
                    VANDAL-HEARTS FAQ/Walkthrough Version 1.10

                                  By Synoyx

This version completed 25/07/03 

....................
Table of Contents

1. Introduction
2. Controls
3. Game structure  
4. Character classes
5. Characters 
6. Strategy tips
7. Walkthrough
8. Trials of Toroah
9. Lists: Weapon, armor, items, spells, shops, bestiary.

....................
++++++++++++++++++++
1. INTRODUCTION
++++++++++++++++++++

Vandal Hearts is a turn-based battle strategy game created by Konami for the 
Sony Playstation.  Through the lead character of Ash Lambert, the player enacts 
a series of battle scenarios taking place in the world of Ishtaria, developing 
relationships between characters along the way, and revealing the history and 
destiny of the land and its people.  

This walkthrough provides strategies for completing each battle scenario 
including collecting all treasures and without having any player characters die.  
These are one way "I" completed the battles.  There are other possible ways to 
finish most of them.  I have not given step-by-step instructions in most cases, 
as that would just be boring.  Instead, I give guidelines to help you succeed, 
while still making the game your own.  I have also described the events that 
surround each scenario, trying as much as I could not to give any spoilers, but 
you may learn minor things if you read ahead.  But then, if you're reading this 
guide in full before ever having played the game, then I don't think you're 
doing it right.    

LEGAL STUFF: This document is copyrighted to Marc Lalonde, 2003.  Please feel 
free to make personal, not-for-profit use of this FAQ.  You may not use this 
document in whole or in part to make economic profit or in the hope of such 
profit in any way.  You may not alter the content in any way except for personal 
use, and you may not remove or replace indications of authorship if the document 
or any part thereof will be seen or used publicly in any way.  Currently, this 
FAQ is only authorized for use on gamefaqs.com.  Do not post this document on 
any other site without explicit prior consent from the author.  If your site is 
as easy to navigate, comprehensive, light on advertisements, and pop-up free as 
Gamefaqs, I will consider letting you post it.  Please direct correspondence to 
laraUNDERSCOREandUNDERSCOREmarc at yahoo dot ca.

VERSION HISTORY:
Version 1.00: Completed July 6, 2003.  
Version 1.10: Completed July 25, 2003.  Included a few missing bits of 
              information in the lists.  Added hidden Moon Pie in Save the 
              Villagers level (Ch.2, Sc.1).  Updated strategies for Villagers 
              level and saving the mage towers with perfect status (no towers 
              destroyed) (Ch.3, Sc.2).  Added strategy tips section.  
   
.........................
+++++++++++++++++++++++++
2. CONTROLS
+++++++++++++++++++++++++
In Battle: Directional buttons: Move cursor.
           O: -Select character;
              -Select menu options;
              -Check range of movement (when cursor over enemy, or ally who
               has already acted that turn);
              -Open battle menu (when cursor on unoccupied square).

           X: -Cancel menu option;
              -Check stats, spells and items (when cursor over enemy or ally);
              
           Square: Move cursor to next ally who has not acted that turn, in the
                   order that they joined the party.

           Triangle: Opens overhead map in battle.

           R1: Rotate field counterclockwise.
           L1: Rotate field clockwise.
           R2: Tilt camera angle up.
           L2: Tilt camera angle down.

In town and field: Directional buttons up/down: Move cursor.
                O: Select highlighted option.
                X: Cancel option/go back one menu level.

During dialogue: O: Speed up dialogue scrolling (hold), advance to next box.
                 X: Skip dialogue scrolling, advance to next box.
   
.........................
+++++++++++++++++++++++++
3. GAME STRUCTURE
+++++++++++++++++++++++++

In general, the action flows as following:
Town ---> Field ---> Battle Scenario,
though you do not always have the option of entering or returning to a town 
between battles.  

BATTLE
Battles always begin with the player's turn, and with all characters at full 
strength.  Each round, every player character has the chance to move and/or take 
an action, then every enemy gets to do the same.  Move the cursor over the 
character you want to act, or press square to scroll between them, and select 
with X.  You can move, take an action, examine the space your on, push an object 
if possible, or end your turn.  If you choose to move, when you select the 
destination, the other options will appear again.  Choosing action gives you the 
option to attack, cast a spell (if you know any) or use an item (if you have 
any).  Doing any of these things ends your turn.  If you examine or push, you 
can still act, including moving if you still have move capability left.  When 
you choose to end your turn, you can select the direction you face in.  When you 
end your turn by attacking, using a spell or item, your finishing direction is 
determined by the direction of the action you took.  When attacking, your target 
will counterattack if you are within range, if they survive your attack.  This 
only applies to physical attacks.  You will counterattack enemy attacks as well.

After you have taken all the actions you can or want to, press X on a non-
character square to open the battle menu, and select End Turn to let the enemy 
do their thing and move the fight along.  Other battle menu options are: read 
the battle conditions, check all characters' stats, do an in-battle save, and 
load a game or re-load the battle from start.  

At the end of battle, which will be determined by the conditions set at the 
outset, a finish screen will appear, and you will receive gold for every enemy 
destroyed, minus gold for every ally lost.

TOWN
In a town, you can go to a shop to buy and sell weapons, armor, and healing and 
attack items; to the tavern to speak to the locals, sometimes learning valuable 
information; and to the dojo, where you can get a few gameplay tips (though 
they're the same at every dojo, so you only need them once early in the game) or 
upgrade characters who have reached level 10 or 20.

FIELD & TOWN
In a town or in the field, your options include examining your characters' 
stats, moving items between characters and to or from your depot (each character 
can carry 2 items, along with their weapon, body and head protection), saving or 
loading a game.  

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+++++++++++++++++++++++
4. CHARACTER CLASSES 
+++++++++++++++++++++++
Legend: ATK=attack power.  DEF=physical defense.  AGL=probability of blocking.
        MAG DEF=magic resistance.  MOVE=distance can travel in a turn.

KNIGHT 
ATK: High       DEF: High       AGL: Average  MAG DEF: Average   MOVE: Average
Other: Strong against archers, vulnerable to airmen.

ARMOR
ATK: Very High  DEF: Very High  AGL: Low      MAG DEF: Low       MOVE: Low
Other: Strong against archers, vulnerable to magic.

ARCHER
ATK: Average    DEF: Low        AGL: Average  MAG DEF: Average   MOVE: Average 
Other: Attacks from a distance.  Strong against airmen, vulnerable to 
knights/armor. 

AIRMAN
ATK: High       DEF: High       AGL: Average  MAG DEF: Average   MOVE: Very High
Other: Strong against knights, vulnerable to archers.

MONK
ATK: Average    DEF: Average    AGL: High     MAG DEF: High      MOVE: High
Other: Uses attack and healing magic, usually with high MP cost.

MAGE
ATK: Low        DEF: Low        AGL: High     MAG DEF: Very High MOVE: Average
Other: Uses attack magic.  Strong against armor, vulnerable to physical attacks.

PRIEST
ATK: Low        DEF: Low        AGL: High     MAG DEF: Very High MOVE: Average
Other: Uses mostly healing magic, some attack magic.  Vulnerable to physical 
attacks.

Class advancement:
Lvl 1        Lvl 10         Lvl 20
Hero ------> Champion ----> Paragon ---> Vanguard (if complete Trials of Toroah)
 Available to Ash.

Soldier ---> Swordsman ---> Duelist: Knight path of advancement
       \___> Guardsman ---> Dragoon: Armor path of advancement
 Available to Clint, Grog, Dolan.

Archer ----> Bowman ------> Sniper: Archer path of advancement
      \____> Hawknight ---> Sky Lord: Airman path of advancement
 Available to Diego, Kira, Amon, Darius.

Mage ------> Sorcerer ----> Enchanter: Mage path of advancement
    \______> Monk --------> Ninja: Monk path of advancement
 Available to Eleni, Zohar.

Healer ----> Bishop ------> Archbishop: Priest path of advancement
      \____> Monk --------> Ninja: Monk path of advancement
 Available to Huxley, Sara.

.........................
+++++++++++++++++++++++++
5. CHARACTERS
+++++++++++++++++++++++++

***** ASH LAMBERT *****
Captain in the Ishtarian Domestic Security Force, and branded as the 
son of a traitor.  Believes in justice and respectful of the law.  Very 
loyal to his friends.  After his mother died, Clive Beckett befriended 
him into the DSF.

***** CLINT PICKARD *****
Soldier in the Ishtarian Security Force.  Somewhat solitary and closed, 
he possesses a quiet strength.  Respectful of authority, and outspoken 
against injustice.

***** DIEGO RENAULT *****
Young member of the Ishtarian Domestic Security Force.  A little 
headstrong, he tends to say what is on his mind.

***** ELENI DUNBAR *****
Raised by Magnus since being found as an orphan 15 years ago, with no 
clues to her origins.  A powerful magic user at a young age, she is 
stubborn when she decides on a course of action.  

***** HUXLEY HOBBES *****
Eleni's tutor and a humble old healer.  Tries in vain to keep Eleni out 
of trouble.  A bit of a doddering old man, his skill in healing makes 
him a valuable member of the team.   

***** KIRA WULFSTAN *****
A fierce fighter, she appears out of nowhere to aid our heroes.  She is 
sometimes too brash in a battle and may endanger herself unnecessarily.  
Her motivations seem pure, but what secrets lie in her past?

***** GROG DRINKWATER *****
Once an able sailor, since the loss of his younger brother he spends 
his days drowning his sorrows in wine.  Despite his gruff exterior, he 
is a good man and an able warrior.  He needs only to deal with his 
loss.

***** DOLAN *****
A captain in Magnus' soldiery, he cares greatly for those under his 
command.  Sensible, he is resigned to doing what he needs to without 
complaint.    

***** AMON *****
A bit pessimistic, but will follow Sara anywhere.  A clever lad, he 
often sees the use of devices before others do.

***** SARA *****
Though not physically powerful figure, she is a spirited and courageous 
fighter.  Does she think of Amon as more than a friend?  

***** ZOHAR ABU SA'ID *****
A mysterious man with a mysterious past.  He is somewhat known to Sara.  A 
powerful magic-user and keeper of arcane knowledge.  A believer in the power of 
good, his appearance belies his true age.
  
***** DARIUS *****
The man with no last name, he hails from the same town as Huxley, and really 
knows how to get his goat.  An avid inventor, his creations have created some 
havoc in the past.  We meet him as a political prisoner during an oppressive 
regime, which means he must be a good guy.  

Non-player characters:

*Clive Beckett*
Commander of the Ishtarian Security Force.  Realistic about the state 
of corruption in the government, but honorable and idealistic in his 
beliefs about freedom and the ability of the people to govern 
themselves.

*Roland Claymore*
A Count, he is a member of the overthrown royal class.  A peaceful man, 
he becomes a scapegoat for the assassination of a Council member.

*Dolf Crowley*
A representative of the Young Revolutionary party in the Shumerian 
capital.  Selected as a mediator after the clash between the Ishtarian 
Security Force and the Crimson Guard.  His motives are suspicious.

*Renaldo Castille*
Head of the domestic Ishtarian Security Forces, and contender for 
leadership of the Council, running against Hel Spites.

*Magnus Dunbar*
National hero and second in command of the Shumerian ministry of 
defense, after Hel Spites.  Sent to investigate rumours of the 
existence of a powerful item on Gillbaris Island, in the Gadar Sea, 3 
months ago.  He has not been heard from since.  Known for his sense of 
justice.  Eleni's adoptive father.

*Kane Spites*
Leader of the Crimson Guard, an elite anti-terrorist military force.  
Blindly supports his father, Hel Spites, founder of the Crimson Guard.  
Sure of himself and his power, he is ruthless and antagonistic.  Will 
bear a grudge to the end of his days.  

*Hel Spites*
Powerful and influential member of the Council and head of the 
Department of Defense.

*Xeno Calimani*
Mysterious mage and former pupil of Zohar.  His desire for power led him down 
the path of evil, and he has grown strong from it.  He is a master of time/space 
magic and summoner of evil creatures.

*Orosius*
Head of Frontier Village in the Torog Mountains, he only wants to protect his 
village, its secrets, and his granddaughter Leena.

*Leena*
Orosius' granddaughter, she has an uncanny mastery of the mystical arts at an 
incredibly young age.  She quickly befriends Eleni and aids the heroes in 
whatever way she can.

*Zoot Gach*
Fat thief.  Has corrupt connections within the government.

*Toroah the Messiah*
Ancient holy figure, founder of the lands of Sostegaria and the royal 
Ashah Dynasty.

