Terrain: Snow

Equipment:
Right Hand: Thunder Spear
Left Hand: Buckler
Body: Baldr Mail
Head: N/A

Attacks:

Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic Plus* X 2 - C/A

My thoughts: Like all second classes, Leia becomes a Rune Knight at the 
beginning of Chapter 3 and can command a Legion.  Oddly enough, she 
loses her Lightning ability and gains a Elemental Magic Plus thing just 
like Magnus and Dio.  Depending on the spear equipped, she'll do 
different attacks in the back.

************************************************************

Troi Tyton

Class: Phalanx

Appearance: Gold-armored Phalanx

Equipment: See Phalanx

Attacks: See Phalanx

My thoughts: See Phalanx

How to get him: Go to Elgorea, Mylesia in Scene 4 (The Path Diverges).  
Troi will walk right up to you and ask to join.

************************************************************

Katreda Birall

Class: Cleric

Appearance: Pink-robed Cleric

Equipment: See Cleric

Attacks: See Cleric

My thoughts: See Cleric

How to get her: Go to Cayes, Gunther Piedmont during Scene 7 (A New 
Beginning) and she will ask to join so that she can help her father.

************************************************************

Asnabel Birall

Class: Berserker

Appearance: Purple-clothed Berserker

Equipment: See Berserker

Attacks: See Berserker

My thoughts: See Berserker

How to get him: Have Katreda when you finish liberating Gunther 
Piedmont in Scene 7 (A New Beginning).

************************************************************

Aisha Knudel

Class: Priest

Appearance: Pink clothed, hoodless Priest

Equipment: See Priest

Attacks: See Priest

My thoughts: See Priest

How to get her: You must not have lost Dio.  Go to Puld, Auderva 
Heights during Scene 13 (Thoughts), and she'll ask to join your party.

************************************************************

Saradin Carm

Class: Warlock

Appearance: Non-hooded white-haired wizard-looking gentleman.

Terrain: Plains

Equipment:

Right Hand: Hemlock
Left Hand: Spellbook
Body: Magician's Robe
Head: Amulet

Attacks:

Front: Effect Magic* X 1 - A
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A

My thoughts: Saradin's got some stank on him.  In the back he's an 
early Archmage, so stick him in the back for best results.  You can't 
dequip his staff, the Hemlock, though...

How to get him: You must not have lost Dio.  Beat Scene 15 (Uncertainty) 
and he'll ask to join your party.

************************************************************

Sheen Cocteau

Class: Hawkman

Appearance: Brown-haired Hawkman

Equipment: See Hawkman

Attacks: See Hawkman

My thoughts: See Hawkman

How to get him: You must have a low to neutral Chaos Frame.  Go to 
Coppermine, Azure Plains, during Scene 17 (Visitors from the West), and 
he'll ask to join your party.

************************************************************

Ankiseth Gallant

Class: Solidblade

Appearance: Similar to Magnus only taller and older looking.

Equipment:
Right Hand: Blessed Sword
Left Hand: Blue Sash
Body: Plate Mail
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Clay Assault* X 2 - A

My thoughts: Good for either front or back rows.  Ankiseth has Clay 
Assault in the back row regardless of what's equipped on him.  When I 
got him, he was of quite a high level, so he towered over everyone 
else.  He can lead a Legion.

How to get him: At the beginning of Scene 18 (The Grim Path), you must 
choose to meet with your father.  Keep him alive for the battle, and 
choose to have him join you after the battle.

************************************************************

Meredia O'Keife

Class: Siren

Appearance: Blue-haired, white-clothed Siren

Equipment: See Siren

Attacks: See Siren

My thoughts: See Siren

How to get her: At the beginning of Scene 21 (The Eastern Orthodox 
Church), Meredia will show up if Leia is still alive.  She'll ask to 
join your party.

************************************************************

Europea Rheda

Class: Centurion (Female)

Appearance: Red-haired Centurion without the goofy hat.

Equipment: See Centurion (Female)

Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 1 - C

My thoughts: Quite a bit better than a normal Centurion, actually.  She 
has a lot of power to her.  A good frontline female character.

How to get her: Take Magnus to Fort Hillverich during Scene 22 
(Suspicion).  You must have a neutral to high Chaos Frame.  You'll 
speak to Europea and she'll head for the enemy headquarters.  Make sure 
she doesn't die, and she'll offer to join you.

************************************************************

Quass Debonair

Class: General

Appearance: Tall guy with long, blonde hair and a rather big sword.

Equipment:
Right Hand: Sonic Blade
Left Hand: Tunic
Body: Breidablick
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Sonic Blade X 2 - C

My thoughts: Ah, yes.  The Deva of the Wind, former general of the 
Zenobian Army.  Debonair's a great character.  You're probably best 
off putting him in the front row.  Sonic Blade hits a back row 
character, but not all that hard.  You can't dequip his Sonic Blade or 
Tunic.  He can also lead a Legion.

How to get him: You need Aisha, Saradin, and a high Chaos Frame.  In 
Scene 26 (No Man's Land), take Magnus to Ibu Deli.  You'll run into 
Debonair there.  If the requirements are met, he'll ask to join.

************************************************************

Destin Faroda

Class: Lord

Appearance: Red-haired guy with a rather large sword.

Equipment:
Right Hand: Sigmund
Left Hand: Tunic
Body: Phoenix Mail
Head: N/A

Attacks:
Front: Slash X 3 - A
Middle: Slash X 3 - B
Back: Slash/Elemental Magic* X 2 - C/A

My thoughts: Yes, sports fans, this man is indeed the hero from the 
original Ogre Battle, now a mere pawn in your grand army.  He makes 
for an excellent front row combatant, so stick him there.  He can also 
lead a Legion.

How to get him: In Scene 29 (The March to Latium), take Magnus' group 
to Kurashino, Gules Hills.  If you have all the Zenobians up to this 
point, Destin will join you.

************************************************************

Gilbert Oblion

Class: Beast Master

Appearance: Yellow-clothed Beast Master

Equipment: See Beast Master

Attacks: See Beast Master

My thoughts: See Beast Master

How to get him: In Scene 29 (The March to Latium), take Magnus' group 
to Kurashino, Gules Hills.  If you have all the Zenobians up to this 
point, and a high Chaos Frame, Gilbert will join you.

************************************************************
************************************************************

5. Items

Yeah.  I think we're about halfway there, now...

You can sell any item for 1/4 it's listed cost.

If you want to know if something can be bought, just search the document 
to see if it shows up later in shops.  Suffice to say that many of the 
stronger weapons/armors cannot be bought.

************************************************************

A. Helmets/Headgear

Headgear -- 

Can be used by: Fencer, Doll Master, Ninja, Sword Master, Enchanter, 
Ninja Master, Amazon, Archer, Diana, Valkyrie, Dragon Master, Hawkman, 
Vultan

Bandanna - Large piece of cloth wrapped around the head to improve 
one's courage, Res Strike +1, MEN+2, Cost: 20

Plumed Headband - Headband adorned with white feathers, known to bring 
good luck, Res Strike +1, Res Dark +3, Res Holy -1, Element: Virtue, 
Cost: 60

Decoy Cap - Magical cap that attracts wild beasts by drawing their 
attention to the wearer, Res Strike +1, Cost: 300

Hachigane - Headband adorned with iron plates to protect its wearer, 
Res Strike +2, Cost: 40

Leather Hat - Popular leather headpiece, Res Strike +2, Cost: 40

Jin-gasa - Broad, conical hat which protects the wearer from rain and 
snow, Res Strike +2, DEX+1, Cost: 50

Pointy Hat - Cone-shaped leather hat with a wide brim.  The witch's 
trademark, Res Strike +2, INT+4

Hannya Mask - The mask of Hannya, female demon portrayed as the 
incarnation of agony, hatred and rage, Res Strike +3, MEN+2, AGI+2,
Cost: 180

Burning Band - Headband made from the whisker of a firedrake.  It 
protects its wearer from cold, Res Strike +3, Res Water +5, 
Res Fire -2, Element: Fire, Cost: 250

Ice Bandanna - Magical bandanna woven with the breath of a snow spirit, 
Res Strike +3, Res Fire +5, Res Water -2, Element: Water, Cost: 250

Celestial Veil - Beautiful veil that protects the wearer from darkness, 
Res Strike +4, INT+4, Res Dark +8, Res Holy -4, Petrify Invalid, 
Element: Virtue, Cost: 550

---

Helms -- 

Can be used by: Fighter, Knight, Berserker, Phalanx, Paladin, Black 
Knight, Cataphract, Dragoon, Centurion(male), Dragon Tamer, Freya, 
Centurion(female), Raven

Iron Helm - Iron skullcap that leaves portion of the head unprotected, 
Res Strike +2, Cost: 30

Bone Helm - Helm modeled after a dragon skull.  Mostly ornamental, it 
does not offer much protection, Res Strike +2, 50

Armet - Iron helm that covers the entire head; it offers good 
protection, but decreases visibility, Res Strike +4, Cost: 120

Dragon Helm - Sturdy helm made of dragon skull.  Very effective against 
dragon attacks, Res Strike +4, Res Fire +4, Element: Fire, Cost: 250

Freud Helm - Beautiful veil that protect the wearer from darkness. 
Res Strike +4, INT+4, Res Holy -4, Res Dark +8, Cost: 700

Baldr Helm - Helm made of Baldr, a metal that increases one's magical 
ability, Res Strike +5, INT+1, Cost: 170

Helm of Thunderclap - Helm fabled to have originated from the war cry 
of the thunder god, Thor, Res Strike +6, Res Earth +8, Res Wind -2, 
Element: Wind, Cost: 410

Helm of the Fearless - Helm worn by a swordmaster who has vanquished 
one hundred opponents, STR+20, AGI-15, DEX+5, Res Strike +6, 
Res Holy +3, Res Dark -1, Element: Bane, Cost: 1550

************************************************************

B. Weapons

---

Swords -- 

Can be used by: Fighter, Knight, Paladin, Centurion (male), Centurion 
(female), Goblin, Gladiator, Vanguard, General(Magnus), Warrior, 
Solidblade

Short Sword - Sword popular for its ease of use, STR+3, Cost: 20

Baldr Sword - Sword forged from Baldr, a metal that increases one's 
magical ability, STR+5, INT+3, Cost: 150

Stone Sword - Sword chiseled from an ancient boulder, believed to 
contain the spirit of a god, STR+7, VIT+5, Res Wind +4, Res Earth -1, 
Element: Earth, Cost: 200

Falchion - Curved single-edged sword with a broad blade designed to 
slash the opponent, STR+8, Cost: 400

Sword of Firedrake - A dragon slayer made from the scale of a 
firedrake, STR+8, Res Water +4, Res Fire -1, Element: Fire, Cost: 300

Glamdring - Forged by an Elven blacksmith, the blade of this sword 
emits an unceasing red glow, STR+9, Res Water +3, Element: Fire, 
Cost: 400

Blessed Sword - Baldr sword blessed by a priest, STR+9, INT+3, 
Element: Virtue, Cost: 400

Sum Mannus - Sword of lightning made from the scale of a thunder 
dragon, STR+11, Res Wind -1, Res Earth +4, Element: Wind, Cost: 500

Ice Blade - Sword chiseled from unmelting ice, STR+13, Res Fire +4, 
Res Water -1, Element: Water, Cost: 600

Dainslaif - Bloodthirsty sword which urges the wielder to fight, STR+14, 
Res Holy +4, Res Dark -1, Element: Bane, Cost: 850

Adamant Katana - Broad-bladed sabre tempered in the eastern kingdom of 
Zipang, STR+16, Res Wind +8, Res Earth -3, Element: Earth, Cost: 1500

Evil Blade - Fiendish sword used by the swordsmen of the netherworld, 
STR+17, Res Holy +8, Res Dark -3, Sleep Effect, Element: Bane, 
Cost: 1500

Flamberge - A greatsword with an undulating blade, often used for 
ceremonial purposes, STR+18, Cost: 1400

Penitence - Holy sword said to have been brought from the heavens by a 
fallen angel, STR+18, Res Dark +4, Res Holy -1, Element: Virtue, 
Cost: 1500

Laevateinn - The flaming sword of Surt, said to consume the world by 
fire at the time of Ragnarok, STR+18, Res Water +8, Res Fire -3, 
Element: Fire, Cost: 1600

Nephrite Sword - Sword made of jade which contains the power of unholy 
water, STR+18, Res Fire +8, Res Water -3, Element: Water, Cost: 1600

Notos - Sword that holds the power of Notos, the god of the south 
wind.  One of the four Relics of the Wind, STR+19, AGI+5, Res Earth +7, 
Res Wind -2, Element: Wind, Cost: 1750

Oracion - A shining sword of virtue which grants the wielder the 
ability to communicate with the gods, STR+21, Res Dark +8, Res Holy -3, 
Element: Virtue, Cost: 2100

Fafnir - The sword used by an ancient hero to slay the evil dragon, 
Fafnir, STR+22, Cost: 1850

---

Greatswords -- 

Can be used by: Fencer, Sword Master, Dragoon, General(Debonair, Sonic 
Blade only), Lord

Bastard Sword - Common, large, double-edged sword designed to do 
damage by its sheer size, STR+6, Cost: 180

Yomogi-u - Daito, exotic long sword of the East, that amplifies its 
wielder's power, STR+7, DEX+3, Res Wind +4, Res Earth -1, 
Element: Earth, Cost: 300

Claymore - Greatsword with an oversized guard, STR+9, Cost: 360

Glaive of Champion - The legendary warsword of Sigurd, STR+11, Cost: 500

Kusanagi - Sacred sword found in the tail of a dragon.  It looks 
tarnished, but emits bright light when brandished, STR+11, Res Dark +2, 
Element: Virtue, Cost: 550

Matsukaze - Daito, exotic long sword of the East, with the power to 
create blades of wind, STR+12, DEX+4, Res Earth +4, Res Wind -1, 
Element: Wind, Cost: 650

Malachite Sword - Sword forged in the netherworld that freezes what it 
hits, STR+12, Res Fire +4, Res Water -1, Element: Water, Cost: 650

Kagari-bi - Daito, exotic long sword of the East, that becomes engulfed 
in flame when brandished, STR+13, DEX+4, Res Water +4, Res Fire -1, 
Element: Fire, Cost: 750

Sigmund - Sword tempered with lightning by Thor, STR+14, Res Earth +8, 
Res Wind -3, Element: Wind, Cost: 650

Durandel - The lost technology of the ancient Mistralians entrapped 
the power of bane in this sword, STR+14, Res Holy +8, Res Dark -3, 
Element: Bane, Cost: 700

Sonic Blade - Legendary long sword carved from a scale of the elder 
dragon, STR+15, Cost: 1000

Sword of Tiamat - Dragon slayer made of Tiamat's fang, STR+15, 
Cost: 1200

Balmung - Two-handed sword made from the claw of the evil dragon, 
Fafnir, STR+19, Cost: 1750

Chaladholg - Holy sword, also known as the Demon Slayer, for 
beheading countless evil beings, STR+22, Res Dark +10, Res Holy -4, 
Element: Virtue, Cost: 2100

Ogre Blade - Gigantic weapon forged by the Ogre; its form is too 
irregular and unrefined to be acknowledged as a sword, STR+25, INT-4, 
Res Holy +15, Res Dark -10, Element: Bane, Cost: 2550

---

Thrusting Swords -- 

Can be used by: Dragon Tamer, Dragon Master, Angel Knight, Seraphim

Rapier - Light, sharp-tipped sword designed to thrust at the joints in 
armor, STR+4, Cost: 30

Estoc - Light, sharp-tipped sword with a knuckle guard on its hilt, 
STR+6, Cost: 250

Peridot Sword - Sword made from a frozen peridot, STR+7, Res Fire +4, 
Res Water -1, Element: Water, Cost: 350

Needle of Light - Thin blade of virtue created by the element of 
virtue, STR+7, Res Dark +3, Element: Virtue, Cost: 350

Main Gauche - Dagger used for parrying attacks.  It has a peculiar 
shape, but is very easy to handle, STR+8, Cost: 400

Sword of Dragon Gem - Sword chiseled from a Dragon Gem, a jewel with 
the ability to communicate with dragons, STR+13, Cost: 600

---

One-Handed Axe/Hammer -- 

Can be used by: Berserker, Skeleton, Hawkman, Vultan, Raven

Halt Hammer - Hammer used for smashing rocks, STR+4, Cost: 110

Francisca - Small hand axe that can be wielded with relative ease, 
STR+5, Cost: 130

Baldr Club - Cudgel made of Baldr, a metal that increases one's 
magical ability, STR+6, INT+3, Cost: 220

Baldr Axe - Axe made of Baldr, a metal that increases one's 
magical ability, STR+7, INT+3, Cost: 300

Evil Axe - Cursed axe used by demons to behead their foes, STR+8, 
Res Holy +3, Cost: 410

Flame Flail - The flail of the Order of Alnari which emits heat and 
light when swung, STR+10, Res Water +3, Element: Fire, Cost: 490

Celestial Hammer - Holy hammer engraved with the ten commandments of 
Filarhh, the sun god. STR+10, Res Holy-3 Cost: 1800 

Frozen Axe - Silvery axe suited for battle in cold climates, hence its 
nickname, Winter General, STR+11, Res Water -1, Element: Water, 
Cost: 500

Aqua Hammer - The beautiful hammer told to have arisen from the tear of 
Basque, god of the sea, STR+15, Res Water -3, Element: Water, Cost: 900

Euros - Hammer that holds the power of Euros, god of the east wind.  
One of the four Relics of Wind, STR+16, AGI+5, Res Earth +6, 
Res Wind -1, Element: Wind, Cost: 1050

Axe of Wyrm - Broad-bladed axe designed to slay dragons, often used for 
execution, STR+18, Res Earth -3, Element: Earth, Cost: 1550

Bloody Cleaver - Huge, blood-drenched cleaver, STR+21, Res Holy +10, 
Res Dark -4, Element: Bane, Cost: 2200

Gramlock - The axe of flame forged at Muspellheim, STR+23, 
Res Water +15, Res Fire -5, Element: Fire, Cost: 2250

---

Two-Handed Axe/Hammer -- 

Can be used by: Black Knight

Urdarbruun - Axe found in the fountain located at the very bottom of 
the world, STR+9, Res Fire +3, Element: Water, Cost: 450

Prox - Magical axe that spouts roaring flames at the wielder's will, 
STR+9, Res Water +4, Res Fire -1, Element: Fire, Cost: 450

Mjollnir - Colossal hammer of Thor, the thunder god, STR+10, 
Res Earth +4, Res Wind -1, Element: Wind, Cost: 420

Sanscion - Hammer with the power of earth used by Galf, the general of 
the netherworld, STR+11, Res Wind +4, Res Earth -1, Element: Earth, 
Cost: 550

Paua Hammer - Hammer that draws out the full potential of its wielder, 
STR+13, Cost: 600

Yggdrasil - Huge wooden club carved from the branch of Yggdrasil, the 
world tree, STR+18, Res Wind +10, Res Earth -4, Element: Earth, 
Cost: 1700

Rune Axe - Axe engraved with runic inscriptions, STR+21, Res Dark +10, 
Res Holy -4, Element: Virtue, Cost: 2000

Heavy Axe - Steel axe capable of splitting a large tree in two with a 
single stroke, STR+23, Cost: 2350

Dagda's Hammer - Hammer which arose from the blood of Dagda, god of 
life and death.  One of the Arcane Instruments of Bane, STR+26, Res 
Holy +15, Res Dark -5, Paralyze Effect, Element: Bane, Cost: 2500

---

Spears -- 

Can be used by: Phalanx, Cataphract, Valkyrie, Freya, Blaze Knight, 
Rune Knight

Spear - Steel, easy to use spear, capable of inflicting large amounts 
of damage, STR+5, Cost: 150

Baldr Spear - Spear made of Baldr, a metal that increases one's 
magical ability, STR+7, INT+3, Cost: 230

Thunder Spear - Magical spear with the power of thunder, STR+7, Res
Earth +3, Element: Wind, Cost: 320

Osric's Spear - Osric, King of Zamora's spear of ice, STR+8, 
Res Fire +4, Res Water -1, Element: Water, Cost: 410

Volcaetus - Legendary spear discovered in Mount Volcana, STR+9, 
Res Water +4, Res Fire -1, Element: Fire, Cost: 460

Earth Javelin - Javelin that draws power from the earth and enhances 
the wearer's ability, STR+12, Res Wind +8, Res Earth -3, 
Element: Earth, Cost: 550

Zephyros - Spear that holds the power of Zephyros, god of the west 
wind.  One of the four Relics of Wind, STR+12, AGI+5, Res Earth +6, 
Element: Wind, Cost: 750

Bentisca - Spear found in the lair of the dragon, Isebelg, STR+14, 
Res Fire +8, Res Water -3, Element: Water, Cost: 650

Culnrikolnne - Its spearhead is made from the horn of a unicorn, with 
divine inscriptions engraved on it, STR+15, INT+2, Cost: 750

Lance of Longinus - Lance of damnation that harms even the gods, 
STR+16, Res Dark +4, Res Holy -1, Element: Virtue, Cost: 1300

Evil Spear - Spear of an evil deity that absorbs grief and despair, 
and grants power to its wielder, STR+17, Res Holy +6, Res Dark -2, 
Element: Bane, Cost: 1500

Holy Lance - Lance of pure silver, carried by the holy army when they 
descended from heaven, STR+18, Res Dark +8, Res Holy -3, 
Element: Virtue, Cost: 1600

Ignis - Blazing spear tempered with the eternal flame of the 
netherworld, STR+21, Res Water +8, Res Fire -3, Element: Fire, 
Cost: 2000

Brionac - Rare magical spear with a will of its own, STR+24, INT+6, 
Res Holy +10, Res Dark -4, Sleep Effect, Element: Bane, Cost: 2300

---

Whips -- 

Can be used by: Beast Tamer, Beast Master

Leather Whip - Whip made of a sturdy strip of leather, STR+4, Cost: 60

Rupture Rose - Whip of thorns made from a crimson rose, STR+5, Cost: 120

Whip of Exorcism - Whip that imparts evil thoughts to those it strikes.  
Commonly used by priests of the occult, STR+7, Cost: 210

Holy Comet - Sacred whip that leaves trails of pure white light when 
wielded, STR+11, Res Dark +4, Res Holy -1, Element: Virtue, Cost: 410

Blood Whip - Whip used by vampires to capture virgins, STR+13, 
Res Holy +4, Res Dark -1, Element: Bane, Cost: 800

---

Claws -- 

Can be used by: Ninja, Ninja Master

Iron Claw - Iron claw attached to the forearm, primarily used in hand-
to-hand combat, STR+5, Cost: 170

Baldr Claw - Claw made of Baldr, a metal that increases one's magical 
ability, STR+7, INT+3, Cost: 280

Cyanic Claw - Dragon slayer made from the claws of the blue dragon, 
STR+8, Res Fire +4, Res Water -1, Element: Water, Cost: 320

Black Cat - Cursed claw imbued with the spirit of a black cat, STR+11, 
Res Holy +4, Res Dark -1, Element: Bane, Cost: 500

Touelno - Thunder dragon's claw that courses with electricity, STR+12, 
Res Earth +4, Res Wind -1, Element: Wind, Cost: 550

Berserk - It is said that the wielder of this claw attacks with the 
ferocity of a wild beast, STR+13, Res Wind +4, Res Earth -1, 
Element: Earth, Cost: 600

Lfal - Demon's claw, tipped with a portion of hell's inferno, STR+14, 
Res Water +4, Res Fire -1, Element: Fire, Cost: 700

Vajra - Unique weapon that changes shape according to its wielder's 
will, STR+17, INT+5, Res Dark +4, Res Holy -1, Element: Virtue, 
Cost: 1550

---

Bows -- 

Can be used by: Amazon, Archer, Diana, Gorgon

Short Bow - Small, light wooden bow that is portable and easy to 
handle, but lacks strength, STR+3, Cost: 30

Great Bow - Long bow reinforced with yak horn, STR+4, Cost: 90

Baldr Bow - Bow made of Baldr, a metal that increases one's magical 
ability, STR+6, INT+3, Cost: 160

Ytival - Bow of pure silver, carried by the holy army when they 
descended from heaven, STR+7, Res Dark +10, Res Holy -4, 
Element: Virtue, Cost: 270

Bow of Sandstorm - Legendary bow of the ancient kingdom of Habiram.  
Its arrows never miss their mark, even in a sandstorm, STR+8, 
Res Wind +8, Res Earth -3, Element: Earth, Cost: 420

Bow of Thunderbolt - Bow of the thunder god Thor.  The arrow becomes 
engulfed in lightning and penetrates the foe, STR+9, Res Earth +8, 
Res Wind -3, Element: Wind, Cost: 490

Composite Bow - Bow made from many materials, giving it more flexibility 
and durability, STR+10, Cost: 550

Crescente - Crescent-shaped bow used by a maiden to shoot an arrow to 
the heavens to deliver a love letter, STR+15, DEX+4, Res Dark +8, 
Res Holy -3, Element: Virtue, Cost: 850

Ji'ygla's Bow - Great bow made from the bone of Ji'ygla, who was 
promised eternal pleasure in exchange for his soul, STR+16, INT-2, 
Res Holy +10, Res Dark -4, Petrify Effect, Element: Bane, Cost: 1150

---

Maces -- 

Can be used by: Cleric, Priest

Light Mace - Light, compace mace that is easy to wield.  STR+2, INT+3, 
Cost: 30

Baldr Mace - Mace made of Baldr, a metal that increases one's magical 
ability, STR+3, INT+5, Cost: 180

Gambatein - Mace blessed by Holp, the god of wisdom, with the power to 
pulverize the forces of evil, STR+3, INT+13, Res Dark +8, Res Holy -3, 
Element: Virtue, Cost: 1550

Celestial Mace - Holy mace that emits white light from the jewel 
mounted in its head, STR+4, INT+9, Res Dark +4, Res Holy -1, 
Element: Virtue, Cost: 600

---

Staves -- 

Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Lich, Warlock 
(Hemlock only)

Scipplay Staff - Staff carved from the Scipplay Cypress tree, STR+1, 
INT+3, Cost: 20

