------------------------------------
A faq for: SHINING FORCE
------------------------------------

By: Gamesnstuffguy
Email: gokubest@yahoo.com
Or: qk2rusty@hotmail.com

Have you read other Shining Force faqs?  Have they helped you thoroughly?  If
you answered no to either
question, then you are here for Shining Force information.  This is the right
place for that.  I'll divide the
faq into sections, as most do, to make it easier for you!

A. Walkthrough (I don't include all of the items or anything really specific
here)
B. Characters (and my personal ratings)
C. Items
D. Weapons
E. Spells
F. Enemies
G. Bosses
H. Jogurt Locations (he appears in the game several times)
I. The Forbidden Box and what it does
J. Credits

A.	WALKTHROUGH:

Well, I'm sure you know how to name your character, so let's go to Chapter 1!

Chapter 1 : RUNEFAUST INVASION

Since this is a basic walkthrough, I'm going to go through the Chapters quick. 
Talk to Lowe, and then talk
to Varios.  Now you can search through the town.  You need to go to the castle
(top part of the map) and
then talk to the king.  After that, leave the castle and head down.  After the
force joins you (Ken, Luke,
Hans, Tao, and then Lowe), go back and talk to the king.  Then you can leave
the village and go fight the
first battle!

(Note: You can fight the battle alone by following a villager and forcing him
to one of the places where a
guard would block you.)

Battle 1 : This battle is pretty easy.  I recommend getting a little bit of
experience and then cast egress, or
just egress immediately, so you can go to the house near Battle 1 and get Gong
to join your team.

Strategy: Well, not too much to do here, I mean this is the first battle.  All
you need to do is beat up some
monsters and then egress, right?  Well...I suggest keeping your force together.
 Don't send one character
up and attack the Rune Knight (who happens the be the "boss" for this fight). 
You should keep Ken and
Luke up in the front lines, and have Tao, Hans, and Lowe behind them, or
nearby.  Of course, Max should
be well protected, but he should be able to take on the front line of goblins
without much problem.  Other
than that, there's not much to strategy in this battle.

Battle 2: This is a much longer battle than the previous one.  And there's no
"boss", there are a couple of
every enemy from the last fight here.

Strategy: Try and keep Hans and Luke up in the front, since they can deal more
damage in this terrain (the
mountain terrain isn't as harsh for them as for the other characters).  Max,
again, can take out the goblins.
Just be sure they don't surround him or anything like that.  One at a time,
remember that.

After you return to Guardiana, head to the castle.  After Kane kills Varios,
Mae will join you.  You can also
go to the tavern and get Gort.  Leave the town when you are ready.

Battle 3: There is a new kind of monster now, Giant Bats.  They're incredibly
annoying and appear in
several battles.  Either defeat all the enemies, or if you want, try and make a
break for the next town,
Alterone.

Strategy: I imagine you would fight, seeing as how right now, your characters
will need experience.  Like
Battle 1, keep the characters bunched up.  Don't let one go too far ahead of
the other, that'd either get your
character killed, or have him get more experience than the other characters
(which isn't too bad, just don't
make a habit of it!).  Protect Max at all costs here; if a Giant Bat puts him
to sleep, he's easy fodder for any
enemy.  Have your Knights (Centaurs) attack with spears (buy one for Mae), and
Hans too, since his
attacks usually hit the Giant Bats.  After you're done focused on eliminating
the Giant Bats, let the Rune
Knights come to you, or time it right.  You don't want one character getting
demolished.  If one of your
characters has enough defense, than he'd be the perfect bait.

Once you enter Alterone, go to the pub and talk to guy near the shopkeeper. 
Say yes if he asks if you are
Max.  Then go to the castle.  Talk to the king, and follow him.  Talk to Kane
and then once you are in the
dungeon, search the bars.  Khris will open the cell and join you.  Then go down
the stairs from the route she
opens and keep going down, and then keep going left.

Battle 4: This battle is pretty fun, but it's also quite challenging.  The Dark
Mage is the "boss".

Strategy: Now you'll have to split your team into two groups that will cut the
battle time in half.  You
should probably send a stronger group over the top bridge, since there are more
enemies there.  Send a few
characters over the right bridge so you can eventually surround the Dark Mage. 
Make sure you have a
character with a ranged attack in both places, just in case a Giant Bat swoops
in and puts a character to
sleep.  Don't bunch in, or the Dark Mage will get more than one character with
his Blaze Lv. 2 spell!

Go talk to the king and forgive him.  He'll tell you to search the Dragonhead
by the waterfall for a chain.
Once you do, enter the place, head up and the chapter will end.

(Note: I didn't mention any of the treasure in this chapter...LOOK AROUND,
there's lots of treasure in
treasure chests, make sure you give items to other characters so you can pick
up more treasure)

Chapter 2 : SPIRIT OF THE HOLY SPRING

This chapter is exceptionally more difficult than the first.  Some of the
hardest battles are in this chapter, so
don't take it lightly.  Just talk to the mayor and look for treasure, then
leave the village (after buying the
much needed Power Staffs!)

Battle 5: This battle is long and annoying because of the terrain.  It's the
last battle you'll see Dark
Dwarves in.  It's the first battle you'll see Zombies in.

Strategy: This battle is hard and long, but it's one of the easier battles of
the chapter!  Keep your characters
well healed, they'll need the HP later in the battle.  Also, try and be sure
Lowe learns Detox.  When he
does, egress so you will have the MP back (if you lost any!).  Keep the party
spaced a little, but don't let
one character wander off too far.  The first few enemies shouldn't be too much
trouble.  Just watch the
bridge, you COULD get ambushed after eliminating the monsters and the bridge. 
Once you get into the
sandy desert, be patient.  Let Tao and the healers catch up (along with Ken). 
The Dwarves Luke and Gort
won't have much trouble in the terrain, but you can't have them go too far. 
Keep them spaced out too,
since there is a Dark Mage ready to cast his spells!  After you get near
Mariana (at the top left), have Mae
guard Tao.  Mae will attack up close, and Tao will cast Blaze Lv.1 or Blaze
Lv.2 on the zombies (and dark
mages, but make the zombies the priority!).

Tough battle, huh?  Once in Mariana, talk to Anri.  After runs away, you can
search that weird looking
monster thing in the room near the library.  It contains the Domingo Egg
(needed to obtain Domingo!!).
Go up the stairs, and up the next flight of stairs.  Talk to Anri, who will
join your team.  Then go to the run
where Anri originally blocked (it's like the first room you see).  Talk to
Otrant, the character in red.  Then
go downstairs and down the next flight of stairs.

Battle 6: Not too hard.  Skeleton is the "boss".