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+++++++++++++++++++++++++
6. STRATEGY TIPS
+++++++++++++++++++++++++

    -> Often, the best offense is a good defense.  Rather than pressing forward 
to engage the enemy, setting up a good formation and letting the enemy come to 
you usually yields greater success and minimizes your losses.
    -> Really observe the class strengths and weaknesses, both in offense and 
defense.  Armors are weak to magic, airmen are weak to archers, archers and 
mages are weak to knights and armors, knights are weak to airmen.
    -> Get to know how much damage a character will likely take from a hit, 
through experience in recent battles.  
    -> You don't always want to directly attack just because you can.  Several 
factors influence this: Whether it's likely that you'll kill the enemy, because 
if you don't you'll receive counterattack damage, plus they can attack you again 
on their turn; whether you can heal them if counterattacked; whether killing an 
opponent will open up a space for another to come and attack you.  Often it's 
better just to wait for them to attack you and let your counterattack damage 
them.  
    -> You want to avoid is a situation where multiple enemies can attack you 
and get killed by your counterattack, so another enemy can move into the same 
space and attack you again.  Enemies can make great barriers against other 
enemies reaching you.  If a group of enemies can all reach you, ideally they can 
withstand your counterattack, so more than one doesn't reach you in one turn.   
    -> Upgrade everyone's weapons and armor whenever you get the opportunity.  
This is a better use of your money than buying the expensive items, which you 
can get by finding them in chests and buried treasure.
    -> Use attack items soon after finding them, because they will not do much 
damage several battles later, as the enemies' levels increase.  Give them to 
non-magic characters to use, such as armors, as they will gain great experience 
from them.
    -> Maximize the experience you receive.  Have magic users use support and 
healing spells whenever possible, even if it's not strictly necessary.  If you 
can kill an enemy with one blow, but can weaken him further without killing him 
by using another attack, such as weak magic or an arrow, do so, then kill him, 
so more than one character gets experience.  Also, watch which characters are 
slower in crossing the level 10 and 20 plateaus.  If most of your characters are 
level 10, but a couple are level 9, give them priority in taking actions for 
experience, so they can upgrade after the battle.
    -> The experience you gain will be greater if you take an action on a 
character with a higher level than you, and low if he has a lower level than 
you.  This is the game's way of stabilizing character growth.          
    -> The enemies will gang up on a single character to kill them if they can.  
This is more reason to keep your party together and held back.  Calculate the 
number of enemies that can attack any character at risk by looking at their 
movement range, their type and your character's strength and weakness against 
them, and the damage likely to be given with each hit, before you leave anyone 
exposed.
     
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+++++++++++++++++++++++++
7. WALKTHROUGH
+++++++++++++++++++++++++

An FMV narration tells the history of Sostegaria, where the adventure takes 
place. The descendants of Toroah the Messiah, the Ashah Dynasty, fall into 
corruption over time.  A civil rebellion, led by Arris the sage, overthrew the 
oppressive royal regime, and established an interim Council to govern the land, 
creating the peoples' republic of Ishtaria.  It was hoped that Arris would lead 
them, but he vanished one day and was never seen again.  As a result, a stable 
democratic government was never established.  15 years later, war again 
threatens the land, and your adventure begins...

================================================================================
CHAPTER I: A PREMONITION OF WAR
================================================================================

*************** Chapter I, Scenario One: Valley of Thieves ***************
Battle Conditions: Victory: Defeat of Zoot Gach.    
                   Defeat: Death of Ash.

Treasure *Chests: None.
         *Buried: Light Sword (SE corner, fuzzy spot in dirt), Mad Book (NE
                  corner, brown circle in grass). 
         *End of battle: 700G (200G for Zoot, 100G X 5 other enemies).

Enemies: Zoot Thief Lord, Brigand Lv.1 (3), Hunter Lv.1 (2).

First, defeat the brigand behind you, to the south.  If you want both buried 
treasure, send Ash behind the hill to the SE corner, and send Clint and Diego to 
the west side and circle north.  Hopefully, Zoot will follow Ash for a turn or 
two.  Don't attack Zoot, but if he attacks you, hope that he doesn't get killed 
by counter attacks, because it's scenario over then.  If he is sufficiently 
injured (more than half his max HP), he will retreat and cast Self Healing.  
Once you have both treasures, kill any remaining henchmen, then Zoot last.  Have 
the characters use herbs, which they each have one of, as needed, except for 
Ash, who can use his faerie light spell on himself.

Move to the capital and visit Security HQ.  Look around town, ending with the 
tavern.  When you try to leave the tavern, a man comes in with some important 
information: a riot has just broken out in the Dover district!  Get out there to 
see what's happening...      

*************** Chapter I, Scenario Two: Dover District ***************
Battle Conditions: Victory: Party's arrival at the church doors.  
                   Defeat: Death of Ash.

Treasure: *Chests: Herb (SE corner), Herb (NW corner). 
          *Buried: Light bow (NW of first chest, green ring in dirt), Mushroom
                   (Behind E house, cracked pavement).
          *End of battle: 660G (110G X 6 enemies).

Enemies: War Ghost (4), Hunter Imp (2). 

Use Diego to shoot the war ghosts from afar.  He can kill them with one hit.  
Once the war ghosts are gone, get the buried treasures and the first chest 
before lowering the drawbridge.  Once you do, the Hunter Imps will advance, so 
keep your men ready on either side of the archway.  Clint and Ash can kill them 
with one blow.  Once they're gone, get the other chest, and move everyone in 
front of the church doors.

After a confrontation with the Crimson Guard that sparks political conflicts, 
Ash and his team are sent away on a secret mission to investigate General 
Magnus's disappearance...

*************** Chapter I, Scenario Three: Palace Ruins ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: Elixir (SW), Herb (NE). 
          *Buried: Fire Gem (S edge by SE corner, brown circle in grass).
          *End of Battle: 810G (90G X 9 enemies). 

Enemies: Clay Golem (9).

Defeat the closest golems, then send one person clockwise around the lake to get 
at least one golem to chase him, while the other two go counter-clockwise to the 
near chest and buried treasure.  Keep pulling the first one around, without 
attacking or letting it attack you, while the others clear the rest of the 
golems.  If you have to, use the Mad Book to paralyze a golem so you can get the 
last of the treasure.  To get the second chest, push the crate one block E, then 
N, and climb onto it from behind to attack the chest.   

Some surprise allies join the group, whether you want them to or not, and the 
party continues on toward Gillbaris Island...

*************** Chapter I, Scenario Four: Rhine Bridge ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: None.
          *End of Battle: 1560G (130G X 12 enemies).

Enemies: Brigand Lv.5 (6), Hunter Lv.5 (2), Hell Bat (4).

One row of the bridge will blow up at the start of each Player turn.  Anyone 
standing there at the time will hate you for leaving them there.  Check the 
bats' move distance and position yourself just out of range, except for Diego, 
so he can counterattack one.  In the second round, have Diego kill the second 
bat, get Huxley to finish off the first if it didn't quite die.  Use Eleni's 
Dark Star on a brigand from afar, and have a knight finish him off.  Position 
the other knight beside the first.  Once Kira appears, have her attack the 
enemies on the bridge from the side until the first wave is taken care of, then 
have her push the rock and attack the remaining bats.  The rest of the party can 
take care of the last brigands. 

After camping for the night, the party continue their journey to reach Gillbaris 
Island.  In the port city Minalto, they search for a ship to take us there.  It 
seems pirates are terrorizing the region, and the only man who might sail them 
where they need to go wants something from them first...

*************** Chapter I, Scenario Five: Sand Dunes of Sea ***************
Battle Conditions: Victory: Destruction of Death Ant
                   Defeat: Death of Ash

Treasure: *Chests: None.
          *Buried: None.
          *End of Battle: 900G (900G for Death Ant, 0G for Ant Arms). 

Enemies: Death Ant, Ant Arm (inf.)

Ant arms give you no experience and no gold, and new ones will appear in the 
corners of the field each round.  However, you should still kill them as they 
get close, because they paralyze you.  One hit from anyone, if it connects, will 
kill an arm.  Go mostly for the head, but watch out, because it can pack a 
wallop.  The best strategy is to hit it with distance attacks and magic so it 
can't counterattack.  

Grog now agrees to help your party out.  Before you set sail, return to the 
tavern and talk to the patrons once more.  Someone might be grateful for 
something you've done...

*************** Chapter I, Scenario Six: Gadar Sea ***************
Battle Conditions: Victory: Defeat of Hassan.
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: None. 
          *End of Battle: 2380G (340G for Hassan, 170G X 12 other enemies).

Enemies: Hassan Madcaptain, Corsair (4), Buccaneer (8).

Arrange your party in two groups by either gangplank, but don't leave anyone in 
line with the plank, or they'll get shot at by the corsairs.  Once the enemies 
fill the gangplanks, on one side try having Eleni spellbind the front one, then 
put a knight in front of him, so no one can get through.  Have Huxley heal or 
use mystic shield on the knights in harm's way.  Continue to kill the bad guys 
along the gangplank, and leave Hassan for last. 

Once Grog deals with the pirate menace in his own way, he feels free to join 
your quest.  You journey onward to the mysterious Gillbaris Island...

================================================================================
CHAPTER II: ISLAND OF MADNESS
================================================================================

*************** Chapter II, Scenario One: Yuzu Village Possessed ***************
Battle Conditions: Victory: Destroy all the EvilStatues.
                   Defeat: Death of Ash.

Treasure: *Chests: Mage Oil (E), Herb (center of field).
          *Buried: Mushroom (N edge, brown circle in grass), Moon Pie (2 spaces
                   E of first chest at start, crater in dirt).
          *End of Battle: 1330G (190G X 7 Evil Statues).

Enemies: Evil Statue Lv.5 (7).

You want to destroy all the statues without hurting any of the villagers.  
First, have Kira move a bit north and shoot the first statue there, and have 
Diego move south and destroy another.  Everyone else should start circling the 
village counter-clockwise.  Huxley will be in front at first.  In round two, 
push the first crate ahead 2 squares to block the villagers' access to the area 
you're in.  This will force them towards Kira's position, as this is the only 
way for them to get to your party now.  Move Kira and everyone else to the area 
behind the crate you just pushed, with Ash standing on the crate, and wait a 
couple of turns until all the villagers are near the hill they have to climb to 
get through the fence where they can get to you.  On turn 5, push the crate 
ahead 1 more space, then have Ash push it E again 1 more space, then N.  Now 
another character can push it the last space N to block the next hole in the 
fence and continue forcing the villagers to follow your path.  Leave the statue 
over the fence alone for now.  Move the party east along the south edge to the 
back of the field.  Always have the members in front go as far forward, leaving 
the chests and statues for those that come up behind.  For the 2 stacked crates, 
push the first to the side, then push the second one down the ledge and forward, 
but wait until the last villagers are far enough up the hill at the other end 
that they can't turn around and get you within a couple of turns.  Move your 
party through the space around turn 11, keeping at bare minimum 6-7 spaces 
between you and the closest villager at the end of each turn.  Before destroying 
the last statue, get the other chest and the buried treasure on the small raised 
terrain. 

The party speaks with the Mayor of Yuzu to try and understand what happened 
there, but the truth seems too incredible to believe.  Do some shopping, visit 
the Dojo to upgrade who you can, spend some time chatting it up in the pub, and 
have the party set out to discover the island's secrets for themselves...

*************** Chapter II, Scenario Two: Ygdra Canyon ***************
Battle Conditions: Victory: Destruction of all enemies
                   Defeat: Death of Ash or Dolan

Treasure: *Chests: Elixir (NE corner), Mood Ring (SE corner) 
          *Buried: Mad Book (SW corner, crater in dirt), Macroman (NW corner,
                   brown circle in grass
          *End of Battle: 3150G (210G X 15 enemies). 

Enemies: Guard Dog Lv.6 (5), Mad Soldier Lv.8 (10).

Dolan, Sara, and Amon, being chased by monsters, join your party, but need to be 
saved.  Guard dogs can poison you, so have some elixirs or a cure spell handy.  
Move your main party forward as much as possible, but get the buried treasure in 
your corner first.  The dogs will likely be killed by counterattacks alone.  
have the small party retreat, and use the boulder as a shield to help defend 
them all until the other guys can come and help.  To get the chest in the SE 
corner, push the crate one square E and climb on top of it.  To get the last 
buried treasure, lure the remaining mad soldiers to the bridge.  Have Eleni 
spellbind one, and use an airman or monk to sneak past them to the back corner 
and collect the Macroman before the last enemy is killed.

Dolan explains some of the island's secrets, including the possibility of 
finding Toroah's Ark, an ancient relic which could prove the legitimacy of the 
Ashah Dynasty's reigh.  However, there is still much he doesn't understand, such 
as how his fellow soldiers turned into monsters, and what Magnus was really 
searching for...

*************** Chapter II, Scenario Three: Loris Beach ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: Banana (SE corner, center of "+" shaped swamp).
          *End of Battle: 3600G (240G X 15 enemies).

Enemies: Blood Ghost Lv.9 (3), Mad Soldier Lv.9 (6), Shooter Imp Lv.9 (3), 
         Dark Golem Lv.9 (3).