Arc Wand - Wand favored by experienced spellcasters, which enhances the 
user's magical ability, STR+3, INT+5, Cost: 150

Hemlock - Staff carved from an ancient tree, whose roots spread 
throughout the continent of Zeteginea, STR+3, INT+11, MEN+1, Res 
Wind +6, Res Earth -2, Element: Earth, Cost: 800

Kerykeion - Staff of Hermes with two serpents intertwined around it, 
STR+4, INT+7, Res Holy +8, Res Dark -3, Element: Bane, Cost: 330

Hraesvelg - Staff with a feather of the eagle Hraesvelg on its tip.  It 
grants the holder mastery over wind, STR+4, INT+7, Res Earth +8, 
Res Wind -3, Element: Wind, Cost: 340

Phorusgir - Staff which converts the magical power of its wielder into 
blades of ice, STR+4, INT+10, Res Fire +8, Res Water -3, 
Element: Water, Cost: 750

Jormungand - Staff made in the likeness of Jormungand, the gigantic 
serpent the encircles the world. STR+4, INT+15, Res Wind +8, 
Res Earth -3. Cost: 2100

Airgetlam - Silver staff, told to have formed from the severed arm of 
Nuadu, that heightens its wielder's wisdom, STR+5, INT+12, Res Dark +8, 
Res Holy -3, Element: Virtue, Cost: 1400

Totila - The staff that spews forth flame and incinerates evil, STR+6, 
INT+8, Res Water +8, Res Fire -3, Element: Fire, Cost: 420

---

Dolls -- 

Can be used by: Doll Master, Enchanter

Marionette - Wooden doll, articulated with steel, STR+5, Cost: 120

Fool - Peculiar doll resembling a jester that conceals numerous 
weapons, STR+7, Cost: 320

Heaven's Doll - Angel doll very popular among children, STR+9, Res 
Dark +8, Res Holy -3, Element: Virtue, Cost: 430

Doll of Curse - A cursed soul is entrapped in this doll, STR+10, 
Res Holy +8, Res Dark -3, Paralyze Effect, Element: Bane, Cost: 600

Lia Fail - Statue set with the Stone of Destiny that confirms the 
sentience of a god, STR+13, Res Dark +10, Res Holy -4, 
Element: Virtue, Cost: 900

Gallant Doll - Doll given as a birthday present.  Its power reflects 
the battalion leader's, STR+Magnus/20, VIT+Magnus/20, INT+Magnus/20, 
MEN+Magnus/20, AGI+Magnus/20, DEX+Magnus/20, Element: Same as 
Magnus', Cost: 20

---

Fans --

Can be used by: Princess

Battle Fan - Sturdy fan made of iron plates, STR+4, Cost: 750

Caldia - Ceremonial heart-shaped fan, STR+7, AGI+5, Res Dark +4, Res 
Holy -1, Element: Virtue, Cost: 1250

************************************************************

C. Spellbooks -- 

Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Princess, 
Lich, Warlock

Spellbook - Book of incantations that channels the power of one's 
guardian diety into magical spells, INT+1, Cost: 100

Book of Wind - Book of incantations that channels the power of the 
wind god, Harnella, into magical spells, INT+4, Res Earth +4, 
Res Wind -1 *changes spells to Wind Elemental*, Cost: 200

Book of Flame - Book of incantations that channels the power of the 
fire god, Zoshonel, into magical spells, INT+4, Res Water +4, 
Res Fire -1 *changes spells to Fire Elemental*, Cost: 200

Book of Earth - Book of incantations that channels the power of the 
earth god, Berthe, into magical spells, INT+4, Res Wind +4, 
Res Earth -1 *changes spells to Earth Elemental*, Cost: 200

Book of Water - Book of incantations that channels the power of the 
water god, Grueza, into magical spells, INT+4, Res Fire +4, 
Res Water -1 *changes spells to Water Elemental*, Cost: 200

Book of Bane - Book of incantations that channels the power of Asmodee, 
the God of Death, into magical spells, INT+5, Res Holy +4, Res Dark -1 
*changes spells to Bane Elemental*, Cost: 300

Annihilation - Rare tome written by the ancient Drakonites.  It casts a 
shower of flame to the earth, STR-2, INT+10, Res Fire -5, Res Water -10 
*changes spells to Annihilation*  Cost: Starts at 30000 and increases 
by 20 every day.

Meteor Strike - Rare tome written by the ancient Drakonites.  It calls 
forth a meteor from the heavens, STR-2, INT+10, Res Wind +10, Res 
Earth -5, *changes spells to Meteor Strike*  Cost: 50000

Tempest - Rare tome written by the ancient Drakonites.  It summons a 
violent thunderstorm, STR-2, INT+10, Res Earth +10, Res Wind -5, 
*changes spells to Tempest*  Cost: 50000

White Mute - Rare tome written by the ancient Drakonites.  It 
instantaneously freezes the atmosphere, STR-2, INT+10, Res Fire +10,
Res Water -5, *changes spells to White Mute*  Cost: 50000

************************************************************

D. Shields

Small Shield -- 

Can be used by: Fighter, Valkyrie, Freya, Centurion (female), Blaze 
Knight, Rune Knight

Round Shield - Small wooden shield attached to the forearm with a 
strap, Res Strike +2, Cost: 20

Buckler - Small metal shield used primarily to parry attacks, Res 
Strike +5, Cost: 40

Electric Shield - Small shield blessed with the blood of Nue, the 
thunder beast, that increases the power of wind, Res Strike +8, 
Res Earth +8, Res Wind -3, Element: Wind, Cost: 150

Flame Shield - Small shield forged by Efreet, the fire Djinn, that 
increases the power of flame, Res Strike +8, Res Water +8, Res Fire -3, 
Element: Fire, Cost: 150

Terra Shield - Small shield of the Dryad, the forest nymph, that 
increases the power of the earth, Res Strike +8, Res Wind +8, Res 
Earth -3, Element: Earth, Cost: 150

Ice Shield - Small shield made by Firbolg, the frost giant, that 
increases the power of water, Res Strike +8, Res Fire +8, Res Water -3, 
Element: Water, Cost: 150

Starry Sky - Shield emblazoned with the celestial map.  The brilliance 
of its stars keeps darkness at bay, Res Strike +12, Res Dark +50, 
Res Holy -12, Element: Virtue, Cost: 1900

---

Shield -- 

Can be used by: Knight, Phalanx, Paladin, Cataphract, Centurion (male), 
Angel Knight

Hallowed Shield - Wooden shield made from the holy tree of Berthe that 
protects the wielder from status changes, Res Strike +6, Res Wind +2,
protects against any status changes, Element: Earth, Cost: 2250

Kite Shield - Metal shield with the bottom half narrowed for increased 
maneuverability in combat, Res Strike +8, Cost: 70

Large Shield - Large, circular shield.  It is heavy, but allows the 
wielder to block attacks with ease, Res Strike +10, Cost: 180

Dragon Shield - Shield made of dragon scales, Res Strike +10, Res 
Fire +7, Element: Fire, Cost: 260

Baldr Shield - Shield made of Baldr, a metal that increases one's 
magical ability, Res Strike +12, INT+3, Cost: 250

Shield of Nue - Shield with the power of Nue, the thunder beast.  When 
struck, it produces a sound similar to a beast's roar, Res Strike +12, 
Res Earth +8, Res Wind -3, Element: Wind, Cost: 500

Shield of Inferno - Shield with the power of flame trapped deep within 
the earth, Res Strike +12, Res Wind +2, Res Fire -3, Res Water +7, 
Element: Fire, Cost: 500

Crystal Guard - Beautiful shield made of a transparent, crystal-like 
substance, Res Strike +12, Res Fire +8, Res Water -3, Cost:500 

Saint's Shield - Shield inscribed with King Oberon's name, granting 
additional protection to the wielder, Res Strike +15, MEN+4, Res 
Dark +15, Res Holy -5, Paralyze Invalid, Element: Virtue, Cost: 1750

Tower Shield - A cumbersome rectangular shield which, in return, 
provides good protection, Res Strike +16, Cost: 350

Ogre Shield - Shield forged by the Ogre; it is very heavy, but provides 
exceptional protection, Res Strike +20, STR+10, INT-5, Res Holy +10, 
Res Dark -5, Element: Bane, Cost: 2100

************************************************************

E. Body Armor

Light Armor -- 

Can be used by: Fighter, Berserker, Fencer, Sword Master, Beast Tamer, 
Beast Master, Ninja, Ninja Master, Amazon, Archer, Diana, Dragon Tamer, 
Dragon Master, Hawkman, Vultan, Raven, Gorgon

Cloth Armor - Armor fashioned from thick cloth.  Its loose design is 
very comfortable, Res Strike +1, MEN+2, DEX+2, Cost: 20

Ninja's Garb - Garment worn by ninjas, with iron plates stitched in, 
Res Strike +3, AGI+2, Cost: 50

Leather Armor - Armor comprised of layers of leather, Res Strike +3, 
Cost: 60

Chain Mail - Armor made of interlocking metal rings.  It is strong 
against slashes, but weak against thrusts, Res Strike +5, Cost: 120

Hard Leather - Armor made of leather hardened in boiling oil, Res 
Strike +6, Cost: 150

Scale Armor - Leather armor strenghtened with wyvern's scales, Res 
Strike +7, Cost: 200

Ice Chain - Frozen chain mail that protects its wearer by emitting 
breaths of cold, Res Strike +8, Res Fire +5, Res Water -2, 
Element: Water, Cost: 350

Thunder Chain - Chain mail charged with lightning that protects its 
wearer by periodically discharging electricity, Res Strike +8, 
Res Earth +5, Res Wind -2, Element: Wind, Cost: 350

Terra Armor - Hard leather engraved with the symbol of earth.  It 
provides its wearer with the power of earth, Res Strike +9, 
Res Wind +8, Res Earth -3, Element: Earth, Cost: 250

Idaten's Mail - Mystical chain that makes its wearer nimble, Res 
Strike +11, AGI+13, Res Earth +7, Res Wind -3, Element: Wind

Saint's Garb - Attire tailored by the followers of Light, made from 
fabric purified with holy water, Res Strike +12, MEN+4, Res Dark +10, 
Res Holy -5, Element: Virtue, Cost: 750

---

Armor -- 

Can be used by: Phalanx, Cataphract, Valkyrie, Freya, Angel Knight, 
Goblin, Gladiator (Magnus), Vanguard, Blaze Knight, Rune Knight, 
Solidblade, Lord

Breastplate - Iron plate that covers only the chest area, Res Strike +8, 
Cost: 180

Plate Mail - Iron-plated armor that covers the vital areas of the body, 
Res Strike +9, Cost: 210

Baldr Mail - Plate mail made of Baldr, a metal that increases one's 
magical ability, Res Strike +11, INT+3, Cost: 250

Titania Mail - Legendary armor stolen from the temple of the faerie 
queen Titania.  Its wearer's agility is slightly increased, 
Res Strike +13, AGI+4, Cost: 750

Phoenix Mail - Armor brought to this world by the Phoenix, 
Res Strike +15, Res Water +10, Res Fire -4, Element: Fire, Cost: 900

Peregrine Mail - Armor created from a feather of Peregrine, the great 
winged beast, Res Strike +15, Res Earth +10, Res Wind -4, Element: 
Wind, Cost: 900

Hwail Mail - Armor modeled after Hwail, an enormous aquatic monster that 
dwells in the Sea of Oberro, Res Strike +15, Res Fire +10, Res Water -4, 
Element: Water, Cost: 900

Nathalork Mail - Armor made from the thick, rock like hide of the 
ferocious Nathalork. Res Strike +15, Res Wind +10, Res Earth -4, 
Cost: 900 

Bloodstained Armor - Armor dyed with black blood to gain the power of 
darkness.  Evil spirits accompany the armor, Res Strike +17, Res 
Holy +15, Res Dark -5, Element: Bane, Cost: 1500

Angelic Armor - Legendary armor worn by the Angel Knight when she 
descended from the heavens, Res Strike +18, MEN+6, Res Dark +12, 
Res Holy -5, Element: Virtue, Cost: 1500

---

Full Body Armor -- 

Can be used by: Knight, Paladin, Gladiator(Dio), Warrior, Dragoon, 
General

Plate Armor - Full-body armor consisting of shaped and fitted iron 
plates.  It is heavy but the weight is well-distributed over the entire 
body, Res Strike +11, Cost: 230

Baldr Armor - Plate armor made of Baldr, a metal that increases one's 
magical ability, Res Strike +13, INT+3, Cost: 420

Dragon Armor - Full-body armor made out of a meteorite.  It is 
especially effective against dragons, Res Strike +13, Res Fire +4, 
Element: Fire, Cost: 800

Heavy Armor - Plate armor reinforced with additional metal plates.  It 
is very heavy but provides excellent protection, Res Strike +15, 
Cost: 650

Wind Armor - Magical full-body armor that protects its wearer with a 
strong whirlwind, Res Strike +17, Res Earth +8, Res Wind -3, 
Element: Wind, Cost: 1500

Breidablick - Mist emitted from this full-body armor hides its wearer 
from sight, Res Strike +17, Res Fire +8, Res Water -3, Element: Water, 
Cost: 1500

Rune Plate - Baldr armor engraved with runic inscriptions, Res 
Strike +18, INT+3, Res Dark +10, Res Holy -4, Element: Virtue, 
Cost: 1500

Southern Cross - Armor said to have been worn by the ancient gods.  It 
is decorated with the Southern Cross, Res Strike +20, Res Dark +3, 
Res Holy -1, Element: Virtue, Cost: 2500

Armor of Death - Full-body armor known to gradually absorb the life 
essence of its wearer, Res Strike +21, Res Holy +15, Res Dark -5, 
Element: Bane, Cost: 1900

Ogre Armor - Full-body armor forged by the Ogre; it is very heavy, but 
provides exceptional protection, Res Strike +25, STR+10, INT-5, 
Res Holy +8, Res Dark -4, Element: Bane, Cost: 2250

---

Robes -- 

Can be used by: Doll Master, Enchanter, Wizard, Archmage, Cleric, 
Priest, Skeleton, Ghost, Lich, Warlock

Torn Cloth - Old, torn cloth that offers virtually no physical 
protection, Res Strike +1, Cost: 10

Robe - Long, flowing robe  It is thin and light, but not very durable, 
Res Strike +2, Cost: 30

Cleric's Vestment - Garment commonly worn by clerics, providing peace 
and serenity to its wearer, Res Strike +2, Res Holy -1, Res Dark +5, 
Element: Virtue, Cost: 50

Magician's Robe - Robe woven with threads of Baldr, a metal that 
increases one's magical ability, Res Strike +3, INT+5, Cost: 120

Vestment of Flame - Cloak covered with firedrake scales, protecting the 
wearer from cold, Res Strike +4, INT+5, Res Water +10, Res Fire +4, 
Element: Fire, Cost: 400

Vestment of Earth - Magical garment that imparts the power of earth to 
the wearer, Res Strike +4, INT+5, Res Wind +10, Res Earth -4, 
Element: Earth, Cost: 400

Vestment of Water - Garment worn by priests of Titania, Queen of the 
faeries, blessed by the water elemental, Res Strike +4, INT+5, 
Res Fire +10, Res Fire -4, Element: Water, Cost: 400

Vestment of Wind - Replica of the robe worn by the Skyfarer, in an 
ancient relief, Res Strike +4, INT+5, Res Earth +10, Res Wind -4, 
Element: Wind, Cost: 400

Robe of the Wise - Robe with crystals attached to it, heightening its 
wearer's magical ability, Res Strike +5, INT+8, Cost: 300

Phoenix Robe - Robe woven with feathers of the immortal Phoenix, 
Res Strike +5, INT+7, Res Water +15, Res Fire -5, Element: Fire, 
Cost: 750

Cloak of Oath - Cloak worn by those who dedicate their lives as a 
saint, Res Strike +5, INT+7, MEN+5, Res Dark +10, Res Holy -4, 
Element: Virtue, Cost: 750

Bloodstained Robe - Robe drenched with demon's blood, shrouding 
everything near it in darkness, Res Strike +6, INT+10, MEN+5, 
Res Holy +15, Res Dark -5, Element: Bane, Cost: 1000

Spell Robe - Old garment inscribed with undecipherable text, considered 
to be worn in a ritual of some sort. Res Strike+8, STR-5, INT+15, 
Res Holy +8, Res Dark -3, Cost: 1500 

---

Garments -- 

Can be used by: Sorceress, Witch, Siren, Princess, Zombie, Faerie (Tiny 
Clothing only), Pumpkinhead

Old Clothing - Tattered clothes which offer virtually no protection to 
its wearer, Res Strike +1, Cost: 10

Tiny Clothing - Palm-sized garment made of cloth, Res Strike +2, 
Cost: 10

Plain Clothing - Simple garment made of cheap cloth, Res Strike +2, 
Cost: 30

Witch's Dress - Dress made for witches, adorned with a magical gem, 
Res Strike +2, INT+3, Cost: 80

Count's Garment - Elegantly tailored garment for the nobility, Res 
Strike +3, Cost: 200

Pure-White Dress - Pure white dress that only a noble, purehearted 
woman is permitted to wear, Res Strike +3, INT+5, Res Holy +2, 
Res Dark +5, Element: Virtue, Cost: 2500

Fur Coat - Expensive coat made from the fur of a carnivorous beast, 
Res Strike +4, INT+5, Cost: 250

Feather Suit - Magical suit woven with feathers of the fabled giant 
condor, grants the protection of wind to the wearer, Res Strike +5, 
INT+7, Res Earth +6, Res Wind -2, Element: Wind, Cost: 400

Heat-Tex - Crimson garment created with high-tech magic and a new 
synthetic material, Res Strike +5, INT+7, Res Water +6, Res Fire -2, 
Element: Fire, Cost: 400

Forest Tunic - Dark-green tunic tailored by the elves.  It makes the 
wearer difficult to find in the forest, Res Strike +5, INT+7, 
Res Wind +6, Res Earth -2, Element: Earth, Cost: 400

Misty Coat - Mystical coat decorated with blue crystals that hold the 
magical power of water, Res Strike +5, INT+7, Res Fire +6, 
Res Water -2, Element: Water, Cost: 400

Stardust - Beautiful dress bejeweled with fragments of a shooting star, 
Res Strike +7, INT+8, Res Dark +8, Res Holy -3, Element: Virtue, 
Cost: 1750

************************************************************

F. Accessories - 

Can be used by: Doll Master, Enchanter, Wizard, Archmage, Sorceress, 
Cleric, Siren, Priest, Princess (Dream Tiara only), Pumpkinhead (Glass 
Pumpkin only), Gladiator/Vanguard/General(Magnus)/Warrior/Solidblade 
(Blue Sash only), General(Debonair, Tunic only), Lord (Tunic only)

Blue Sash - Piece of cloth draped across the shoulders.  It is a 
traditional Indigan attire, Res Strike +1, MEN+1, Cost: 30

Amulet - Necklace worn by sorcerers, INT+4, Cost: 40

Tunic - Sleeveless cloak worn over armor for decorative purpose, 
Res Strike +3, Cost: 50

Rosary - Silver cross and beads carried by priests, INT+3, Res 
Dark +2, Element: Virtue, Cost: 50

Glass Pumpkin - Magic pumpkin created by Deneb, the beautiful witch of 
Zenobia, Res Holy +1, Cost: 170

Bell of Thunder - Cast-iron bell emblazoned with the crest of thunder.  
Provdies protection from thunder and lightning, INT+3, Res Earth +8, 
Res Wind -3, Element: Wind, Cost: 250

Ring of Eloquence - Magic ring that increases the potency of its 
wearer's incantations, INT+10, STR-10, Cost: 250

Fang of Firedrake - Charm made from firedrake fang.  Grants the power 
of flame and the protection from heat wave, STR+3, Res Water +8, Res 
Fire -3, Element: Fire, Cost: 250

Naga Ring - Magic ring that taps into the channel of power that runs 
deep underground, STR+5, Res Wind +8, Res Earth -3, Element: Earth, 
Cost: 250

Snow Orb - Gem carved from the core of a massive unmelting block of 
ice, INT+5, Res Fire +8, Res Water -3, Element: Water, Cost: 250

Elder's Sign - Charm that grants its wearer vast amounts of knowledge, 
told to be as ancient as the gods themselves, INT+6, Res Dark +10, 
Res Holy -4, Paralyze Invalid, Element: Virtue, Cost: 600

Bloody Emblem - Emblem worn by the followers of the darkness, INT+4, 
Res Dark +8, Res Holy -3, Element: Bane, Cost: 1300

Ring of Branding - Unholy ring used to brand sinners with the insignia 
of the demon, STR-6, INT+13, Res Holy +8, Res Dark -6, Element: Bane, 
Cost: 1350

Dream Tiara - Crown that rewards its wearer with a noble heart and 
healthful body, INT+4, Res Holy +8, Res Dark -3, Cost: 1500

Feather of Archangel - Feather that bestows the protection of an 
archangel upon its onwer, INT+12, Res Dark +15, Res Holy -5, 
Element: Virtue, Cost: 1600

Ring of the Dead - Magic ring requisite to becoming immortal, INT+6, 
Res Holy -4, Res Dark +10, Element: Bane, Cost: 2100

Firecrest - Legendary red gem that holds the spirit of the Divine 
Dragon, Res Strike +20, Res Wind +20, Res Fire +20, Res Earth +20, 
Res Water +20, Res Holy +20, Res Dark +20, Cost: 2550

Angel's Brooch - Brooch engraved with an angel, created by a renowned 
artisan, Res Strike +1, Res Dark +2, Element: Virtue, Cost: 2700

Rai's Tear - Jewel worn by a Nirdamese Countess.  This gem tells of the 
tragic fall of Nirdam, Res Strike +2, Cost: 3300

************************************************************

G. Expendables

Heal Leaf - Leaf of a curative herb that restores 100HP to a character, 
Cost: 10

Heal Seed - Seed of a curative herb that restores 300HP to a character, 
Cost: 50

Heal Pack - Curative herbs that restore 150HP to all members of a unit, 
Cost: 120

Power Fruit - Indigienous fruit that restores some stamina to all 
members in a unit, Cost: 80

Angel Fruit - Wondrous fruit brought to this world by an angel.  
Restores stamina to all members in a unit, Cost: 200

Revive Stone - Concoction made from a cockatrice tail that cures 
petrification, Cost: 500

Altar of Resurrection - Ancient altar that resurrects the dead, 
Cost: 1500

Champion Statuette - Statuette, modeled after a famous hero, that 
raises the owner's experience level, Cost: 2550

Cup of Life - Cup that increases the Hit Points of the one who drinks 
from it, Cost: 2550

Sword Emblem - Emblem that compels the wearer's spirit and raises 
their strength, Cost: 2550

Bracer of Protection - Bracers that raise vitality and enhance wearer's 
resistance to physical damage, Cost: 2550

Crown of Intellect - Crown that communicates with the soul and raises 
the intelligence of the user, Cost: 2550

Mirror of Soul - Mirror that reflects the inner self and raises the 
mentality of the user, Cost: 2550

Stone of Quickness - Magic stone that enhances the physical attribute 
and raises the agility of the user, Cost: 2550

Crystal of Precision - Green Crystal that heightens a character's 
concentration and raises dexterity, Cost: 2550

Goblet of Destiny - Goblet that alters the destiny of the one who 
drinks from it, Cost: 2550

Flag of Unity - Flag emblazoned with the battalion's emblem that 
bolsters harmony within the unit, Cost: 2550

Scroll of Discipline - Lawful scroll that raises the alignment of its 
reader, Cost: 2550

Urn of Chaos - Pandemonium contained in this urn lowers the alignment 
of the person who looks into it, Cost: 2550

Quit Gate - Item that warps the fabric of space and transports a unit 
back to headquarters, Cost: 150

Silver Hourglass - Magical hourglass that slows the passage of time, 
Cost: 300

Dowsing Rod - Pair of L-shaped sticks that points to the location where 
items are hidden, Cost: 600

Love and Peace - Potent magical item that persuades an enemy to join 
your army, Cost: 2000

************************************************************

H. Valuables

Ansate Cross - Cross that switches the gender of a soldier when 
promoted, Cost: 10

Medal of Vigor - Medal that strengthens the leadership of a unit and 
hastens the growth of its leader and soldiers.  Found: Edepar, Alba, 
after you free Alba, Cost: 10

Marching Baton - Baton used to maintain cadence and reduce fatigue when 
marching. Found: 30th Birthday present, Cost: 10 

Censer of Repose - Censer that generates refreshing scent and 
accelerates recovery from fatigue, Found: 40th Birthday present. 
Cost: 10 

Figurine of Sleipnir - Figurine of Sleipnir, the eight-legged horse, 
that enables to holder to travel at great speed. Found: 50th Birthday 
present, Cost: 10 

Bolt of Silk - Fabric made from the silk of the Sphagnum moth.  Found: 
Melphy, Dardunnelles, after freeing the Dardunnelles, inquiring about 
dresses in Bourdeux, Tennes Plains, and visiting on the 15th of any 
month during the day, Cost: 2000

Condrite - Meteorite that fell to the surface when this world came into 
existence.  Dragon armor is made from it.  Found: Melphy, Dardunnelles, 
after freeing Mount Ithaca, and inquiring about Dragon Armor in 
Kynora, and visiting Melphy on the 6th of any month during the day,
Cost: 450

Letter from Father - It is addressed, "To my dearest daughter, Selena."
...We shouldn't open the letter.  Found: Muji, Gules Hills, after you 
agree to find the man's daughter, Cost: 10

Dragon's Scale - Charm given by the barkeep in Elaine.  This is 
purportedly a scale of the legendary Divine Dragon, Cost: 640

Dark Invitation - Those who seek the ring of the lifeless, come to the 
tavern near the border. - Keeper of Dark Knowlege, Cost: 10

Package for Gelda - Package from an old gentleman in Clemona to Gelda.  
Its content is unknown, Cost: 10

Letter from Gelda - Letter from Gelda to the old man in Clemona.  It is 
addressed, 'To whom I hold dear to my heart.', Cost: 10

************************************************************
************************************************************

6. Story/Mission Overviews

I haven't done some of the early levels, yet.  I'll get back to them 
at a later date.