Strategy: There are many useful items in this battle that you can find (namely
the Power Ring).  Make sure
you pick that up as you go along.  But first, don't charge the first zombies
you see.  Attack with ranged
attacks and magic.  Now that you have two magic users, it'd be wise to use
their magic.  Make sure to level
up Anri a lot, because you'll probably need her.  After you beat the first
zombies blocking your path, the
next halfway difficult part is the bridge.  On the bridge, there is a Dark
Mage, and near him 2 snipers.
Behind the snipers, there are several Giant Bats (they are annoying, be
cautious, mainly of the weaker
characters).  By now, the Giant Bats won't be too annoying, but that doesn't
mean your characters are
invincible.  Remember, they can put your characters to sleep, so take them out
quickly and don't let them
surround you.  Once you get to the Dark Mages guarding the skeleton, attack
them with whatever magic
you have left, and keep your characters apart, if possible.  The Dark Mages can
do hefty damage if you
charge them and if your characters are bunched up.  The skeleton is a piece of
cake.  If you REALLY need
to, use the Power Ring.  Otherwise, just have a ranged attack (or magic cast)
on him.  I mean, he's never
going to move.  He just stands there, so he's easy pickins.  He's fodder to
your ranged attacks (and magic).

Talk to Otrant, use the Orb of Light (maybe not this order...) then go back to
the place where you got Anri.
Talk to Arthur and he'll join your team.  Once you get back to Rindo, talk to
the mayor.  Then talk to the
guy by the circus tent.  Go into the circus tent.

Battle 7: This is questionably the hardest battle in the game.  It may be for
some, and for others it won't be
quite hard.  But the fact is, it's definitely difficult.  Don't be shocked if
you keep losing the battle over and
over, this battle is hard!  This is a battle you'll probably want to cast
Egress Lv. 1 a lot on!

Strategy: There are two ways to go about this battle.  One, you could stay in
one group and spaced out, or
two, you can go into two groups.  I suggest going into two groups and first,
and then rejoining as one, a
combination of the two good strategies.  The Mannequins and Evil Puppets aren't
too strong, but they're
special attack (the whisper thing) is quite powerful.  This is the only battle
you'll see Mannequins and Dire
Clowns in.  The Marionette is the boss.  Yes, no quotes, this monster IS
considered a boss in my eyes.
Once you defeat the lower creatures, attack the Dire Clowns from afar with
ranged weapons and magic.
Don't bother wasting your magic on the Marionette; it takes VERY little damage
from the magic.  Luckily,
you'll get a Iron Arrow (for Hans!), which is quite useful here.  Once you
defeat all the little enemies, keep
your party well spaced out.  If possible, send one character towards the back
(behind the Marionette) and
attack from there (must be a ranged attacker).  Keep your characters extra
spaced, because the Marionette
can cast Freeze Lv. 3 (which does around 16-20 HP of damage. NO JOKE!)  You'll
want characters with
many HP attacking the Marionette.  Max should be strong enough for this.  You
should use the Power Ring
on him (make sure it doesn't get broken, fix it if it cracks).  The Power Ring
will increase his attack by 15
points, which should be enough to have him do about 10 damage (at least) to the
Marionette).  You could
do the same thing with Ken, since he's bound to have a lot of HP here.

Well, you got through one of the hardest battles in the game!  But you're about
to face another!  Go talk to
the mayor after you rescue his grandson.  Go to the ship.  After it burns down
talk to the mayor again.
Then talk to the mayor's son.  Then leave, and head up where the gate once was
closed.  Now that you are
in Shade Abbey, all you really must do is talk to the priest and head for the
church, which is up.  Head
towards the birdman statue.  Once you get close enough, you'll enter a battle,
probably the hardest one in
the game!

Battle 8: This battle is just as hard, if not harder, than the last battle. 
Max is cornered and there are
SEVERAL zombies and skeletons nearby.  There is a Ghoul who is the "boss".

Strategy: Okay, either have Max stay in a far corner or have him RUSH down
towards the party.  Either
way, you're in trouble.  Blaze Lv. 2 is VERY important here, since undead take
more damage from fire
magic.  DON'T USE FREEZE, because that magic does less damage on the undead. 
Have the party protect
Max, if possible.  Be sure that you take out the zombies on the sides.  The go
for the zombies in the upper
right hand corner, and beware of the skeletons on your left.  I haven't quite
discovered a "perfect strategy"
for this one, but it's not exactly easy to either.  If your characters are
around level 9 or 10, it shouldn't be too
hard, but it's still going to be one of the most difficult battles in the game.
 You may have to restart a few
times.

After the battle, Balbaroy and Amon will join you, and the chapter will end!

Chapter 3 : SECRET WEAPON OF RUNEFAUST

Talk to Janet's mother, and then talk to Janet.  Then go to the lower right
hand corner to the battle.

Battle 9: Master Mage is the "master" and there are a few new enemies.  Now
that you have Balbaroy and
Amon, I suggest put one or both of them in your party and level them up here. 
They're quite useful on
getting around terrains.

Strategy: Keep the group close.  You COULD even eliminate one of the Dark
Priests early if you take
Balbaroy and/or Amon.  This will help boost their experience a little, too.  By
the way, don't promote your
characters yet.  Wait until they reach level 20, it's easier that way.  Avoid
the Dark Elves and their ranged
attacks, you can have Balbaroy or Amon take care of them while a ranged
attacker of your own attacks
them as well.  The rest should be a breeze up until you reach the Lizard Man
and the Master Mage.  The
Master Mage has Freeze Lv. 2, so beware of him.  Keep your characters slightly
spaced out.  Be sure the
Healers learn Heal Lv. 2 so they can heal from afar.  Use this to your
advantage.  Once the Master Mage is
alone, ambush him (after he goes).

No problem, right?  Okay, there's two items in the cave.  The Moonstone and the
Bikini for Tao (not called
Bikini, it's in the lower left corner which appears to be a wall).  Head back
to Bustoke.  Give the
Moonstone to that Alchemist, and once you have the Lunar Dew, find Zylo and
give him it.  Zylo is tough,
so you'll want him on your team.  Be sure that you look around, and search
Kokichi's device (and watch
him TRY to fly). Leave the village, after of course changing around your team
and buying stuff.

Battle 10: Long and easy.  Not too shabby for experience.

Strategy: Keep an eye on the Pegasus Knights.  They're not too strong, but they
can swoop in from any
terrain.  Rather than eliminate the Lizard Men and Dark Priests, use them to
your advantage.  Have 1 or 2
characters focus on them, that way they'll earn more experience (since the Dark
Priest casts Heal, you can
get more experience).

Battle 11: Tricky for a newbie, easy for a pro.

Strategy: Although most maps are tricky for a newbie, this one has a "trap"
making it extra tricky.  Don't
charge.  You should be patient on this battle.  I suggest if you have Balbaroy
and/or Amon, have them
sneak from below and go around and come back to attack the Laser Eye.  The
Silver Knight is the "boss"
here, not the Laser Eye, although you should destroy that, too!  Line up your
men around 3 spaces below
that equal to the Laser Eye.  Let the Laser Eye shoot once, and then charge. 
This way, the enemies will be
hurt, and you'll have a few men ready to attack.  Don't send all of your
characters.  Send about 4 or 5.  This
way, they can go no the ledge, kill the Dark Elves (make sure some of them have
ranged attacks or magic),
and avoid being hit by the Laser Eye.  There is a dress for Anri nearby the
Dark Elves.  Like the Bikini, it
has a Japanese name, and has no use other than changing the sprites for the
little Anri character (the Bikini
changes the little Tao character).  Simple enough?