For the first time, you really get to make use of the different strengths and 
weaknesses of each class.  Use your archer(s) to get the ghosts, and keep your 
airmen out of range of archers.  Magic will work well on the golems.  If you end 
your turn in swamp, you will be automatically poisoned.  The same applies to 
enemies.  To start, bring Kira and Clint back toward the main party, going 
around the golems, so they'll be protected again.  From there, destroy the 
foursome of golems and soldiers with around 4 party members (use piercing ray on 
the group), and send the bulk of the party south to deal with the menace there.  
Leave one shooter imp alive until you have the banana.

Around the campfire, the party discusses the meaning of Toroah's Ark, while two 
people struggle to turn their painful pasts into a meaningful future.  Return 
the fruit to the fruit in the pub at Yuna, then advance to the castle ruins, 
where you hope to uncover more of the mystery of Gillbaris Island and Magnus' 
disappearance...

*************** Chapter II, Scenario Four: Castle Ruins ***************
Battle Conditions: Victory: Move entire party in front of castle doors.
                   Defeat: Death of Ash.

Treasure: *Chests: Mood Ring (N on wall), Mage Oil (S on wall).
          *Buried: Iron Boot (W arm of fortress wall, maze-like tile pattern).
          *End of Battle: 4590G (270G X 17 enemies).

Enemies: Shooter Imp Lv.9 (4), Mad Soldier Lv.11 (6), Evil Statue Lv.11 (2),  
         Blood Ghost Lv.11 (3), Dark Golem Lv.11 (2).

Avoid the archers as much as possible by sticking your party members immediately 
west of the protrusions of the fortress wall, though this will not always offer 
100% protection, since the shooters can move to where you're not protected by 
the wall.  You can also hide someone behind the tree on the north side.  Use 
mystic shield where you're unavoidably vulnerable.  You might want to move your 
airmen out over the water to get out of range of archers.  Don't rush, let the 
enemies come to you while you're in a protected position.  Try to take out a 
couple archers using your own archers, and have Eleni use piercing ray on them 
from beside the wall close to them.  Once 2 archers and the mad soldiers are 
out, it's pretty easy pickings.  Use the two examine-able lifts to get 
characters up to the top alternately from both sides.  On top of the wall, push 
out the boulders and use archers to shoot enemies as they approach.  Use the 
healing circles as you wish; they will also restore MP.  You have to get 
everyone who's still alive to the flat part in front of the castle doors to 
finish.  

You now have the choice to go on, or to go back to Yuzu to rest up again before 
learning Magnus' fate...

*************** Chapter II, Scenario Five: Inside Castle Ruins ***************
Battle Conditions: Victory: Death of Magnus.
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: None.
          *End of Battle: 4200G (600G for Magnus, 300G X 12 other enemies). 

Enemies: Mad Soldier Lv.12 (4), Blood Ghost Lv.12 (3), Shooter Imp Lv.11 (3), 
         Dark Golem Lv.12 (2), Magnus Darklord.

Keep your party together at first, moving the front line ahead no more than 3 
spaces, and not moving anyone out to the side further than at start, to keep out 
of range of the side archers at first.  This will draw out the first mad 
soldiers.  Kill them, then send archers with one or two support people out to 
either side, to draw out the shooters and ghosts.  Leave your vulnerable magic 
users in the back of the main party.  If you progress carefully, you won't lose 
any party members.  The middle shooter imp will probably be the last to go, 
other than Magnus, because he hangs back so much.  If you can get Eleni up the 
side, try to spellbind him to stop him from causing trouble.  Once you're down 
to Magnus, keep your party spread out so his Rainbow Storm can't hit too many at 
once.  Keep your HP up in case he tries a direct attack.  Because he can self-
heal, you have to do lots of damage in a single turn, so use archers, 
spellcasters, then physical attacks to defeat him.  

Magnus tries to reveal the plotter behind recent events, including his bizarre 
transformation, when his words are cut short.  But the mastermind is revealed 
anyway, using a thin veil of officialdom to justify his actions.  Magnus is 
named a traitor, and his "followers", Eleni and Huxley, are taken away, while 
Ash's sense of duty allows him to do nothing to stop this travesty of justice, 
to the dismay of his friends.  However, we soon learn that Ash has plans of his 
own to set things right, and he's not the only one...

*************** Chapter II, Scenario Six: Prison Assault ***************
Battle Conditions: Victory: Defeat all enemies by the end of 6 turns.
                   Defeat: Enemies remaining after 6 turns, or death of Ash.

Treasure: *Chests: None.
          *Buried: Mage Gem (SE extreme corner, brown circle in grass), 
                   Gold Coin (NE corner, crater in dirt).
          *End of Battle: 3960G (330G X 12 enemies).  

Enemies: Guard Dog Lv.1 (12).

The good news is that the dogs are so weak you can kill them with one hit from 
anyone.  The annoying news is that they run away like cowardly, well, dogs.  
Spread out and chase them into the far corners, and pick them off one by one.  
Be sure to get the treasures before you kill the last one, if possible without 
running out of time.  

In the dungeon, Magnus reveals the draw of the magic stone, and why he needed to 
seek it out.  The rescuers show up, but on the way out, their enemies corner 
them.  All of the plotters and pawns are revealed, and the bad guys try to use 
the magic stone to destroy you all.  But Magnus holds some cards to the very 
end, and counters the power of the stone, but the clash of forces has 
consequences no one could foresee...

================================================================================
CHAPTER III: ESCAPE TO TOMORROW
================================================================================

The plotters use the turn of events to consolidate their power, destroy the 
governing council of Ishtaria and establish a tyrannical reign over the land.  
Meanwhile, some of our heroes find themselves in a strange land...

*************** Chapter III, Scenario One: Plain of Sorrow ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: None.
          *End of Battle: 1850G (370G X 5 enemies). 

Enemies: Sparkie Lv.8 (5).

Check the sparkie's movement range each turn, and don't leave yourself 
vulnerable to their next attack.  Have Ash destroy the closest, and keep the 
others near the center to draw the other sparkies in.  They're pretty weak, so 
even a healer can kill them with a good blow. 

A mysterious man, Zohar, approaches the party and says things that leave them 
even more confused about where they are.  He also directs them to a town nearby, 
a town that seems made of a patchwork of time.  Go to the tavern to find out 
more.  After that, Zohar reappears upon hearing of the party's mission.  After 
some debate over the logic of Ash's chosen course of action, he joins you and 
suggests a way to return to the time and place you need...

************* Chapter III, Scenario Two: Plain of Sorrow Revisited *************
Battle Conditions: Victory: At least 1 tower remaining after 5 complete turns.
                   Defeat: Destruction of all towers, or death of Ash.

Treasure: *Chests: None.
          *Buried: None.
          *End of Battle: Variable; 410G for every kill.  Probably 9840G total.  

Enemies: Sparkie Lv.8 (6), Sparkie Lv.10 (infinite).

If a sparkie hits a mage tower, it will destroy it.  Using mystic shield on a 
tower doesn't help, unfortunately.  Any time you kill a sparkie, it will be 
replaced by a level 10 sparkie.  Zohar can spellbind the sparkies with frequent 
success, but it only lasts 2 turns.  If a sparkie can't reach a tower, but can 
reach you, it will attack you, and hopefully you can kill it with a 
counterattack.  So...  The simplest strategy is to surround one tower 
with your 4 characters and let the sparkies come to you.  However, if you want 
perfect, it's a little trickier.  Before the battle, make sure everyone's got 
the  best weaponry and highest levels possible.  Advance Zohar into a sorceror 
at the dojo, so he has access to Phase Shift.  Start by killing the sparkies 
that can reach a tower in one turn.  Zohar is the only one who can reach one of 
them, so send him there.  Assign other characters to a tower/corner that they 
will try and protect.  The tricky part is getting rid of the first wave of 
sparkies while the second is right behind it.  Use Phase Shift on one side, it 
will kill level 8 and 10 sparkies instantly, as will a hit from any character.  
When more than one sparkie is in range of the same tower, you may need to send 
two characters to that corner to strike down both of them, then send one back to 
his own tower.  Ultimately, you want to be positioned so that the new sparkies 
that appear each round in the corners can reach you in the same turn they 
appear, attack, and be killed by your counterattack.  This lets you clear out 
all 4 each turn and just wait for the next four.  If you can get through the 
first 3 rounds, you're pretty much home free.   

You succeed in activating the warp, though it is not 100% certain how close it 
will take you to where you want to go.  You return to find some of your other 
friends trapped by bandits.  What has been happening while you were gone?

*************** Chapter III, Scenario Three: Terasu Village ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: Elixir (SW by boulder), Megaherb  (NE corner). 
          *Buried: Unicorn (W by Zohar at start, crater in dirt), Gold Coin (N
                   by Zoot at start, brown circle in grass).
          *End of Battle: 6750G (900G for Zoot, 450G X 13 other enemies).

Enemies: Centurion Lv.12 (5), Grenadier Lv.11 (3), Blood Bat Lv.12 (3), 
         Warlock Lv.14, Deacon Lv.14, Zoot Thief Lord.

To get the NE chest, just push both boxes from the upper level to make a bridge.  
The other chest simply requires you to push the boulder to either side.  On 
Ash's side, move the party to behind the bridge posts so the grenadiers can't 
hit you, and wait for the enemies to cross over to you.  On the other side, have 
one character move S across the plank so he can kill the bat when it comes in 
range.  You can send another character N to get the chest, but that person will 
be vulnerable to a bat, and maybe a grenadier if you don't position them well.  
Don't push the boulder down the middle unless you've got several enemies in 
line; it helps defend your position.  If you have to, use a guardsman to block 
the top of the steps and take the hits from the grenadiers, use mystic shield to 
help him if you can, and heal him afterwards.  Try to put someone in front of 
Clive so he doesn't take all the hits, because he'll run out and take on whoever 
he can get, the foor.  For the rest of the fight, mostly let the enemies come to 
you, where you're in a protected position, rather than entering the open field 
where they can take potshots at you.  Send Ash's party out if all the enemies 
seem to be going for the others.  Take out the deacon and warlock as soon as you 
can, because they'll cause the most trouble with healing and distance attack 
spells, respectfully.  Be sure and get all the treasures before killing the last 
enemy.  This might not be easy, since Clive keeps running out to get them.  Try 
to leave Zoot for last, since he can't be killed in one blow, and he can heal 
himself.  Just make sure you can heal the damage he does to you.  Notice that 
Zoot cries out his last name when you kill him.     

Clive fills in Ash and the others about what's been happening.  A rebellion 
awaits only a leader to rise up.  Ash comes up with a plan to strike Hel's 
empire at its heart, in the hopes of inspiring the people...
(Advance Zohar at the Dojo before moving on)

*************** Chapter III, Scenario Four: Basil Gate ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: Megaherb (S on wall behind boulder), Mage Gem(NE corner).
          *Buried: Iron Boot (N on wall near boulder, crack in stone), Tarot(SE
                   corner, just NE of tree, grassy cross in dirt).
          *End of Battle: 5000G (500G X 10 enemies).

Enemies: Centurion Lv.14 (4), Grenadier Lv.14 (2), Blood Bat Lv.14 (2), 
         Warlock Lv.14, Deacon Lv.14.

Crowd everyone behind the boulder and the wall on the S side at first, and watch 
the enemies line up for a kick of the boulder.  Have one character with good 
movement, like a monk, go up the S structure, to hit the boulder to the side, 
hopefully to hit one enemy, then use the healing circle.  If you have an archer, 
keep him towards the N end of the center building, but not beside the N edge, or 
the enemies will be attracted to that side instead.  That way, he can attack the 
bat that tries to creep up that side.  In your second turn, kick the boulder and 
line everyone up along the third square back from the center structure wall, so 
that the grenadiers that come up either side can't get you in a crossfire.  If 
they do, between them and the warlock, somebody's toast.  A couple of characters 
can try to take care of the enemies that come up the N side of the center 
structure, and get the treasure on that side.    Keep eveybody's health as high 
as possible until you can get the warlock, because he can do mondo damage from 
pretty far away.  Leave the deacon for last so you can get the treasure.    

While Ash and the others continue to advance to the imperial prison, we see the 
enemies plotting.  It seems that they still need something to complete their 
plan for total domination of the lands.  And one of their number seems to be 
making plans of his own, duping an innocent in the process.  A mysterious figure 
is revealed to us for the first time, and is sent to keep an eye on Kira...

*************** Chapter III, Scenario Five: Reed Highway ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Any enemy escapes, or death of Ash.

Treasure: *Chests: None.
          *Buried: Magic Staff (E end, crater in dirt).
          *End of Battle: 5500G (1100G for Lando, 550G X 8 other enemies).

Enemies: Guard Dog Lv.18 (4), Crimson Archer Lv.15 (2), Centurion Lv.15 (2), 
         Lando.

Don't move anyone until your fifth turn.  Move Huxley to the button to lower the 
drawbridge, then push the crate in front of the skinny path at the last moment 
to block passage there, forcing enemies to turn back and go through the other 
way, to where you return Huxley and have him block the path by the tree while 
you bring help over.  Enemies won't attack you, they'll just try to leave.  Have 
a fast member of the main party head toward the buried treasure, while the 
others take care not to kill the last enemy until the treasure is obtained.  
This level should be a cakewalk as long as you don't move too early.    