Here's how I set it up...

Location: (Where you are, natch)

Prologue: (Any story played out before the battle)

Strongholds: (The Strongholds, their population, morale, and anything 
in any shops)

Enemy Opposition: (The enemy units you'll find in the scene)

Enemy Commander: (The enemy commander, his class, if its special, and 
the reward you get from him)

Battle Tactics: (How to survive in this battle)

Epilogue: (Cutscenes that occur after the battle)

Aftermath: (Anything special that can be done in the scene after you 
win)

Hidden Items: (Items that can be found in the scene)

Neutral Encounters: (Neutral enemies that can be found, and the items 
you get from them)

Note: My formation setups are as such...

----- ----- ----- Back Row
----- ----- ----- Middle Row
----- ----- ----- Front Row

* = Unit Leader
% = Legion Leader

This is how they look as you face them in combat as well, so I decided 
to use that format.

Another note: Every shop in the game has these Expendable Items...

Heal Leaf          10
Heal Seed          50
Heal Pack         120
Power Fruit        80
Angel Fruit       200
Revive Stone      500
Quit Gate         150

Abbreviation List - 

Sld - Soldiers

Fig - Fighter
Knt - Knight
Bkr - Berserker
Fen - Fencer
Phx - Phalanx
BsT - Beast Tamer
DoM - Doll Master
Nin - Ninja
Wiz - Wizard

Pal - Paladin
BlK - Black Knight
SwM - Sword Master
Cat - Cataphract
BsM - Beast Master
Enc - Enchanter
NnM - Ninja Master
ArM - Archmage

CeM - Centurion (Male)
Dgo - Dragoon

Ama - Amazon
Arc - Archer
DgT - Dragon Tamer
Val - Valkyrie
Sor - Sorceress
Wit - Witch
Cle - Cleric

Dia - Diana
DgM - Dragon Master
Fre - Freya
Sir - Siren
Pri - Priest

CeF - Centurion (Female)
Prn - Princess

Zom - Zombie
Ske - Skeleton
Gho - Ghost
Vam - Vampire
AnK - Angel Knight
Ser - Seraphim
Lic - Lich

Haw - Hawkman
Vul - Vultan
Rav - Raven
Pum - Pumpkinhead
Gre - Gremlin
Fae - Faerie

YgD - Young Dragon
ThD - Thunder Dragon
Que - Quetzalcoatl
RdD - Red Dragon
Flb - Flarebrass
EhD - Earth Dragon
AzD - Azhi Dahaka
BuD - Blue Dragon
Hyd - Hydra
PmD - Platinum Dragon
Bah - Bahamut
BkD - Black Dragon
Tmt - Tiamat

Wyr - Wyrm
Wyv - Wyvern
Hel - Hellhound
Cer - Cerberus
Grf - Griffin
Opi - Opinicus
Coc - Cockatrice

Gol - Golem
SGo - Stone Golem
BGo - Baldr Golem

Gob - Goblin
Ogr - Ogre
Sat - Saturos
Gor - Gorgon

Grp - Grappler
KtT - Knight Templar
Dae - Daemon
KDa = Knight of Danika

XXX - Special Leader Class

************************************************************
************************************************************

A. Prologue

************************************************************

Scene 1 - The Southern Reaches

Location: Tenne Plains

Zemio: (Starting Location)

Population: 232
Morale: 76

Hou: (Allied, South of Zemio)

Population: 167
Morale: 45
Witch's Hut

Jadd: (Allied, Eastern edge)

Population: 427
Morale: 52

Shop:

Bandanna           20
Iron Helm          30

Short Sword        20
Short Bow          30

Round Shield       20

Leather Armor      60
Chain Mail        120

Buchanan: (Western edge)

Population: 116
Morale: 38

Mulsuk: (Northwest corner)

Population: 289
Morale: 50

Bourdeux: Center of Map

Population: 248
Morale: 71

Billney: (Neutral, South edge)

Population: 212
Morale: 50

Theodricus Mine: (Enemy Headquarters)

Population: 50
Morale: 50

Enemy Opposition:

Enemy Commander: Stablio

----- Bkr04*-----
----- ----- -----
Wyr04 ----- -----   Location: Enemy Headquarters

Aftermath: 

After Dardunnelles: Head to the town Bourdeux with a female lead unit.  
You'll be greeted by a woman who'll explain dressmaking, and how the 
market in Dardunnelles carries silk on the 15th day of every month.

After Getting the Bolt of Silk: Go to Billney and talk to the 
dressmaker to get the Pure White Dress.

Neutral Encounters: Level 2

Forests: Young Dragon - Heal Seed

Barrens: Wyrm - Power Fruit

Highlands: Golem - Heal Leaf

************************************************************

Scene 2 - Sparks

Location: Volmus Mine

Shop:

Bandanna           20
Iron Helm          30
Hachigane          40

Short Sword        20
Halt Hammer       110
Leather Whip       60
Short Bow          30
Iron Claw         170

Round Shield       20

Ninja's Garb       50
Leather Armror     60
Chain Mail        120
Old Clothing       10
Torn Cloth         10

Neutral Encounters:

************************************************************
************************************************************

B. Chapter 1

************************************************************

Scene 3 - First Assignment

Location: Crenel Canyon

Shop:

Scipplay Staff     20
Light Mace         30

Spellbook         100

Robe               30
Cleric's Vestment  50
Witch's Dress      80

Amulet             40
Rosary             50

************************************************************

Scene 4 - The Path Diverges

Location: Mylesia

Shop:

Iron Helm          30
Leather Hat        40
Armet             120

Great Bow          90
Francisca         130
Baldr Sword       150

Kite Shield        70

Plate Armor       230

************************************************************

Scene 5 - True Intentions

Location: Zenobian Border

Strongholds:

Ethawella: (Starting Location)

Population: 137
Morale: 47

Shop:

Bone Helm          50
Jin-gasa           50

Rapier             30
Halt Hammer       110
Baldr Sword       180

Spell Book        100

Cloth Armor        20

Karya: (Neutral, West of Ethawella)

Population: 178
Morale: 50
Witch's Hut

Quelluan: (South of Ethawella)

Population: 256
Morale: 12

Dem Vidro: (South of Laguat)

Population: 68
Morale: 45

Elle: (South of Quelluan)

Population: 210
Morale: 52

Fort Crenel: (Enemy Headquarters)

Population: 14
Morale: 50

Aftermath:

After the battle, head to Karya, where you'll find a group of hooligans 
(Two Fighters and a Berserker) terrorizing a young Cleric.  You'll face 
off against them in a battle to the death.  Once you beat them, (it's 
not hard at all) you'll be told by the Cleric to go Dem Vidro.  Do so, 
and you'll get an Ansate Cross for your troubles...

Neutral Encounters:

Plains: Young Dragon - Heal Seed

Barrens: Hellhound - Power Fruit

Highlands: Griffin - Power Fruit

************************************************************

Scene 6 - The Revolutionary Army

Location: Volmus Mine

Strongholds:

Dese: (Starting Location)

Population: 251
Morale: 48

Shop:

Iron Helm          30
Hachigane          40

Short Sword        20
Iron Claw         170

Round Shield       20

Old Clothing       10
Ninja's Garb       50
Chain Mail        120

Eldrett: (South of Dese)

Population: 148
Morale: 55

Xeira: (South of Eldrett)

Population: 245
Morale: 58

Shop:

Bandanna           20

Short Bow          30
Leather Whip       60
Halt Hammer       110

Torn Cloth         10
Leather Armror     60

Volmus Mine: (East of Xeira)

Population: 50
Morale: 44

Senal: (Northeast of Dese)

Population: 65
Morale: 40
Witch's Hut

Ishro: (Southeast of Senal)

Population: 310
Morale: 43

Berberah: (East of Senal)

Population: 101
Morale: 62

Kaezi: (Northwest Corner)

Population: 150
Morale: 66

Saukin: (East of Kaezi)

Population: 268
Morale: 63

Fort Bulan: (Enemy Headquarters)

Population: 12
Morale: 50

Aftermath:

After Gunther Piedmont: Go to Senal.  This is where you'll find the 
Dragon Helm Maker's wife.

Neutral Encounters: Level 6

Highway: Hawkman - Bandanna

Plains: Gremlin

Forest: Skeleton - Torn Cloth

Highlands: Wyrm - Power Fruit

************************************************************

Scene 7 - A New Beginning

Location: Gunther Piedmont

Strongholds:

Takua: (Starting Location)

Population: 263
Morale: 39

Shop:

Bandanna           20
Iron Helm          30
Leather Hat        40

Short Sword        20
Baldr Sword       150
Short Bow          30
Great Bow          90

Round Shield       20

Leather Armor      60
Chain Mail        120
Hard Leather       50

Mosaka: (Southwest of Takua)

Population: 203
Morale: 73

Burgunny: (Southeast of Takua)

Population: 85
Morale: 47
Witch's Hut

Kinseya: (South of Burgunny)

Population: 159
Morale: 69

Cayes: (South of Mosaka)

Population: 45
Morale: 57

Inekell: (East of Cayes)

Population: 281
Morale: 31

Gunther Mines: (Enemy Headquarters)

Population: 16
Morale: 50

Aftermath:

Mosaka is Dio's hometown.  Head there and his little brother will talk 
to him.

Burgunny is home to a manufacturer of Dragon Helms.  After learning 
about Dragon armament in Idorf, you'll find the Armorer at night getting 
drunk in the bar.  Go again in the day to find a person who'll tell you 
about his wife who lives in Senal at Volmus.  Once you go to Senal, 
return here and the happy couple will thank you.  Go back one more time 
to buy a Dragon Helm.

Go to Inekell with Katreda the Cleric and you'll receive the Angel's 
Brooch, which was owned by Katreda's mother.  It's not that useful, but 
it's worth quite a bit of Goth.  It MAY have a use, but if it does, I 
dunno what it is...

Go to Kinseya with Ansabel the Berserker and you'll receieve the Helm of 
the Fearless, which is QUITE nice.  This'll be given to you by people 
Ansabel was a laborer with.

Neutral Encounters: Level 7

Highlands: Golem - Power Fruit

Barrens: Griffin - Power Fruit

Marsh: Blue Dragon - Heal Seed

************************************************************

Scene 8 - The Infernal Aura

Location: Dardunnelles, The Crossroads

Strongholds:

Romella: (Starting Location)

Population: 120
Morale: 75

Shop:

Plumed Headband    60

Spear             150

Round Shield       20
Large Shield      180

Breastplate       180
Plate Mail        210

Adigrat: (Neutral, South of Romella)

Population: 169 
Morale: 10

Bungasue: (East of Romella)

Population: 192
Morale: 46

Melphy: (North of Romella)

Population: 97
Morale: 61

Ramballene: (Southeast of Bungasue)

Population: 91
Morale: 78

Dardunnelles: (East of Melphy)

Population: 102
Morale: 50

Garu Kaio: (East of Dardunnelles)

Population: 288
Morale: 20
Witch's Hut

Fort Akkisis: (Enemy Headquarters)

Population: 161
Morale: 50

Neutral Encounters: Level 8

Forest: Ghost -
        Skeleton -  

************************************************************

Scene 9 - Liberation of Alba

Location: Alba

Strongholds:

Allada: (Starting Location)

Population: 126
Morale: 55

Bowende: (North of Allada)

Population: 213
Morale: 15
Witch's Hut

Geohel: (East of Allada)

Population: 297
Morale: 87

Shop:

Bandanna           20
Pointy Hat        100

Scipplay Staff     20
Short Bow          30
Marionette        120

Book of Earth     200
Book of Water     200

Leather Armor      60
Witch's Dress      80

Edepar: (North of Bowende)

Population: 206
Morale: 67

Vertze: (Northeast Corner)

Population: 126
Morale: 87

Shop:

Iron Helm          30

Short Sword        20
Great Bow          90
Baldr Sword       150

Book of Wind      200
Book of Flame     200
Annihilation    30000 + 20 X Days played

Round Shield       20

Chain Mail        120
Hard Leather      150

Naroque: (West of Edepar)

Population: 58
Morale: 68

Akka Castle: (Enemy Headquarters)

Population: 54
Morale: 50

Aftermath:

After finishing, head to Edepar with Magnus.  The townspeople there will 
present you with the Medal of Vigor.

Neutral Encounters: Level 8

Forest: Earth Dragon - Heal Seed

Highlands: Young Dragon - Heal Seed

************************************************************
************************************************************

C. Chapter 2

************************************************************

Scene 10 - Idealism and Realism

Location: Crenel Canyon

Prologue: You're passing through the canyon on the way to Myselia.  
Suddenly, you stop on Crenel Canyon!  It's an ambush!  You've just run 
across a huge army!  Fortunately, they don't know you're here, yet, so 
you have the element of surprise.  Don't get cocky though, because they 
are in a good position to receive you...

Strongholds:

Baldera: (Starting Location)

Population: 108
Morale: 84

Kiefer: (Southwestern Corner)

Population: 154
Morale: 28

Shop:

Scipplay Staff     20
Light Mace         30

Spellbook         100

Robe               30
Cleric's Vestment  50
Witch's Dress      80

Amulet             40
Rosary             50

Movae: (Eastern Edge)

Population: 193
Morale: 44

Boolem: (Western Edge)

Population: 293
Morale: 22
Witch's Hut

Carnot: (Northeastern Area)

Population: 173
Morale: 42

Fort Tuatha: (Northern Edge, Enemy Headquarters)

Population: 4
Morale: 50

Opposing Units:

--- --- Wiz*
--- Gre Wiz
Gre --- ---   Location: Kiefer

Sor*--- ---
Wiz Sor ---
--- Wiz ---   Location: Movae

--- Val ---
Nin --- Nin
--- Phx*---   Location: Outside Movae (see Tactics)

??? ??? ???
??? ??? ???
??? ??? ???   Location: Outside Kiefer (see Tactics)

Val Val ---
Knt --- Knt
--- Pal*---   Location: Near Boolem

??? ??? Wit*
??? ??? ???
??? ??? ???   Location: Near Boolem

--- Sor*---
Val --- Val
--- Val ---   Location: Boolem

??? ??? ???
??? ??? ???
??? ??? ???   Location: Carnot

--- --- ---
BsT --- BsT
DoM BlK*DoM   Location: South of Carnot

--- Wiz ---
Wiz --- Wiz*
--- Bkr ---   Location: Forest South of Fort Tuatha

Fen*--- Nin
--- Nin ---
Nin --- ---   Location: Southwest of Fort Tuatha

--- BuD ---
--- --- ---
Fen*--- Nin   Location: Southeast of Fort Tuatha

Enemy Commander: Hagate

Nin --- Nin
--- NnM*---
Fen --- Fen

Reward: Hannya Mask

Battle Tactics:

Split your battalion into two equal parties.  They should be of mixed 
alignment, since you'll be facing mixed alignments on both paths.

First, take each of the neighboring towns.  Once you do that, have two 
units sit on each of these towns while your rest go out north.  The 
reason for this is because, once you cross the bridge on either side, a 
unit will pop up almost right on top of each of the towns you just 
liberated.

The rest of the battle is pretty straightforward.  No big surprises, 
except for the fact that you're meeting some of your first Master class 
units here, specifically the Paladin, the Dark Knight, and the Ninja 
Master who runs the show. 

Epilogue: At this point, you'll realize that you're fighting members of 
the Revolutionary Army.  These guys are only interested in fighting and 
don't like Frederick at all.

Afterwards, you'll see a scene in Prince Yumil's palace.  Rhade will 
show up and inform the Prince that they have reinforcements from 
Lodis.  Ankiseth isn't too happy about this, wishing instead to fight 
the war in his own way.  He rejects the offer, and Rhade goes off to 
fight alongside the Lodis crew on his own.

Neutral Encounters: Level 9

Highway: Hawkman - Leather Armor

Barrens: Platinum Dragon - Heal Seed, Ytival

Highlands: Griffin - Power Fruit

************************************************************

Scene 11 - Warriors of the Fallen Kingdom

Location - Mylesia

Prologue: In this assault on Mylesia, you'll be facing off against 
Rhade.  The troops are well positioned to receive your attack.  This 
mission is quite similar to the last assault on Mylesia, only you won't 
have to worry about the Prince this time...

Strongholds:

Castle Dunkweld: (Starting Location)

Population: 3
Morale: 19

Idorf: (Southeastern Corner)

Population: 229
Morale: 41

Lehoboth: (West of Idorf)

Population: 257
Morale: 69

Tubulk: (West of Dunkweld)

Population: 205
Morale: 31
Witch's Hut

Elgorea: (Northern Area)

Population: 334
Morale: 49

Shop:

Iron Helm          30
Leather Hat        40
Armet             120

Great Bow          90
Francisca         130
Baldr Sword       150

Kite Shield        70

Plate Armor       230

Phuntua: (East of Castle Burgund)

Population: 288
Morale: 77

Harraive: (Southern Edge)

Population: 396
Morale: 50

Taza: (Northeast of Burgund)

Population: 24
Morale: 47

Castle Burgund: (Enemy Stronghold)

Population: 4
Morale: 50

Enemy Opposition:

--- Grf ---
--- --- ---
Hwk Vul*Hwk   Location: SW of Dunkweld

--- Kni*---
Grp --- Grp
--- Grp ---   Location: Coming out of Tubulk

Cle*--- ---
--- Sld ---
Fae --- Sld   Location: Guarding Tubulk

--- Rav*---
Hwk --- Hwk
--- Hwk ---   Location: Charging from the north near Elgorea

Wyr --- Rav*
--- --- ---
--- --- Wyr   Location: Charging from the south near Idorf

Fae --- ---
--- Hwk ---
--- Vul*Hwk   Location: Charging from the west near Phuntua

Val Val*Val
--- --- ---
Grp --- Grp   Location: Guarding Lehoboth 

--- NnM*---
Fen Nin ---
Fen --- Fen   Location: East of Phuntua

Gol --- Gol
--- --- ---
--- Wiz*---   Location: East of Phuntua

--- BsT ---
BsT --- BsT
--- BsM*BsT   Location: Guarding Puntua

Grp --- Grp
--- --- ---
Grp Fen*Grp   Location: East of Burgund

--- Wit*---
Grp --- Grp
--- Grp ---   Location: Guarding Taza

Bkr --- Grp
--- Pal*---
Grp --- Bkr   Location: West of Taza

Enemy Commander: Rhade (Superior Knight)

--- XXX*---
Grp --- Grp
Grp --- Grp   Location: Castle Burgund

Reward: Shield of Inferno

Battle Tactics:

There are a couple of problems with this battle.  The first and most 
obvious one is the large amount of enemy units in this battle.  The 
second is the fact that, as you're reaching your first liberated towns, 
three Hawkmen units will come out from the north, south, and west.  
Keep a couple of units at the base and a couple more north and south on 
the road to intercept.

This area also introduces, among the Beast Master and the Vultan, a 
brand new character called the Grappler.  This guy is a nasty 
physically strong fighter, with a Rend attack in the front and the 
middle row, and an attack called Fatal Dance in the back.  All are 
quite powerful.  You'll be facing several of these guys during the 
battle, too...

Epilogue: Rhade is a little bitter about losing, as you'd imagine, but, 
like the coward you know he is, he runs off, but not without some words 
about how much he thinks of the Revolution.

Aftermath: Head for the town of Idorf.  There, you'll recieve some 
valuable information about Dragoons.  You'll learn that the ancient 
weapon makers left for Burgunny in Gunther Piedmont and Keynora on 
Mount Ithaca.  After you get the Dragon Helm and Armor

Return to Elgorea with Troi.  There, you'll meet his mom.  She'll hand 
you the Hallowed Shield.

After Wentinus: Return to Idorf to learn about the Sword of Tiamat, the 
final piece of equipment needed to become a Dragoon.  He'll tell you 
it may be in the stomach of Grozz Nuy, the Dragon God.  He'll give you a 
lead on a barkeep in Elaine on Vert Plateau.

Neutral Encounters: Lvl. 11

Highlands: Wyrm - Power Fruit

Plains: Faerie - Heal Leaf

Forests: Black Dragon - Kerykeion
         Gremlin - Quit Gate

************************************************************

Scene 12: The Steadfast

Location: The Highlands of Soathon

Prologue: Magnus is upest due to Rhade's claims that the Revolutionary 
Army is the same as the Western Division, in that they're dragging the 
Bolmaukans into the war.  Hugo urges him to keep using his sword to 
protect, and to put his worries out of his mind...

Strongholds:

Fort Celestus: (Starting Location)

Population: 52
Morale: 50

Tristle: (Neutral, West of Celestus)

Population: 243
Morale: 49

Shafferville: (Southeast of Celestus)

Population: 162
Morale: 56

Shop:

Baldr Mace        180
Baldr Club        220
Baldr Spear       230
Baldr Claw        280
Baldr Axe         300

Hard Leather      150

Cochran: (Western Edge)

Population: 218
Morale: 46
Witch's Hut

Kapiscau: (Center of the Map)

Population: 262
Morale: 17

Jiram: (Southeastern Edge)

Population: 80
Morale: 88

Castle Ziggiveld: (Enemy Headquarters)

Population: 53
Morale: 50

---

Enemy Opposition:

--- Grp ---
Grp --- ---
--- Grp*Grp   Location: South of Tristle

--- Rav*---
Hwk --- Hwk
--- Hwk ---   Location: Mountains East of Kapiscau

Fae Gre ---
--- --- Fae
--- Phx*---   Location: Guarding Shafferville

Grp --- Grp
--- --- ---
Grp Fen*Grp   Location: Charging from Kapiscau

--- Sld ---
Sld --- Sld
--- Phx*---   Location: Bridge south of Shafferville

--- --- ---
BsT --- BsT
DoM BlK*DoM   Location: Bridge south of Shafferville

--- Sor Sor
Phx*--- ---
--- --- Grp   Location: Charging from Cochran

--- --- ---
--- --- ---
DrT --- PtD   Location: Guarding Jiram

Fae --- ---
--- Hwk ---
--- Vul*---   Location: Mountains east of Cochran

--- Sor Sor
Phx*--- ---
--- --- Grp   Location: Guarding Kapiscau

--- Val ---
Val*--- ---
--- Knt Knt   Location: Guarding Cochran

Enemy Commander: Ankiseth

Val --- Val
--- XXX*---
Knt --- Knt

Reward: Blessed Sword

Battle Tactics:

There are two issues with this battle...

Issue #1: As you progress east, you'll spot the Dark Knight unit.  As 
soon as he sees you, he'll make for the other side of the bridge.  As 
you touch the bridge, it'll explode.  You'll have to take another way 
around.

Issue #2: The two flying units.  These guys aren't dumb.  They'll go 
after any liberated strongholds.  Be sure to keep a constant eye on 
them and try to incapacitate them early.

Other than that, standard tactics apply.

Epilogue: Magnus faces his father, Ankiseth the Steadfast.  Neither are 
happy with what the other has become.  Ankiseth leaves.  Magnus returns 
to Hugo to find he has three choices now.  He can follow orders and go 
south to Auderva Heights, where he'll free the Bolmaukans.  He can defy 
orders and travel north to Mount Ithaca, which will make the upcoming 
battle with the main Western Division forces come sooner.  He can also 
defy orders and head West, to an old Bolmaukan town in the Sable 
Lowlands.

Where to go: Going 

Aftermath: Go to Jiram.  In this town, either a woman will tell you 
about the death of her son's dog, or the kid himself will tell you.  
Bring a spare Hellhound to the town with you.  If you don't have one, 
one can easily be found in the Barrens surrounding town.  Return to him 
with the Hellhound in a unit and he'll accept the dog (after a couple 
of visits) and give you the Pedra of Bane.  Very nice...

Also, in Shafferville, an old man will speak of the great Nirdamese 
warrior, Vad, who's fighting against the Revolution.  Bring Vad back 
here and you'll receive the Idaten's Mail.

Neutral Encounters: Level 11

Forest: Pumpkinhead - Heal Leaf, Dowsing Rod

Highlands: Platinum Dragon - Heal Seed, Ytival

Barrens: Hellhound

************************************************************

Scene 13 - Thoughts

Location: Audvera Heights

Prologue: Hugo explains to Magnus how the base around the mines is 
heavily defended.  There won't be much forefront attacking from the 
beginning.  The priority for the beginning of the battle is defense...

Strongholds:

Castle Ziggiveld: (Starting Location)

Population: 53
Morale: 50

Puld: (West of Ziggiveld)

Population: 147
Morale: 69

Barrow: (Southeast of Ziggiveld)

Population: 241
Morale: 32

Shop: 

Pointy Hat        100
Armet             120

Scipplay Staff     20

Spellbook         100
Book of Bane      300

Robe               30
Witch's Dress      80
Baldr Armor       420

Amulet             40

Naracrete: (South of Ziggiveld)

Population: 67
Morale: 28

Bezelle: (South of Naracrete)

Population: 273
Morale: 78

Shop:

Baldr Mace        180
Baldr Club        220
Baldr Spear       230
Baldr Claw        280
Baldr Axe         300

Hard Leather      150

Chig Nik: (Southwest of Bezelle)

Population: 226
Morale: 40

Seldovia: (West of Chig Nik)

Population: 102
Morale: 21

Auderva Mine: (Enemy Headquarters)

Population: 103
Morale: 66

Enemy Opposition:

BsT BsT Wit*
--- --- Bkr
--- Bkr ---   Location: Guarding Barrow

--- Grp BlK*
--- --- DgT
DgT Grp ---   Location: Charging from Barrow

--- BlK*---
Knt --- Arc
Knt --- Arc   Location: Charging from east of Puld

ArM*--- ---
--- Wiz Sor
Wiz Sor ---   Location: Guarding Puld

--- --- Sir
Grp --- ---
--- Pal*Grp   Location: Charging from Naracrete

Grp Enc*Grp
--- --- ---
--- BGo ---   Location: Charging from Naracrete

--- --- Pal
--- --- ---
Grp Grp*Grp   Location: Charging from west of Naracrete

Wit ArM*---
--- --- Wit
Grp Grp ---   Location: Charging from Naracrete

--- Wit*---
--- --- Val
Grp Grp Grp   Location: Charging from Naracrete

Knt Knt Bkr
--- Pal*---
Bkr --- ---   Location: South of Naracrete

--- --- Pmp
Arc*--- ---
--- Fig Fig   Location: Southeast of Naracrete

Wit --- ---
Wit Wit ---
--- BlK*Wit   Location: South of Naracrete

Grp Pri*---
--- --- ---
Grp Grp Grp   Location: Guarding Chig Nik

Enemy Commander: Tuzt

--- --- DoM*
--- --- ---
SGo --- Gol

Reward: Fool

Battle Tactics:

First, put some units out in front as a shield for your base.  As you 
can see from the opposition list, you'll have a LOT of enemies on you 
FAST.  Liberate towns slowly, and keep at least two units in your 
frontline towns.