After the battle is over, Pelle will join your team, and the chapter will end!

Chapter 4 : THE GREAT FORTRESS OF BALBAZAK

This is the first chapter with bosses that actually have faces.  Search the
village and talk to Elliot, and then
talk to the little red haired girl in the caravan.  Pao, the traveling village,
will thus move to a new location,
not too far.  After it leaves, Kokichi will join (if you spoke with him and saw
him fly earlier) and look to
your left for Vankar.  Go to the Chapel and once you're under the doorway, head
left and then up next to
the priest.  Jogurt, the useless, will then join your team.

Battle 12: This is the first battle against a boss with a face.  He's pretty
darn tough, but doesn't usually
attack from afar.  It's an incredibly long battle.

Strategy: You'll want to egress at least once on this battle, because you'll
want at least 2 Heat Axes for
your Warriors (once they're promoted to Gladiators).  The Heat Axe is
incredibly strong and casts Blaze
Lv. 2.  Beware of the Lizard Man with the Heat Axe, his attack is greater than
the normal Lizard Men's.
The Artillery is somewhat weak especially against magic.  One or two hits will
destroy it.  Just be cautious
of its attack.  There's not too much strategy here.  Just keep your party close
to each other and don't let
anyone get surrounded.

Enter Pao, again.  It's slightly different now.  Go to the tent in the south
part of the village.  Get your
Domingo Egg hatched (hopefully you got it) and you'll get Domingo on your team.
 He's pretty tough, I'd
take him.  Look for Guntz (you should have talked to him in Chapter 2
hopefully!).  Get Guntz to join you.
He's kind of tough, but lacks in HP and MOVE (SPEED too).  Once you're ready,
head to the castle to the
north.

Battle 13: There are 2 ways to go.  Either way will depend on which door you
open.

Strategy: There is a Kenji in a bush; it's not really useful.  In fact, at this
time, it's useless for all I know.
I'd put my team into two groups, and then decide which door to go through.  If
you go through the door
with the Artillery guarding it, you'll have to search a little further to get
Earnest on your team.  If you go
through the other door, you'll get Earnest on your team no matter what, so this
route is generally better.
Not much strategy needed here though.  This battle is easy.

When you're ready, talk to the guards and I believe you must have Earnest
joined to get through (not
necessarily in your party, however).  Then enter the docks once you're ready.

Battle 14: You fight the mighty Balbazak here, like the other bosses; he
recovers his HP (about 15 per
round I think).

Strategy: This battle is really great for leveling up, because the experience
that is given is great!  This is the
area where I almost ALWAYS do my promoting.  I suggest casting egress a few
times.  The battle is easy,
but it's important to cast egress so you can gain more experience.  Just avoid
the Sea Bats who can put you
to sleep.  The Evil Puppet makes an appearance again, but he's really weak now.
 Just be cautious, and
you'll be fine!  By the way, Balbazak never moves, making him great fodder to
ranged attacks and magic.

After you beat Balbazak, forgive and Darksol will kill him, and then go on the
boat.  End of chapter!

Chapter 5 : GATEWAY TO THE HIDDEN SHRINE

This chapter is short and easy.  It has new battle music that is in no other
chapters (on the boat), and
changes the Headquarters a lot.  It changes the way the Headquarters look and
all your characters will say
different things now (except it won't matter if they're on your team or not, so
don't bother wasting your
time trying to figure out what they say when joined and not joined).

Battle 15: Immediately you are put into battle.  Not too hard.  There's a
useless item near the bottom left of
the ship, on a plank right on the edge of the water.  It's ANOTHER moonstone
(why it's there, I'm not sure.  It has no use that I know of, now).

Strategy: Umm, this battle is really easy.  Just avoid the attacks from the sea
and air.  Flying characters are
quite useful for the boat battles (There's 2 boat battles).

Once you get to Waral, you can search around for items and buy stuff from...THE
KING!  Once you're
ready, talk to the mermaid guarding the dangerous waters.  Say that you want to
go through and you'll be
pulled in.  Once you awaken, you'll be trapped on Ring Reef.  Go to the blue
teleporter in the pit.  Follow
the skeleton and then you're into the next battle.

Battle 16: Easy battle.  Master Mage appears again as a "boss".

Strategy: There's not a really big need to split into 3 groups, but it DOES
save time.  Just beware of the Sea
Bats again, for they are sort of annoying.  The worms shouldn't be much
trouble.  The battle isn't very hard
either.

After the cut scenes are over, go to your ship.  Talk to the king.

Battle 17: The other boat battle.  There is a Teppou (shotgun?) NEAR the same
place as the last item, but
it's not in the same spot.  It's useless as far as I know.  Gargoyle is the
"boss".

Strategy: The battle is easy.  Just avoid the Gargoyle until near the end of
the battle.  Shellfish and Conches
appear out of nowhere, so the battle isn't as easy as it appears, but it's
still not very difficult.

End of chapter!

Chapter 6 : DESCENDANT OF THE SACRED DRAGON

You are in the village Rudo once you awaken.  Talk around, and search around. 
Talk to Krin, Karin, and
Lyle and then leave the village when you are ready.

Battle 18: Long annoying battle.

Strategy: Don't let your characters go too far ahead of another character. 
Golems appear out of nowhere,
so be careful.  The Durahan is the "boss" here.  Try and level up Lyle, too. 
He's really great once he gets
up there.

Once you're in Dragonia, search around.  After you talk to Bleu, follow him
(and take the treasure).  He'll
join your team.  Then you must talk to Kane if you wish to continue the game,
because when you talk to
him, he tells you to get ready for "your last battle".

Battle 19: Not exactly easy, but not the hardest battle either.

Strategy: Take Bleu NOW!  Level him up against the Gargoyles first, and egress
when needed.  Have
magic users take out the Golems (weak against Blaze) and Master Mages along
with the High Priests.
Avoid Kane until the end of the battle, because he can cast Desoul, which is
quite deadly if it works.  In
fact, keep Max away from Kane at all costs.  Max can take out the other
enemies.

(Note : There's a useless staff, the Touji near the top of map between 2
buildings)

Go try and open the door, which requires two heroes.  After you unsuccessfully
try and open it, go talk to
Kane who appears.  Then after a few cut scenes, head back to Rudo.  Talk to
Karin and Krin, mainly.
When you are ready, leave.

Battle 20: Probably one of the longest and most annoying battles in the game.

Strategy: Keep Max away from the Belials.  They are quite dangerous because
they can steal MP, with the
Demon Smile (similar to Evil Puppet's ominous incantation, except with MP).  Do
NOT let them take away
Max's MP, he'll need it in case of an emergency.  Other than that, the battle
shouldn't be too hard.