The party reaches the prison.  Meanwhile, Clint meets Darius and comes upon 
Count Claymore, who reveals the emperor's desire to find the royal ring.  An 
unexpected figure comes to help our heroes escape, but can this person be 
trusted?  Clint finds the other prisoners and tries to make a break for it...

*************** Chapter III, Scenario Six: The Great Escape ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Clint.

Treasure: *Chests: Megaherb (in starting compartment), Spirit Staff (N wall),
                   Megaherb (E wall), Grimhelm (SE corner).
          *Buried: None.
          *End of Battle: 6000G (600G X 10 enemies). 

Enemies: Juggernaut Lv.13 (8), Mimic Lv.18 (2).

Check the nearest juggernaut's move range, and set yourself outside his reach.  
On your second turn, position yourself so any juggernauts won't be able to 
attack you with their back to a wall, or so that they block the path so you 
can't get around them on your turn.  You can take a couple of hits from them if 
you need to draw them into position.  Save your healing items for the next 
scenario as much as possible.  Once the first 3 juggernauts are gone, take your 
time to get the chests.  Out of the first pair of chests, the west-most one is a 
mimic.  Have Eleni set him free, then hit him with an archer or two, and have 
Clint finish him off, all in the same turn, so he can't attack you.  The button 
in the center of the battle field opens the SW gate.  Let the juggernaut come 
out to you, and get set up on either side of the block you started behind, so 
you can circle around and get him whichever way he goes when he comes out of the 
single-space corridor.  The button in the SW corner opens the N gate.  While one 
character activates it and all future buttons, keep the other three together to 
attack enemies and get chests.  Again, draw the juggernaut out, and have people 
beside the center block to get him whichever way he pursues you.  Out of the 
next pair of chests, the W one is a mimic again.  Use the same strategy as 
before.  The S button will open both the NE and S gates.  Hopefully, two 
juggernauts will follow your button-pressing character.  Lead them around on a 
chase, while the rest of the party dispatches the third juggernaut and gets the 
chests.   Activate the last button and draw the last juggernauts up the middle 
hallway to the SE corner, draw them into the open and kill them.    

*************** Chapter III, Scenario Seven: Prison Break! *************** 
Battle Conditions: Victory: Defeat of Dumas Jailmaster.
                   Defeat: Death of Clint.

Treasure: *Chests: None.
          *Buried: Gold Coin (S, outside wall, conch shell in dirt), Mana Key
                  (W, outside wall, crater in dirt).
          *End of Battle: 11880G (1320G for Dumas, 660G each other enemy), 
                          Zen Robe. 

Enemies: Juggernaut Lv.14 (2), Centurion Lv.13 (2), Centurion Lv.14 (2), 
         Deacon Lv.15 (2), Warlock Lv.15 (2), Blood Bat Lv.16 (3), 
         Grenadier Lv. 12 (3), Dumas Jailmaster.

Place your non-Clint characters along the E wall, in the 3 spaces S of the 
alcove behind you.  Clint should go in front of the N-most person (i.e. right 
beside the alcove, one space out from the wall.  One person will get hit by a 
grenadier and a warlock, but should survive.  Heal them with an item as soon as 
possible.  At the start of the second turn, Ash and friends will arrive.  After 
kicking the boulder, have an archer kill the grenadier if he's in range.  Line 
up Clint's party by the part of the S wall that sticks out one square, then have 
a healer (you didn't make Sara and Huxley both monks, did you?) use Ultra 
Healing to make them feel better if necessary.  This brings both parties close 
together so the upper one can support those below.  Keep the lower party in a 
defensive position while the upper party turns the corner on the wall and takes 
out the set of warlock and deacon, and whoever else is there at the time.  Once 
the lower party is safe, hit the button in the SE corner and send the party W to 
get the buried treasure.  They will need to kill a grenadier, warlock and deacon 
along the way, in all likelihood.  Make sure they have healing items.  To 
maximize your return, kill all the other enemies and get the buried treasure 
before killing Dumas.  If you're going for Toroah's trials, be sure to get the 
Mana Key if nothing else.  Dumas can kill a strong character in 2 hits, so be 
prepared.  

Freedom at last!  Friends rejoice and old acquaintances have a surprise meeting.  
But celebrating their hard-won freedom is not to last, because as Ash announces, 
the real war is just beginning.

================================================================================
CHAPTER IV: THE SUCCESSOR
================================================================================ 

The fall of the supposedly impregnable prison sparks widespread rebellion 
against Hel's evil regime.  Meanwhile, all of the party has time to catch up, 
and Eleni learns of her father's ultimate fate.  Clive gives an update on the 
resistance's victories and the new directions that the empire is taking to 
secure its power.  He sends the party to Kerachi to meet an informant, but Diego 
is hesitant, and Ash fears that his past may have cursed all of his friends.

Before you leave town, advance Darius at the dojo, and upgrade all the equipment 
you can afford at the shop.

*************** Chapter IV, Scenario One: Ambush at Khanos City ***************
Battle Conditions: Victory: All living party members arrive at exit (S end). 
                   Defeat: Death of Ash.

Treasure: *Chests: Holy H2O (E on island), Aura Gem (SE by house).
          *Buried: Gold Axe (NE by lamppost, 3 dots in pavement).
          *End of Battle: 15840G (1440G X 4 bosses, 720G X 14 other enemies).

Enemies: Kurtz War Master, Kane Assassin, Dallas Greatarmor, Sabina Valkyrie,
         Crimson Knight Lv.17 (10), Crimson Hawk Lv.18 (2), 
         Crimson Armor Lv.18 (2).

Have someone push the crate one block E so Kurtz and his gang have to go around 
the other way, then end your turn.  Next, slam Dallas and his armors with all 
the magic you can.  You might have to throw in a physical attack to kill Dallas.  
Once they're gone, set your remaining guys up to take on Kurtz's group, leaving 
some to deal with the hawks as they come.  Take on Kurtz and company with magic 
to weaken them, then move in for the kill.  Kick the crate over the N edge so 
you can cross it to get behind the house.  Make sure whoever's on the side of 
the crate acts defensively or has enough support to survive when knights start 
arriving.  Once Kane and Sabina's groups are crossing the bridges to the area 
you started in, split your group to withstand attacks from both sides, keeping 
close to the NW lamppost.  Keep any archers out of range of crimson knights, as 
they can kill them in one blow.  Always let the enemies come to you, and with a 
bit of care and luck, you can kill them all without suffering any losses.  Once 
they're all dead, get the treasures and bring your party to the exit.   

Kira's assistance to Clint in the prison is discovered, and she is taken 
prisoner herself.  Dolf then reveals the extent of his evil plan, and plots to 
be rid of Ash and his friends once and for all...

*************** Chapter IV, Scenario Two: Great Masai Forest ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: None. 
          *Buried: Aura Gem (mid-S, 5 squares from edge, shell in dirt),
                   Kingfoil (NE corner, crack in soil). 
          *End of Battle: 17160G (780G X 22 enemies).

Enemies: Bugaboo (12), Wight (10).

These enemies are too weak to do much damage, but they have good range of 
movement, and the bugaboos have a long attack range, since they take the high 
ground from the start.  Send most of the party around clockwise, keeping some to 
get the enemies that come down behind you.  Use the trees for defense where you 
can, and don't let any airmen of yours get caught in crossfires.  They can take 
out a wight with one hit, so position them well.  Keep your characters healed 
and don't be rash in advancing too quickly, and you'll do fine.  Get the 
treasures before killing the last bugaboo.  

Zohar explains the mysterious connection between himself and Xeno, and the party 
continues on to the trade city Kerachi, a place Diego has not been keen to go 
to, to meet someone who may help them find the Royal Ring.  However, this person 
has been known to make shady deals in the past...

*************** Chapter IV, Scenario Three: Old Town Warehouse ***************
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: None.
          *End of Battle: 13760G (860G X 16 enemies).

Enemies: Eggworm Lv.13 (4), Skeleton Lv.16 (8), Gold Golem Lv.16 (4).  

Keep your party together to avoid any isolated members getting ganged up on.  
Head towards either the NE or SE corner first, using magic as much as possible 
to take out the group of skeletons and golem.  Keep out of range of the other 
groups as much as you can, leaving strong physical characters to take the brunt 
of the attack where you have to.  You have no choice but to take hits from 
Eggworms, so just don't let them get you in a crossfire.  Use Perfect Guard if 
you leave an airman in range of more than one worm.  Once two groups of 
skeletons/golems are gone, you can start to go after the eggworms, still leaving 
a strong defense to handle the other two groups of enemies.  This level is a 
little more challenging than the last, but easy enough if you're careful.  

The deception is uncovered, but blood proves more valuable than money in the 
end.  For real this time, the Royal Ring is found, and it is on its way back to 
Shumeria.  Ash and friends must hurry to recover it...

*************** Chapter IV, Scenario Four: Magic Train Ride ***************    
Battle Conditions: Victory: Defeat Dallas Greatarmor.
                   Defeat: Death of Ash.
 
Treasure: *Chests: None.
          *Buried: Ramen (E car, grate in ground).
          *End of Battle: 16920G (1880G for Dallas, 940G X 16 other enemies).

Enemies: Crimson Knight Lv.17 (8), Crimson Shooter (4), Crimson Armor Lv.17 (4),
         Dallas Greatarmor.

This one should be pretty simple.  Just keep moving forward so you don't lose 
anyone when the train cars drop off.  Cars will fall off after your 2nd, 5th, 
and 8th turns.  On your first turn, Clint could potentially be killed if he's in 
the front row and a knight can attack him from the side as well, as the archers 
on the next car will come forward and attack.  Use Perfect Guard or keep him 
back to avoid this.  After this, you shouldn't have any problems.  Leave Dallas 
alive until you get the treasure. 

The party recovers the ring, but Xeno presents them with a dilemna: give up the 
ring, or let a friend die...

(Return to Trade City Kerachi to talk to the collector in the tavern and advance 
whatever characters you can at the dojo before continuing). 

*************** Chapter IV, Scenario Five: Fort Dain *************** 
Battle Conditions: Victory: Destroy all Death Devices within 8 turns. 
                   Defeat: Death of Ash or Kira (which happens after 8 turns).

Treasure: *Chests: Leather Mask (NE corner), Life Orb (SW corner).
          *Buried: Mithril (SE corner, shell in dirt).
          *End of Battle: 16400G (100G X 8 Death Devices, 1040G X 15 enemies).

Enemies: Eggworm Lv.19 (2), Gold Golem Lv.20 (3), Skeleton Lv.20 (4), Death 
Angel Lv.19 (2), Acid Ghost Lv.20 (4), Death Device (8).  

Send the party clockwise around the field, towards the golems.  Leave yourself 
protected in the rear for the skeleton who will come after you.  After the 2nd 
turn, the SW party of ghosts and company will start to come after you.  Keep 
some party members, including an archer, around the corner to wait for them.  
The death angels pack some pretty powerful spells, with high ranges.  Keep your 
party healed, and don't get caught getting any character attacked by multiple 
enemies in one turn, because a spell will finish them off.  Remember to destroy 
the death devices as you pass by them.  You have to find the right balance of 
advancing as far as you can and not exposing yourself too much to get all the 
treasure and destroy the death devices before the 8 turns are up.  

Kira returns to the party and tries to make amends for her past.  Discussion of 
what to do now that the Royal Ring is taken leads to the Torog Mountains, in the 
far north of Ishtaria.  Zohar hopes that the ancient Biruni Empire once found 
there will provide some much needed answers, and much more needed hope.

================================================================================
CHAPTER V: THE LEGACY 
================================================================================

Back in Shumeria, Hel gloats over his now-complete possession of the Flames of 
Judgment.  But Dolf chooses this time to launch his coup and seize the reigns of 
power.  Meanwhile, our heroes dock their ship after sailing to the Torog 
Mountains, but an unexpected greeting party awaits them...

*************** Chapter V, Scenario One: Wart Bay *************** 
Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chests: Plate armor (NE corner).
          *Buried: None. 
          *End of Battle: 17140G (1140G X 15 enemies). 

Enemies: Gold Golem Lv.19 (4), Acid Ghost Lv.19 (2), Eggworm Lv.18 (4), Death 
Angel Lv.18 (2), Skeleton Lv.19 (2), Mimic .

To get the NE chest, push the crate N all the way to the edge, then E to one 
space back from the edge, then N all the way again, W all the way, then N up to 
the hill.  Split your party in two, start pushing the crate up the E side, and 
try to draw the enemies to you on the W side.  Take care not to get stuck in a 
crossfire, especially on the W side.  Armor class characters might be better on 
the E side, away from the death angels' magic.  Take out the enemies cautiously.  
With all the eggworms and death angels, they can gang up on a character very 
easily.  Once the enemies on the docks are gone, draw the W skeleton down 
without letting him attack you.  Keep him alive until you have the treasure from 
the chest.  You can spellbind him if you need to.  The NW chest is a mimic, so 
open it before you kill the last other enemy.    