BIG HELP: This is assuming you're on the pro-Zenobian route.  I think 
you have to have a good Reputation for this to work.  Go to Puld.  If 
you've done everything okay up to this point (it's not that hard), 
Aisha the Priest will show up, saying she got lost from her unit.  It's 
a stroke of luck that'll be an incredible help later on.  She'll sign 
on your crew and you'll be much the better for having her.

For its difficulty, there really isn't much else to the battle.  Just 
be very careful, as always.  Try not to lose anyone, as the nearest 
Witch Hut is near the very end of the area.  You're probably gonna 
want to pick up a Book of Bane, too.

Epilogue: Magnus refuses to recruit the Bolmaukans to use in the coming 
battles.

After this scene, I went north.

Neutral Encounters: Level 12

Forests: Cockatrice - Revive Stone

Highlands: Red Dragon - Heal Seed, Sword of Firedrake

Barrens: Stone Golem - Kite Shield

************************************************************

Scene 15 - Uncertainty

Location: Mount Ithaca

Prologue: Magnus desires to avoid battle with the Western Division.  
Just as he and Hugo are discussing how both sides could reach an 
agreement, a messenger from the Western Division shows up, that wishes 
to discuss terms of peace with the Revolutionary Army, from Prince 
Yumil himself.  Following this meeting, word of an advancing troop 
force reaches the Rev. Army.  It appears that Sir Rhade has not had 
enough punishment.  Time to teach that upstart a lesson.

Strongholds:

Cybillgin: (Starting Location)

Population: 91
Morale: 37
Witch's Hut

Cactovich: (Allied, South of Cybillgin)

Population: 289
Morale: 33

Shop:

Bandanna            20
Plumed Headband     60

Estoc              250
Fool               320
Blessed Sword      400

Magician's Robe    120
Scale Armor        200

Amulet              40

Nakima: (East of Cybillgin)

Population: 226
Morale: 52

Kynora: (Neutral, East of Nakima)

Population: 125
Morale: 25

Lapidz: (Center of Map)

Population: 229
Morale: 82

Bella Cula: (North of Cybillgin)

Population: 123
Morale: 74

Lachook: (East of Lapidz)

Population: 201
Morale: 21

Tilorro: (Northeast of Bella Cula)

Population: 121
Morale: 19

Ketican: (North of Tilorro)

Population: 48
Morale: 11

Fort Gullsvinter: (Enemy Headquarters)

Population: 122
Morale: 50

Enemy Opposition:

Wit Arc*---
--- --- Wit
Grp Grp ---   Location: Charging from Bella Cula

--- Grp BlK*
--- --- DgT
DgT Grp ---   Location: North of Nakima

Grp --- Grp
--- --- ---
Grp XXX*Grp   Location: North of Nakima

--- Rav*---
--- --- ---
Wyr --- Wyr   Location: South of Nakima

--- Grf ---
--- --- ---
Hwk Vul*Hwk   Location: West of Bella Cula

Grp Enc*Grp
--- --- ---
--- BGo ---   Location: West of Bella Cula

--- --- Grp
--- --- Grp
Phx Cat*Phx   Location: North of Nakima

BsT BsT Wit*
--- --- Bkr
--- Bkr ---   Location: Guarding Lachook

Grp Pri*---
--- --- ---
Grp Grp Grp   Location: Guarding Ketican

Enc*--- ---
--- --- ---
Gol --- SGo   Location: South of Gullsvinter

--- Pri*---
Fae Sor Fae
--- --- Sor   Location: South of Lachook (See Tactics)

--- NnM*---
--- --- ---
Grf --- Wyv   Location: South of Tilorro (See Tactics)

BlK*Rav Rav
--- Bkr ---
Bkr --- ---   Location: North of Lachook (See Tactics)

Enemy Commander: Rhade (Superior Knight)

Pal --- Pal
--- XXX*---
Cat --- Cat

Reward: Sword of Firedrake

Battle Tactics:

Okay.  You've got a few guys coming at you from the beginning.  Watch 
the Raven unit down south, so that you can intercept it before it 
reaches your allied town.  No one's going to go for the neutral town, 
so unless you can skillfully bounce an enemy unit next to it, you're 
gonna have to capture it.

The north area is oddly sparsely populated, and with good cause, 
because, as you approach the bridge, it will be blown, preventing you 
from crossing.

The XXX character in the normal enemies is the legendary Grappler, 
Vad.  Getting him in your party is not as hard as some make it out to 
be.  First, you have to have at least cleared out the Mines in Auderva 
Heights.  Next, go north and liberate Ketican to destroy the bridge.  
When you go back, Vad won't move from his spot, so just avoid him.  
After the battle, he'll join you.  Nice.

As you progress inward from the south, you'll be forced to cross the 
bridge, as you cross it, three units will spring up from nowhere and 
attack (the one's marked on the list).  Just bring a bunch of units in 
with you and you shouldn't have too much trouble, if you play it 
smart.

Epilogue: Magnus will see off the oppressed Nirdamese.  They return to 
their homeland.  This means you'll not be seeing Grappler units again.  
Hooray!

Afterwards, Destin Faroda will show up, saying he's going to leave the 
Revolutionary Army's cause because it's become more about abolishing 
the class system than independence from Lodis.  If you're on the Pro-
Zenobian route, Saradin decides to stay behind to help your cause.

Aftermath: Head to Kynora.  If you enter the stronghold during the day, 
and if you have spoken to the old man in Mylesia, you'll learn about
Dragon Armor and Condrite.  He tells you to go to the Dardunnelles and 
get some Condrite so he can make the armor.

Neutral Encounters: Level 13

Forest: Gremlin - Heal Seed

Highway: Faerie - Heal Leaf

Highlands: Griffin - Power Fruit

************************************************************

Scene 16 - A Legendary Land

Location: Mount Keryoleth

Prologue: Simply enough, Hugo gives battle plans...

Strongholds:

Mursunny: (Starting Location)

Population: 117
Morale: 35

Shop:

Hachigane           40
Plumed Headband     60

Baldr Bow          160
Ytival             270
Claymore           360

Cloth Armor         20
Hard Leather       150

Natashkan: (East of Mursunny)

Population: 188
Morale: 48

Dolbo: (Distant North)

Population: 43
Morale: 28

Mingan: (Northeast of Natashkan)

Population: 122
Morale: 39

Escaraba: (East of Natashkan)

Population: 66
Morale: 80

Tananna: (Neutral, East of Escaraba)

Population: 160
Morale: 41

Balera: (East of Mingan)

Population: 171
Morale: 81

Gypsanville: (North of Mingan)

Population: 86
Morale: 53
Witch's Hut

Keryoleth: (Enemy Headquarters)

Population: 31
Morale: 50

Enemy Opposition:

ReD --- ---
--- --- DgM*
--- Gob Gob   Location: Charging from Natashkan

Rav --- Cat
--- Cat ---
Rav --- Cat*  Location: Guarding Natashkan

--- Dia*Pmp
--- --- Gre
Pmp Gre ---   Location: Forest west of Dolbo

Cer --- NnM*
--- --- ---
--- Nin Nin   Location: Forest west of Mingan

--- BlK*---
--- --- ---
BkD --- Ogr   Location: East of Natashkan

Cok --- Cok
--- --- ---
Fre*--- ---   Location: Southeast of Dolbo

Gob Sir*---
--- --- Gob
Ogr --- ---   Location: West of Mingan

--- Rav*Rav
DgM --- ---
Rav --- Rav   Location: South of Mingan

BkD --- Tmt
--- --- ---
--- BlK*---   Location: Guarding Mingan

--- --- Grf
Gob --- ---
--- SwM*Gob   Location: South of Mingan

--- Sir*---
--- --- ---
Ogr --- Wyr   Location: Guarding Balera

--- Enc*---
--- --- ---
SGo --- BGo   Location: Southwest of Keryoleth

Dia*--- Arc
Arc Knt ---
--- --- Knt   Location: South of Keryoleth

Enemy Commander:

Gob ArM*---
--- --- Gob
Ogr --- ---

Reward: Hraesvelg

Battle Tactics:

First point of note...  There's a different enemy standard you're 
fighting here.  A grinning demon.  What could it mean?

You'll have dual problems in this battle.  Both to the north and to the 
south.

The southern problem is a simple problem of numbers.  You've got many, 
many units to deal with set up in a wall near Mingan.  Still, there's 
many exposed leaders, so fight smart and you shouldn't have too many 
problems.

In the north, you'll face your first Cockatrice unit in this battle.  
Cockatrices, in the back row, can petrify your units, and will put them 
out of the fight just like that.  It costs 500 Goth to revive someone 
petrified, too, with a Revive Stone, so it's worth your while to use 
this strategy.  Equip someone, (Knight or Phalanx) with Troi's Hallowed 
Shield, put him with two Golems and send them into battle with the fowl 
demons.

You're also gonna have some trouble with the Diana unit in the north, 
due to the two Pumpkinheads in the unit.  Either send in a powerful 
spellcasting unit to take out the Diana quickly (who's the only other 
significant damage), or send in someone with a Priest.  Clerics 
probably won't be as useful in this instance.

After these problems are overcome, the mission is easily finished up.

Epilogue: Magnus meets his father.  They exchange words and Ankiseth 
Gallant challenges his son's motives about this revolution...

Neutral Encounters: Level 15

Forest: Earth Dragon - Heal Seed
        Goblin - Heal Leaf

Highlands: Cockatrice - Revive Stone

************************************************************

Scene 17 - Visitors from the West

Location - Azure Plains

Prologue: Simple Battle Tactics on this one...

Strongholds:

Remella: (Starting Location)

Population: 63
Morale: 42

Shop:

Armet              120

Arc Wand           150
Thunder Spear      320

Spellbook          100

Buckler             40

Magician's Robe    120
Baldr Mail         250

Amulet              40

Frattelli: (North of Remella)

Population: 270
Morale: 80

Kegu: (West of Frattelli)

Population: 157
Morale: 14
Witch's Hut

Quellorna: (South of Noistrien)

Population: 129
Morale: 61

Dauphin: (Southwest of Remella)

Population: 112
Morale: 86

Coppermine: (Southwest Corner)

Population: 224
Morale: 83

Drumheller: (South of Remella)

Population: 216
Morale: 58

Fort Noistrien: (Enemy Headquarters)

Population: 27
Morale: 50

Enemy Opposition:

Wyr14 ----- Rav15*  
----- ----- -----   Items: Three Leaves, Two Fruits
----- ----- Wyr14   Location: Guarding Drumheller

Wit14 KtT16*Sir14
Wit14 ----- Sir14
----- ----- -----   Location: Guarding Frattelli

Wiz14 Wiz14 -----   
DgM14 ----- DgM14   Items: Three Leaves, Two Fruits
----- KtT15*-----   Location: Charging from Dauphin

Fae14 Gre15 -----
----- ----- Fae14
----- Phx15*-----   Location: Guarding Dauphin

Arc14 ----- Arc14
----- KtT15*-----   Items: Four Leaves, Two Fruits
Pal14 ----- Pal14   Location: Charging from Kegu

----- Rav15*-----
Hwk14 ----- Hwk14   Items: Four Leaves, Two Fruits
----- Hwk14 -----   Location: Charging from Mountains (See Tactics)

Wyr14 ----- Rav15*
----- ----- -----   Items: Three Leaves, Two Fruits
----- ----- Wyr14   Location: Charging from Mountains (See Tactics)

----- Grf14 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Hwk14 Vul15*Hwk14   Location: Charging from Mountains (See Tactics)

----- Rav15*-----
----- ----- -----   Items: Two Leaves, Two Fruits
Wyr14 ----- Wyr14   Location: Charging from Mountains (See Tactics)

Pri14 ----- Pri14
----- ----- -----   Items: Five Leaves
Cat14 KtT16*Cat14   Location: Guarding Kebu

----- Vul15*-----
Vul14 ----- Vul14
Knt14 ----- Knt14   Location: Guarding Coppermine

Wit14 Wit14 DoM15*
----- ----- -----   Items: Two Leaves
Wit14 ----- -----   Location: Guarding Quellorna

Enemy Commander: Robert

Sir14 Sir14 -----
----- ----- -----   Items: Three Leaves, Two Fruits
Pal14 KtT16*Pal14   Location: Fort Noistrien

Reward: Ice Blade

Battle Tactics:

A new adversary has joined the mix.  You're taking down some members of 
the Holy Lodis Army here.

This battle is quite straightforward, actually.  You'll get a little 
surprise with a new unit, Knight Templar.  They're pretty much just a 
bit beefier Knight, but not that much.

Also, you'll get a nice surprise when you cross the bridge on the 
river.  Four flying units will assault your headquarters.  Of course, 
by now you'll have realized that that was their intention in the first 
place, so you'll have some units there, right? ^_^

In the southern reaches, near Coppermine, you may have the pleasure of 
running into Sheen Cocteau.  He's a Hawkman who considers himself quite 
the ladies man.  Sign him on.

Epilogue: Same if you took this way first.  Nothing if you went here 
second.

Aftermath: Not much going on, but if you take Sheen to Frattelli, a 
woman there will tell him off...

Neutral Encounters:

Forest: Earth Dragon - Axe of Wyrm

************************************************************

Scene 18 - The Grim Path

Location: Wentinus

Prologue: Magnus is torn between the decision of fighting the Western 
Division, with his father and childhood friend at the forefront.  Here, 
you're given a choice of how you want to proceed.  You can follow orders 
and fight, or you can try to make peace.  Being the peace-loving guy I 
am, I chose to make peace...

Making peace: Magnus goes to meet his father.  There's a small bit of 
tension between the two, and they go to the War Room.  Just as they're 
beginning they're peace agreement, Dio bursts in with news that Yumil
has been arrested for treason.  A knight from Lodis took him.  Ankiseth 
wants to sacrifice himself, but Magnus insists on rescuing him with the 
entire group.

Strongholds:

Salem: (Starting Location)

Population: 140
Morale: 84

Silhouette: (Allied, Northeast of Salem)

Population: 213
Morale: 55

Ellode: (Southeast of Salem)

Population: 122
Morale: 33

Reliance: (North of Salem)

Population: 187
Morale: 18

Parmel: (East of Silhouette)

Population: 99
Morale: 15

Yves Guibiques: (North of Reliance)

Population: 253
Morale: 67

Hopedale: (Northeast of Reliance)

Population: 187
Morale: 78

Cartwright: (East of Hopedale)

Population: 253
Morale: 79
Witch's Hut

Badin: (Neutral, Northeast corner)

Population: 236
Morale: 10

Timmins: (Northern Edge)

Population: 238
Morale: 35

Shop:

Armet              120

Arc Wand           150
Baldr Spear        230

Spellbook          100

Tower Shield       350

Fur Coat           250
Heavy Armor        650

Amulet              40

Igglurick: (Southeast of Castle Talpaea)

Population: 244
Morale: 12

Castle Talpaea: (Enemy Headquarters)

Population: 177
Morale: 50

Allied Forces: Ankiseth (Solidblade)

Dia17 ----- Dia17
----- XXX19*-----   Items: Four Leaves, Two Fruits
Cat17 ----- Cat17   Location: Silhouette

Enemy Opposition:

ArM17*----- -----
----- Wiz16 Sor16
Wiz16 Sor16 -----   Location: Guarding Reliance

Knt16 Knt16 Bkr16
----- Pal17*-----   Items: Two Leaves
Bkr16 ----- -----   Location: Guarding Cartwright

----- BlK17*-----
Knt16 ----- Arc16   Items: Four Leaves, Two Fruits
Knt16 ----- Arc16   Location: Charging from Ellode (for Ankiseth)

----- NnM17*-----
Fen16 Nin16 -----
Fen16 ----- Fen16   Location: Guarding Ellode

---

Legion 1: Funnel Shift Formation

Sld-- CeM17%Sld--
----- ----- -----   Items: Three Leaves, One Fruit
----- Wyv16 -----   Location: Charging from Yves

Fen16 ----- Fen16
----- SwM17*-----
Nin16 ----- Nin16   Position: Right Side

Knt16 BlK18*BlK16
----- ----- -----   Items: Six Leaves
BlK16 ----- Knt16   Position: Left Side

---

Fre16 Fre16 -----
----- ----- Fre18*
Val16 ----- Val16   Location: Guarding Hopedale

Dia16 Wit18*Dia16
----- ----- -----
Cat16 ----- Cat16   Location: Guarding Yves

----- NnM17*Wiz16
Bkr16 ----- Wiz16
Bkr16 ----- -----   Location: Charging from bridge NE of Yves

----- Nin16 -----
Nin16 NnM18*Nin16
----- Nin16 -----   Location: Retreating from Igglurick

Arc16 Arc16 -----
----- ----- -----
Phx16 Cat19*Phx16   Location: Guarding Igglurick

---

Legion 2: Wedge Shift Formation

----- ----- -----
Sld-- CeF17%Sld--   Items: Two Leaves
----- ----- -----   Location: Charging from the North

Wyv16 ----- -----
----- ----- -----   Items: Two Leaves
Rav17*----- Wyr16   Position: Right Side

Pri18*----- -----
----- ----- BGo16
Gol16 ----- -----   Position: Left Side

---

With Ankiseth:

Enemy Commander: Baldwin (Temple Command)

Dia16 ----- Dia16
----- XXX19*-----
KtT16 ----- KtT16   Location: Castle Talpaea

Battle Tactics (with Ankiseth):

Ankiseth will start out from Silhouette.  He'll proceed along the road 
north and will liberate Cartwright, then he'll go to Igglurick to 
liberate that, and further on to Castle Talpaea to face Baldwin.  
There's nothing you can do to stop him.  Just pray he doesn't croak on 
the way.

You'll face your first Legion in this battle.  Don't panic.  Just attack 
and you'll see firsthand just how ineffective Legions actually are.  
The Legion Core is easily taken out.

You'll face the major concentration of enemies on the west side.  The 
east will be relatively clear.

Save two or three (preferably three) units to send east to liberate.  
Noting the Morale of that area, you're probably going to want them 
to be Chaotic for the most part.  Cartwright has high Morale, but 
Ankiseth will take care of that.

Make sure you stop by Timmins, too, to buy any of the Siren or 
Cataphract equipment, because you will NOT be returning here.  Don't be 
caught off guard by the Legion that shows up to the north, although it 
shouldn't present too many problems. (I beat the whole thing back with 
one unit)

Epilogue: Baldwin runs off to grab Yumil.  As he's running off with him, 
Mari stops him, casting a bit of her newfound power on him.  He's 
intrigued, but she's still no match for him.  He knocks her down and 
runs off.  Magnus arrives to an empty room, searching for Yumil.

Afterwards, there is heated discussion among the Revoultionary War 
commanders.  The Western Division has ceded itself to the Revolution, 
but there's still the problem of the Central Division, the Eastern 
Orthodox Church, and Lodis.  The Revolution pulls out of Wentinus soon 
after it's captured.  Wentinus, Azure Plains, and Mount Keryoleth will 
no longer be accessible.  Therefore, there's no listed Aftermath, yet.

Neutral Encounters: Level 16

Highway: Vultan - Hachigane, Hard Leather
         Raven - Hard Leather

************************************************************
************************************************************

D. Chapter 3:

As time passes, their backs break from the burden...

Opening: A secret meeting is taking place involving King Procus and his 
son, concerning the true power of the Progenitor.  It's interrupted by 
Sir Richard of the Caliginous Order, who has delivered a decree that 
puts Palatinus under full control of the Holy Lodis Empire.

Magnus, Frederick, Ankiseth, and Xevec are discussing the situation.  
Xevec is all for fighting, as it seems to be the easiest way to achieve 
victory.  Frederick wants to talk peace with the Central Division, since 
their strengths are equal.

It's at this point that you can decide whether or not to take Ankiseth 
with you.  If you refuse, you'll not have the ability to recruit him 
again.

************************************************************

Legion FAQ

Before I start, lemme just remind you that Legions will appear in the 
Hugo Report, and in the Tutorial, so check there for info.

Q: Why can't I put units in my Legion?

A: You need Soldiers in your Legion Core to add units.  This refers to 
the fact that you need Soldiers to act as messengers to give order to 
units so that you can make formations.

Q: Who can become a Legion Leader?

A: Magnus, Dio, Leia, and Ankiseth can be Legion Leaders.  Also, 
Centurions can lead Legions.

Q: How can I make a Centurion?

A: Either gender can become a Centurion.  Besides the usual stat 
requirements, the person you want to be a Centurion has to have 
promoted ten Soldiers to either Fighters or Amazons.

And, the big question...

Q: Are Legions worth it?

A: I can answer this with a resounding NO!  The Legion is REQUIRED to 
maintain formation.  The fact that you need to use Soldiers in the Core 
makes it very weak.  The Centurion himself (or herself) is not a strong 
class at all.  You can do pretty much the same thing with a small 
cluster of units, and you have much more freedom.

************************************************************

Scene 19 - The Setting Sun

Location: Dardunnelles, The Crossroads

Prologue: Battle Plans!

Strongholds:

Romella: (Starting Location)

Population: 120
Morale: 75

Shop:

Plumed Headband     60

Spear              150

Round Shield        20
Large Shield       180

Breastplate        180
Plate Mail         210

Adigrat: (Neutral, South of Romella)

Population: 169 
Morale: 10

Bungasue: (East of Romella)

Population: 192
Morale: 46

Melphy: (North of Romella)

Population: 97
Morale: 61

Ramballene: (Southeast of Bungasue)

Population: 91
Morale: 78

Dardunnelles: (East of Melphy)

Population: 102
Morale: 50

Garu Kaio: (East of Dardunnelles)

Population: 288
Morale: 20
Witch's Hut

Fort Akkisis: (Enemy Headquarters)

Population: 161
Morale: 50

Enemy Opposition:

----- Pri18*SwM16
----- ----- -----
Flb16 ----- SwM16   Location: Guarding Melphy

---

Legion 1 - Funnel Shift Formation

Sld-- ----- Sld--
----- CeM17 -----
Sld-- ----- Sld--   Location: Guarding Bungasue

Rav16 ----- Cat16
----- Cat16 -----   Items: Six Leaves
Rav16 ----- Cat18*  Position: Far Left Side

Pal16 Pal18*Pal16
Knt16 ----- Knt16
----- ----- -----   Position: Near Left Side

----- Pri18*SwM16
----- ----- -----
Flb16 ----- SwM16   Position: Near Right Side

Coc16 ----- Coc16
----- ----- -----
Fre18*----- -----   Position: Far Right Side

---

Wyv16 ----- -----
----- ----- -----   Items: Three Leaves, Two Fruits
Rav17*----- Wyr16   Location: Charging from Southeast Forest

---

Legion 2 - Funnel Shift Formation

----- ----- -----
Sld-- CeF17%Sld--   Items: Two Leaves
----- ----- -----   Location: Charging from Dardunnelles

Cle16 Pri18*-----
Knt16 ----- Cle16   Items: Four Leaves
----- Knt16 -----   Position: Right Side

----- Cle16 Cle16
----- ----- -----
Enc17*----- SGo16   Position: Left Side

----

----- SwM18*-----
SwM16 ----- SwM16
----- Fen16 Fen16   Location: Guarding Ramballene

Pri18*----- -----
----- ----- BGo16
Gol16 ----- -----   Location: Guarding Garu Kaio

Pri17*----- -----
Bkr17 Bkr17 -----
Bkr17 ----- Bkr17   Location: Southwest of Akkisis

Enemy Commander: Ujeanne

----- Pri18*Fre16
Fre16 ----- -----   Items: Four Leaves, One Stone
----- Pal16 Pal16   Location: Fort Akkisis

Reward: Vestment of Water

Battle Tactics:

Note the Cockatrice unit.  Time to bring out your Cockatrice beating 
unit.  You have been working on one, right?

Send a few guys up north to deal with the second Legion, but keep the 
main force on the main path.  There are a LOT of Priests in this 
lineup, so you may be focusing on spellcasting a lot.

Other than that, there's really not much to this mission.  Just watch 
out for the Raven unit that tries to sneak up on your base...

Epilogue: Ujeanne reveals that Lodis already here, defending the 
Central Division.  Magnus and crew decide to go get some help from the 
Eastern Orthodox Church.

Afterwards, there's a scene in the East, where a warrior is forced to 
be killed, as she's possessed by the devil.

Aftermath: Take Sheen to Garu Kaio, where you'll find a young girl 
who will give him the Decoy Cap.

Neutral Encounters: Level 16

Highway: Vultan - Hachigane, Hard Leather
         Raven - Hard Leather

Forest: Skeleton - Halt Hammer

************************************************************

Scene 20 - Brigade of Radiant Cross

Location: Gules Hills

Prologue: Hugo informs Magnus that Lodis has annexed Palatinus, and 
will remain in control until the war is over.  Both Magnus and Hugo 
realize that all they can do is continue to push forward...