Battle 21: Mishaela is quite dangerous with Bolt Lv. 2 since it can attack so
many of your characters.

Strategy: Don't bunch up your characters at all here.  Most of the enemies
won't give you many problems.
Don't bunch around the Master Mages and keep the Belials away from Max.  A good
idea is to get the
Sword of Light for Max in the treasure chest near the throne.

End of chapter.

Chapter 7 : THE LOST CIVILIZATION

Basically, what you have to do here, is talk to the king, get thrown in jail,
and have Boken (the guy you've
been seeing all game) rescue you when you press search on the bars.  Then talk
to Kane, and then talk to
the King.  Then leave the castle.  Search for a note on a house and Musashi
will join you.  He's a tad bit
slow, but he's incredibly powerful!  Then leave the village when you're ready.

Battle 22: Long battle.  Watch out for Torch Eyes.  They will do around 20 HP
no matter what your defense
is.  Around this time of the game, you might want to choose characters who have
more HP, rather than
defense, but that's may just be me.

Strategy: The terrain is cruel.  Give Musashi the mobility ring if you take
him.  Be patient with your slower
characters and don't have one character go off on his own.  There are a few
Torch Eyes that could kill any
character with like 3 to 5 attacks, maybe less!  It's not too hard, but it's
not an easier battle either.

Go into the tower.

Battle 23: Long battle.  There's a Demon Master with a Demon Rod.  There's also
a Valkyrie in a treasure
chest.

Strategy: Just because you may have flying characters, doesn't mean you should
send them against the
enemies right above you.  Sometimes that'd be a suicide mission, since the Ice
Worms can shoot ice out at
you, dealing around 15-20 HP.  Rush the enemy, but don't just send one
character to do all the work.

After you talk to Alef and Torasu, go upstairs.  After the cut scene, go back
to Prompt, the village you
started out at in this chapter.  Go to the castle and talk to the king and
Ostrant.  Ostrant will give you the
Sword of Darkness.  Even the SKYW can equip this!  When you go downstairs in
the castle, use the Orb of
Light on the wall with the eye on it.  Go on the blue teleporter and use the
Orb of Light on the fountain.
Talk to Adam.  He'll take you to the next battle pretty much.

Battle 24: This is another great level up battle.

Strategy: If you're taking Torasu and/or Alef and/or Adam, you would probably
want to egress and get
them on your force.  Also, take things slow with them.  DO NOT PASS THIS BATTLE
until you are
satisfied with their levels.  The battle isn't too hard, but beware of your HP
because most of the monsters
attacks' will ignore your defense stats.

After this, go in the place where the wall once stood.  There will be
instructions on how to make the Chaos
Breaker.  Use the Sword of Light on the left altar and the Sword of Darkness on
the right altar.  Then
search the Chaos Breaker once it appears and you'll get it.  Equip it and leave
the village after talking to
Ostrant and the king.

Battle 25: One of the longer battles in the game.

Strategy: Rush the enemies AFTER the Demon Masters are dead.  Watch out, nearly
every enemy can
ignore defense stats now.

End of chapter!

Chapter 8: RISE OF THE ANCIENT CASTLE

Last chapter!  Okay, search the bush with the stuff on it and Hanzou will join
you.  He's the last character
you get!  Talk to the character who looks like Ostrant, and then he will grant
you permission to leave the
town.  Once you are ready, head to the left.

Battle 26: King Ramladu appears, but you don't actually fight him until the
next battle (these battles
COULD be joined into one actually).

Strategy: Cast Freeze Lv. 4 on the Chimeras.  Freeze does extra damage on them,
and they can dodge
nearly every attack thrown at them.  Pick up the Atlas Axe and be sure to deck
the Armed Skeleton with the
other Atlas (can cast Blaze Lv. 3 with this axe!).  This is a fairly good level
up battle.

After you defeat the monsters, Ramladu will let loose his robots (those
blue-white pillars break free and
robots appear).

Battle 27: Short but difficult unless you do my strategy, methinks.

Strategy: Concentrate mainly on the Torch Eyes.  The Steel Claws aren't as
dangerous.  Bolt Lv.2 (or Lv. 3
if you have Alef) is quite essential to eliminating the Torch Eyes as well as
Steel Claws, since it's range is
so wide.  Rush the enemies.  Show no mercy to those Torch Eyes and then the
Steel Claws.  After you rip
through the metallic monsters, surround Ramladu.  He's pretty darn tough with
his 93 attack and his Aura
Lv. 3.  He kind of gave me a scare at first.  He's not so bad though.  He DOES
move around, but not much.
Surround him with the characters with most defenses and then shoot him from
afar with ranged attacks and
magic.

After this, you'll find a passage in the lower left hand corner of the map
leading to Battle 26.  Go there and
then use the Chaos Breaker at the far end of the island.  (You must be
promoted) Go into the place that looks like Battle 1 (minus the
earthquakes hehe).  The door will now be open.  Go onto the teleporter.

Battle 28: Colossus isn't so bad, especially if you have Shield cast on you.

Strategy: Beware of the Blue Dragons and the Chimeras since they fly and swoop
in for the kill.  Shield is a
good spell to use once you have rid the other monsters from the map.  Remember,
you cannot cast Heal or
Aura on someone that has had Shield cast on them.  However, herbs, healing
seeds, and Showers of Cures
WILL STILL WORK.

(Note : There is a Kaku-Chan (Papa Doll) in the upper left hand corner of the
room...it is useless I believe)

Battle 29: Sort of difficult.

Strategy: Don't rush, there are Torch Eyes nearby waiting to kill your party. 
You should use an archer or
Lyle to attack from 3 spaces away to eliminate the enemies at the start. 
Freeze Lv. 4 or Bolt Lv. 4 will
work, too.  By now, you should be able to determine what strategies to use.  Be
careful, that's really all you
need for this fight.  Don't send Max against Darksol either.  Make sure you
have a healer nearby Max at all
times.

Battle 30: LAST BATTLE!  WOO HOO!

Strategy: Kill the Armed Skeletons and have whom you determine the weakest
character to go onto the
square where the Armed Skeletons started.  If you take Torasu, he'd be a good
choice to place upon the
square.  After that, work at the heads of Dark Dragon one by one, I recommend
starting with the one of the
left, and then the one on the right and finally the one in the middle.  Keep
your characters away from more
than one of Dark Dragon's heads though, you don't want two heads attacking you
at once!  If you have
Max attack Dark Dragon for the FINAL HIT, you get a cool little surprise hehe.

Well you won!  Congrats!

B.	CHARACTERS:

Max (10/10): Well, I really shouldn't rate him since you have to use him, but
if you level him up, he's one
of the toughest members of your team, if not THE toughest (depending really).

Adam (8.5/10): Adam does get really strong.  He starts off incredibly weak,
though.  He starts off on level
10 UNPROMOTED.  Once he gets up there, he's still not the strongest character
or anything.  His defense
is SUPERB, and his HP are better than average.  His attack isn't too shabby. 
His move and speed however
are definitely low.  He's not my character of choice, personally.  He's not too
useful.  Musashi's better than
Adam in pretty much every way, IMO.