Arriving at the town of Sorbo, Ash decides they should all get some sleep before 
entering the Torog Mountains.  Eleni, however, has a disturbing dream.  The next 
day, the party arrives at the Torog Mountains to find an old enemy waiting for 
them.  But he is called away by another surprise...

*************** Chapter V, Scenario Two: Torog Mountains ***************
Battle Conditions: Victory: Death of Kurtz.
                   Defeat: Death of Ash.

Treasure: *Chests: None.  
          *Buried: Helstone (NE between trees, bear tracks in snow), Mithril (W
                   edge of field, bear tracks in snow). 
          *End of Battle: 21420G (2520G for Kurtz, 1260G X 15 other enemies),
                          Panzer claws.

Enemies: Kurtz War Master, Crimson Armor Lv.26 (4), Crimson Hawk Lv. 23 (6),
         Crimson Shooter Lv.21 (2), Crimson Priest Lv.21 (2), 
         Crimson Warlock Lv.21.

The button in front of you blows up the bridge, so for heaven's sake don't 
examine it while you have characters on the bridge.  Send the party back E, and 
take out the armors and the priest there.  Now, split your party up to take on 
the hawks from either side.  Watch your knights, since they're vulnerable to 
airmen attacks.  The enemies with Kurtz won't move until you get closer to them 
or until everyone else is dead, so deal with all the other business before 
approaching them.  Now, you want to keep Kurtz alive while you kill his cronies 
and get the far buried treasure.  This is tricky, since he moves faster than the 
others and will approach you first.  However, he uses Dagger Storm as much as he 
can, and you don't counterattack that, so stay on the run from him, keep 
yourself healed, and he'll live long enough.  Meanwhile, once the crimson 
shooters are far enough forward, send an airman up the side to circle around 
back, get the treasure, and kill the priest.  Meanwhile, you can send another 
airman if you have one, and any monk-class characters up the small bridge to get 
the shooters and mage from behind.  Keep yourself healed and you'll be fine.

The party reflects on the meaning of Hel's death.  Kira reveals that it was 
likely Dolf, who she knew was planning a coup, and that this means that now the 
danger is even greater than before.  Discovering a forgotten village within the 
mountain range, Ash and friends are called upon to undertake a rescue operation 
when monsters suddenly attack.  But the child they have come to rescue harbors a 
mighty power of unknown origin...

*************** Chapter V, Scenario Three: Tsukue Plains ***************
Battle Conditions: Victory: Destruction of all enemies. 
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: None.
          *End of Battle: 22080G (1380G X 16 enemies).

Enemies: Gold Golem Lv.22 (6), Skeleton Lv.22 (2), Death Angel Lv.22 (2), 
         Acid Ghost Lv.22 (2), Eggworm Lv.22 (3), Mimic Lv.23.

To avoid getting attacked by multiple groups of enemies at once, move the party 
N along the W edge of the field, passing through the back of the small hill 
there.  The far groups of enemies will ignore you for now, and you can take on 
the first cluster with relative ease.  As soon as you can, have archers take out 
the death angel, as he'll cause the most damage from afar.  The eggworm should 
be your next target, if you can reach him for physical attacks and keep yourself 
supported against the remaining enemies' attacks.   When the group of golems 
start coming for you, magic can destroy them before they reach you for the most 
part.  While you're finishing them off, the remaining enemies will start coming 
for you.  

Ash confronts the village chief about the secrets he is hiding, and pleads with 
him to help them in their quest to save the world from destruction.  Orosius 
agrees to help, but the team must first pass a test...
(Visit the tavern for a tip from a new patron there before beginning the 
challenge put before you.)

*************** Chapter V, Scenario Four: Smoking Bones Cave ***************
Battle Conditions: Victory: Death of Salamander. 
                   Defeat: Death of Ash.

Treasure: *Chests: Dragon Spear (S, behind crates).
          *Buried: Logos Key (In NE lava lake, 
          *End of Battle: 24320G (3040G for Salamander, 1520G X 14 other
                          enemies), Wyrmfang.  

Enemies: Acid Ghost Lv.23 (3), Eggworm Lv.23 (3), Gold Golem Lv.23 (4), 
         Skeleton Lv.23 (4), Salamander.

On the S side, send an archer out to attack the eggworm and acid ghost as you 
can.  Send an airman with him to go get the chest when you feel it's safe to do 
so, i.e. when the eggworm is near death at least.  To the NW, put physical 
characters in front, and use magic from behind them.  One knight or armor can 
block the pair of skeletons in the middle.  To get the chest, push the single 
crate N twice, then stand on it and push the top two other crates E.  You can 
now stand on the last crate and open the chest.  Once you have the chest, fly an 
airman over to the other side to get the key from the lava lake.  Make sure 
they're strong enough to take a couple hits from the acid ghosts.  By now, 
support from the rest of your party should be coming up the path.  The key is in 
the lake, 3 spaces S and one E from the stalagmite on the N side.  Don't kill 
the salamander until you've cleared out the rest of his cronies, for maximum 
reward.      

Ash and company return to the frontier village after successfully completing 
their test, but the town is not as they left it...

************** Chapter V, Scenario Five: Frontier Village Assault **************
Battle Conditions: Victory: Death of Sabina.
                   Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: Mithril (S edge W of house, crack in pavement), Shivbook (SE
                   by house, crack in pavement).
          *End of Battle: 44820G (3320G X 2 bosses, 1660G X 23 enemies), 
                          Rune Bow.

Enemies: Crimson Armor Lv.29 (5), Crimson Armor Lv.26 (4), Crimson Priest Lv.29,
         Crimson Priest Lv.25 (2), Crimson Warlock Lv.25 (2), 
         Crimson Shooter Lv.25 (4),Sabina Valkyrie, Crimson Knight Lv.25 (3),
         Crimson Hawk Lv. 24 (2), Kane Assassin.

To start, use magic to destroy the cluster of armors in the NW corner.  Use the 
Wyrmfang you earned in the last battle to help if you can.  If you can't kill 
them all, set yourself up so no one can get hit more than once.  The more fun 
way to do it is to move everyone E through the riverbed, then once you're all 
clear and the armors have followed into the bed, hit the button to wash them all 
away.  You don't get experience for killing them this way, though.  You probably 
won't be able to fully kill the 3 rear armors, so stay back out of their range 
when you cast spells.  Use archers to kill the priest.  Meanwhile, since Ash 
won't be much good on the armors in this turn, send him into the riverbed, along 
with an airman or two.  Keep them next to the E wall, so the crimson archers 
can't shoot them.  In the second turn, have Ash kill the priest, who should be 
close now.  Use your archers to weaken the nearby enemy archers, and finish one 
off with an airman if he's weak enough.  Ash can kill the other one in the next 
turn.  Get the buried treasure by the house, and keep away from anywhere close 
to the button by the dam, while moving some of the party along the back toward 
the skinny bridge, but moving most through the river bed.  You can't push the 
boulder from the W side, so someone on the E side will have to help you there.  
Once the other enemies appear, set up defensively, as they use strong physical 
attacks.  Once you clear Kane's group, get your party all together and slowly 
advance E.  Try to get the enemy mages soon, because they can attack from a 
large distance, and keep armors back until you do.  If a mage is hiding behind 
the house on the N, there are some spots where an archer can hit him from over 
the house.  Sabina will keep herself alive by attacking from a distance and 
healing herself until you can get the buried treasure.      

Orosius realises his error in blindly refusing to use his power for good, and, 
though too late for himself, instructs Leena to help the party to reach the one 
power that can save them now, in Orome Lake...  The Vandal Heart!

*************** Chapter V, Scenario Six: Orome Lake ***************  
Battle Conditions: Victory: Arrival of Leena at temple entrance.
                   Defeat:  Death of Ash or Leena.

Treasure: *Chests: Wyrmfang (S on island), Gold Axe (N on island).
          *Buried: None.
          *End of Battle: 29120G (1820G X 16 enemies). 

Enemies: Guardian (10), Basilisk (6).

Leena won't move until the way to the next button is clear of enemies, so just 
don't let any get behind you and you don't have to worry about her.  Once she 
hits the second button, slam the guardians with magic and move in to finish them 
off, while the basilisks will require magic and archers to finish off.  Have 
someone get the chest ahead of Leena.  Spread out your party and this level 
should be easy.  At the end, just keep using turn over to move Leena along to 
the finish.

Coming before Vandal Heart, the party is interrupted by Xeno, who casts a 
terrible spell to foil their only chance at victory over the Flames of Judgment, 
and leaves laughing.  Yet somehow, Eleni knows that everything will be okay...

================================================================================
CHAPTER VI: A FOOL'S EPITAPH 
================================================================================
    
Armed with Vandal Heart, the team returns to join the main rebel movement, which 
is now in full force after enduring first Hel's and now Dolf's tyranny for too 
long.  They arrive at Fort Gareth to find a long-time foe waiting for them, full 
of rage...

*************** Chapter VI, Scenario One: Fort Gareth ***************
Battle Conditions: Victory: Death of Kane.
                   Defeat: Death of Ash. 

Treasure: *Chests: None.
          *Buried: Necklace (E end, manhole cover in pavement).
          *End of Battle: 48000G (4000G for Kane, 2000G X 22 other enemies),
                          Caliburn.

Enemies: Kane Assasin, Crimson Knight Lv.27 (6), Crimson Armor Lv.27 (6), 
         Crimson Shooter Lv.26 (4), Crimson Warlock Lv.26 (3), 
         Crimson Priest Lv.26 (3).

Use archers to take out the mage as your first priority.  Put your mage next to 
the wall and use a spell to weaken those above.  Put strong physical characters 
on either side in the way of the knights and armors.  Once these guys are gone, 
circle the turret and take on the next wave.  Take your time, you can handle 
this easily at this point.  When you get to the wall, push a boulder into it to 
break it down.  At the end of this turn, Kane will undergo a transformation.  
You want everyone fully healed at this time, and at the end of every turn 
thereafter, until Kane runs out of magic.  When approaching the E end, send an 
airman around back to get the buried treasure, while the rest of the gang takes 
on Kane.  

Continuing on to hook up with Clive's rebel forces, Ash faces an intense 
personal struggle, which may put the entire mission in jeopardy...

*************** Chapter VI, Scenario Two: Cobalt Beach ***************
Battle Condition: Victory: Destruction of all enemies.
                  Defeat: Death of Ash.

Treasure: *Chests: Ragnarok (NE corner), Life Orb (SW corner), 
                   Holy H2O (center of field). 
          *Buried: None.
          *End of Battle: 33000G (2200G X 15 enemies). 

Enemies: Blood Bat Lv.28 (4), Centurion Lv.28 (7), Grenadier Lv.28 (4).

Again, this should be pretty easy.  Have archers take out the bats, possibly 
shooting sideways from the middle in the first turn.  Move the party up and push 
the boulders to weaken the enemies, then move in and take them out.  Send an 
airman up the N side to get the chest, and get the other chests too before you 
kill the last grenadier.  

Ash's suffering continues as the voices of his past haunt him.  Vandal Heart 
takes advantage of his doubt to vie for his soul.  Clive comes along, and after 
Ash attacks him in his blind fury, reveals to him the truth about his father, 
long denounced as a traitor.  Back in town, Eleni confronts a calmer Ash and 
prompts him to do what he knows is right.  A soulful tune binds the pair closer 
together.  Onward the party travels to the Shumerian Capital to confront the 
imperial forces, but discovers that someone, or something, is already doing that 
job for them...

*************** Chapter VI, Scenario Three: Shumerian Capital ***************
Battle Condition: Victory: Death of Xeno.
                  Defeat: Death of Ash.

Treasure: *Chests: None.
          *Buried: Mojo Robe (Between lampposts at start, manhole cover), 
                   Gold Axe (SE by lamppost, manhole cover).
          *End of Battle: 43200G (4800G for Xeno, 2400G X 16 other enemies), 
                          Runewand. 

Enemies: Xeno, Mega Guard (2), Mega Cannon Lv.29 (2), Bahamut Lv.29 (4),
         Hellknight Lv.29 (4), Dark Mage Lv.29 (4).

Use archers to take out the closest bahamut and set your party up in the SW 
behind the house.  Let the enemies come to you.  Have your archers handy to take 
out mages as they get closer.  On the next turn, use wide-field magic and items 
to weaken all the enemies around, and step out a bit to finish them off where 
necessary and safe to do so.  Keep armors back out of range of the dark mages, 
because they hurt.  Stay back and let the enemies come to you while you're in a 
defensive position.  It'll be tough, but it is possible to do this level without 
losing anyone.  Take out mages as soon as you can or they'll gang up on you, use 
Perfect Guard if anyone's vulnerable to multiple attacks, and keep back by the 
lampposts all the time.  When Xeno and his guards start coming for you, send an 
airman around the other side to get the buried treasure. 