Strongholds:

Fort Bergiga: (Starting Location)

Population: 87
Morale: 82

Amdelm: (Neutral, Northeast of Bergiga)

Population: 31
Morale: 87

Shop:

Leather Hat         40
Plumed Headband     60

Great Bow           90
Baldr Bow          160
Ytival             270
Bow of Sandstorm   420

Leather Armor       60
Hard Leather       150
Terra Armor        250

Kurashino: (Northeast of Amdlem)

Population: 48
Morale: 69

Mezzeni: (Neutral, Southeast Corner)

Population: 61
Morale: 29

Muji: (Midwest Edge)

Population: 182
Morale: 71

Colgeuff: (Mideast Edge)

Population: 215
Morale: 40

Castle Echel: (Northwest Corner)

Population: 95
Morale: 50

Novipoldt: (East of Echel)

Population: 261
Morale: 64

Bellezoppo: (South of Guntherhaal)

Population: 215
Morale: 34
Witch's Hut

Guntherhaal: (Enemy Headquarters)

Population: 83
Morale: 50

Enemy Opposition:

KtT16 ----- KtT16
----- KtT18*-----   Items: Four Leaves
KtT16 ----- KtT16   Location: Charging from Kurashino

Arc16 ----- Arc16
----- KtT18*-----   Items: Two Leaves, Two Fruits, One Stone
Pal16 ----- Pal16   Location: Charging from Kurashino

----- ----- KtT18*
PtD16 ----- -----
----- ----- Bah16   Location: Charging from Kurashino

Pri16 ----- Pri16
----- ----- -----   Items: Two Leaves, Two Fruits
Cat16 KtT18*Cat16   Location: Charging from Muji

----- ----- Wit16
Wit16 ----- Knt16   Items: Four Leaves, Two Fruits
Knt16 ----- Pal17*  Location: Guarding Muji

Vul17*----- Wyv16
----- ----- -----   Items: Four Leaves, Two Fruits
----- Wyv16 -----   Location: Charging from East of Kurashino

----- ----- Opi16
Vul17*----- -----   Items: Four Leaves, Two Fruits
----- ----- Gri16   Location: Charging from East of Kurashino

----- Vul18*Fae16
----- ----- Vul16   Items: Four Leaves, Two Fruits
Fae16 Vul16 -----   Location: Charging from East of Kurashino

Arc16 Arc16 -----
----- ----- -----
Phx16 Cat19*Phx16   Location: Guarding Castle Echel

---

Legion 1: Funnel Shift Formation

----- Sld-- -----
----- CeF17%-----   Items: Two Leaves, One Fruit
----- Sld-- Sld--   Location: Guarding Novipoldt

EhD16 ----- ThD16
----- ----- -----   Items: Five Leaves, Two Fruits
----- DgM17*-----   Position: Right Side

Wyv16 ----- -----
----- ----- BsT16   Items: Two Leaves
BsT16 BsM17*-----   Position: Left Side

---

Wit16 KtT18*Sir16
Wit16 ----- Sir16   Items: Three Leaves
----- ----- -----   Location: Charging from East of Kurashino

Wit16 ----- -----
Wit16 Wit16 -----
----- BlK17*Wit16   Location: Guarding Bellezoppo

Fre16 KtT18*Fre16
----- ----- -----
KtT16 ----- KtT16   Location: Charging from Guntherhaal

Dia16 Dia16 Dia16
----- KtT18*-----
----- ----- Cat16   Location: Charging from Guntherhaal

Enemy Commander: Pruflas (Temple Command)

Fre16 ----- Fre16
----- ----- -----   Items: Four Leaves, Two Stones
KtT16 XXX19*KtT16   Location: Guntherhaal

Reward: Heavy Armor

Battle Tactics: Deploy your units, because the enemy will be out in 
force right away with four Templar units and three Vultan units on you 
in the first ten minutes of battle.  If you've leveled up enough, 
problems should be minimal.  Once you get rid of those units, there's 
surprisingly very few others.  Just watch for the extra Templar units 
that pop up near Pruflas as you close in on him.

Epilogue: Mari finds Yumil in the garden he said goodbye to Magnus in.  
He explains to her that he wants power.  He wants to be strong to rule 
Palatinus.  He feels he has nothing to help him as opposed to Ankiseth 
and Magnus.  Mari can't believe what she's hearing, then Baldwin 
interrupts.  He explains that Yumil has the power of the Progenitor 
deep inside him.  If he used that power, even Lodis would kneel before 
him.  Before he leaves, he addresses Mari, telling her that she should 
stay away from him, and that goes for Zeda, too. (The woman who gave 
Mari her power).  After he leaves, Yumil says he wants the power of the 
Progenitor, and Mari pledges herself to help him find it.

Aftermath: Go to Muji and you'll speak to a man who wants you to find 
his daughter in the Volmus Mine.  Go to Volmus Mine and a woman will 
tell you she went to Mount Ithaca.  Go to Cactovich, Mount Ithaca and 
you'll find the girl, who'll then give you the Pedra of Virtue.

Neutral Encounters: Level 16

Barrens: Thunder Dragon - Heal Seed, Sum Mannus

Marsh: Blue Dragon - Cyanic Claw

Highlands: Cerberus - Angel Fruit, Goblet of Destiny, Flag of Unity

************************************************************

Scene 21 - The Eastern Orthodox Church

Location: Fair Heights

Prologue: Magnus, Dio, and Leia discuss how Lodis is also in the area 
of the Eastern Orthodox Church.  After the battle plans, Leia wonders 
why she was summoned to the meeting.  Hugo explains that a friend of 
hers is here.  The girl, a Siren, enters.  Her name is Meredia O'Kiefe, 
and she explains how Count Silvis (Leia's father) is supportive of the 
Revolution, like some other members of the Central Division.  She also
asks to join your party.

Strongholds:

Dibnoe: (Starting Location)

Population: 298
Morale: 35

Shop:

Iron Helm           30
Armet              120

Spear              150
Baldr Spear        230
Prox               450
Volcaetus          460

Large Shield       180
Tower Shield       350

Plate Mail         210
Heavy Armor        650

Boulli: (North of Dibnoe)

Population: 116
Morale: 65

Inze: (Northwest of Boulli)

Population: 193
Morale: 81

Danillor: (Northeast of Boulli)

Population: 142
Morale: 53

Rajisk: (North of Danillor)

Population: 259
Morale: 44

Elaine: (Northwest of Rajisk)

Population: 190
Morale: 25

Castle Gramm: (Enemy Headquarters)

Population: 266
Morale: 50

Enemy Opposition:

Arc17 Arc17 -----
----- ----- -----
Phx17 Cat20*Phx17   Location: Guarding Boulli

Wiz17 ArM19*Wiz17
----- ----- ArM17   Items: Two Leaves, One Fruit
----- ArM19*-----   Location: North of Boulli

----- ----- Vul17
----- Pal18*Hwk17   Items: Four Leaves, Two Fruits
Vul17 Hwk17 -----   Location: North of Boulli

Fre17 Fre17 -----
----- ----- Fre19*  Items: Four Leaves, Two Fruits, Two Stones
Val17 ----- Val17   Location: Northwest of Boulli

Wyv17 ----- -----
----- ----- -----   Items: Four Leaves, Two Fruits
Rav18*----- Wyr17   Location: Charging from Mountains east of Inze

----- Que17 -----
----- ----- -----   Items: Six Leaves
DgM17 DgM19*DgM17   Location: Charging from Daniloff

Knt17 BlK19*BlK17
----- ----- -----
BlK17 ----- Knt17   Location: Guarding Inze

---

Legion 1 - Funnel Shift Formation

----- CeM18%-----
Sld-- ----- Sld--   Items: Two Leaves, One Fruit
----- Sld-- -----   Location: Guarding Daniloff

----- Enc18*-----
----- ----- -----   Items: Four Leaves, Two Fruits
SGo17 ----- BGo17   Position: Right Side

Grf17 ----- Opi17
----- ----- -----   Items: Four Leaves
----- Fre18*-----   Position: Left Side

---

Coc17 ----- Coc17
----- ----- -----
Fre19*----- -----   Location: Guarding Rajisk

Bah17 ----- Phx17
----- ----- -----
----- Cat18*Phx17   Location: South of Castle Gramm

----- Pal17 Pal17
Cat17 ----- Cat17
----- Cat19*-----   Location: Guarding Elaine

----- ----- -----
Knt17 Pal20*Knt17
Pal18 ----- Pal18   Location: Southwest of Castle Gramm

Enemy Commander: Jeal

----- BlK19*-----
Cat17 ----- Cat17   Items: Four Leaves, Two Stones
Cat17 ----- Cat17   Location: Castle Gramm

Reward: Urdarbruun

Battle Tactics:

Yeah.  You get a lot of units thrown at you, but it's a really very 
straightforward.  If you've been keeping on top of levels, this mission 
is a snap.  Don't forget about the Cockatrice unit.

Epilogue: Hugo and Magnus learn that the Eastern Orthodox Church is 
under control of the Central Division now.  Hugo discusses three 
possible routes.  One goes to the Tremos Mountains (22), where there 
aren't any expected encounters (yeah, right), the other goes straight 
into Capitrium (23), where the battalion is sure to run into the 
Eastern and Central Divisions, and there's also the possibility of Vert 
Plateau, where a Berthan Sentinel has been sighted (21).

Where to go: If you go to the Vert Plateau, you will then afterwards 
have to go Capitrium, and Tremos will not be available.  If you go to 
either Tremos or Capitrium, the other two will disappear.

Aftermath:

Part of the Dragon Quest: After you have the Dragon Helm and Armor, and 
have talked to the old man in Idorf again, go to Elaine, and you'll be 
given the Dragon Scale and told that Grozz Nuy is in Pinneg, Celesis.

Hidden Items:

Electric Shield: On the road to Boulli
Crystal of Precision: On the road south of Daniloff
Cup of Life: In between two sets of mountains southeast of Inze
Angel Fruit: In between Elaine and Castle Gramm
Altar of Resurrection: By the river bank east of Daniloff
Bloodstained Robe: Between the mountains and the river south of Daniloff
Stone of Quickness: To the north of the point where the three rivers 
meet

Neutral Encounters: Level 17

Highlands: Red Dragon - Heal Seed, Sword of Firedrake

Plains: Faerie - Silver Hourglass

Forests: Gremlin - Heal Seed

************************************************************

Scene 22 - Suspicion

Location: Vert Plateau

Prologue: Battle plans

Strongholds:

Sagith: (Starting Location)

Population: 79
Morale: 47

Shop:

Bone Helm           50
Plumed Headband     60

Rapier              30
Stone Sword        200
Estoc              250
Main Gauche        400

Chain Mail         120
Scale Armor        200

Estergum: (Northwest of Sagith)

Population: 81
Morale: 52

Chrisalouis: (West of Estergum)

Population: 208
Morale: 71

Queshay: (North of Estergum)

Population: 179
Morale: 19

Fort Hillervich: (Northwest of Chrisalouis)

Population: 141
Morale: 72

Dossoll: (Northeast of Queshay)

Population: 122
Morale: 14

Sarisk: (Northwest of Queshay)

Population: 234
Morale: 13
Witch's Hut

Marrilaife Castle: (Enemy Headquarters)

Population: 77
Morale: 50

Enemy Opposition:

PtD19 ----- Bah19
----- ----- -----
DgM20*----- -----   Location: Guarding Estergum

BkD19 ----- Tmt19
----- ----- -----
----- BlK21*-----   Location: Charging from north of Estergum

Hyd19 ----- BsM19
----- ----- -----
BsM19 BsM21*-----   Location: Guarding Chrisalouis

EhD19 ----- ThD19
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- DgM20*-----   Location: Charging from Queshay

Sor19 ----- Sor19
----- Fre21*-----   Items: Four Leaves, One Fruit
Fre20 ----- Fre20   Location: Charging from Queshay

---

Legion 1 - Funnel Shift Formation

----- CeF20%-----
Sld-- ----- Sld--   Items: Two Leaves, Two Fruits
Sld-- ----- Sld--   Location: Charging from north of Queshay

----- ----- SwM20*
----- ----- -----   Items: Four Leaves, Two Fruits
YgD19 ----- Opi19   Position: Near Right Side

----- Wiz19 -----
Wiz19 Wiz22*Wiz19   Items: Three Leaves
----- Wiz19 -----   Position: Near Left Side

----- Que19 -----
----- ----- -----   Items: Four Leaves, Two Fruits
DgM19 DgM21*DgM19   Position: Far Right Side

AzD19 ----- EhD19
----- ----- -----
----- ----- Enc20*  Position: Far Left Side

---

Hyd19 ----- -----
----- ----- Fre20*  Items: Four Leaves, Two Fruits
BuD19 ----- -----   Location: Guarding Fort Hillverich

----- ----- DgM20*
Flb19 ----- -----
----- ----- ReD19   Location: Guarding Sarisk

----- Enc20*-----
----- ----- -----
SGo19 ----- BGo19   Location: Southwest of Marrilaife Castle

Enemy Commander: Fourierre

Bah19 ----- DgM21*
----- ----- -----   Items: Five Leaves, Two Stones
----- PtD19 -----   Location: Marrilaife Castle

Battle Tactics:

The enemy's level has taken a bit of a jump here.  This could cause 
some problems.  Also of note is the fact that there are several 
venerable dragons in the ranks of the enemy.  Be careful who you send 
where and watch their HP.

Going to Fort Hillverich with Magnus will allow you to meet up with 
the Berthan Sentinel, Europea.  She'll explain how the enemies in this 
area are after her, and she asks for your help.  After Magnus agrees 
(automatic), she'll set out on her own for the Castle.

Europea's Group:

Fre19 ----- Fre19
----- CeF20*-----   Items: Four Leaves, Two Fruits, One Stone
Pal19 ----- Pal19

Epilogue: (Taking Europea)

The enemy commander doesn't say much.  Europea agrees to tell the 
Revolutionary Army all she knows about the Eastern Orthodox Church and 
what has been going on there.  She also offers to join the battalion.  
(She doesn't have to kill the enemy commander for getting her to join)

AFter you finish this mission, Tremos Mountains will no longer be 
available.

Aftermath: Take Europea back to Fort Hillverich and a lady there will 
give you the Starry Sky, a Small Shield.

Hidden Items:

Dragon Helm: On the road between Fort Hillverich and Chrisalouis
Scroll of Discipline: Midway between Estergum and Fort Hillverich
Book of Bane: Midway between Sarisk and Queshay
Book of Bane: Midway between Queshay and Dossoll
Heal Pack: Directly easy of Queshay in the forest
Firecrest: Small cul-de-sac of Plains northwest of Queshay
Cyanic Claw: Patch of Barrens west of Sarisk

Neutral Encounters: Level 19

Highlands: Platinum Dragon - Heal Seed, Ytival

Forests: Earth Dragon - Heal Seed, Axe of Wyrm

************************************************************

Scene 23 - Mercenaries

Location: Tremos Mountains

NOTE: I have not done this yet, so I can't supply a full strategy for 
it.  Duke Frederick, however, was nice enough to submit me his strategy 
for this, one of the tougher scenes...

A character by the name of Paul (Enchanter) joined after finishing the 
Scene.  Have to go to the town north of the enemy castle to get him in 
the end. 

I got a Ring of the Dead, a Black Cat (Claw weapon better than Cyanic 
Claw, not as good as Touelno), and some other stuff (having a hard time 
remembering) as hidden treasures. 

I also got Mjollnir(sp?), the legendary hammer (used by Black Knights). 

The strategy I used to beat the legions were equipping all of my units 
with 3 Heal Leafs, 3 Heal Seeds, a Heal Pack, and a Quit Gate (I have 
10 units, counting Magnus').  Whenever a unit lost a battle, I'd fully 
heal them, use Quit Gate, re-stock on items, then Dispatch them back 
out.  This way, whenever a unit lost and got knocked back away from the 
battle, I was able to put them right back out in the middle of it, 
fully healed.  When fighting, try as hard as you can to keep a 
character from dying.  Run if you have to!  The nearest Witch's Den is 
a long walk away... 

************************************************************

Scene 24 - The Rebel

Location: Capitrium, The Land of Advent

Prologue: Battle plans, Hugo cautions Magnus to be wary of the undead 
and demons that inhabit the area, and warns they're likely to face 
powerful units.

Strongholds:

Rososhi: (Starting Location)

Population: 45
Morale: 87

Shop:

Leather Whip        60
Rupture Rose       120
Whip of Exorcism   210
Glaive of Champion 500

Leather Armor       60
Hard Leather       150

Balta: (Southeast Corner)

Population: 32
Morale: 31

Ellista: (North of Rososhi)

Population: 161
Morale: 70

Purlova: (East of Ellista)

Population: 62
Morale: 39
Witch's Hut

Surina: (East of Purlova)

Population: 208
Morale: 40

Pudozey: (Northeast of Ellista)

Population: 227
Morale: 82

Luga: (Norheast Corner)

Population: 237
Morale: 26

Castle Eundel: (Enemy Headquarters)

Population: 296
Morale: 50

Enemy Opposition: 

----- ArM19*-----
Ske18 ----- -----   Items: Six Leaves
Zom18 Zom18 Ske18   Location: Mountains Northeast of Rososhi

Wyv18 ----- -----
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
Rav19*----- Wyr18   Location: Mountains Northeast of Rososhi

Gho18 ----- Gho18
----- Gho18 -----   Items: Three Leaves
----- BlK19*Gho18   Location: Moutains West of Purlova

----- Enc19*Ske18
----- ----- -----
Ske18 ----- SGo18   Location: East of Balta

----- Gre18 -----
----- ----- Gre18
Coc18 ----- Rav19*  Location: West of Balta (After Balta's Liber.)

----- NnM19*-----
----- ----- -----
Grf18 ----- Wyv18   Location: Northeast of Surina

----- ----- Cer18
Hel18 ----- -----   Items: Six Leaves
----- ----- BsM20*  Location: Southwest of Surina (After Liber.)

Gho19 ----- Gho19
----- Vam21*-----
Ske19 Ske19 -----   Location: West of Luga (After Liber.)

Wit19 Pmp18 -----
----- Zom18 -----
Zom18 ----- Pmp18   Location: South of Luga (After Liber.)

Ama21 ----- -----
----- Dia19*Ama21
Zom18 Zom18 -----   Location: East of Luga (After Liber.)

----- ----- Opi18
Vul19*----- -----   Items: Four Leaves, Two Fruits
----- ----- Grf18   Location: North of Pudozey

Coc18 ----- Coc18
----- ----- -----
Fre20*----- -----   Location: South of Castle Eundel

Opi18 ----- Grf18
----- ----- -----
----- Fre19*-----   Location: East of Castle Eundel

----- Grf18 -----
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
Hwk18 Vul19*Hwk18   Location: West of Pudozey (After Liber.)

Wyr18 ----- Rav19*
----- ----- -----   Items: Two Leaves, Two Fruits
----- ----- Wyr18   Location: East of Pudozey (After Liber.)

Enemy Commander: Biske (Lycanthrope/Werewolf)

----- BlK19 BlK19
Bkr19 ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- XXX21*Bkr19   Location: Castle Eundel

Reward: Evil Blade

Battle Tactics:  There's one really crummy thing about this battle.  
Almost every stronghold you liberate, at least one unit will attack 
you.  Some will rise up out of nowhere.  The levels in this mission 
aren't as bad as those on the Vert Plateau, but there are a lot of 
Undead to keep you busy, not to mention a Cockatrice unit and a 
Pumpkinhead unit.

Epilogue: Biske can't believe he was beaten twice.  Magnus tells him to 
rest in peace, as his torment is over.

Later, in the Tremos Mountains, several Knights of the Caliginous 
Order force Yumil to eat the same fruit that Godeslas ate.  He eats 
and becomes filled with the Infernal Aura, but that power, amplified by 
his own inherent power, caused him to kill all the Knights around him.  
Mari comes by and consoles him, telling him to accept the power, and 
that she'll always be at his side.

Hidden Items:

Dragon Shield: Road between Rososhi and Ellista
Battle Fan: Between the two mountain ranges west of Purlova
Silver Hourglass: Between Rososhi and Surina
Book of Wind: Midway between Ellista and Castle Eundel
Vestment of Wind: Between two forests southeast of Castle Eundel
Heal Pack: On the road between Surina and Luga
Revive Stone: Small stretch of plain between forest and barrens NW of 
 Balta

Neutral Encounters: Level 18

Forest: Skeleton - Halt Hammer

Highlands: Platinum Dragon - Heal Seed, Ytival

************************************************************

Scene 25 - The Bearer of Knowledge

Location: Celesis, the Eastern Church

Prologue: In Celesis, Prince Amrius grills Kerikov about finding the 
ultimate power in the Temple of Berthe.  Kerikov refuses to divulge the 
information.  At that point, Pruflas enters and catches Amrius in the 
act.  Pruflas tells Kerikov that he's to delay the Revolutionary Army, 
which Kerikov believes is suicide.

(With Europea): Magnus, Hugo, and Europea discuss the "ultimate power" 
that the Central Division is looking for.  A messenger arrives to tell 
them that Lodis is now on the move to the South.  Europea has a theory 
that the Temple of Berthe, where, legend has it, the power is contained, 
may be in the Tremos Mountains.  Magnus says they must liberate Celesis 
and rescue Archbishop Odrion before doing anything else.

Strongholds:

Rubnui: (Starting Location)

Population: 194
Morale: 62

Shop:

Light Mace         30
Baldr Mace        180

Cleric's Vestment  50
Robe of the Wise  300
Vestment of Wind  400

Rosary             50
Bell of Thunder   250

Nedjinn: (Neutral, East of Rubnui)

Population: 192
Morale: 57

Pinneg: (South of Rubnui)

Population: 92
Morale: 79

Banna Barra: (South of Pinneg)

Population: 169
Morale: 47

Kalla: (East of Banna Barra)

Population: 243
Morale: 16

Cotlass: (East of Kalla)

Population: 29
Morale: 74

Bollisk: (North of Kalla)

Population: 232
Morale: 66
Witch's Hut

Caraton: (West of Bollisk)

Population: 136
Morale: 57

Celesis: (Enemy Headquarters)

Population: 34
Morale: 50

Enemy Opposition:

Pri21*----- -----
Bkr21 Bkr21 -----
Bkr21 ----- Bkr21   Location: Charging from Pinneg

Pal20 Pal22*Pal20
Knt20 ----- Knt20   Items: Four Leaves, Two Fruits, Two Stones
----- ----- -----   Location: Charging from South of Pinneg

BuD20 ----- -----
----- ----- Val20
Val20 Pal21*-----   Location: Guarding Caraton

Vul19 ----- Vul19
Vul20 Pal21*-----
Vul20 ----- -----   Location: South of Caraton

----- ----- PtD20
Val20 ----- -----
----- Pal21*Val20   Location: South of Caraton?

Vul20 AnK21*Vul20
----- ----- -----   Items: Four Leaves, Two Fruits
----- Wyv20 -----   Location: Mountains East of Caraton?

Fae20 AnK22*Fae20
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
AnK22 ----- AnK22   Location: Mountains East of Caraton

Arc20 Arc20 -----
----- ----- -----
Phx20 Cat23*Phx20   Location: Guarding Bollisk

---

Legion 1 - Funnel Shift Formation

Sld-- CeM21%Sld--
----- ----- -----
----- Wyv20 -----   Location: Southwest of Celesis

Cle20 ----- Cle20
----- Pri21*-----
----- Cle20 Cle20   Position: Right Side

Cle20 Pri21*Cle20
AnK22 ----- AnK22   Items: One Leaf, Two Fruits
----- ----- -----   Position: Left Side

---

Pri22*----- -----
----- ----- BGo20
Gol20 ----- -----   Location: Guarding Kalla

----- Fae20 -----
Pri21*----- Fae20
Knt20 ----- -----   Location: Guarding Cotlass

----- Cle20 Cle20
----- ----- -----   Items: Three Leaves, One Fruit
Enc21*----- SGo20   Location: Southwest of Celesis

Enemy Commmander: Kerikov (Vanity)

AnK22 XXX21*AnK22
----- ----- -----   Items: Three Leaves, Two Fruits, Two Stones
Knt21 ----- Knt21   Location: Celesis

Reward: Thunder Chain

Battle Tactics: Going straight through the east will trigger the 
appearance of the two units with question marks on their location.  
That's about all there is to this battle, besides the fact that this 
is the first place you see Angel Knights.

Epilogue: Magnus interrogates Kerikov and finds out that he's the one 
who tried to make disorder in the East Ortho Church.  He spills the 
beans and says that Lodis is now looking for the ultimate power in the 
Temple of Berthe.  Odiron appears and explains that they must now head 
for Tremos Mountains to stop Lodis before they get that power.  Kerikov 
sneaks off.

Aftermath:

Completing the Dragoon Quest: If you have the Dragon Scale, take a unit 
to Pinneg, Celesis.  Make the person you want to fight the leader.  
You'll drop the scale in the forest and Grozz Nuy will challenge you.

Fighting him is not that hard.  He gets one attack per round.  The 
attacks will be powerful, but even if you picked a two attack guy, if 
he's strong enough, you shouldn't have much trouble.  Defeat him and 
you'll get the Sword of Tiamat and access to the Dragoon class.

Ring of the Dead: Go to Banna Barra.  A young girl will give you the 
Dark Invitation.  Go with Magnus to Quelluan, Zenobian Border, and you 
will receive the Ring.

Hidden Items:

Book of Water: On the road between Pinneg and Banna Barra
Urn of Chaos: Between Caraton and Nedjinn
Heal Pack: On the road between Cotlass and Bollisk
Ice Chain: Midway between Caraton and Kalla
Chaladholg: Mountain pass east of Pinneg
Peregrine Mail: Plain patch between mountains and river S of Caraton
Feather of Archangel: Piece of land over the river SE of Caraton

Neutral Encounters: 

Highlands: Platinum Dragon - Heal Seed, Ytival

Barrens: Thunder Dragon - Heal Seed, Sum Mannus

????: Opinicus

************************************************************

Scene 26 - No Man's Land

Location: Tremos Mountains

Prologue: In the mountains, the enemy attacks the battalion.  They have 
the headquarters surrounded and it's not going to be easy to get out of 
this one...