Alef (5/10): Sure, she gets Bolt Lv. 4...but how useful is it, really?  It
looks really cool.  But it takes
forever to get her up there.  Also, it takes 2x the amount of MP to use, and
does only a little bit more
damage than freeze (which sometimes does MORE when fighting certain enemies.) 
So, ask yourself, is she
really worth it?  IMO, no.  The other WIZD and Domingo are better, IMO.

Amon (7.5/10): She's useful on some maps, but her HP and attack are less than
Balbaroy's.  I've always
found HP and Attack more useful than defense and speed, but that could be
because of the strategies I use.
She's not bad or anything, she's quite useful.  She's just not as good as
Balbaroy, in my opinion.

Anri (9/10): She's really great!  She gets Bolt Lv. 2 for attack multiple
enemies and gets Freeze Lv. 4.  Not
to mention, she gets great defense when she really needs it.  She's probably
the best WIZD to take, IMO.

Arthur (10/10): Arthur is the best paladin, but the worst knight.  He's tough
to build up, but he's actually
worth it.  Sure, his spells aren't that great, but Bolt Lv. 1 isn't too shabby
since it can attack more than one
character!  I mean, every time I take him (after leveling him up to 20 before
promotion of course) he
becomes the best paladin in EVERY category.  He's a must have for those with
patience.

Balbaroy (8/10): He's not really needed, but he's useful.  Since he can fly, he
can help eliminate those
baddies before your weaker characters would have to worry about them.  He's
also good for sending on
missions to pick up those nifty items!

Bleu (10/10): Simply stated, Bleu's the best. (Don't flame me for my opinion
hehe)  He can fly, and he's
got pretty much 80 for every stat (minus speed, but hey, he's a flying tank!). 
He starts off weak, like Arthur, but
once promoted, he shows that he truly is a Great Dragon!

Diane (4.5/10): I almost never use Diane anymore.  She SEEMS better than Hans
for a while, but Hans
ends up better than her in the end.  She's not too bad though since BWMS can
shoot 3 spaces away with
certain weapons.  I never take her, but she's not THAT bad.  You just have to
be extra careful since she
doesn't get much defense.

Domingo (9/10): If it's a choice between him and Anri, I'd say it's a tie!  He
doesn't get as much MP, but
he's practically a flying tank.  He's not invincible though, don't fool
yourself.  A blue dragon should be
enough to scare away Domingo if he doesn't have Freeze Lv. 4!  (Which he
obtains AFTER level 20)

Earnest (4/10): I usually don't take him.  He's not really great.  He looks
cool, but he's not great.  I usually
found him to be the worst of the knights and paladins.  He's still cool looking
though.

Gong (5/10): Gong is REALLY useful in the beginning, and REALLY NOT useful in
the end.  He DOES
get Aura Lv. 1 at least.  He's not really bad, he's just probably the worst
choice for a healer.  His attack is
decent, but not superb.  Khris usually ends up with around the same amount of
attack and defense, so I'd
take her instead.

Gort (7.5/10): Gort and Luke tie.  They're generally the same.  They're not
really superb in any way, but
they're a very helpful addition to the force.

Guntz (4.5/10): Ya, Guntz is tough, but he's not invincible.  He's never really
superb because his HP are
usually too low!  He ends up with around 60 HP, which isn't so bad, but his
BEST quality, defense, isn't
really needed by that time.  His move is really terrible, which can be fixed in
Chapter 5 with the mobility
ring, or in Chapter 7 with the Turbo Pepper.  But that means you have to go
through a whole stinkin'
Chapter just to get him above 4 move.  He's by far not the worst choice at all,
but he's definitely far from
being the best choice.

Hans (5/10): Hans is good for the first battle or 2, and then he stinks up
until the circus battle.  After that,
he's not really useful until the elven arrow is obtained.  He's not as bad as
Diane, IMO, but he's definitely
not as good as Lyle.  He often gets nothing on level ups.

Hanzou (6.5/10): Hanzou is NOT needed one bit.  He's a decent fighter and can
cast relatively weak magic.
He's not great or anything, but he is strong, especially if you don't level up
your characters to level 15-20
before promotion.  Depending on when you level your characters, he's good or
not good.

Jogurt (0/10): You can't expect a serious rating from him...I should have given
him a one though, to match
his stats...

Ken (8/10): Most people don't give Ken as much credit as he deserves.  For a
while his defense is quite
low.  He gets around 30 HP by the second chapter, which is REALLY useful for
the circus battle.  Later on
his defense gets in the 50's or maybe even 60's...sometimes he's gotten even
more defense than Mae, but
that's pretty rare.  He's not bad.  Especially not for the last few fights.

Khris (9.5/10): Most people shun Khris, too.  She's, IMO, the most useful
healer.  Why?  Let's review
some stuff here.  She can cast Heal Lv. 4, which is guaranteed to Heal 100%. 
Aura Lv. 4 heals roughly 40
some HP max!  She can cast Aura Lv. 2 for those itchy moments where a group has
just been hit by magic.
Her HP, MP, Attack, Defense, and Speed are not bad at all.  She makes quite a
decent fighter at times.  Not
really as good as Gong, but hey, she's way better in the healing field.  She's
also got quick and slow (she
can actually do some mean things to the enemies if slow works!)

Kokichi (7/10): He's not really bad.  He's really quite useful with the
Valkyrie.  His stats aren't superb, but
hey, he's an old timer, right?  Kokichi is great air-support.  He's good
especially in Chapter 5.  He can use
spears and lances so he's basically a flying centaur.

Lowe (4.5/10): He's got some useful spells, but he's the ONLY healer type that
does not get aura.  This can
cause many problems for the group, so I don't suggest him as the healer.  He is
usually easier to level up
than Khris though.

Luke (7.5): He's pretty much like Gort.  Useful, not necessary, but a good
fighter.  If you need an extra
fighter, consider a GLDT, because the Atlas axe is great!

Lyle (8.5): Lyle is the best choice for the far-reaching attacks.  His defense
isn't all that great, but his attack
is so great he won't have to worry!  Just place him right and you'll be fine. 
You'll probably need an archer
type, so take Lyle.

Mae (9/10): Mae is really tough.  She's a character that starts tough and stays
tough.  She generally has the
most defense of the Paladins and around 80 HP.  Since the game is incredibly
random, even Ken could
have more defense than Mae.  Her attack is decent and her speed is good, too. 
She's the best paladin if you
don't want to build the characters up to level 20.

Musashi (9.5/10): He's slow, like Adam and Guntz, but not quite as slow.  He
gets around 80-90 HP, and
his attack and defense usually is around 70-80 when he's at level 20.  I'd use
the mobility ring or turbo
pepper on him rather than Adam or Guntz, Musashi is more useful, IMO.