Ash decides whether or not the party is ready to tackle Dolf.  Revisit the town 
if you want to restock on items and equipment.  Otherwise, onward to the fateful 
battle...

*************** Chapter VI, Scenario Four: Final Showdown ***************
Battle Conditions: Victory: Death of Dolf. 
                   Defeat: Death of Ash.

Treasure: *Chests: None. 
          *Buried: None.
          *End of Battle: You won't need any more gold.  

Enemies: Dolf Doomlord, Mega Guard (3), Bahamut Lv.30 (3), Hellknight Lv.30 (3),
         Mega Cannon Lv.30 (3), Dark Mage Lv.30 (2). 

Send archers to the sides to get the bahamuts, and give them some physical 
backup to handle the guards, though the guards could go for anyone.  Set up the 
rest to wait for the knights coming down the stairs.  In the second round, use 
magic to harm the guards and anyone else around.  Get set up and wait for the 
enemy to come to you.  If you go up the stairs you're extremely vulnerable.  
Dolf won't move until everyone else is gone, so take your time.  Dolf packs 
quite a punch, so give him space.  Once you defeat him...

Enjoy the ending.  If you completed the Trials of Toroah (see below) you get an 
extra congratulatory screen at the end of the credits.

.........................
+++++++++++++++++++++++++    
8. TRIALS OF TOROAH
+++++++++++++++++++++++++

Each of the 6 Trials requires a key.  See below for instructions on how to get 
the keys.  Once you have a key, have Ash equip it as one of his items, go to a 
dojo, then try to leave the dojo.  Select "Transform" and away you go.

Each Trial includes a chest containing the Prism for that Trial.  Be sure to get 
the Prisms before killing all the enemies and ending the battle.  

You receive no experience for attacking enemies, and little gold at the end of 
the battles.  You can, however, get experience by healing your party members and 
by applying positive status effects to them. 

Enemies will always all be at the same level as Ash.  Generally, though, it 
doesn't make the Trials significantly easier or harder if you keep Ash's level 
low.  

Once you complete all the trials, including collecting all the Prisms, visit a 
dojo, and Ash can now be advance to Vandalier class! He can now use every spell 
in the game, including enemy and item spells.  He also gets a Reforged Vandal 
Heart, a Vandal Helm and Vandal Armor, and now looks like he's wearing a chicken 
suit.  

*************** Nova Trial ***************
ACCESS: Get the nova key from a woman in the tavern at Minalto after 
defeating the Death Ant (Ch. 1, Sc. 5).  She will be stoked to go 
tanning in the desert again that she'll give the the Nova Key outright.  

Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chest: Nova Prism.
          *Buried: None.
          *End of Battle: 140G (10G X 14 enemies).

Enemies: Sparkie (2), Hunter Imp (4), Clay Golem (2), Buccaneer (4), 
         War Ghost (2).

Split the party in two and go up either side of the hill.  Get the chest when 
you reach the top.  Your archers can attack their flyers by the 3rd turn.  Reach 
the top of the hill first, and you can pummel the enemies with spells and arrows 
with abandon.  Keep your characters next to the walls of the hill to keep them 
safe from enemy archers.    

*************** Earth/Ice Trial ***************
ACCESS: Get the banana from the poison bog at Loris Beach (Ch. 2, Sc. 
3), then go back to Yuna village and return it to its owner in the pub.  
He gives you the Earth Key in reward.  This guy must really like 
bananas.   

Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chest: Ice Prism.
          *Buried: None.
          *End of Battle: (10G X  enemies).

Enemies: Hunter (3), Hunter Imp (3), Shooter Imp (3), Corsair (3), 
         Grenadier (2), Crimson Archer (2). 

Because of all the archers, you may want to keep any airmen back.  Advance 
slowly and take out the enemies as they come, keeping characters who can take 
physical attacks in front to bear the brunt of the assault.  Keep healers within 
reach.  The enemies' strength will increase slightly the further you advance.      

*************** Mana Trial ***************
ACCESS: Get the Mana Key from outside the W wall of the prison in Ch. 3, Sc. 7, 
before you kill Dumas. 

Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chest: Mana Prism.
          *Buried: None.
          *End of Battle: 200G (10G X 20 enemies).

Enemies: Brigand, Mimic (19).  

Spellbind the brigand and leave him for last, so you don't end up having no 
enemies on screen, ending the scenario before you get the Prism.  All the chests 
are mimics except for the one in the SE corner, which holds the Mana Prism.  
Open the mimics with a direct attack, then use another direct attack or distance 
attacks to finish them off.  Easy enough.  


*************** Chaos Trial ***************
ACCESS: After collecting all 3 collector's treasures (Macroman, Tarot & Ramen), 
return to Trade City Kerachi and talk to the collector in the tavern.  He will 
be so impressed with your collection that he gives you the Chaos Key.

Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chest: Chaos Prism.
          *Buried: None.
          *End of Battle: 180G (10G X 18 enemies).
      
Enemies: Gold Golem (8), Clay Golem (3), Dark Golem (7).

This one's a little trickier.  You have to use all 3 crates to get to the chest 
with the Prism, and you have to arrange them without killing all the enemies.  
The first chest has to go to the spot along the S wall of the ground-level area 
with the most golems, where the wall juts out to the W one block.  Place the 
crate in front of this spot to climb to the next level, then push it one space 
S, then get behind it and push it W, under the bridge and up the other side to 
where it's lined up with the chest.  So, kill the golems on the ground level, 
send a fair number of characters up to the next level, and try to spellbind at 
least one of the golems (the dark golems might be easier to paralyze).  Get as 
many as you can, but don't paralyze them in the path you need for the crates, 
and remember that they'll recover in a few turns.  On the second level, push the 
crate once N, and climb up to the third level.  Try to paralyze the dark golem 
there.  Now that you have characters on all 3 levels, push the first crate into 
place, then push the crate on the second level straight N to fall onto the 
first, and push the crate on the third level through the archway, then N over 
the other 2 crates.  You can now cross to the chest.  Kill the remaining golems 
once you have the prism.   

*************** Logos Trial ***************
ACCESS: After saving Leena in Ch.5, Sc.3, go to the tavern in Frontier Village 
before advancing to Smoking Bones Cave, to get a hint of where to find it.  In 
Smoking Bones Cave (Ch.5, Sc.4), you need an airman to get the Logos Key from 
the middle of the smallest lava lake, in the NE, by examining the spot 3 spaces 
S and 1 space E of the nearest stalagmite on the N shore.  

Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chest: Logos Prism.
          *Buried: None.
          *End of Battle: 270G (10G X 27 enemies).
      
Enemies: Basilisk (5), Dark Mage (2), Salamander (7), Guardian (13).

This one takes a while, so be patient.  Get the chest first thing and then keep 
circling clockwise and take out enemies as they come.  Keep your characters next 
to the wall if you don't want them to get hit by basilisks.  You can use magic 
to attack enemies higher up when they're more or less lined up with you.  Dark 
mages are tricky to get, because they tend to run away and throw spells at you 
from afar.  Just keep yourself healed, use magic and archers on them when you 
can.   

*************** Heaven Trial ***************
ACCESS: At the start of Chapter 6, in Glasgow city, go to the tavern and talk to 
the weird man.  If you have all 5 prisms from the 5 previous trials, he will 
recognize your greatness and give you the Key of Heaven.

Battle Conditions: Victory: Destruction of all enemies.
                   Defeat: Death of Ash.

Treasure: *Chest: Heaven Prism.
          *Buried: None. 
          *End of Battle: 270G (10G X 27 enemies).

Enemies: Zoot Thief Lord (4), Dumas Jailmaster (4), Lando Hitman (2), 
         Kurtz War Master (4), Dallas Greatarmor (3), Sabina Valkyrie (4), 
         Dark Mage (4), Evil Statue (2).

This is too much fun to spoil for you, so I'll just say leave one evil statue 
until you get the chest behind it.  

.........................
+++++++++++++++++++++++++
9. LISTS
+++++++++++++++++++++++++

###############
# Weapon List #
###############
=================================================================
Weapon name      Useable by    | ATK | Price | Found in Ch.,Sc. |
=================================================================
Short sword      Knight class  | +2  |   60G |                  |
Light sword                    | +4  |  120G |  1,1             |
Iron sword                     | +10 |  500G |                  |  
Great sword                    | +18 | 2000G |                  |
Master sword                   | +26 | 7400G |                  |
Caliburn                       | +28 | found |  6,1             |
Vandal Heart                   | +40 | found |  after 5,6       |
-----------------------------------------------------------------
Hunter bow       Archer class  | +2  |   50G |                  |
Light bow                      | +3  |  110G |  1,2             |
Iron bow                       | +8  |  450G |                  |
Steel bow                      | +15 | 1800G |                  |
Great bow                      | +22 | 6660G |                  |
Rune bow                       | +25 | found |  5,5             |
-----------------------------------------------------------------
Staff            Mage class    | +1  |   40G |                  |
Light staff      Healer class  | +2  |  100G |                  |
Iron staff                     | +5  |  400G |                  |
Magic staff                    | +9  | 1600G |  3,5             |
Spirit staff                   | +10 | found |  3,6             |
Arkstaff                       | +13 | 5900G |                  |
Runewand                       | +14 | found |  6,3             |
-----------------------------------------------------------------
Gold axe (sell for 4000G)      | +0  | found |  4,1;5,6;6,3     |
Iron axe         Armor class   | +12 |  550G |                  |
Battleaxe                      | +22 | 2200G |                  |
Great axe                      | +27 | 8140G |                  |
Ragnarok                       | +39 | found |  6,2             |
-----------------------------------------------------------------
Iron spear       Airman class  | +5  |  500G |                  |
Steel lance                    | +9  | 2000G |                  |
Halberd                        | +13 | 7400G |                  |
Dragon spear                   | +14 | found |  5,4             |
-----------------------------------------------------------------
Iron claws       Monk class    | +9  |  450G |                  |
Steel claws                    | +17 | 1800G |                  |
Panzer claws                   | +20 | found |  5,2             |
Death claws                    | +24 | 6660G |                  |
-----------------------------------------------------------------
Reforged         Ash as        |  ?  | earned| See "Trials"     |
 Vandal Heart     Vandalier    |     |       |  section above   |
=================================================================


##############
# Armor List #
##############
===================================================================
Armor name     | Useable by     | DEF |  Price | Found in Ch.,Sc. |
===================================================================
Leather armor  | Knight, armor, | +4  |    50G |                  |
Padded leather | archer, airman | +7  |   110G |                  |
Chain mail     |                | +17 |   450G |                  |
Scale armor    |                | +26 |  1800G |                  |
Plate armor    |                | +32 |  found |  5,1             |
Kevlar armor   |                | +39 |  6660G |                  |
-------------------------------------------------------------------
Cape           | Healer, monk,  | +2  |    40G |                  |
Wool robe      | mage           | +4  |    70G |                  |
Master's robe  |                | +10 |   350G |                  |
Mystic robe    |                | +18 |  1400G |                  |
Zen robe       |                | +20 |  found |  3,7             |
Mojo robe      |                | +26 |  5180G |  6,3             |
-------------------------------------------------------------------
Leather helm   | Knight, armor  | +2  |    40G |                  |
Light helm     |                | +3  |    80G |                  |
Iron helm      |                | +7  |   350G |                  |
Steel mask     |                | +12 |  1400G |                  |
Grimhelm       |                | +15 |  found |  3,6             |
Dragon helm    |                | +18 |  5180G |                  |
-------------------------------------------------------------------
Bandanna       | Healer, mage,  | +1  |    30G |                  |
Light band     | airman, archer,| +2  |    60G |                  |
Iron cap       | monk           | +5  |   250G |                  |
Steel band     |                | +9  |  1000G |                  |
Leather mask   |                | +11 |  found |  4,5             |
Rune crown     |                | +13 |  3700G |                  | 
-------------------------------------------------------------------
Vandal armor   | Ash as         |  ?  | earned | See "Trials"     |
Vandal helm    |  Vandalier     |  ?  | earned |  section above   |
===================================================================