Strongholds:

Palm: (Starting Location)

Population: 114
Morale: 42

Shop:

Iron Helm           30
Armet              120

Spear              150
Baldr Spear        230
Prox               450
Volcaetus          460

Large Shield       180
Tower Shield       350

Plate Mail         210
Heavy Armor        650

Ibu Deli: (Southwest of Palm)

Population: 191
Morale: 69

Ulda: (East of Palm)

Population: 172
Morale: 51
Witch's Hut

Soshiba: (North of Palm)

Population: 39
Morale: 75

Totban: (Northwest of Soshiba)

Population: 56
Morale: 51

Savoir: (Enemy Headquarters)

Population: 83
Morale: 50

Enemy Opposition:

----- BlK21*-----
----- ----- -----   Items: Five Leaves, Two Fruits
Ogr24 ----- Ogr24   Location: Southwest of Palm

NnM22*----- Gho21
Gre21 ----- -----   Items: Two Leaves, Two Fruits
Gho21 Gre21 -----   Location: West of Palm

Hwk21 ArM22*Hwk21
----- ----- -----   Items: Two Leaves, Two Fruits
----- Ogr21 -----   Location: South of Palm

----- Sir22*-----
----- ----- -----   
Ogr21 ----- Wyv21   Location: Guarding Soshiba

----- Enc22*Ske21
----- ----- -----   Items: Two Leaves
Ske21 ----- SGo21   Location: Charging from Soshiba

BlK22 ----- BlK22
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
Ske21 BlK23*Ske21   Location: Northeast of Palm

----- Wit22*-----
----- ----- Gob21
Gob21 Gob21 Pmp21   Location: Guarding Ibu Deli

Ske21 ArM22*-----
----- ----- Ske21   Items: Three Leaves, Two Fruits, Two Stones
Ogr21 ----- -----   Location: East of Palm

Gho21 ----- Gho21
----- Gho21 -----
----- BlK22*Gho21   Location: Guarding Ulda

BlK22 ----- BlK22
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
Ske21 BlK23*Ske21   Location: North of Ulda

AzD21 ----- -----
----- ----- DgM22*
----- Gob21 Gob21   Location: Guarding Totban

----- ArM22*-----
Ske21 ----- -----
Zom21 Zom21 Ske21   Location: South of Savoir

Enemy Commander: Eudika

Gob21 Sir24*Gob21
----- ----- -----   Items: Four Leaves, Two Stones
----- Ogr21 -----   Location: Savoir

Reward: Feather Suit

Battle Tactics:

Yep.  You're surrounded.  You're gonna be attacked on all sides by 
several units, most of which are evil or undead.  There's really not a
great strategy to this battle.  Just hold them off.  If you've fought 
well in the previous battles, this one shouldn't be too hard.  You just 
have to be careful.

Go to Ibu Deli with Magnus' unit and you'll discover the Zenobian 
general, Quass Debonair.  If you have a high enough Chaos Frame, he'll 
offer to join your battalion.  You'll also need Aisha and Saradin in 
your battalion.

Hidden Items:

Altar of Resurrection: NW of Palm in the small forest.
Stardust: South of Palm, between Forest and Barrens
Crystal of Precision: Between two mountain ranges west of Palm.
Book of Bane: Midway between Palm and Ulda
Cup of Life: Between Mountain and Forest North of Ulda
Peridot Sword: Between Soshiba and Savoir

Neutral Encounters: Level 21

Highlands: Stone Golem - Kite Shield

Forests: Goblin - Heal Leaf, Short Sword, Plate Mail

************************************************************

Scene 27 - Child of the Covenant

Location: Temple of Berthe

Prologue: Pruflas enters the area where Yumil slaughtered the Templar 
Knights.  All that remains is Mari, who refuses to speak.  Magnus and 
Hugo go over battle plans.

Strongholds:

Vitegra: (Starting Location)

Population: 188
Morale: 67

Shop:

Plumed Headband     60
Armet              120

Spear              150
Thunder Spear      320
Osric's Spear      410
Frozen Axe         500

Buckler             40

Breastplate        180
Baldr Mail         250

Lugeph: (Neutral, North of Vitegra)

Population: 109
Morale: 10

Kud Im Kalle: (Southeast Corner)

Population: 197
Morale: 62

Sarrehart: (North of Lugeph)

Population: 242
Morale: 33

Gremiha: (Northeast of Sarrehart)

Population: 273
Morale: 45

Sermi: (North Edge)

Population: 82
Morale: 47

So Kol: (West of Berthe)

Population: 259
Morale: 37
Witch's Hut

Temple of Berthe: (Enemy Headquarters)

Population: 79
Morale: 50

Enemy Opposition:

----- ----- Opi21
Vul22*----- -----   Items: Four Leaves
----- ----- Grf21   Location: Charging from NE mountains

----- Gre21 -----
----- ----- Gre21   Items: Six Fruits, Two Stones
Coc21 ----- Rav22*  Location: Charging from NE mountains

Knt21 BlK23*BlK21
----- ----- -----
BlK21 ----- Knt21   Location: Guarding Sarrehart

Sir24*----- Sir22
----- Sor21 -----   Items: One Leaf
----- Sir22 Sor21   Location: Charging from East of Sarrehart

Sld-- ----- -----
----- Sld-- -----   Items: One Leaf
Sor22*----- Sld--   Location: Charging from West of Kud Im Kalle

Wyv21 ----- -----
----- ----- -----   Items: Two Leaves, Two Fruits
Rav22*----- Wyv21   Location: Charging from East of Sarrehart

----- SwM23*-----
SwM21 ----- SwM21   Items: Six Leaves
----- Fen21 Fen21   Location: Charging from Kud Im Kalle

Arc21 ----- Arc21
----- KtT23 -----
Pal21 ----- Pal21   Location: Guarding Kud Im Kalle

----- Grf21 -----
----- ----- -----   Items: Five Leaves
Hwk21 Vul22*Hwk21   Location: Patrolling Temple Perimeter (South)

----- Vul23*Fae21
----- ----- Vul21   Items: Five Fruits, Two Stones
Fae21 Vul21 -----   Location: Patrolling Temple Perimeter (North)

Dia21 Dia21 Dia21
----- KtT23*-----   Items: Four Leaves, Two Fruits, Two Stones
----- ----- Cat21   Location: Guarding So Kol

Arc21 Arc21 -----
----- ----- -----
Phx21 Cat24*Phx21   Location: Guarding Gremiha

KtT21 ----- KtT21
----- KtT23*-----   Items: Four Leaves, Two Fruits, One Stone
KtT21 ----- KtT21   Location: Charging out of Berthe

Fre21 KtT23*Fre21
----- ----- -----   Items: Two Leaves
KtT21 ----- KtT21   Location: Charging out of Berthe

Pri21 ----- Pri21
----- ----- -----
Cat21 KtT23*Cat21   Location: Charging out of Berthe

----- ----- KtT23*
PtD21 ----- -----   Items: Four Leaves, Two Stones
----- ----- Bah21   Location: Charging out of Berthe

Enemy Commander: Pruflas (Temple Command)

----- ----- -----
KtT21 ----- KtT21   Items: Four Leaves, Two Stones
KtT21 XXX24*KtT21   Location: Temple of Berthe

Reward: Adamant Katana

Battle Tactics:

Okay.  Things aren't all that bad in this battle.  You've got several 
flying units, so keep a unit on all the strongholds.  Watch when you 
get close to the Temple, as four Templar units dash out of it to treat 
you to some good old fashioned Lodis shiskabob...

Epilogue: Pruflas is unable to break the seal on the Temple of Berthe.  
Magnus shows up and does him in.  Afterwards, Magnus, Leia, and Dio 
look over the temple and decide to leave.  Just as Magnus is about to 
leave, Yumil jumps out of his hiding place and goes to the center of 
the temple.  He spills his blood on the ground and the ground opens up.  
Four odd-looking warriors surround him and they all disappear, just 
before Yumil tells Magnus he'll return.  After he departs, the aura 
filling the temple turns dark, and demons begin to emerge.  Magnus 
wants to fight, but Dio leads him out.

NOTE: The next mission takes place in this area as well, so you cannot 
leave, but you can still access the Organize Screen, Train, and Save.

Hidden Items:

Main Gauche: Between Sarrehart and Lugeph
Phoenix Mail: Forest midway between Berthe and Vitrega
Love and Peace: Mountain cul-de-sac north of Sarrehart
Zephyros: On the road between Gremiha and Sermi
Dragon Shield: In the small circular forest north of So Kol

Neutral Encounters: Level 22

Snowy Highlands: Cockatrice - Revive Stone, Scroll of Discipline

Forests: Earth Dragon - Heal Seed, Axe of Wyrm

Highlands: Opinicus - Angel Fruit, Crystal of Precision, Stone of
 Quickness

Barrens: Wyvern - Cup of Life, Champion Statuette

************************************************************

Scene 28 - Gateway to Another World

Location: Temple of Berthe

Prologue: Speaking with Saradin, Magnus learns that the Temple of 
Berthe is, in fact, a Chaos Gate, a portal to another world.  Their 
objective now is to just close the gate.  The fight is not just for 
Palatinus, now...

Strongholds:

Gremiha: (Starting Location)

Population: 273
Morale: 45

Vitegra: (Southwestern Corner)

Population: 188
Morale: 67

Shop:

Plumed Headband     60
Armet              120

Spear              150
Thunder Spear      320
Osric's Spear      410
Frozen Axe         500

Buckler             40

Breastplate        180
Baldr Mail         250

Lugeph: (North of Vitegra)

Population: 109
Morale: 10

Kud Im Kalle: (Southeast Corner)

Population: 197
Morale: 62

Sarrehart: (North of Lugeph)

Population: 242
Morale: 33

Sermi: (North Edge)

Population: 82
Morale: 47

So Kol: (West of Berthe)

Population: 259
Morale: 37
Witch's Hut

Temple of Berthe: (Enemy Headquarters)

Population: 79
Morale: 50

Enemy Opposition:

----- Sir23*-----
----- ----- -----
Ogr22 ----- Wyv22   Location: Guarding Sarrehart

AzD22 ----- -----
----- ----- DgM23*
----- Gob22 Gob22   Location: Charging from Sarrehart

---

Legion 1 - Wing Shift Formation

----- ----- -----
Sld-- ----- Sld--   Items: Three Leaves
Sld-- CeM23%Sld--   Location: Charging from So Kol

Gre22 Rav23*Gre22
Rav22 ----- Rav22
----- ----- -----   Position: Near Left

Gre22 Rav23*Gre22
----- ----- -----   Items: One Leaf, Two Fruits
----- Opi22 -----   Position: Near Right

----- Flb22 -----
----- ----- -----
Gob22 DgM24*Gob22   Position: Far Left

Gre22 BlK24*-----
----- ----- Gre22
Opi22 ----- -----   Position: Far Right

---

----- Gre22 -----
----- ----- Gre22   Items: Four Leaves
Coc22 ----- Rav23*  Location: Charging from Mountains SE of Sarrehart

----- BlK22*-----
----- ----- -----
Ogr24 ----- Ogr25   Location: Guarding So Kol

Bah22 ----- BsM23*
----- ----- -----
----- SGo22 -----   Location: Charging from Sermi

----- ArM23*-----
Ske22 ----- -----
Zom22 Zom22 Ske22   Location: Charging from Sermi

----- Vul24*Fae22
----- ----- Vul22   Items: Four Leaves, Two Fruits
Fae22 Vul22 -----   Location: Charging from east of Sermi

Ske22 ArM23*-----
----- ----- Ske22   Items: Five Leaves
Ogr22 ----- -----   Location: Guarding Sermi

NnM23*----- Gho22
Gre22 ----- -----   Items: Four Leaves
Gho22 Gre22 -----   Location: Guarding Lugelph

Enemy Commander: Dekarabia

----- ----- -----
Gob22 ----- Gob22   Items: Four Leaves, Two Stones
Gob22 Sat25*Gob22   Location: Temple of Berthe

Reward: Axe of Wyrm

Epilogue: During the battle, your army runs into Richard and Baldwin.  
They're all for killing you off in the name of their god, but Destin 
and Gilbert, the remaining Zenobians, show up and fight them.  Once the 
battle is completed, Baldwin and Richard retreat.

A month later, the problems in Capitrium were subsided by the 
reinstitution of Archbishop Odiron.  The Berthan Sentinels now were 
commissioned to protect Capitrium from the denizens of the netherworld, 
and Capitrium sided with the Revolution.  Messages were sent about 
Latium's secession from Lodis, and the peace accord with the Revolution.

Word has yet to be received from Latium...

Hidden Items: See the previous scene.

Neutral Encounters: See the previous scene.

************************************************************
************************************************************

E. Final Chapter - 

The possible, the attainable, the hopeful...

Opening: Richard and Thamuz (advisor to the Caliginous Order) discuss 
the situation on the ultimate power.  With the Temple of Berthe 
destroyed, they have no choice but to rely on the western ruins.  It 
turns out Zeda has been helping Richard and the Caliginous Order to 
find the ultimate power.  Richard thanks Thamuz for all the help he's 
provided in keeping the Glendale name alive.

Suddenly, demons burst into the room, followed by King Procus and 
Zeda.  The scene fades...

Baldwin stands in the main foyer of Latium.  He's soon surrounded by 
three Templar Knights, including Vapula and Amazeroth.  The nameless 
Knight Templar attacks Baldwin and Baldwin easily dispatches him.  
Prince Amrius sits at the throne.  Baldwin demands to know what is 
going on.  The Knight Baldwin slew gets up again, and Amrius starts 
laughing.  Just then, Richard and Thamuz rush into the room to defend 
Baldwin.  Richard explains that they've all succumbed to the Infernal 
Aura.  The three of them rush out of the palace.

Later, Frederick and company are speaking with Archbishop Odiron.  
Odiron regrets he has to decline joining the Revolution, as there is 
much help needed in Capitrium at the moment.  Of Latium, a soldier 
reports have flared with Xevec's group and the Central Division, but 
there have been no major incidents yet.  Of Lodis, the soldier says 
that they maintain official control over the Central Division, but 
not much else has changed, with the bulk of Lodis' force trying to 
quell the Bolmaukan uprising.  This is being seen as the perfect time 
to confront the Central Division.  Magnus, now a General, is being 
sent to the front lines to stop the Central Division from their evil 
intentions and freeing Palatinus once and for all.

************************************************************

Scene 29 - The March to Latium

Location: Gules Hills

Prologue: Battle instructions

Strongholds:

Guntherhaal: (Starting Location)

Population: 83
Morale: 50

Fort Bergiga: (Southwest Corner)

Population: 87
Morale: 82

Amdelm: (Northeast of Bergiga)

Population: 31
Morale: 87

Shop:

Leather Hat         40
Plumed Headband     60

Great Bow           90
Baldr Bow          160
Ytival             270
Bow of Sandstorm   420

Leather Armor       60
Hard Leather       150
Terra Armor        250

Kurashino: (Northeast of Amdlem)

Population: 48
Morale: 69

Mezzeni: (Neutral, Southeast Corner)

Population: 61
Morale: 29

Muji: (Midwest Edge)

Population: 182
Morale: 71

Colgeuff: (Mideast Edge)

Population: 215
Morale: 40

Novipoldt: (East of Echel)

Population: 261
Morale: 64

Bellezoppo: (South of Guntherhaal)

Population: 215
Morale: 34
Witch's Hut

Castle Echel: (Enemy Headquarters)

Population: 95
Morale: 50

Enemy Opposition:

Dia23 Dia23 Dia23
----- KtT25*-----
----- ----- Cat23   Location: Charging from Bellezoppo

Fre23 KtT25*Fre23
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
KtT23 ----- KtT23   Location: Charging from Bellezoppo

----- ----- KtT25
PtD23 ----- -----   Items: Six Leaves
----- ----- Bah23   Location: Charging from Bellezoppo

Wiz23 Wiz23 -----
DgM23 ----- DgM23   Items: Five Leaves
----- KtT24 -----   Location: Guarding Novipoldt

Grf23 ----- Opi23
----- ----- -----
----- Fre24*-----   Location: Northeast of Ambush Point (See Tactics)

Sir26*----- Sir24
----- Sor23 -----   Items: One Leaf
----- Sir24 Sor23   Location: Northwest of Ambush Point (See Tactics)

Dia23 ----- -----
----- ----- Dia23
Rav23 Vul24*Rav23   Location: Southwest of Ambush Point (See Tactics)

Vul24*----- Wyv23
----- ----- -----   Items: Four Leaves, Two Fruits
----- Wyv23 -----   Location: West of Ambush Point (See Tactics)

----- Coc23 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Rav24*----- Opi23   Location: West of Ambush Point (See Tactics)

Rav23 ----- Vul23
----- Vul24*-----   Items: Four Leaves, Two Fruits, Two Stones
Vul23 ----- Rav23   Location: West of Ambush Point (See Tactics)

Wyv23 ----- Wyv23
----- ----- -----   Items: Four Leaves
----- BlK24*-----   Location: Guarding Kurashino

Hwk23 ----- Vul23
----- SwM24*Vul23
----- ----- Hwk23   Location: Charging from Castle Echel

Pri23 ----- Pri23
----- ----- -----
Cat23 KtT25*Cat23   Location: Pops out of Castle Echel

Wit23 KtT25*Sir23
Wit23 ----- Sir23
----- ----- -----   Location: Pops out of Castle Echel

Enemy Commander: Rugale

Fre23 ----- Fre23
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Cat23 KtT25*Cat23   Location: Castle Echel

Reward: Glamdring

Battle Tactics:

There's a nice ambush that pops up once you go between the mountain 
pass on the trail to the Castle.  You'll be quite surrounded, but it 
shouldn't be a problem if you brought decent units along.  Send a 
couple of units to liberate the Southern quarter.  A rather easy 
mission, for the most part.

Bring Magnus' unit to Karushino, where you'll run into Destin and 
Gilbert.  If you have the other three Zenobians, Destin will join your 
group.  If you also have a high Chaos Frame, Gilbert will also join.

Epilogue: The Templar, with his dying breath, threatens the group, 
telling him the Ogre Battle will return if they do not stop...

Neutral Encounters:

************************************************************

Scene 30 - Betrayal 

Location: Romulus

Prologue: Battle plans, and Magnus wonders whatever became of Xevec's
Southern Tigers...

Strongholds:

Lobini: (Starting Location)

Population: 249
Morale: 44

Shop:

Baldr Helm         170

Baldr Sword        150
Glamdring          400
Blessed Sword      400
Falchion           400
Sum Mannus         500

Kite Shield         70
Baldr Shield       250

Plate Armor        230
Baldr Armor        420

Norle: (Northwest of Lobini)

Population: 85
Morale: 80

Ottochaz: (Center of Map)

Population: 141
Morale: 11
Witch's Hut

Murau: (Southwest Corner)

Population: 43
Morale: 72

Bilce: (Northeast Corner)

Population: 157
Morale: 11

Sceni: (Northwest of Ottochaz)

Population: 70
Morale: 17

Fort Romulus: (Enemy Headquarters)

Population: 112
Morale: 86

Enemy Opposition:

----- Grf24 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Hwk24 Vul25*Hwk24   Location: Charging from West of Lobini

----- ----- Opi24
Vul25*----- -----   Items: Three Leaves, Two Fruits
----- ----- Grf24   Location: Charging from North of Lobini

----- SwM25*-----
Nin24 ----- Nin24
----- Gob25 Gob25   Location: South of Bilce

----- Vul26*Fae24
----- ----- Vul24   Items: Two Leaves, Two Fruits
Fae24 Vul24 -----   Location: Charging from North of Lobini

----- ----- PtD24
Val24 ----- -----
----- Pal25*Val24   Location: Southwest of Norle

Fre24 Fre24 -----
----- ----- Fre26*
Val24 ----- Val24   Location: Charging from West of Norle

Arc24 Sir25*Arc24
Gob25 ----- -----
----- Gob25 -----   Location: Guarding Bilce

Arc24 Arc24 -----
----- ----- -----
Phx24 Cat27*Phx24   Location: Guarding Ottochaz

Gre25 Gre25 -----
Gob25 ----- -----
Pal25*Gob25 -----   Location: Guarding Ottochaz

BsM25*----- -----
----- ----- Opi24   Items: Four Leaves
Grf24 ----- -----   Location: Charging from Sceni

Fen24 ----- Fen24
----- SwM25*-----   Items: Two Leaves
Fen24 ----- Fen24   Location: Guarding Murau

Enc25*----- Wit25
----- Wit24 -----
Wit25 ----- Wit24   Location: Guarding Sceni

Gre25 Dia25*Gre25
Gob25 ----- -----   Items: Two Leaves
----- ----- Gob25   Location: Southeast of Fort Romulus

----- ----- DgM25*
Flb24 ----- -----   Items: Five Leaves, Two Fruits
----- ----- ReD24   Location: Southwest of Fort Romulus

Enemy Commander: Xevec (Superior Knight)

Sor24 ----- Sor24
----- XXX27*-----   Items: One Leaf, Two Fruits, One Stone
Pal24 ----- Pal24   Location: Fort Romulus

Reward: Ice Blade

Battle Tactics:

Watch the flying units that jump out of the mountains to converge on 
your headquarters.  Other than that, this battle's a snap.

NOTE: Like the Temple of Berthe, this has a second mission, so you 
cannot leave this area at the moment.

Hidden Items: 

Evil Spear: Midway between Norle and Bilce
Dowsing Rod: Cul-de-sac of plains to the east of Bilce
Cloak of Oath: Midway between Bilce and Sceni
Misty Coat: On the road between Sceni and Murau

Neutral Encounters: Level 24

Highlands: Cockatrice - Revive Stone, Scroll of Discipline
           Baldr Golem - Baldr Shield

Barrens: Opinicus - Angel Fruit, Crystal of Precision, Stone of
 Quickness

************************************************************

Scene 31 - Royal Blood

Location: Fort Romulus

Prologue: Battle Plans, Hugo explains about seiging a fortress.

Enemy Opposition:

----- ----- Wit25
Wit25 ----- Knt25
Knt25 ----- Pal26*  Location: Guarding Eastern Gate

Knt25 Knt25 Bkr25
----- Pal26*-----   Items: Four Leaves, Two Fruits, One Stone
Bkr25 ----- -----   Location: Guarding Western Gate

Arc25 Sir26*Arc25
Gob26 ----- -----
----- Gob26 -----   Location: SE of the Central Plaza

Gre26 Dia26*Gre26
Gob26 ----- -----   Items: Two Leaves
----- ----- Gob26   Location: Far east of the Central Plaza

Gre25 Gre25 Gre25 
----- ----- -----   Items: Three Leaves
----- Sat26*-----   Location: East of the Central Plaza

----- Sat26*-----
----- ----- -----   Items: Two Leaves
Ogr25 ----- Ogr25   Location: South of the Central Plaza

Gre29 Sat27*Gre29
----- ----- -----   Items: Four Leaves
----- Ogr27 -----   Location: West of the Central Plaza

Gre25 Sat26*-----
----- ----- Gre25   Items: Four Leaves, Two Fruits
Gob25 Gob25 -----   Location: SW of the Central Plaza

----- ArM26*-----
Ske25 ----- -----   Items: Three Leaves, Two Fruits, One Stone
Zom25 Zom25 Ske25   Location: Far West of the Central Plaza

----- BlK25*-----
----- ----- -----   Items: Six Leaves
Ogr27 ----- Ogr28   Location: Guarding Second Gate

Gre27 ----- Gob27
----- Sat27*-----
Gob27 ----- Gre27   Location: Charging out of house NE of Plaza

Gob27 Sir25*-----
----- ----- Gob27
Ogr27 ----- -----   Location: Charging out of house NW of Plaza

Gre26 Gre26 -----
Gob26 ----- -----   Items: Three Leaves, Two Fruits
Pal26*Gob26 -----   Location: SW of Fort Romulus

----- Enc26*Ske25
----- ----- -----   
Ske25 ----- SGo25   Location: SE of Fort Romulus

Enemy Commander: Amrius (Dark Prince)

First Fight:

----- ----- -----
----- XXX27*-----   Items: One Leaf
----- ----- -----   Location: Fort Romulus

Second Fight:

----- XXX27*-----
Sat25 ----- Sat25   Items: Four Leaves, Two Fruits
Gob25 ----- Gob25   Location: Fort Romulus

Reward: Rune Plate

Battle Tactics: 

This is your first Siege level.  The deal with this is that you'll need 
to break down the gates.  Once you do that, the enemies behind will 
appear.  There are no strongholds, only a plaza in the center where 
your guys can rest.  Just keep pushing ahead.  You also have a time 
limit here, but since I beat the area in three hours, it shouldn't be 
too hard to beat it within the limit.

You'll have to fight Prince Amrius twice.  The first time, he'll just 
be using a Slash attack, the second, he'll summon the Saturos' and the 
Goblins, and he'll move to the back row, where he'll use an attack 
called Dark Lore, which is basically like using the Pedra of Bane.

Epilogue: Saradin tells Magnus and Hugo of the Infernal Aura, and that 
Prince Amrius was bound to it.  Hugo explains that there are two routes 
to go now.  Go to Blue Basilica and fight King Procus, or go to Ptia to 
free the people of the Central Division.  Choosing Ptia will raise 
your Chaos Frame, while choosing Blue Basilica will lower it.  You can 
go to both, eventually, though...

Hidden Items:

Shield of Nue: Corner of roads west of the Central Plaza

************************************************************

Scene 32 - The Disillusioned

Location: Ptia, the Secluded Land

Prologue: In Winnea, King Procus berates one of his Paladins.  He is 
interrupted by Yumil appearing, along with those unusual-looking 
Knights.  Yumil explains how he is the one to lead Palatinus, now, 
since he has his power of birthright.  He identifies the Knights as 
the Knights of Danika and explains how he has the power to rule, now.

Hugo and Magnus discuss battle plans.