Pelle (6.5/10): Pelle is a GREAT knight, but an average paladin.  He's more of
a "hurry up and finish the
game" character.  If you rush through the game, you're probably likely to take
him.  I've found Mae,
Arthur, and Ken much more useful.  Pelle does get good defense, but his Attack
and HP don't match up to
the other centaurs often.

Tao (7.5/10): She's a MUCH needed character in the beginning.  You won't get
far without her unless you
are a pro.  Near the end, she isn't quite as good, but she's still good.  Blaze
Lv. 4 generally packs around
30-36 HP of damage to the enemies (tougher on undead).  She can use it like 11
times by the time she's at
level 20.  Pretty cool, huh?  I prefer Freeze Lv. 4 though since it only takes
2 more MP and does about 10
more HP of damage to the enemies.

Torasu (7/10): He's not needed.  He's USEFUL if you get him up there, but it
takes forever.  Besides, you
get like 3 Showers of Cures in the game, and they're more useful than Aura Lv.
4 (because they heal those
with Shield cast on them.)  I never really need the Showers of Cure so I never
really need Torasu either.
It's a good idea though to take two healers.  You may not need them, but what
if one gets killed?  I
recommend Khris and Torasu as a SECOND POSSIBLE healer.

Vankar (5/10): He's about as useful as Earnest.  He doesn't really look cool,
IMO.  He gets more HP and
Defense than Pelle I think.  He's not really great or anything.

Zylo (10/10): Zylo gets a 10 out of 10 because he's got great move, most
terrains don't belittle his move,
and his attack and HP rip enemies apart.  Plus, he looks really cool.  He's a
must!  You COULD get by
without him, but things would be easier if Zylo was around!

C.    ITEMS:

Healing Items:

These can only be used during battles (with the exception of the Antidote, I
believe).

Medical Herb - Restores about 10 HP (not always, sometimes less).
Healing Seed - Restores about 20 HP (again, not always).
Antidote - Cures Poison (from a zombie, etc.)
Shower of Cure - Restores around 40 HP to entire party.

Rings:
              What is raises           What it does         Where you find it
Speed Ring - Raises speed by 4. | Casts Egress when used    | Rindo
Power Ring - Raises attack by 4.| Casts Boost when used     | Cavern of
Darkness
Mobility Ring - Raises move by 2.|        Nothing            | Waral
Shield Ring - Raises defense by 4.|       Nothing            | Nowhere (so far)
White Ring - Raises defense by 6.|  Casts Aura Lv. 2         | Demon Castle
Black Ring - Raises attack by 6.| Cursed.  Casts Blaze Lv.2  | Demon Castle
Evil Ring - Raises attack by 8.|  Cursed.  Casts Bolt Lv. 3  | Demon Castle
Jogurt Ring - You resemble Jogurt when its equipped or used | Jogurt Kills
Enemy

Everything else:

Angel Wing - Takes to last town you saved in (or last town you can go to)
Bread of Life - Increases HP by 1-4 (varies, use after promotion - good idea)
Power Potion - Increases Attack 1-4 (varies, use after promotion - good idea)
Defense Potion - Increases Defense 1-4 (see above)
Legs of Haste - Increases Speed 1-4 (use in battle, gain 1 EXP, just like
above)
Turbo Pepper - Increases Move 1 or 2 (All but A. Wing give 1 EXP in battle)
Orb of Light - Talk to Water Spirit.  Also opens Shining Path.  Found in Cave
of Darkness.
Domingo Egg - Hatch in Pao (second time) to get Domingo.  Found in Mariana.
Moon Stone - Give to Alchemist in Bustoke to make Lunar Dew.  Found in Bustoke
Quarry.  Also found in first ship battle on the lower plank by the water.
Lunar Dew - Give Moonstone to Alchemist in Bustoke.  Use on Zylo to get him.
Sugoi Mizugi - Bikini for Tao.  Found in Bustoke Quarry (lower left in wall).
Kutui Huku - Dress for Anri.  Found in Laser Eye battle near the Dark Elf
farthest to the left.
Kenji - Found in the battle before fighting Balbazak.  It's useless other than
selling (for like 1 or 5 gold or something stupid like that)
Teppou - Found in second ship battle near the blue dragon head on the ship.  As
far as I know, it's useless like the Kenji except for selling for little gold.
Youji - Found in battle with Kane.  Useless as far as I know like the Kenji,
except for selling for barely any gold.
Kaku-Chan - Found in Colossus battle.  Useless like the Kenji except for
selling, but very little gold is received.
Kinden No Hako - No one knows where this is.  Information about it is in
another section below!

D.    WEAPONS:

Swords:

Short Sword - SDMN, BDMN, WARR and their promoted classes can equip it. (+5
att)
Middle Sword - Above classes can use it. (+8 attack)
Long Sword - SDMN, BDMN and their promoted classes can equip it.  (+12 attack)
Steel Sword - HERO, NINJ, SKYW, SMR can equip it. (+15 attack)
Broad Sword - Above classes can equip it. (+20 attack)
Doom Blade - Above classes can equip it. (+25 attack)
Katana - Above classes can equip it. (+30 attack)
Sword of Light - HERO can equip it. (+36 attack and casts Bolt Lv. 2)
Sword of Darkness - HERO and SKYW can equip it. (+40 att and casts Desoul Lv.
1)
Chaos Breaker - HERO can equip it. (+40 attack and casts Freeze Lv. 3)

The Sword of Darkness is cursed!

Axes:

Hand Axe - WARR and their promoted classes can equip it. (+7 attack)
Middle Axe - Above classes can equip it.  (+11 attack)
Battle Axe -GLDT can equip it.  (+16 attack)
Heat Axe - GLDT can equip it. (+22 attack and can cast Blaze Lv.2)
Great Axe - GLDT can equip it. (+26 attack)
Atlas Axe - GLDT can equip it. (+33 attack and can cast Blaze Lv.3)

Spears/Lances:

Spear - KNTE, WGKN, and SMKN and their promoted classes can equip it. (+6 att)
Bronze Lance - Above classes can equip it. (+9 attack)
Power Spear - Above classes can equip it. (+15 attack)
Steel Lance - PLDN, SKYL, and SBRN can equip it. (+18 attack)
Chrome Lance - See Steel Lance for who equips it. (+22 attack)
Halberd (Lance) - See above. (+25 attack and casts Bolt Lv. 1)
Valkyrie (Spear) - See classes above that equip it.  (+35 attack)
Devil Lance - PLDN, SKYL, and SBRN can equip it.  Cursed.  (+35 attack)

Staves and rods:

Wooden Staff - HEAL, and MAGE and their promoted classes equip it. (+4 att)
Power Staff - See above for equipping classes. (+12 attack)
Guardian Staff - VICR and WIZD can equip it. (+18 attack)
Holy Staff - VICR can equip it. (+26 attack)
Demon Rod - WIZD can equip it. (+35 attack and casts Demon Smile, or steal MP)

Arrows:

Wooden Arrow - ACHR, ASKT and their promoted classes equip it.  (+8)
Iron Arrow - See above for equipping classes. (+13)
Elven Arrow - See above for equipping classes. (+18 and far range)
Assault Shell - BWMS and SKNT equip it. (+27 and far range)
Buster Shot - BWMS and SKNT equip it. (+35 and far range)

E     SPELLS:

Egress (8 MP) - Brings party from battle back to last saved town.  Max gets it.
Blaze Lv.1 (2 MP) - Fire magic.  Weakest kind.  Good against Undead and Golems.
Blaze Lv.2 (5 MP) - Fire magic.  Attacks up to 5 enemies.  (Lv. 1 only 1
enemy!)
Blaze Lv.3 (8 MP) - Same as above but stronger!
Blaze Lv.4 (8 MP) - Does about 30-36 damage on average enemies.  Only usable on
one monster at a time, though.
Bolt Lv.1 (8 MP) - Does about 12-15 damage on up to 5 enemies.  Thunder Magic.
Bolt Lv.2 (15 MP) - Does about 12-15 damage on up to 12 enemies (I think). 
Thunder Magic.
Bolt Lv.3 (20 MP) - Same as above but stronger (19-27).
Bolt Lv.4 (20 MP) - Attacks one enemy.  Deals about 50-60 (sometimes 70)
damage.
Freeze Lv.1 (3 MP) - Ice magic.  Weakest kind.  Good on fire monsters.  Bad on
undead and Golems.
Freeze Lv.2 (7 MP) - Same as above, except on up to 5 enemies rather than 1. 
Also deals about 2 or 3 more damage like Blaze Lv.2
Freeze Lv.3 (10 MP) - Same as above, only stronger and farther reach.
Freeze Lv.4 (10 MP) - Deals about 40-50 damage on 1 enemy.  Good to use against
Chimeras especially.
Boost Lv.1 (15 MP) - Increases attack power by 15 points temporarily.
Desoul Lv.1 (8 MP) - Can kill lesser enemies (useless on magic users and undead
and a few other monsters).
Muddle Lv.1 (6 MP) - Useless as I can see.  It appears to do NOTHING!  What a
waste.
Dispel Lv.1 (5 MP) - Can dispel a magic user's magic.  Doesn't always work.
Sleep Lv.1 (4 MP) - Can put enemy to sleep.  Doesn't always work.
Shield Lv.1 (5 MP) - Protects character from ALL magic (including healing, so
be sure you have healing seeds or showers of cures around if you use this!)
Slow Lv.1 (5 MP) - Can lower an enemy's defense and speed by 10.  Doesn't
always work.
Slow Lv.2 (20 MP) - Does the same as Slow, but can have the same effect on up
to 5 enemies rather than 1.
Quick Lv.1 (5 MP) - Raises an ally's defense and speed by 10.
Quick Lv.2 (16 MP) - Raises up to 5 allies' defense and speed by 10.
Detox Lv.1 (3 MP) - Cures Poison.
Heal Lv.1 (3 MP) - Heals from 12-15 MP (usually 12 or 13.  It CAN reach 15,
rarey!)
Heal Lv.2 (5 MP) - Same as Heal Lv.1, but further reach.
Heal Lv.3 (10 MP) - Further reach, and can heal up to 30 HP.
Heal Lv.4 (20 MP) - Same reach as Heal Lv.1, but heals ALL HP.
Aura Lv.1 (7 MP) - Heals up to 5 characters with same properties as Heal Lv.1
Aura Lv.2 (11 MP) - Same as above, but on up to 12 characters (I think)
Aura Lv.3 (15 MP) - Same as above, but close to Heal Lv.3
Aura Lv.4 (18 MP) - Heals ENTIRE party, but only by up to around 40 HP.

F.    ENEMIES:

Rather than give their stats, since those are in other faqs, I'll give
strategies on how to beat the specific enemies (and then for the bosses in the
next section!)  I'll go in alphabetical order as usual.

Armed Skeleton - Attack up close, and surround them if possible.  If you're up
close, they usually won't shoot you with their guns (does about 18-20 HP
damage)
Artillery - Use magic on this guy.  Use elven arrow, if possible.  Their reach
is poor, and so is their HP.
Belial - Don't take these guys lightly.  Spread out and use ranged attacks. 
You can send in a flier for hand to hand combat.
Blue Dragon - Attack from afar, if possible.  Be defensive against them.
Bowrider - Surround them and they're useless.  Need I say more?
Cerberus - Attack from afar.  Also, ice magic is good against them.
Chimera - Use Freeze Lv. 4 if you possibly can.  Bolt Lv. 4 is a good
alternative.  Most characters will miss these, but try anyway.
Conch - Easy pickins.  Just make sure they don't poison you.
Dark Dwarf - Try and use ranged attacks on them.  But protect the ranged
attackers.
Dark Elf - Surround them and they're useless.  If you can't surround them,
concentrate on one at a time.
Dark Mage - Don't bunch up around them, and attack them up close.  You could
surround him, too.
Dark Priest - You can use him for experience with a ranged attacker!
Demon Master - Surround him and he can NOT use Freeze Lv.3 (if no one else is
in the area)
Dire Clown - Attack with ranged weapons, these guys almost never move)
Durahan - Ranged weapons are a good idea, he's not too tough.
Evil Puppet - Members with higher HP should attack him, because he can easily
take 10-15 HP away.
Gargoyle - Attack from afar.  Muddle isn't really effective so if he casts
that, don't worry.
Ghoul - Use fire magic.  Also attack from far away.
Giant Bat - Isolate it.  Make sure it can't get to Max, because it LOVES to put
him to sleep.
Goblin - No real strategy for these wimps, just don't let them surround you!
Golem - Fire magic is effective against them.  Have someone with high defense
take these guys on, because they'll be practically useless against your
character.
Hound - I know, that's not its full name hehe, but you know what I mean.  Use
the same strategy as with the Cerberus.
High Priest - See Dark Priest strategy.  Also, keep in mind he almost ALWAYS
uses Heal Lv.4 first, no matter how little his friends are hurt.
Horseman - Surround, you know the drill.
Ice Worm - If you have Kokichi, he's really useful at fighting them while
flying above something that they couldn't possibly reach and attacking them
with a spear type weapon.  Ranged weapons are best on this guy, avoid using ice
magic.
Jet - This guy is easy.  Have someone with high defense charge in there and
fight the Jet.  Don't let them surround you though.
Lizard Man - Ranged Weapons are a good idea.  Protect the ranged attacker.
Mannequin - Even though it's just a Mannequin, it can poison your members,
avoid the poison.  Use spells on it and the Evil Puppet, but be sure you have
someone with many HP nearby, JUST in case he wants to poison someone.
Master Mage - Don't bunch up.  Charging him after he goes is probably the best
approach.
Minotaur - Anyone with 40+ defense should have no trouble taking on this wimp.
Pegasus Knight - Avoid ambush by them.  Crowd your ranged attackers behind your
knights and warriors so these guys don't give your team a hefty blow.
Rune Knight - Don't send any ranged attackers up close to him, he's not afraid
to charge you.  Be sure someone with a lot of defense guards Max.  Gort and Mae
are generally good against these knights when they're about level 4 or 5.
Seabat - Slow and sleep often works on these guys.  Don't let them surround
you.  Have Max avoid them, too.
Shellfish - Attack from afar with high HP and defense characters surrounding
it.  Beware of its poison attacks.
Silver Knight - He's not so tough, just make sure you keep your MAGE/WIZD and
HEAL/VICR away from these guys.
Skeleton - Not hard, ranged attacks will work on these guys at least once
apiece, except for in the Church battle.
Sniper - Surround if you can.  If you can't, and you most likely will not be
able to, rush them after they go.
Steel Claw - Charge them up close, you don't want these guys attacking from
afar, because then they'll deal 15-20 HP on you no matter what.
Torch Eye - Charge them at all costs!  Keep low HP (even people with high
defense) away from these guys.  Blaze Lv.4, Bolt Lv.3 or 4, and Freeze Lv.4 are
very good choices to eliminate these darned robots.  These are some of the most
deadly enemies in the game since they ALWAYS deal about 15-20 HP.
Worm - Can put your characters to sleep, careful about that.  Attack from afar,
magic is good too.
Wyvern - He can breathe fire.  I suggest Freeze Lv.4, if possible or at least
Freeze Lv.3.  It is weak against ice magic.
Zombie - Avoid its poison attacks.  It's incredibly strong and should NOT be
taken lightly.  Concentrate on one at a time.  Like Ghouls and Skeletons, it is
weak against fire, so I suggest using that if you can.