#############
# Item List #
#############
============================================================================
Item name     Effect                | Rng | Fld | Price | Found in Ch.,Sc. |
============================================================================
Herb          Heal some HP          |  1  |  0  |   200G| 1,2;2,1          |
Megaherb      Heal more HP          |  1  |  0  |   800G| 3,3;3,4;3,6      |
Elixir        Cure Status           |  1  |  0  |   100G| 1,3;2,2;3,3      |
Mage Oil      Restore 4 MP          |  1  |  0  |   400G| 2,1;2,4          |
Mage Gem      Restore 10 MP         |  1  |  0  |  1500G| 2,6;3,4          |
Life Orb      Heal all HP and MP    |  1  |  0  |  9000G| 4,5;6,2          |
Holy H2O      Heal all allies' HP   | inf.| inf.|  9800G| 4,1              |
----------------------------------------------------------------------------
Mad Book      Casts Spellbind       |  5  |  0  |       | 1,1;2,2          |
Mushroom      Casts Poison Cloud    |  5  |  2  |       | 1,2;2,1          |
Fire Gem      Burn enemies in field |  3  |  1  |  2000G| 1,3              |
Moon Pie      Casts Self Healing    |  0  |  0  |       | 2,1              |
Mood Ring     Crushes foes in rings |  2  |  1  |  4000G| 2,2;2,4          |
Iron Boot     Casts Perfect Guard   |  4  |  0  |       | 2,4;3,4          |
Aura Gem      Mega light attack     |  5  |  3  |  8000G| 4,1;4,2          |
Unicorn       Casts Rainbow Storm   |  4  |  2  |       | 3,3              |
Kingfoil      Casts Healing Circle  |  0  |  1  |       | 4,2              |
Helstone      Casts Thunder Ball    |  5  |  2  |       | 5,2              |
Wyrmfang      Huge rings of fire    |  0  |  8  |       | 5,4;5,6          |
Shiv Book     Casts Dagger Storm    |  0  |  1  |       | 5,5              |
Necklace      Casts Dark Hurricane  |  6  |  1  |       | 6,1              |
----------------------------------------------------------------------------
Macroman      Collector's treasure  |  X  |  X  | found | 2,2              |
Tarot         Collector's treasure  |  X  |  X  | found | 3,4              |
Ramen         Collector's treasure  |  X  |  X  | found | 4,4              |
Gold coin     Sell for 1000G        |  X  |  X  | found | 2,6;3,3;3,7      |
Mithril       Sell for 5000G        |  X  |  X  | found | 4,5;5,2;5,5      |
Banana        Trade for Earth Key   |  X  |  X  | found | 2,3              |
Nova Key      Opens first Trial of  |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Earth Key     Opens second Trial of |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Mana Key      Opens third Trial of  |  X  |  X  | found | 3,7              |
               Toroah               |     |     |       |                  |
Chaos Key     Opens fourth Trial of |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Logos Key     Opens fifth Trial of  |  X  |  X  | found | 5,4              |
               Toroah               |     |     |       |                  |
Heaven Key    Opens last Trial of   |  X  |  X  | found | See "Trials"     |
               Toroah               |     |     |       |  section above   |
Nova Prism    Contains Toroah's soul|  X  |  X  | found | Nova Trial       |
Ice Prism     Contains Toroah's soul|  X  |  X  | found | Earth/Ice Trial  |
Mana Prism    Contains Toroah's soul|  X  |  X  | found | Mana Trial       |
Chaos Prism   Contains Toroah's soul|  X  |  X  | found | Chaos Trial      |
Logos Prism   Contains Toroah's soul|  X  |  X  | found | Logos Trial      |
============================================================================


##############
# Spell List #
##############

================================================================================
Spell name      Useable by  |MP Cost| Learned | Effect             | Rng | Fld |      
================================================================================
Faerie Light     Ash        |   2   |  Start  | Heal self          |  0  |  0  |
Ice Storm                   |   4   |  Lv. 8  | Freeze nearby foe  |  1  |  0  |
Rolling Fire     (Champion) |   8   |  Lv. 14 | Burn group of foes |  2  |  1  |
Faerie Star                 |   5   |         | Heal self or others|  2  |  0  |
Delta Mirage     (Paragon)  |   7   |  Lv. 23 | Warp attack foe    |  0  |  1  |
--------------------------------------------------------------------------------
Healing          Healers    |   3   |  Start  | Heal some HP       |  4  |  0  |  
Mystic Shield               |   3   |  Lv. 8  | DEF up for 1 turn  |  4  |  0  |
Cure             (Bishop)   |   2   |  Lv. 10 | Restore status     |  4  |  0  |
Healing Plus                |   4   |  Lv. 12 | Heal in small field|  4  |  1  | 
Bless Weapon                |   3   |  Lv. 13 | ATK up for 1 turn  |  4  |  0  |
Holy Lightning              |   7   |  Lv. 16 | Zap one enemy      |  4  |  0  |
Ultra Healing               |   5   |  Lv. 18 | Heal in big field  |  5  |  2  |
Magic Charge     (Arch-     |  10   |  Lv. 20 | Pass 10MP to ally  |  4  |  0  |
Holy pressure      bishop)  |   7   |  Lv. 22 | Crush in diamond   |  5  |  1  |
Supreme Healing             |  30   |  Lv. 25 | Heal all fully     | inf.| inf.|
--------------------------------------------------------------------------------
Dark Star        Mages      |   2   |  Start  | Damage 1 enemy     |  4  |  0  |
Spellbind                   |       |  Lv. 8  | Paralyze foe       |  5  |  0  |
Piercing Ray     (Sorceror) |   4   |  Lv. 10 | Attack with light  |  4  |  1  |
Envenom                     |   3   |  Lv. 12 | Poisons one enemy  |  5  |  0  |
Phase Shift                 |  12   |  Lv. 14 | Reality warp attack|  0  |  7  |
Roman Fire                  |   6   |  Lv. 16 | Exploding fireworks|  5  |  2  |
Poison Cloud                |   4   |         | Poisons in field   |  5  |  2  |
Spread Force     (Enchanter)|   7   |  Lv. 21 | Blasts around self |  0  |  3  |
Avalanche                   |   9   |  Lv. 23 | Drops huge rock    |  6  |  0  |
Salamander                  |  14   |  Lv. 25 | Fire dragon attack |  0  | 10  |
--------------------------------------------------------------------------------
Stone Shower     Monk       |  10   |  Lv. 11 | Nearby rock attack |  0  |  1  |
Cure Wide                   |   4   |  Lv. 15 | Cures around self  |  0  |  1  |
Healing Circle              |   6   |  Lv. 17 | Heals around self  |  0  |  1  |
Perfect Guard               |  15   |  Lv. 19 | Block 1 attack     |  4  |  0  |
Thunder Flash    (Ninja)    |  12   |  Lv. 21 | Light zap attack   |  0  |  2  |
Healing Wave                |  10   |  Lv. 23 | Wider healing      |  0  |  2  |
Mystic Energy               |  15   |  Lv. 25 | Increase ATK & DEF |  4  |  0  |
--------------------------------------------------------------------------------
Self Healing     Zoot,      |   2   |         | Heal self          |  0  |  0  |
                 Magnus     |       |         |                    |     |     |
Dagger Storm     Kurtz      |   5   |         | Rain of knives     |  0  |  1  |
Dark Fire        Xeno       |  15   |         | Darkness sphere    |  5  |  2  |
Dark Hurricane   Dark Mage  |   8   |         | Twister attack     |  6  |  1  |
Dynamo Hum                  |  20   |         | Electric shock wave|  0  |  2  |
Evil Stream      Dark Mage  |   8   |         | Death energy attack|  9  |  0  |
Explosion        Xeno       |  15   |         | Blow enemy apart   |  6  |  0  |
Extra Healing    Dallas,    |   5   |         | Heal in small area |  5  |  1  |
                 Crmsn Priest       |         |                    |     |     |
Harmful Wave     Death Angel|   5   |         | Energy ring attack |  8  |  0  |
Healing Circle   Kane       |   5   |         | Same as yours      |  0  |  1  |
Hyper Healing    Sabina     |   8   |         | Heal in large area |  5  |  2  |
Magic Arrow      CrmsnWarlock   5   |         | Shoot many arrows  |  5  |  1  |
Piercing Light   Evil Statue|   3   |         | Attack with light  |  4  |  0  |
Plasma Wave      Kane       |  15   |         | Massive light storm| inf.| inf.|
Rainbow Storm    Magnus     |   7   |         | Light storm        |  4  |  2  |
Rainbow Stroke   Warlock    |   5   |         | Single light attack|  6  |  0  |
Rolling Thunder  CrmsnWarlock       |         | Lightning attack   |  8  |  0  |
Thunder Ball     Death Angel|   5   |         | Lightning attack   |  5  |  2  |
================================================================================

#############
# Shop List #
#############
===============================================================
Location            Weapon      | Armor           | Item       
===============================================================
Shumerian Capital   Short sword | Leather Helm    | Herb      |   
                    Light sword | Light Helm      | Elixir    |  
                    Hunter bow  | Bandanna        | Mage Gem  |   
                    Light bow   | Light Band      | Fire Gem  | 
                    Staff       | Leather         |           |  
                    Light staff | Padded Leather  |           | 
                                | Cape            |           |
                                | Wool Robe       |           |
---------------------------------------------------------------
Minalto             Short sword | Leather Helm    | Herb      |   
                    Light sword | Light Helm      | Elixir    |   
                    Hunter bow  | Bandanna        | Mage Gem  |    
                    Light bow   | Light Band      | Fire Gem  |   
                    Staff       | Leather         |           |
                    Light staff | Padded Leather  |           |
                                | Cape            |           |
                                | Wool Robe       |           |
---------------------------------------------------------------
Yuzu Village        Light sword | Light helm      | Herb      |    
                    Iron sword  | Iron helm       | Mage Oil  |    
                    Light bow   | Light band      | Elixir    |    
                    Iron bow    | Iron cap        | Mood Ring |   
                    Light staff | Padded leather  |           |                     
                    Iron staff  | Chain mail      |           |                        
                    Iron axe    | Wool robe       |           |                     
                    Iron spear  | Master's robe   |           |                      
                    Iron claws  |                 |           |   
---------------------------------------------------------------
Remote City         Light sword | Light helm      | Herb      |    
                    Iron sword  | Iron helm       | Mage Oil  |    
                    Light bow   | Light band      | Elixir    |    
                    Iron bow    | Iron cap        | Aura Gem  |   
                    Light staff | Padded leather  |           |                     
                    Iron staff  | Chain mail      |           |                        
                    Iron axe    | Wool robe       |           |                     
                    Iron spear  | Master's robe   |           |                      
                    Iron claws  |                 |           |
---------------------------------------------------------------
Terasu Village      Light sword | Light helm      | Herb      |    
                    Iron sword  | Iron helm       | Megaherb  |    
                    Light bow   | Light band      | Mage Oil  |        
                    Iron bow    | Iron cap        | Mage Gem  |
                    Light staff | Padded leather  | Elixir    |                     
                    Iron staff  | Chain mail      | Aura Gem  |                        
                    Iron axe    | Wool robe       |           |                     
                    Iron spear  | Master's robe   |           |                      
                    Iron claws  |                 |           |
---------------------------------------------------------------
Khanos City         Iron sword  | Iron helm       | Herb      |
                    Great sword | Steel mask      | Megaherb  |
                    Iron bow    | Iron cap        | Mage Oil  |
                    Steel bow   | Steel band      | Mage Gem  |
                    Iron staff  | Chain mail      | Elixir    |
                    Magic staff | Scale armor     | Aura Gem  |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Trade City Kerachi  Iron sword  | Iron helm       | Megaherb  |
                    Great sword | Steel mask      | Mage Gem  |
                    Iron bow    | Iron cap        | Elixir    |
                    Steel bow   | Steel band      | Life Orb  |
                    Iron staff  | Chain mail      | Aura Gem  |
                    Magic staff | Scale armor     |           |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Pioneer Town Sorbo  Iron sword  | Iron helm       | Megaherb  |
                    Great sword | Steel mask      | Mage Gem  |
                    Iron bow    | Iron cap        | Elixir    |
                    Steel bow   | Steel band      | Life Orb  |
                    Iron staff  | Chain mail      |           |
                    Magic staff | Scale armor     |           |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Frontier Village    Iron sword  | Iron helm       | Megaherb  |
                    Great sword | Steel mask      | Mage Gem  |
                    Iron bow    | Iron cap        | Elixir    |
                    Steel bow   | Steel band      | Life Orb  |
                    Iron staff  | Chain mail      |           |
                    Magic staff | Scale armor     |           |
                    Iron axe    | Master's robe   |           |
                    Battleaxe   | Mystic robe     |           |
                    Iron spear  |                 |           |
                    Steel lance |                 |           |
                    Iron claws  |                 |           |
                    Steel claws |                 |           |
---------------------------------------------------------------
Glasgow City        Great sword | Steel mask      | Megaherb  |
                    Master sword| Dragon helm     | Mage Gem  |
                    Steel bow   | Steel band      | Elixir    |
                    Great bow   | Rune crown      | Holy H2O  |
                    Magic staff | Scale armor     | Life Orb  |
                    Arkstaff    | Kevlar armor    |           |
                    Battleaxe   | Mystic robe     |           |
                    Great axe   | Mojo robe       |           |
                    Steel lance |                 |           |
                    Halberd     |                 |           |
                    Steel claws |                 |           |
                    Death claws |                 |           |
===============================================================