Strongholds:

Billemina: (Starting Location)

Population: 268
Morale: 54

Shop:

Iron Helm           30
Armet              120

Spear              150
Baldr Spear        230
Prox               450
Volcaetus          460

Large Shield       180
Tower Shield       350

Plate Mail         210
Heavy Armor        650

Sheesaku: (Neutral, South of Billemina)

Population: 222
Morale: 50

Fort Guki: (Neutral, Southeast Corner)

Population: 48
Morale: 27

Pacrats: (East of Billemina)

Population: 103
Morale: 51
Witch's Hut

Rete: (West of Billemina)

Population: 67
Morale: 47

Furge: (North of Billemina)

Population: 205
Morale: 76

Baya: (Southwest of Sheesaku)

Population: 288
Morale: 81

Torab Ni: (Southwest Corner)

Population: 50
Morale: 75

Agnault: (Western Edge)

Population: 258
Morale: 50

Vitegith Castle: (Enemy Headquarters)

Population: 295
Morale: 50

Enemy Opposition:

Dia29*----- Arc28
Arc28 Knt28 -----
----- ----- Knt28   Location: East of Billemina

BsM29*----- -----
----- ----- Opi28   Items: Three Leaves, Two Fruits
Grf28 ----- -----   Location: East of Billemina

Wiz28 ArM29*Wiz28
----- ----- ArM28   Items: One Leaf
----- ArM28 -----   Location: East of Billemina

----- Rav29*-----
----- ----- -----
Wyr28 ----- Wyr28   Location: East of Billemina

Gre28 Rav29*Gre28
----- ----- -----   Items: Three Leaves, Two Fruits
----- Opi28 -----   Location: East of Billemina

Gre28 ----- Gre28
Gob28 ----- -----   Items: Three Leaves, Two Fruits
----- KtT30*Gob28   Location: Guarding Rete

Fre28 KtT30*Fre28
----- ----- -----
KtT28 ----- KtT28   Location: Charging from Furge

Dia28 Dia28 Dia28
----- KtT30*-----   Items: Four Leaves, Two Fruits, One Stone
----- ----- Cat28   Location: Charging from Furge

----- ----- KtT30*
PtD28 ----- -----   Items: Six Leaves
----- ----- Bah28   Location: Charging from Furge

Gre29 Gre29 -----
Gob29 ----- -----
Pal29*Gob29 -----   Location: Charging from Sheesaku

Gob28 KtT30*Gob28
----- ----- -----
----- Ogr28 -----   Location: Charging from Agnault (Early)

KtT29 Sat30*-----
Gob28 ----- KtT29
----- ----- Gob28   Location: Charging from Agnault (Later)

----- Sat30*KtT29
----- ----- -----   Items: Four Leaves, Two Fruits
KtT29 ----- Ogr29   Location: Charging from SW of Baya

KtT29 ----- KtT29
----- ----- -----
KtT29 Sat30*KtT29   Location: East of Vitegith Castle

----- KtT30*-----
----- ----- -----
Ogr28 ----- Ogr28   Location: South of Vitegith Castle

Enemy Commander: Amazeroth (Temple Command)

Sat29 ----- Sat29
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
KtT29 XXX31*KtT29   Location: Vitegith Castle

Reward: Laevateinn

Battle Tactics:

Probably the first thing you'll notice is the five units off to the 
east.  Your best bet is to take care of these guys right away.  Send 
several units out to deal with them, but keep a few in your base, 
because you'll be charged from the north by three Templar units.  The 
rest of the area is surprisingly sparse.

In Torab Ni, you'll run into a Black Knight, Carth.  He'll go out and 
charge after Amazeroth.  Getting him requires that you have a low CF, 
and none of the Zenobians.

Carth's Unit

Val29 ----- Val29
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Cat29 BlK31*Cat29

Hidden Items:

Electric Shield: Small piece of land sticking into Barrens north of 
 Rete
Bracer of Protection: Between Baya and Torab Ni
Quit Gate: Between Barrens and a river SE of Agnault
Dragon Shield: On the road between Fort Guki and Baya
Meteor Strike: Between Highlands and Barrens SW of Furge
Dragon Helm: Southwest of Agnalut

Neutral Encounters: Level 28

Forests: Goblin - Heal Leaf, Short Sword, Plate Mail

Snowy Forests: Gorgon - Revive Stone, Composite Bow

Snowy Barrens: Thunder Dragon - Heal Seed, Sum Mannus

************************************************************

Scene 33 - Insanity

Location: The Blue Basilica

Prologue: Battle plans, or the same as the prologue of the last scene 
if you took this one first.

Strongholds: 

Fort Rugney: (Starting Location)

Population: 115
Morale: 76

Pavia: (Southwest of Fort Rugney)

Population: 102
Morale: 38
Witch's Hut

Perg: (West of Fort Rugney)

Population: 220
Morale: 60

Bespleme: (Southwest of Perg)

Population: 163
Morale: 11

Cobigo: (South of Bespleme)

Population: 225
Morale: 76

Zuinomo: (West of Perg)

Population: 27
Morale: 70

Surite: (Southwest of Zuinomo)

Population: 174
Morale: 50

Clemona: (Southwestern Corner)

Population: 57
Morale: 87

Shop:

Iron Helm           30
Armet              120

Halt Hammer        110
Francisca          130
Baldr Club         220
Baldr Axe          300
Flame Flail        490

Shield of Inferno  500

Leather Armor       60
Hard Leather       150

Castle Andvari: (Enemy Headquarters)

Population: 233
Morale: 55

Enemy Opposition:

----- Sat27*-----
Knt27 ----- Knt27   Items: Five Leaves
----- Pal27 -----   Location: Charging from Pavia

----- Que26 -----
----- ----- -----
DgM26 DgM28*Dgm26   Location: Guarding Pavia

BsM27*----- -----
----- ----- Opi26   Items: Two Leaves
Grf26 ----- -----   Location: Charging from East of Perg

Wyv26 ----- -----
----- ----- -----   Items: Three Leaves, Two Fruits
Rav27*----- Wyr26   Location: Mountains south of Perg

KtT27 Sat28*-----
Gob26 ----- KtT27
----- ----- Gob26   Location: Guarding Perg

Gre26 ----- Gre26
Gob26 ----- -----
----- KtT28*Gob26   Location: Charging from East of Cobigo

----- Flb26 -----
----- ----- -----
Gob26 DgM28*Gob26   Location: Guarding Bespleme

Gob26 KtT28*Gob26
----- ----- -----   Items: Two Leaves
----- Ogr26 -----   Location: Charging from West of Perg

----- Sat28*KtT27
----- ----- -----
KtT27 ----- Ogr26   Location: Northwest of Perg

----- ----- Opi26
Vul27*----- -----   Items: Three Leaves, Two Fruits, One Stone
----- ----- Grf26   Location: Charging from Bespleme

----- KtT28*-----
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Ogr26 ----- Ogr26   Location: Charging from West of Perg

Pri28*----- -----
----- ----- BGo26
Gol26 ----- -----   Location: Guarding Cobigo

----- Enc27*-----
Gre26 ----- -----
Vul26 Gre26 Vul26   Location: Guarding Zuinomo

----- SwM26 -----
----- ----- Pmp26
Pmp26 Fre28*SwM26   Location: Charging from West of Cobigo

Enemy Commander: Vapula (Temple Command)

----- ----- -----
Gob27 ----- Gob27   Items: Four Leaves, Two Stones
KtT27 XXX29*KtT27   Location: Castle Andarvi

Battle Tactics: This is probably one of the more straightforward 
battles you have this late in the game.  Very simple.  No tricks.  No 
surprises

Epilogue: A soldier reports with rumors about the demons trying to 
resurrect their goddess, Danika, who ate the fruit of the netherworld.

Aftermath: 

Getting the Dream Tiara: Go to Clemona and an old man will tell you a 
tale about love never found.  He'll give you the Package for Gelda.  
Take it to Boolem, Crenel Canyon, and you'll run into an old lady, 
who'll tell you to take it to Elle, Zenobia Border.  An old man there
will tell you her family moved to Soathon.  Are we getting tired of 
this wild goose chase yet?  Go to Tristle, and you'll get the Letter 
from Gelda.  Head back to Clemona and the old man will give you the 
Dream Tiara.  It's all quite a tearjerker... ;_;

Hidden Items:

Doll of Curse: On the road between Pavia and Cobigo
Heal Pack: Midway between Bespleme, Perg, and Zuinomo
Holy Lance: On the road between Cobigo and Clemona
Ring of Branding: Southwest of Clemona
Tempest: Southeast of Surite
Sword of Dragon Gem: Patch of land left of the road between Clemona and 
 Castle Andarvi
Angel Fruit: Northwest of Fort Rugney
Altar of Resurrection: Southeast of Cobigo in a mountain cul-de-sac

Neutral Encounters: Level 26

Forests: Goblin - Heal Leaf, Short Sword, Plate Mail

Highlands: Red Dragon - Heal Seed, Sword of Firedrake

************************************************************

Scene 34 - Lord of Remus Keep

Location: The Tundra of Argent

Prologue: Battle Plans, after which Magnus and Leia have a rather 
touching scene where she's thinking of how it might be if she has to 
fight her father...

Strongholds: 

Tezzla: (Starting Location)

Population: 183
Morale: 36
Witch's Hut

Orozei: (Southwest of Tezzla)

Population: 253
Morale: 73

Shop:

Bandanna            20

Marionette         120
Fool               320

Robe                30
Magician's Robe    120

Amulet              40
Ring of Eloquence  250

Meltaus: (West of Tezzla)

Population: 235
Morale: 87

Fahno: (North of Tezzla)

Population: 93
Morale: 35

Griena: (West of Orozei)

Population: 37
Morale: 38

Caralla: (Northwest of Meltaus)

Population: 93
Morale: 55

Troguil: (West of Caralla)

Population: 74
Morale: 55

Remus Keep: (Enemy Headquarters)

Population: 240
Morale: 50

Enemy Opposition:

----- ArM30*-----
----- Zom29 Zom29
Zom29 ----- Ske29   Location: Charging from Meltaus

Pmp29 Wit31*-----
----- Pmp29 Pmp29   Items: Two Leaves, Two Fruits, One Stone
Pmp29 ----- -----   Location: Charging from Meltaus

----- Enc30*Ske29
----- ----- -----   Items: Six Leaves
Ske29 ----- SGo29   Location: Charging from Orozei

----- Sat31*-----
Gob29 ----- Zom29   Items: Six Leaves
Zom29 Gob29 -----   Location: Charging from Orozei

Gho30 ----- Gho30
----- Vam32*-----
Ske30 Ske30 -----   Location: Charging from Fahno

----- Enc30*Zom29
----- Zom29 -----
Zom29 ----- Zom29   Location: Charging from Fahno

---

Legion 1 - Funnel Shift Formation

Sld-- Sld-- -----
----- Cen30%Sld--   Items: Two Leaves, Two Fruits, One Stone
Sat29 ----- -----   Location: Charging from East of Fahno

Gho29 ----- Gho29
----- Gho29 -----   Items: One Leaf, One Fruit
----- BlK30*Gho29   Position: Right Side

Ske29 ArM30*-----
----- ----- Ske29
Ogr29 ----- -----   Position: Left Side

---

Legion 2 - Funnel Shift Formation

Sld-- Cen30%Sld--
----- ----- -----   Items: One Leaf, Two Fruits, One Stone
----- Flb30 -----   Location: Charging from north of Meltaus

----- ArM30*-----
Ske29 ----- -----   Items: Three Leaves, Two Fruits, Two Stones
Zom29 Zom29 Ske29   Position: Right Side

Gho29 ArM30*Gho29
----- Ske29 -----   Items: Four Leaves
----- ----- Ske29   Position: Left Side

---

Legion 3 - Funnel Shift Formation

Sld-- Cen30%Sld--
----- ----- -----   Items: Two Leaves, Two Fruits
----- Hyd30 -----   Location: Charging from east of Griena

NnM30*----- Gho29
Gre29 ----- -----   Items: Three Leaves
Gho29 Gre29 -----   Position: Right Side

Gho29 BlK30*Gho29
Gho29 ----- -----   Items: Two Leaves
Gho29 ----- -----   Position: Left Side

---

Enemy Commander: Reucharle

ArM29 Lic32*ArM29
----- ----- -----
Ske29 ----- Ske29

Reward: Altar of Resurrection

Epilogue: Leia confronts Reucharle, asking about her father.  He tells 
her Count Silvis took his own life to avoid succumbing to the Infernal 
Aura.

Aftermath: Take Meredia to Meltaus and you'll recieve the Rai's Tear.

Hidden Items:

White Mute: Piece of land east of Caralla
Mirror of Soul: On the road between Tezzla and Fahno
Gambantein: On the road between Griena and Troguil
Vestment of Wind: Patch of land SW of Tezzla
Stone of Quickness: Patch of land North of Orozei

Neutral Encounters: Level 29

Forests: Sphinx - Angel Fruit, Altar of Resurrection

Barrens: Baldr Golem - Baldr Shield, Baldr Armor

************************************************************

Scene 35 - Denizens of the Netherworld 

Location: Barpheth

Prologue: Battle Plans

Strongholds:

Castle Renevue: (Starting Location)

Population: 228
Morale: 55

Shop:

Hachigane          40
Hannya Mask       180

Iron Claw         170
Baldr Claw        280
Cyanic Claw       320

Ninja's Garb       50
Hwail Mail        900

Clemms: (Neutral, South of Renevue)

Population: 206
Morale: 53

Glebming: (East of Renevue)

Population: 117
Morale: 46

Kelmend: (Northwestern Corner)

Population: 103
Morale: 32

Saro: (South of Kelmend)

Population: 138
Morale: 31

Vitra: (South of Glebming)

Population: 109
Morale: 54

Sondrio: (South of Clemms)

Population: 52
Morale: 36

Fort Lebadeia: (Southern Edge)

Population: 172
Morale: 11

Belce: (South of Saro)

Population: 207
Morale: 77

Fort Viezey: (Enemy Headquarters)

Population: 31
Morale: 50

Enemy Opposition:

----- Sat29*-----
----- ----- Sat27   Items: Two Leaves, Two Fruits
Ogr27 ----- -----   Location: Charging from south of Renevue

----- ----- Sat29*
----- Gob27 -----
Gob27 ----- Gob27   Location: Charging from Glebming

Gre31 Sat29*Gre31
----- ----- -----   Items: Two Leaves
----- Ogr29 -----   Location: Charging from west of Renevue

Sph27 ----- ArM29*
----- ----- -----
----- Ogr27 -----   Location: Charging from east of Kelmend

----- BlK27*-----
----- ----- -----   Items: Two Leaves, Two Fruits
Ogr29 ----- Ogr30   Location: West of Saro (After Lib)

----- Sat28*-----
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Ogr27 ----- Ogr27   Location: SW of Saro (After Lib)

Ske27 ArM28*-----
----- ----- Ske27   Items: Four Leaves, Two Fruits
Ogr27 ----- -----   Location: South of Sondrio (After Lib)

----- Sir28*-----
----- ----- -----
Ogr30 ----- Wyr27   Location: NE of Belce (After Lib)

----- Sat28*-----
----- ----- -----
Ogr27 ----- Ogr27   Location: SW of Belce (After Lib)

Sat27 Sat28*Sat27
----- ----- -----
----- Ogr27 -----   Location: NW of Fort Lebadeia (After Lib)

----- Sir28*-----
----- ----- -----
Ogr27 ----- Wyv27   Location: NE of Fort Lebadeia (After Lib)

Enemy Commander: Mylmurre

Sat27 ----- Sat27
----- ----- -----   Items: Five Leaves, Two Stones
Gob27 Gor30*Gob27   Location: Fort Viezey

Reward: Ji'ylga's Bow

Battle Tactics: 

This area is sickeningly simple.  Even with the guys who spring out 
after you liberate towns, it's all too simple...

The Gorgon, however, can ruin your day real quick.  With her Gaze of 
Terror she'll turn everyone into stone almost immediately.  Bring in 
you anti-Cockatrice unit for this.

Epilogue: Mylmurre says that demons are fighting alongside humans to 
bring back Lady Danika.  She says that the blood of Danika and the 
Progenitor is related.

Hidden Items:

Lance of Longinus: On the road between Renevue and Kelmend
Angel Fruit: On the road between Saro and Belce
Mirror of Soul: End of road SW of Clemms
Ignis: End of road east of Clemms
Love and Peace: Piece of land in forest east of Belce
Annihilation: Southeast of Sondrio

Neutral Encounters: Level 27

Barrens: Cerberus - Angel Fruit, Goblet of Destiny, Flag of Unity

Forests: Black Dragon - Heal Seed, Kerykeion

Snowy Highlands: Platinum Dragon - Heal Seed, Ytival

************************************************************

Scene 36 - Advocates of the Darkness

Location: Tybell, the Wicked Land

Prologue: Apparently, although this area's controlled by the demons, 
people are flocking here because it's relatively peaceful.

Strongholds:

Pazano: (Starting Location)

Population: 156
Morale: 52

Shop:

Plumed Headband    60

Torn Cloth         10
Old Clothing       10
Plain Clothing     30
Leather Armor      60
Feather Suit      400

Raguza: (Neutral, Southeast Corner)

Population: 280
Morale: 47

Chelefteu: (South of Pazano)

Population: 243
Morale: 37

Kaless Ande: (West of Pazano)

Population: 136
Morale: 85

Lokry: (Northwest of Pazano)

Population: 89
Morale: 55

Letze: (South of Kaless Ande)

Population: 218
Morale: 67
Witch's Hut

Tricaeze: (West of Kaless Ande)

Population: 268
Morale: 36

Castle Lloydgust: (Enemy Headquarters)

Population: 29
Morale: 50

Enemy Opposition:

Legion 1 - Dual Wedge Formation

Sld-- Sld-- -----
----- Cen31%Sld--
Sat30 ----- -----   Location: NW of Pazano

Gob30 ----- Gob30
----- Sat31*-----
----- Gob30 Gob30   Position: Near Right Side

AzD30 ----- -----
----- ----- DgM31*
----- Gob30 Gob30   Position: Near Left Side

Gre30 BlK32*-----
----- ----- Gre30
Opi30 ----- -----   Position: Far Right Side

---

----- Gre30 Hwk30
Hwk30 ----- -----   Items: Two Leaves, Two Fruits
----- Rav31*Gre30   Location: Charging from North of Pazano

Gob32 Sir30*-----
----- ----- Gob32
Ogr32 ----- -----   Location: Charging from SW of Pazano

Gre32 ----- Gob32
----- Sat32*-----
Gob32 ----- Gre32   Location: Guarding Lokry

----- BlK30*-----
----- ----- -----
Ogr32 ----- Ogr33   Location: Guarding Lokry

Sat30 Sat31*Sat30
----- ----- -----   Items: Two Leaves, Two Fruits
----- Ogr30 -----   Location: Guarding Kaless Ande

Gre31 Dia31*Gre31
Gob31 ----- -----
----- ----- Gob31   Location: Charging from South of Pazano

Gre30 Rav31*Gre30
Rav30 ----- Rav30   Items: Three Leaves, Two Fruits, One Stone
----- ----- -----   Location: Charging from SW of Pazano

SGo30 ----- SGo30
----- ----- -----
----- Gor32*-----   Location: Guarding Tricaeze

----- Sat31*-----
----- ----- -----
Ogr30 ----- Ogr30   Location: SE of Castle Lloydgust

Gre30 Sat31*-----
----- ----- Gre30   Items: Three Leaves, Two Fruits
Gob30 Gob30 -----   Location: SW of Castle Lloydgust

Enemy Commander: Frohm

BlK30 Dae33*BlK30
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Gob30 ----- Gob30   Location: Castle Lloydgust

Reward: Ogre Blade

Battle Tactics: Another battle with few surprises.  Most of the enemies 
are Demons, again.  Keep an eye on the Gorgon.

Hidden Items:

Heavy Axe: Midway between Pazano and Chelefteu
Feather of Archangel: Patch of Plains between Highland and Barren NE of
 Pazano
Saint's Shield: Forest East of Letze
Saint's Garb: Mountains West of Raguza
Caldia: On the road between Letze and Castle Lloydgust
Chaladholg: Forest South of Lokry

Neutral Encounters: Level 30

Highlands: Opinicus - Angel Fruit, Crystal of Precision, Stone of 
 Quickness

Forests: Black Dragon - Heal Seed, Kerykeion

Marsh: Blue Dragon - Heal Seed, Cyanic Claw

************************************************************

Scene 37 - March on the Capital

Location: Latium

Prologue: It's flashback time!  We flashback to Magnus' and Yumil's 
youth where the two are young boys playing together, and how Yumil 
promises that Magnus will be his knight when he becomes King.  Flash 
forward to a scene where a nobleman attempts to kill Yumil.  Magnus 
tries to stop him, but the man throws him to the ground.  Ankiseth 
runs in shortly and slices the killer up.  Magnus hates himself for not 
being able to help.  Now we see the same scene we saw in the beginning, 
where Magnus tells Yumil he's going to join the army.

Strongholds:

Latina: (Starting Location)

Population: 291
Morale: 56
Witch's Hut

Gaeta: (Neutral, SW of Latina)

Population: 271
Morale: 49

Shop:

Iron Helm             30
Baldr Helm           170
Helm of Thunderclap  410

Sword of Firedrake   300
Main Gauche          400
Blessed Sword        400
Sum Mannus           500
Glaive of Champion   500
Earth Javelin        550
Ice Blade            600

Electric Shield      150
Flame Shield         150
Shield of Inferno    500
Shield of Nue        500

Plate Mail           210
Plate Armor          230
Baldr Mail           250
Baldr Armor          420
Heavy Armor          650
Peregrine Mail       900

Bell of Thunder      250
Fang of Firedrake    250
Naga Ring            250
Snow Orb             250

Yen Vahagh: (SE of Latina)

Population: 115
Morale: 51

Vulge: (South of Latina)

Population: 112
Morale: 47

Gothpicci: (Southeast Corner)

Population: 128
Morale: 88

Fort Toydebelt: (Enemy Headquarters #1)

Population: 61
Morale: 50

Fort Toyderich: (Enemy Headquarters #2)

Population: 45
Morale: 50

Winnea: (Enemy Capital, Will not be captured)

Population: 174
Morale: 50

Enemy Opposition:

Legion 1 - Dual Wedge Formation

----- Sld-- -----
Sld-- Sld-- Sld--   Items: Two Leaves, Two Fruits
----- CeF34%-----   Location: Charging from Yen Vahagh

Gob35 Sir33*-----
----- ----- Gob35
Ogr35 ----- -----   Position: Near Left Side

Grf33 ----- Opi33
----- ----- -----   Items: Four Leaves, Two Fruits
----- Fre34*-----   Position: Near Right Side

Sph33 ----- ArM35*
----- ----- -----   Items: Three Leaves, Two Fruits
----- Ogr33 -----   Position: Far Left Side

Wiz33 ArM35*Wiz33
----- ----- ArM33   Items: One Leaf
----- ArM33 -----   Position: Far Right Side

---

Legion 2 - Dual Wedge Formation

Sld-- CeF34%Sld--
----- ----- -----   Items: One Leaf, Two Fruits, One Stone
----- Flb34 -----   Location: Charging from East of Latina

----- BlK33*-----
----- ----- -----   Items: Five Leaves, Two Fruits
Ogr35 ----- Ogr36   Position: Left Side

SwM33 ----- SwM33
----- ArM34*-----
Gre33 ----- Gre33   Position: Right Side

---

Legion 3 - Dual Wedge Formation

Sld-- CeM34%Sld--
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
----- Hyd34 -----   Location: Charging from Vulge

Fae33 ----- Hyd33
----- ----- -----
Fae33 BsM34*-----   Position: Left Side

Gre34 Dia34*Gre34
Gob34 ----- -----   Items: Four Leaves
----- ----- Gob34   Position: Right Side

---

Dia34*----- Arc33
Arc33 Knt33 -----   Items: Four Leaves, Two Fruits
----- ----- Knt33   Location: Guarding Vulge

BkD33 ----- Tmt33
----- ----- -----
----- BlK35*-----   Location: Guarding Gothpicci

Enemy Commanders: Knights of Danika (Gatekeeper)

Sat34 ----- Sat34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
Sat34 KDa36*Sat34   Location: Fort Toyderich

AnK34 ----- AnK34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
AnK34 KDa36*AnK34   Location: Fort Toydebelt

Reward: Dragon Armor

Battle Tactics:

Yep.  You've got three Legions on you right from the start.  Don't 
panic!  This is pretty much all the enemy has.  After the Legions are 
taken care of, there's just the two units guarding the towns, and the 
Knights of Danika at the forts.  You have to kill both Knights to win 
this scene.

Epilogue: A captured Knight tells how the Chosen will cleanse this land 
of evil.  Later, Yumil, in Winnea, laughs to himself, saying how he's 
"almost there".  Zeda and Mari enter the room...

You'll notice you didn't take Winnea in this battle.  That can mean only 
one thing, of course.  You're gonna have to storm Winnea!

Aftermath: After storming Winnea, return here and go to Vulge to learn 
about an Angel appearing in the church in Gothpicci.  Take Magnus there 
Between 12 and 4 AM.  The Angel will appear.  If you have the Pedras of 
Bane and Virtue, the Ansate Cross from Zenobia border, a Dream Tiara, 
and a high Chaos Frame, you'll be given the Southern Cross.

Hidden Items: 

Rune Plate: End of road SE of Yen Vahagh
Lfal: On the road north of Gothpicci
Crystal of Precision: Mountains Southeast of Geata
Angelic Armor: West of Winnea
Scroll of Discipline: East of Winnea

************************************************************

Scene 38 - Promises

Location: Winnea, Captial of Palatinus

Prologue: Procus approaches Yumil, wondering why he hasn't cast the 
all-powerful forbidden spell yet.  Yumil says he can't do it with 
Magnus marching.  He then kills his own father.