G.    BOSSES:

Just like the above, I'm going to give strategies on how to beat the enemy
rather than give his/her stats.

Balbazak - This guy is so easy, it cracks me up.  Any kind of ranged weapon is
great because he NEVER MOVES (or almost never).  You can hack away at his
health all you want.  I suggest redoing his battle over and over again because
it's so easy and it gives a lot of EXP.  He recovers about 15 HP per Max's
turn.
Chaos - If you attack up close, you don't have too much to worry about.  Anyone
with 45+ defense should be fine against Chaos.  He recovers about 15-20 HP per
Max's turn.
Colossus - There are 3 different ones.  Each has a different spell.  If you
cast shield on a person with high HP, you'll have nothing to worry about.  I
suggest casting it on Zylo, Bleu, and/or Musashi since they can dish out a LOT
of damage and can take a lot of hits.  Try and take out the one with Bolt Lv.3
first!
Dark Dragon - I think I mentioned the strategy before, but I'll say it again. 
Concentrate on the left head first, staying out of the middle head's reach. 
Then concentrate on the right head, again staying out of the middle head's
reach.  Finally concentrate on the middle head.  You can have Max get the last
hit with the Chaos Breaker for a cool attack.  Also, try not to bunch up. 
Casting shield on Musashi or Bleu would be a good idea, or someone else with
lots of HP and defense, like Arthur or Mae.  He's got about 500 HP altogether
with the heads (actually a lot more, but roughly this amount).
Darksol - Don't bunch up.  Try and attack from 3 spaces away.  He's not too
hard.  Don't have Max rush him either, or he'll take some pretty good damage.
Elliot - He usually doesn't attack people that use ranged weapons.  Use this to
your advantage.  He recovers about 15 HP per Max's turn.
Kane - Keep him away from Max at all times.  As tough as Max is, Desoul can
take his life instantly sometimes, so PLEASE avoid using him.  Someone with
high defense should take on Kane from afar if possible, like Guntz.
Laser Eye - Don't rush it.  After it attacks once, sneak about 5 characters, a
couple fighters and a healer and a mage or an archer, to go and rush among the
edges.  Balbaroy and Amon can be good allies here if they sneak around the
enemies and charge the Laser Eye from above and behind.
Marionette - Surround it with characters with the highest HP, and have Hans
attack from behind.  Keep anyone with less than 17 HP away if possible.  If no
one has more than 17 HP, build up your characters before fighting it!
Mishaela - Don't crowd!  She's got Bolt Lv.2 and she's NOT afraid to use it! 
She recovers about 15-20 HP per Max's turn I think.
Ramladu - Ramladu has 99 HP and 93 attack AND Aura Lv. 3.  Basically, he's
scary.  But don't fret.  Cast Boost on Bleu or another character with many HP
and high defense and watch him demolish Ramladu.  Freeze Lv. 4, Bolt Lv. 4 and
Blaze Lv. 4 are okay to use.  Ranged weapons are a good idea, too.  He usually
doesn't move much, but he will if he has to!

H.	JOGURT LOCATIONS:

What is Jogurt?  Who is Jogurt?  Why is he in the game?  Some questions we
ponder.  Some we know, but
there's still much mystery in Jogurt.  For instance, he appears several times
in the game!  Here's a list of
the times I've seen him.

1.	Where you get Gong.
2.	In Alterone Castle.
3.	Chapter 4, when he joins you.
4.	Every time after 3 when you enter the Headquarters (LOL)
5.	Chapter 6, after Kane battle he appears in Rudo
6.	Chapter 7, he appears in Prompt and crashes into the buildings (I don't
remember when
though).

So, we must ask ourselves.  Why is he only in certain chapters (1, 4, 6, and
7)?  Why is he in the game?
Comic relief?  Does he have some connection with the Kindan No Hako, or the
Forbidden Box?  Who
knows!

I.	THE FORBIDDEN BOX:

Most people were in the dark about the Kindan No Hako, the Forbidden Box until
I sent an e-mail last
February and discussed it in the Shining Force Gamefaq.com forum.  Many refuse
to believe I sent it (sigh)
but that's okay.  Here's what it does for those who don't know yet.

The Forbidden Box, a.k.a. the Kindan No Hako, levels up your characters
depending on their current levels.
Only HEAL/VICR, SDMN/HERO, and MAGE/WIZD can use it (as far as I know at this
time).

The levels go as followed (or something like this, I  don't remember the EXACT
levels)

Unpromoted:

1 > 19
19 > 20
20 > 99 (This is a bug...please avoid doing this, I don't think you can get
promoted if you do this!)

Promoted:

1 > 19
19 > 20
20 > 99

I think I MIGHT be wrong on some of these, but it's very similar to this
nonetheless.  Please acknowledge
that the only KNOWN way of obtaining the Kindan No Hako is through hacking, or
editing the rom save
file (or quick save file).  At this time, you can NOT obtain it through a rom
cartridge.

Also, it'd be nice if some would acknowledge that I did send in the information
first and discovered the
truth to the forbidden box.  Thanks!

J.	CREDITS:

I did not create Shining Force, Sonic Co. and Climax Co. did.  They deserve
credit for my faq, since my faq would be useless if the game were never made,
wouldn't it?

kool gamer (KoolTeevan@aol.com)

Unpublished but COPYWRITED by Gamesnstuffguy (gokubest@yahoo.com)

There are no other credits that I can think of at this time.