##############
# Enemy List #
##############
================================================================================        
Name        Lvl | Class  | HP | MP | ATK | DEF | AGL | Spells          |Ch.,Sc.|
================================================================================
Acid Ghost  |19 | Flyer  |150 |    | 97  | 76  | 73  |                 |  5,1  |
            |20 |        |157 |    | 102 | 80  | 77  |                 |  4,5  |
            |22 |        |172 |    | 111 | 87  | 84  |                 |  5,3  |
            |23 |        |180 |    | 116 | 91  | 87  |                 |  5,4  |
Ant Arm     | 1 | Monk   | 13 |    |  9  |  8  | 11  |                 |  1,5  |
Bahamut     |29 | Flyer  |225 |    | 144 | 113 | 108 |                 |  6,3  |
            |30 |        |232 |    | 149 | 117 | 112 |                 |  6,4  |
Basilisk    |24 | Archer |157 |    | 86  | 69  | 82  |                 |  5,6  |
Blood Bat   |12 | Flyer  | 97 |    | 65  | 51  | 49  |                 |  3,3  |
            |14 |        |112 |    | 74  | 58  | 56  |                 |  3,4  | 
            |16 |        |127 |    | 83  | 65  | 63  |                 |  3,7  |
            |28 |        |217 |    | 139 | 109 | 105 |                 |  6,2  | 
Blood Ghost | 9 | Flyer  | 75 |    | 51  | 40  | 38  |                 |  2,3  |
            |11 |        | 90 |    | 60  | 47  | 45  |                 |  2,4  |
            |12 |        | 97 |    | 65  | 51  | 49  |                 |  2,5  |
Brigand     | 1 | Knight | 14 |    | 11  | 10  | 10  |                 |  1,1  |
            | 5 |        | 42 |    | 26  | 23  | 23  |                 |  1,4  |   
Buccaneer   | 6 | Knight | 49 |    | 30  | 26  | 26  |                 |  1,6  | 
Bugaboo     |10 | Archer | 69 |    | 39  | 31  | 37  |                 |  4,2  |
Centurion   |12 | Knight | 91 |    | 53  | 46  | 46  |                 |  3,3  |
            |13 |        | 98 |    | 57  | 49  | 49  |                 |  3,7  |   
            |14 |        |105 |    | 61  | 53  | 53  |                 |3,4;3,7|
            |15 |        |112 |    | 65  | 56  | 56  |                 |  3,5  |
            |28 |        |203 |    | 114 | 99  | 99  |                 |  6,2  |
Clay Golem  | 6 | Armor  | 56 |    | 34  | 37  | 20  |                 |  1,3  | 
Corsair     | 6 | Archer | 44 |    | 26  | 21  | 25  |                 |  1,6  | 
Crimsn Archr|15 | Archer |100 |    | 56  | 45  | 53  |                 |  3,5  |
Crimsn Armor|18 | Armor  |152 |    | 86  | 93  | 50  |                 |  4,1  |
            |19 |        |160 |    | 90  | 97  | 52  |                 |       |
            |26 |        |216 |    | 121 | 130 | 70  |                 |5,2;5,5|
            |27 |        |224 |    | 125 | 135 | 72  |                 |  6,1  |
            |29 |        |240 |    | 134 | 144 | 77  |                 |  5,5  |
Crimsn Hawk |18 | Flyer  |142 |    | 93  | 73  | 70  |                 |  4,1  |
            |23 |        |180 |    | 116 | 91  | 87  |                 |  5,2  |
            |24 |        |187 |    | 121 | 95  | 91  |                 |  5,5  |
Crimsn Knigt|17 | Knight |126 |    | 72  | 63  | 63  |                 |  4,1  |
            |19 |        |140 |    | 80  | 69  | 69  |                 |       |
            |25 |        |182 |    | 103 | 89  | 89  |                 |  5,5  |
            |27 |        |196 |    | 111 | 96  | 96  |                 |  6,1  |
Crmsn Priest|21 | Priest |110 | 20 | 57  | 46  | 93  | Extra Healing   |  5,2  |
            |25 |        |130 | 20 | 67  | 54  | 110 |                 |  5,5  |
            |26 |        |135 | 20 | 70  | 56  | 114 |                 |  6,1  |
            |29 |        |150 | 20 | 77  | 62  | 126 |                 |  5,5  |
Crmsn Shootr|17 | Archer |113 |    | 63  | 50  | 60  |                 |  4,1  |
            |21 |        |138 |    | 76  | 61  | 72  |                 |  5,2  |
            |25 |        |163 |    | 89  | 71  | 85  |                 |  5,5  |
            |26 |        |170 |    | 93  | 74  | 88  |                 |  6,1  |
CrmsnWarlock|21 | Mage   |121 | 20 | 49  | 42  | 92  | Magic Arrow,    |  5,2  |
            |25 |        |143 | 20 | 58  | 49  | 108 |  Rolling Thunder|  5,5  |
            |26 |        |148 | 20 | 60  | 51  | 112 |                 |  6,1  |
Dallas      |21 | Armor  |176 | 15 | 99  |107  | 57  | Extra Healing   |4,1;4,4|
Dark Golem  | 9 | Armor  | 80 |    | 47  | 51  | 27  |                 |  2,3  |
            |11 |        | 96 |    | 56  | 60  | 32  |                 |  2,4  |
            |12 |        |104 |    | 60  | 65  | 35  |                 |  2,5  |
Dark Mage   |29 | Mage   |165 | 40 | 66  | 56  | 124 | Dark Hurricane, |  6,3  |
            |30 |        |170 | 40 | 69  | 58  | 128 |  Evil Stream    |  6,4  |
Deacon      |14 | Priest | 75 | 18 | 40  | 32  | 65  | Healing         |3,3;3,4|
            |15 |        | 80 | 18 | 42  | 34  | 69  |                 |  3,7  |
Death Angel |18 | Mage   |104 | 25 | 43  | 36  | 80  | Thunder Ball,   |  5,1  |
            |19 |        |110 | 25 | 45  | 38  | 84  |  Harmful Wave   |  4,5  |
            |22 |        |126 | 25 | 51  | 43  | 96  |                 |  5,3  |
Death Ant   |10 | Armor  | 88 |    | 51  | 55  | 30  |                 |  1,5  |
Death Device| 1 | None   | 14 |    |  0  |  5  |  0  |                 |  4,5  | 
Dolf        |32 | Angel  |165 | 99 | 85  | 68  | 138 | Dynamo Hum      |  6,4  |
            |34 | Armor  |280 | 30 | 155 | 167 | 90  | Healing Circle  |  6,4  |
Dumas       |18 | Armor  |152 |  6 | 86  | 93  | 50  | Self Healing    |  3,7  |
Eggworm     |13 | Archer | 88 |    | 49  | 39  | 47  |                 |  4,3  |
            |18 |        |119 |    | 66  | 53  | 63  |                 |  5,1  |
            |19 |        |126 |    | 69  | 55  | 66  |                 |  4,5  |
            |22 |        |144 |    | 79  | 63  | 75  |                 |  5,3  |
            |23 |        |151 |    | 83  | 66  | 79  |                 |  5,4  |
Evil Statue | 5 | Mage   | 33 | 12 | 15  | 12  | 28  | Piercing Light  |  2,1  | 
            |11 |        | 66 | 12 | 28  | 23  | 52  |                 |  2,4  |
Gold Golem  |19 | Armor  |160 |    | 90  | 97  | 52  |                 |  5,1  |
            |20 |        |168 |    | 95  | 102 | 55  |                 |  4,5  |
            |22 |        |184 |    | 103 | 111 | 60  |                 |  5,3  |
            |23 |        |192 |    | 108 | 116 | 62  |                 |  5,4  |
Grenadier   |11 | Archer | 75 |    | 43  | 34  | 41  |                 |  3,3  |
            |12 |        | 81 |    | 46  | 37  | 44  |                 |  3,7  |
            |14 |        | 94 |    | 53  | 42  | 50  |                 |  3,4  |
            |28 |        |182 |    | 99  | 79  | 94  |                 |  6,2  |
Guard Dog   | 1 | Monk   | 13 |    |  9  |  8  | 11  |                 |  2,6  |
            | 6 |        | 45 |    | 24  | 22  | 30  |                 |  2,2  | 
            |18 |        |123 |    | 60  | 56  | 76  |                 |  3,5  | 
Guardian    |25 | Armor  |208 |    | 116 | 125 | 67  |                 |  5,6  | 
Hassan      | 8 | Armor  | 72 |  9 | 43  | 46  | 25  | Healing         |  1,6  |
Hell Bat    | 5 | Flyer  | 45 |    | 32  | 25  | 24  |                 |  1,4  | 
Hellknight  |29 | Knight |210 |    | 118 | 103 | 103 |                 |  6,3  | 
            |30 |        |217 |    | 122 | 106 | 106 |                 |  6,4  |
Hunter      | 1 | Archer | 12 |    | 10  |  8  |  9  |                 |  1,1  |
            | 5 |        | 37 |    | 23  | 18  | 22  |                 |  1,4  |   
Hunter Imp  | 3 | Archer | 25 |    | 16  | 13  | 15  |                 |  1,2  |        
Juggernaut  |13 | Armor  |112 |    | 64  | 69  | 37  |                 |  3,6  |
            |14 |        |120 |    | 69  | 74  | 40  |                 |  3,7  |
Kane        |22 | Knight |161 | 20 | 91  | 79  | 79  | Healing Circle  |  4,1  |
            |29 |        |210 | 20 | 118 | 103 | 103 |                 |5,5;6,1|
            |30 |        |217 | 25 | 122 | 106 | 106 | Plasma Wave     |  6,1  |
Kurtz       |21 | Monk   |143 | 30 | 69  | 65  | 88  | Dagger Storm    |  4,1  |
            |23 |        |156 | 30 | 75  | 70  | 95  |                 |  5,2  |
Lando       |19 | Archer |126 |  4 | 69  | 55  | 66  | Self Healing    |  3,5  |
Mad Soldier | 8 | Knight | 63 |    | 38  | 33  | 33  |                 |  2,2  | 
            | 9 |        | 70 |    | 42  | 36  | 36  |                 |  2,3  |
            |11 |        | 84 |    | 49  | 43  | 43  |                 |  2,4  | 
            |12 |        | 91 |    | 53  | 46  | 46  |                 |  2,5  |
Magnus      |15 | Armor  |128 | 18 | 73  | 79  | 42  | Self Healing,   |  2,5  |
            |   |        |    |    |     |     |     |  Rainbow Storm  |       |
Mega Cannon |28 | Archer |182 |    | 99  | 79  | 94  |                 |  6,3  |
            |29 |        |189 |    | 103 | 82  | 97  |                 |  6,4  |
Mega Guard  |30 | Armor  |248 |    | 138 | 149 | 80  |                 |  6,3  |
Mimic       |18 | Monk   |123 |    | 60  | 56  | 76  |                 |  3,6  |
            |21 |        |143 |    | 69  | 65  | 88  |                 |  5,1  |
            |23 |        |156 |    | 75  | 70  | 95  |                 |  5,3  |
Sabina      |18 | Archer |119 | 24 | 66  | 53  | 63  | Hyper healing   |  4,1  |
            |28 |        |182 | 24 | 99  | 79  | 94  |                 |  5,5  |
Salamander  |26 | Flyer  |202 |    | 130 | 102 | 98  |                 |  5,4  |
Skeleton    |16 | Knight |118 |    | 68  | 59  | 59  |                 |  4,3  |
            |19 |        |140 |    | 80  | 69  | 69  |                 |  5,1  |
            |20 |        |147 |    | 84  | 73  | 73  |                 |  4,5  |
            |22 |        |161 |    | 91  | 79  | 79  |                 |  5,3  |
            |23 |        |168 |    | 95  | 83  | 83  |                 |  5,4  |
Shooter Imp | 9 | Archer | 63 |    | 36  | 29  | 34  |                 |2,3;2,4|
            |11 |        | 75 |    | 43  | 34  | 41  |                 |  2,5  |  
Sparkie     | 8 | Flyer  | 67 |    | 46  | 36  | 35  |                 |3,1;3,2|
            |10 |        | 82 |    | 55  | 43  | 42  |                 |  3,2  |
War Ghost   | 2 | Flyer  | 22 |    | 18  | 14  | 1   |                 |  1,2  | 
Warlock     |14 | Mage   | 82 | 20 | 34  | 29  | 64  | Rainbow Stroke  |3,3;3,4|
            |15 |        | 88 | 20 | 36  | 31  | 68  |                 |  3,7  |
Wight       |11 | Knight | 84 |    | 49  | 43  | 43  |                 |  4,2  |
Xeno        |34 | Mage   |192 | 45 | 77  | 65  | 144 | Dark Fire,      |  6,3  |
            |   |        |    |    |     |     |     |  Explosion      |       |
Zoot        | 1 | Knight | 14 |  2 | 11  | 10  | 10  | Self Healing    |  1,1  | 
            |17 |        |126 |  4 | 72  | 63  | 63  |                 |  3,3  | 
================================================================================


Thank you for making use of this FAQ.  If you would like to add something I 
missed or have general comments, please e-mail me at: 
laraUNDERSCOREandUNDERSCOREmarc at yahoo dot ca (not dot com).
Any contributions (information, tips) included in later versions will of course 
be credited.  

Syonyx 2003.