Enemy Opposition:

----- ----- -----
Knt32 Pal35*Knt32
Pal33 ----- Pal33   Location: Guarding Second Western Gate

----- Hyd32 -----
----- ----- -----   Items: Four Leaves, Two Fruits
Pal32 Pal34*Pal32   Location: Patrolling Western Street

Gre32 BlK34*-----
----- ----- Gre32   Items: Three Leaves, Two Fruits
Opi32 ----- -----   Location: Patrolling Southern Street

Gob32 ----- Gob32
----- BlK34*-----   Items: Four Leaves, Two Fruits
BlK32 ----- BlK32   Location: Patrolling Southern Street

Hwk32 ArM33*Hwk32
----- ----- -----   Items: Four Leaves, Two Fruits
----- Ogr32 -----   Location: Guarding Second Southern Gate

----- Sir33*-----
----- ----- -----
Ogr32 ----- Wyv32   Location: House East of Second Southern Gate

----- Wit33*Pmp32
----- ----- Gob35
Pmp32 Gob35 -----   Location: House West of Second Southern Gate

AzD32 ----- EhD32
----- ----- -----
----- Sat33*-----   Location: House West of Second Western Gate

Pal32 Pal34*Pal32
Knt32 ----- Knt32   Items: Four Leaves, One Fruit
----- ----- -----   Location: Patrolling Eastern Street

Sat33*----- Tmt32
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- Cer32 -----   Location: House East of Second Eastern Gate

Gre33 Gre33 -----
Gob33 ----- -----   Items: Four Leaves, Two Fruits
Pal33*Gob33 -----   Location: Guarding Second Eastern Gate

Pal32 Cat34*Pal32
----- ----- -----   Items: Eight Fruits
----- Ogr32 -----   Location: Patrolling West of Main Street

Sor33*----- YgD32
Gob32 ----- -----
----- Gob32 -----   Location: House West of Main Street

----- Sat32 -----
Cat32 ----- Cat32   Items: Eight Fruits
Cat34*----- Cat32   Location: Patrolling East of Main Street

ReD32 ----- -----
----- ----- DgM33*
----- Gob32 Gob32   Location: House East of Main Street

----- Dae34*Gho32
Gho32 ----- -----
----- Ske32 Ske32   Location: Guarding Final Gate

----- Ogr32 -----
----- ----- -----
Gob32 Dae34*Gob32   Location: South of the Royal Castle

Enemy Commander: Yumil (Overlord)

----- XXX34*-----
----- ----- -----   Items: Two Leaves, Two Fruits
KDa32 ----- KDa32   Location: Royal Castle

Reward: Champion Statuette

Battle Tactics: Fight this battle just like Fort Romulus.  You should 
have plenty of time.  Don't forget about the gardens lying around that 
can heal you if you rest in them.

Epilogue: Challenging Yumil, Magnus defies his promise to become 
Yumil's knight.  After he beats him, Mari protects Yumil.  Yumil tells 
all.  He is the Child of the Covenant.  Long ago, the goddess Danika's 
body, queen of the netherworld, was split into five pieces.  The arms 
and legs became the Knights of Danika, who guard the Chaos Gate.  The 
Progenitor came across a Chaos Gate once and asked for ultimate power, 
in exchange for giving up one of his descendants to Danika.  That 
descendant was Yumil.  Yumil became the embodiment of Danika's power.

Magnus rebukes Yumil, asking him if total destruction is what he really 
wants.  Yumil wants to start over...

Suddenly, Mari, overcome with some unstoppable force, takes a sword and 
runs Yumil through.  Zeda shows up behind her.  She rebukes the girl, 
telling her she's the last hope now, and teleports away with her.

Yumil lies dying in Magnus' arms.  He tells Magnus that, with the 
Knights and him dead, the only thing left will be the seal on the 
ruins.  When that seal is broken, Danika will have the ability to 
conquer the world.  The Ogre Battle will come once again.  Magnus 
promises his childhood friend that, even though he's just an ordinary 
human, he'll do what he can.

Later, in the meeting room in Winnea, Magnus, Hugo, and Frederick 
discuss matters.  Magnus decides to leave to fulfill Yumil's request.  
Frederick gives his blessing.

************************************************************

Scene 39 - The Battle Rages On

Location: Aurua Plains

Prologue: Zeda drags Mari along the wilderness.  Overcome with grief, 
Mari's having a tough time.  The two encounter the remaining Knights of 
the Caliginous Order, Thamuz, Richard, and Baldwin.  Zeda suggests a 
deal where the Lodis Knights help her break the seal and in turn get 
the blessings from their god.

Strongholds:

Fort Randrich: (Starting Location)

Population: 15
Morale: 50

Le Vin: (Northwest of Randrich)

Population: 252
Morale: 68

Landeck: (West of Le Vin)

Population: 84
Morale: 57

Shop:

Hraesvelg              340
Falchion               400
Frozen Axe             500

Ring of Eloquence      250

Brode: (West of Randrich)

Population: 235
Morale: 82

Albesta: (Eastern Edge)

Population: 133
Morale: 28

Zarbow: (Southwestern Corner)

Population: 61
Morale: 20

Bartasake: (Northeastern Corner)

Population: 278
Morale: 40

Tranus: (North of Landeck)

Population: 94
Morale: 25
Witch's Hut

Apertine: (West of Tranus)

Population: 140
Morale: 28

Shop:

Main Gauche            400
Bow of Sandstorm       420

Shield of Inferno      500

Kaysegg: (Northern Edge)

Population: 99
Morale: 55

Anderout: (Enemy Headquarters)

Population: 53
Morale: 50

Enemy Opposition: 

----- BlK32*-----
----- ----- -----
Ogr34 ----- Ogr35   Location: Charging from West of Le Vin

Arc32 Sir33*Arc32
Gob33 ----- -----
----- Gob33 -----   Location: Charging from North of Le Vin

Ske32 ArM33*-----
----- ----- Ske32
Ogr32 ----- -----   Location: Charging from West of Brode

----- SwM33*-----
Nin32 ----- Nin32
----- Gob33 Gob33   Location: Charging from North of Landeck

---

Legion 1 - Dual Wedge Formation

Sld-- Sld-- -----
----- CeM33%Sld--   Items: Four Leaves
Sat32 ----- -----   Location: Charging from Zarbow

Gre32 ----- Gre32
Gob32 ----- -----   Items: Two Leaves
----- KtT34*Gob32   Position: Right Side

----- Sat34*-----
Gob32 ----- Zom32
Zom32 Gob32 -----   Position: Left Side

---

Legion 2 - Funnel Shift Formation

----- Sld-- -----
Sld-- CeF33%Sld--   Items: Three Leaves, One Fruit
----- KtT32 -----   Location: Charging from Apertine

Gob32 KtT34*Gob32
----- ----- -----   Items: Two Leaves
----- Ogr32 -----   Position: Right Side

Gob34 Sir32*-----
----- ----- Gob34
Ogr34 ----- -----   Position: Left Side

---

Legion 3 - Funnel Shift Formation

Sld-- ----- Sld--
----- ----- -----   Items: Four Leaves, Two Fruits
KtT32 CeM33%KtT32   Location: Charging from Tranus

NnM33*----- Gho32
Gre32 ----- -----   Items: Two Leaves, Two Fruits
Gho32 Gre32 -----   Position: Right Side

----- KtT34*-----
----- ----- -----
Ogr32 ----- Ogr32   Position: Left Side

---

Legion 4 - Dual Wedge Formation

----- Sld-- -----
Sld-- Sld-- Sld--   Items: One Leaf, One Fruit
----- CeF33%-----   Location: Charging from Bartasake

KtT33 Sat34*-----
Gob32 ----- KtT33   Items: Six Leaves
----- ----- Gob32   Position: Right Side

----- Sat34*KtT33
----- ----- -----   Items: Five Leaves, Two Fruits
KtT33 ----- Ogr32   Position: Left Side

---

----- DoM33*-----
----- ----- -----   Items: Three Leaves, Two Fruits, One Stone
Ogr35 ----- Gol32   Location: Southeast of Anderout (Ambush)

Gre33 Dia33*Gre33
Gob33 ----- -----
----- ----- Gob33   Location: Southeast of Anderout (Ambush)

Enemy Commander: Thamuz (Temple Command)

KtT33 ----- KtT33
----- XXX35*-----   Items: Four Leaves, Two Fruits, Two Stones
----- Gob33 Gob33   Location: Anderout

Reward: Peridot Sword

Battle Tactics:

Yep.  You read that right.  There are four Legions in this battle.  
Don't panic.  Just deploy your units in teams.  Two units should be 
more than enough to handle each of the three unit Legions.  Watch out 
at the outskirts of Anderout.  Like all Caliginous Order battles, there 
are a few hidden units near the headquarters.

Epilogue: Thamuz begs Baldwin to go to Keryoleth to raise Danika.  
Thamuz gives his life for what's left of the Caliginous Order.

Hugo tells Magnus that the Caliginous Order is now using Castle Talapea 
in Wentinus as their base.  It is decided that they should take the 
castle first, since going to the mountains would expose themselves to 
attack from Wentinus.

Hidden Items:

Airgetlam: East of Tranus
Count's Garment: Between Mountains NE of Zarbow
Urn of Chaos: Piece of land West of Tranus
Prox: Between Mountains NE of Zarbow
Bell of Thunder: Mountains Southeast of Apertine
Earth Javelin: Plains South of Le Vin
Volcaetus: Between Mountains West of Albesta

Neutral Encounters: Level 32

Highway/Plains: Raven - Hard Leather

Forests: Tiamat - Angel Fruit, Goblet of Destiny

************************************************************

Scene 40 - Pressure

Location: Wentinus

Prologue: Baldwin tells Richard of Thamuz's death.  Richard scolds him 
and sends him back to his post.  When he leaves, Richard says that 
Thamuz's death will not be in vain, and Baldwin will be the one to 
gain ultimate power.

Strongholds:

Hopedale: (Starting Location)

Population: 187
Morale: 78

Reliance: (Allied, Southwest of Hopedale)

Population: 187
Morale: 18

Yves Guibiques: (North of Reliance)

Population: 253
Morale: 67

Cartwright: (East of Hopedale)

Population: 253
Morale: 79
Witch's Hut

Timmins: (Northern Edge)

Population: 238
Morale: 35

Shop:

Armet              120

Arc Wand           150
Baldr Spear        230

Spellbook          100

Tower Shield       350

Fur Coat           250
Heavy Armor        650

Amulet              40

Igglurick: (Southeast of Castle Talpaea)

Population: 244
Morale: 12

Castle Talpaea: (Enemy Headquarters)

Population: 177
Morale: 50

Enemy Opposition:

----- Sat36*-----
Gob34 ----- Zom34   Items: Two Leaves
Zom34 Gob34 -----   Location: Charging from Yves Guibiques

Gre34 ----- Gre34
Gob34 ----- -----   Items: Three Leaves, Two Fruits
----- KtT36*Gob34   Location: Charging from Yves Guibiques

KtT35 Sat36*-----
Gob34 ----- KtT35   Items: Four Leaves, Two Fruits, One Stone
----- ----- Gob34   Location: Guarding Yves Guibiques

----- Ogr34 -----
----- ----- -----   Items: Two Leaves, Two Fruits
Gob34 Dae36*Gob34   Location: Charging form Yves Guibiques

Gob34 ----- Gob34
----- Sat35*-----
----- Gob34 Gob34   Location: Charging from Cartwright

----- Sat36*KtT35
----- ----- -----   Items: Four Leaves, Two Fruits
KtT35 ----- Ogr34   Location: Guarding Cartwright

----- BlK34*-----
----- ----- -----
Ogr36 ----- Ogr37   Location: Charging from Igglurick

KtT35 ----- KtT35
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
KtT35 Sat36*KtT35   Location: Guarding Igglurick

----- Sat35*-----
----- ----- -----   Items: Four Leaves, Two Fruits
Ogr34 ----- Ogr34   Location: Charging from Timmins

Gre35 Dia35*Gre35
Gob35 ----- -----   Items: Three Leaves, Two Fruits, One Stone
----- ----- Gob35   Location: Charging from Timmins

Wiz34 ArM36*Wiz34
----- ----- ArM34
----- ArM34 -----   Location: Charging from Timmins

Ske34 ArM35*-----
----- ----- Ske34
Ogr34 ----- -----   Location: Charging from Timmins

Gob34 KtT36*Gob34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
----- Ogr34 -----   Location: Charging from Talpaea

----- KtT36*-----
----- ----- -----   Items: Five Leaves, Two Fruits
Ogr34 ----- Ogr34   Location: Charging from Talpaea

Enemy Commander: Baldwin (Temple Command)

Sat34 ----- Sat34
----- XXX37*-----   Items: Four Leaves, Two Fruits, Two Stones
KtT34 ----- KtT34   Location: Castle Talpaea

Reward: Wind Armor

Battle Tactics: 

The kicker about this battle is just the fact that there are so many 
units in the towns.  Watch the Templar unit to the west.  They'll go 
after Reliance, and you don't want to lose it, so send someone to 
Reliance immediately.  Preferably a flying unit.  After all that's 
taken care of, just watch out for the charging Templar units from the 
Castle.  This should come as no surprise to you, since every 
Caliginous Knight you've fought so far uses that tactic.

************************************************************

Scene 41 - Adversaries

Location: Castle Talpaea

Prologue: Richard sends Baldwin to the ruins, saying he'll hold off the 
Revolutionary Army.

Enemy Opposition:

KtT34 ----- KtT34
----- ----- -----
KtT34 Sat35*KtT34   Location: Guarding the Outer Gate

----- BlK34*-----
----- ----- -----   Items: Three Leaves, Two Fruits, Two Stones
BkD33 ----- Ogr36   Location: SW of the Outer Gate

----- ----- Grf33
Gob36 ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- SwM34*Gob36   Location: SE of the Outer Gate

Sor34*----- YgD33
Gob33 ----- -----   Items: Two Leaves
----- Gob33 -----   Location: NW of Outer Gate

----- Sir34*-----
----- ----- -----   Items: Two Leaves
Ogr33 ----- Wyv33   Location: Western side of Outer Street

Gre33 Rav34*Gre33
Rav33 ----- Rav33   Items: Two Leaves
----- ----- -----   Location: Western Houses

AzD33 ----- -----
----- ----- DgM34*  Items: Four Leaves, Two Fruits
----- Gob33 Gob33   Location: Eastern side of Outer Street

----- Gre33 Hwk33
Hwk33 ----- -----   Items: Four Leaves, Two Fruits
----- Rav34*Gre33   Location: Eastern Houses

Gre33 BlK35*-----
----- ----- Gre33   Items: Two Leaves
Opi33 ----- -----   Location: Near Archer Park

AzD33 ----- EhD33
----- ----- -----   Items: Two Leaves
----- Sat34*-----   Location: Near Cavalier Park

Sph33 ----- ArM35*
----- ----- -----
----- Ogr33 -----   Location: Northwest of Archer Park (Reach it)

----- Flb33 -----
----- ----- -----   Items: Two Leaves, Two Fruits
Gob33 DgM35*Gob33   Location: East of Archer Park (Reach it)

Cer33 ----- Sph33
----- ----- -----
----- Sat34*-----   Location: NE of Cavalier Park (Reach it)

Sat34*----- Tmt33
----- ----- -----   Items: Four Leaves, Two Fruits, One Stone
----- Cer33 -----   Location: West of Cavalier Park (Reach it)

KtT34 Sat35*-----
Gob33 ----- KtT34
----- ----- Gob33   Location: Guarding West Inner Gate

----- Sat35*KtT34
----- ----- -----   Items: Two Leaves
KtT34 ----- Ogr33   Location: Guarding East Inner Gate

Gob33 KtT35*Gob33
----- ----- -----   Items: Two Leaves
----- Ogr33 -----   Location: SW of Jasper Tower

----- KtT35*-----
----- ----- -----
Ogr33 ----- Ogr33   Location: SE of Jasper Tower

Enemy Commander: Richard (Death Templar)

Flb34 ----- AzD34
----- ----- -----   Items: Four Leaves, Two Fruits, Two Stones
----- XXX35*-----   Location: Jasper Tower

Reward: Oracion

Battle Tactics: Another castle storming scene.  Watch for the two units 
on the southern road, and the two each that spring up whenever you 
reach one of the parks.

Epilogue: Richard leaves after being defeated.  He finds Baldwin in the 
forest.  He asks why Baldwin has not broken the seal, yet.  Baldwin 
says he's tired of living in Richard's shadow, and he runs Richard 
through with his sword.

Hidden Items:

Wind Armor: West of Cavalier Park

************************************************************
************************************************************

7. Advanced FAQ

Q: What's a Chaos Frame?

A: We all thought the Reputation meter from the original Ogre Battle 
was removed.  Turns out it's still there, but you can't check it.  At 
the end of the game you get an analysis in the form of a numerical value 
from 0-100 of what the people thought of you.  The higher the Chaos 
Frame, the better the ending.

Q: How do I increase my Chaos Frame?

A: There some decision specific points involving Chaos Frame, but the 
biggest apparent factor is whether or not you liberate towns as opposed 
to capturing them.

To liberate a town, the enemy must have possession of it, first.  Don't 
bother trying to liberate neutral towns because it won't work.  Next, 
check the Morale of the town under Stronghold Information.  You should 
see a number from 0-100.  Match that number, roughly, with the average 
alignment in one of your units.  Use that unit to go to the town and 
you'll liberate it.  The process is fairly lenient.  Any generally 
Chaotic unit will liberate a town with 0-33 Morale.  Any genearlly 
Neutral unit will liberate a town with 34-66 Morale.  Any generally 
Lawful unit will liberate a town with 67-100 Morale.

Q: How does Love and Peace work?

A: Very simple, really.  During a battle you select it.  You pick an 
enemy unit that's in sight and you'll use it on them.  You have a chance 
for a member of that unit to come over to your side.  That character 
disappears from the enemy unit and reappears in your reserves.  I don't 
know the chance of it working, nor do I really want to bother to figure 
it out.

Bottom line, you can use this item to try and get characters you don't 
have the time, patience, or items to get any other way.  For instance, 
I used it to get an Angel Knight, because I didn't want to risk one of 
my characters.

Characters you CANNOT use Love and Peace on:

Grapplers
Knights Templar
Possibly more...

Q: What's the deal with Combination Magic and Attacks?

A: Combination Attacks are only for Soldiers.  If you have two or more 
groups of Soldiers in the same row, there's a chance that they'll 
attack together for increased damage.

Combination Magic is much more fun.  When you have two classes that can 
cast the same type of magic in the same row (Elemental, Effect), 
there's a chance that they'll join they're attacks and attack one 
target with a combined spell for increased damage.

The only restriction is that the two spellcasting units cannot have 
opposing elements (Fire/Water, Wind/Earth)

All combo magic (for single target spells) does what's called "splash 
damage".  It hits the target and then hits all adjacent units for a 
small amount of damage.

Combining same elements will simply increase the power of the spell 
and add splash damage.

Here are some other combinations:

Wizard/Sorceress Combos:

Wind/Fire: Plasma Ball
Fire/Earth: Lava Shot
Earth/Water: Clay Assault
Water/Wind: Ionosphere
Bane/Wind: Infest
Bane/Fire: Dark Blaze

Combining one of the lower classes with one of the upper classes gives 
you one of the following spells in a four block area.  Combining two 
upper classes gives you a spell over the entire battlefield.

Wizard or Sorceress/Archmage or Siren Combos:

Wind/Fire: Plasma Storm (Paralyze)
Fire/Earth: Lava Flow (Paralyze)
Earth/Water: Blue Spiral (Poison)
Water/Wind: Atmosphere (Sleep)
Bane/Wind: Inferno (Sleep)
Bane/Fire: Dark Flame (Power Down)

Witch Combos:

Wind/Fire: Bind Flare (Paralyze)
Fire/Earth: Poison Plant (Paralyze)
Earth/Water: Deep Sleep (Sleep)
Water/Wind: Poison Lime (Poison)
Bane/Wind: Black Breeze (Poison)
Bane/Fire: Doom (Sleep)

NOTE: Combos are also available for classes that can cast specific 
spells, such as Black Knights with Word of Pain and Valkyries with 
Lightning, and even Ghosts with Nightmare.

Oh, and lastly, as nice as it would be, you can't combine Drakonite 
spells.  Sorry...

Q: Where can I find other Elemental Pedras?

A: For finding the other three base elements, go to Mylesia, Mount 
Ithaca, and Gules Hills and fight several training battles as Magnus.  
Eventually, you'll face a two character unit with one of the characters
being a High Level Dragon of the element of the Pedra.  Defeat that 
group and you'll receive the Pedra.

Pedra of Bane: Go to Jiram in the Highlands of Soathon.  In this town, 
either a woman will tell you about the death of her son's dog, or the 
kid himself will tell you.  Bring a spare Hellhound to the town with 
you.  If you don't have one, one can easily be found in the Barrens 
surrounding town.  Return to him with the Hellhound in a unit and he'll 
accept the dog (after a couple of visits) and give you the Pedra of 
Bane.  Very nice...

Pedra of Virtue: Go to Muji, Gules Hills and you'll speak to a man who 
wants you to find his daughter in the Volmus Mine.  Go to Volmus Mine 
and a woman will tell you she went to Mount Ithaca.  Go to Cactovich, 
Mount Ithaca and you'll find the girl, who'll then give you the Pedra 
of Virtue.

Q: How do I beat Cockatrices cleanly?

When I attack a Cockatrice, you usually get petrified.  To fix that, you 
need a revive stone which costs 500 GOTH!!!  NO WAY!  So...  

The best way to handle these beasts is to: Attack with golems. Altough 
the Cockatrices are "shooters" and like to attack the back row people 
which may have your leader, this is still a great way to handle them.  
What I do is put my leader in the front and Golems in the back and 
side, and then attack the Cockatrice, or reposition your men so that 
only your golem can be attack by the Cockatrice.  Hey, the best thing 
is, the cockatrice can turn your Golems into Stone Golems.  Pretty 
nice.  

Backup: It'll be even better if the leader of that group has a Hallowed 
Shield, then you're absolutely sure that your unit cannot be petrified 
under any circumstances...

2nd best: Attack with one or even better two Witches that can paralyze 
or sleep FAST!  If the Cockatrices can't attack, they can't petrify.  

3rd best: Find a way to attack the unit so that the Cockatrices are in 
the front.  Circle around them, and distract them with another group, 
then close in for the kill.  

4th best: Fight fire with fire.  Attack Cockatrices w/ Cockatrices.  
They are hard to find, but they are good!  If you are gonna do this, 
then make your Cockatrice faster then theirs so you can attack first.  

5th best: Reposition your men so that each one of them isn't adajacent 
to each other.  If they are, and they are attacked, then they may be 
all petrified.  Pretty sucky...  

AND 6th best: Reposition your men so that a zombie or a stupid unit is 
the only one who can be hurt by the cockatrice.  This strategy sucks, 
because if you go to these measures just to not be petrified, then WHY 
THE HELL ARE YOU ATTACKING THE COCKATRIACE ANYWAY! 

************************************************************
************************************************************

8. Legal

This FAQ was made 100% by me, CyricZ.  You may not take it in whole or 
in part and claim it as your own. You may not alter it in any way.  
Please dont post this on your site unless you have express consent by 
me.  Ive put a lot of time into this.  Give me some credit...

Currently, the following sites have permission to post my FAQ.

www.gamefaqs.com
vgstrategies.about.com
rwartrow.yahoo.com
www.cheatcc.com
www.happypuppy.com
www.cheatstop.com
www.neoseeker.com
www.gamespot.com
www.ogrebattle64saga.8k.com

************************************************************
************************************************************

9. Credits

CJayC - For putting this up on his site.

Lunatikk - Was the first to give me a bunch of new classes: Paladin, 
Diana, Priest, Beast Master, Zombie, Ghost, Vultan, Raven, Pumpkinhead, 
Gremlin, Faerie, Wyvern, Cerberus, Young Dragon, Platinum Dragon, 
Blue Dragon, Sword Master, Ninja Master, Freya, Siren, Vampire, 
Bahamut, Cockatrice.  Now, get out of my bushes! ^_^

MetroidMoo - For info on Golems.

Brian Jones - For some info on besting the ever annoying Cockatrices...

MtnRige - For Black Knight and Archmage

Kami - For info on how to get Vad

King Tut - THANK YOU, THANK YOU, THANK YOU for letting me use the class 
change stats on his website

supergremlin - For telling me the enemy uses Revive Stones.

EvanMacD - For a neutral encounter

Andrew - For the Baldr Golem class

The Juggernaut - For pointing out to me a few tips on experience 
building.

Duke Frederick - For supplying me with a preliminary strategy for 
Scene 23.

Wicked Souls - For the excellent Witch combos!

Bumper - For Idaten's Mail.

Eagles - For the definitive word on Aligment requirements.

************************************************************
************************************************************

10. Version Updates

Version 2.0 - 11/20/2000 - About four or so more missions.

Version 1.9 - 11/17/2000 - Two more missions, and Tiamat thrown in for 
your troubles, not to mention numerical values for the Alignment 
requirements.

Version 1.8 - 11/10/2000 - Five more missions, the Princess class, as 
well as Gorgon and Sphinx.

Version 1.7 - 11/7/2000 - Two more missions, and I've added Debonair, 
Destin, and Gilbert.  Happy day!

Version 1.6 - 11/2/2000 - Three more missions, as well as Angel Knights 
and Seraphim added.

Version 1.5 - 10/31/2000 - Two more missions, and I've changed the 
format once again.  I will now have Hidden Items in the missions.

Version 1.4 - 10/28/2000 - A couple more missions, and several of the 
master Dragon classes.

Version 1.3 - 10/26/2000 - I know it's a little late to change the 
format, but I'll have to do it soon anyway, so I've added Level and 
items carried to each of the opposing units in my Mission Walkthroughs.

Also, I'm building a small shrine to King Tut.  He's a veritable god in 
my book.  He allowed me to use information from his site: 
http://kalynuik-s.tripod.com.  This allows me to put up stat 
requirements for all required classes!  Yay!

Version 1.2 - 10/22/2000 - See Version 1.1 ^_^

Version 1.1 - 10/19/2000 - More missions, and some more items.

Version 1.0 - 10/15/2000 - Since it's actually starting to look like a 
real FAQ, we're above 1.  Added the first Mission Walkthrough (for 
Scene 10) and some more classes, more items, etc...

Version 0.5 - 10/14/2000 - The first bit.  Intro, Legal, the Classes I 
had and Items and such...

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11. The Final Word

FAQ #2 out and ready.  Phew.  This one was a lot harder to do than 
the Perfect Dark FAQ.  RPGs tend to be as such.

Remember, if you want to submit to me, don't go through any storyline 
type ways to tell me.  If there's an item that's vital to the 
storyline, don't bother, I'll find it myself.

Other than that, any info on the basic classes, any tips you have, or 
any rare, magical type items you find that are useful, send 'em my way!

Also, I'll take any stuff you have on Neutral Encounters you might 
have.  Let me know the enemy and what it can give you if you beat it.

Have fun!