Tactics Ogre FAQ
(Playstation)
Version 1.0
Features:
*Detailed information on 127 battles!
*Not-so-detailed information on another 110!
*At least one battle wholly ignored!
*The only FAQ covering all major battles!
*Obsessively thorough list of Warren Report updates!
*Painstakingly written in current English!
FAQ begun 09/2002
by Ryan Voytovich
pr_ at seanbaby dot com
Ogre Battle Episode VII
Let Us Cling Together
Released May 1998
Yasumi Matsuno owns you.
This FAQ wants to be viewed in Fixedsys, but any mono-spaced font'll
do. It was written for the Playstation English version, so you GBA
folks are way off base- you want Tactics Ogre: The Knight of Lodis.
Search for these headings to find what you want:
How to play the game
Making Training Suck Less
Battle Info
Chapter 1
Chapter 2L
Chapter 3L
Chapter 2C
Chapter 3C
Chapter 3N
Chapter 4
Chapter 4 Extras
Deneb Rhobe
Oxyones Lavin
Gunners and Ganb
Forbidden Power
Hell Gate
Recommended Reading Etc
The Larger Ogre Battle Story *SPOILERS*
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How to play the game
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By and large you'll run your army as you see fit. However, some
precepts would be ignored only by the foolish. You're not foolish, are
you?
0)Save Twice
Imagine how unutterably maddening it would be if you did an in-battle
save in Chapter 4, only to find out that whatever you did next, three
enemies would attack and kill Denim. That save would be useless, and
if it was your only save all your progress would be gone. Poof. Use
the top save slot for your in-battle saves and the second one for
safe saves (world map, just about to kill the last enemy on the floor
in Hell Gate).
1)Two healers, ASAP and always.
This one'll only happen when you hit Lv6 and can make Clerics, but
before then you can use Presance as one of them. Until you can get
Heal+, use one Cleric and Presance. When Heal+ becomes available,
use two Clerics. When Revivify is yours, use a Cleric and a Priest.
Olivia or Orias (chapter 3N) should be your Priest most of the time.
2)Two Archers, trained up to your level.
These ladies are great to have around, and if you get a few Warp
Rings from Hell Gate they become much better. Substitute Hawk Men or
Ninjas if you prefer an extra panel's movement over super-high
dexterity and agility. Note that regular bows often hit well outside
the shown range, especially if you have a height advantage. Even on
level ground they'll often connect with a target two panels outside
of the shown range. They suck, however, at shooting uphill even a
few levels- crossbows can perform that task well.
3)Haborym
Sure he takes mad damage, but that's only if the bad guys can hit
him. And they won't hit him often from the front, which is all
they'll see when you keep him at a distance and have him do what he
was born to: immobilize them. With Petrify (chaotic or neutral
routes) or Stun, he'll hit around 2/3 of the time when you get him-
and he gets better as he levels up! Haborym wins battles.
/\ /\ /\ /\ /\ /\ /\
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Making Training Suck Less
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Around the end of Chapter 1 you'll be able to make Clerics out of L- or
N-aligned Amazons. This opens the door to much less tedious training
sessions. DO THIS. Thanks to Seigfried's FAQ for the basic idea.
1)Recruit 2 new L- or N-aligned Amazons. Don't equip them at all.
2)Train them, having them throw stones at your Lv6+ folks until
they're at Lv6 themselves.
3)Make them into a pair of Clerics. Give them each a Heal spell.
4)Train them against each other, one-on-one. No equipment. Set both
to computer control, and turn off all messages in the option menu.
All you have to do is clear the spell quote, which will only show up
once. Every 7-8 minutes your Clerics punch and heal is another
level for each of them. Keep them 14 or 15 levels ahead of your
real army (so you'll initially want them at Lv20-21). Once you get
there (about 110 mins), end the training. For heaven's sake, don't
sit there and watch the fight. Read if you must, or watch a
ballgame- just check the screen every 30 minutes or so to check
levels and make sure nobody's died (press Circle to interrupt the
computer and check levels).
5)Change your Clerics back into Amazons so they can go into water.
6)Now the fun. Go into training again, putting one powered-up Amazon
in the Denim spot on each team (front/center). Fill the other spots
with your army. Do this for both teams and you'll be training up to
eighteen characters quickly. Try to move your Amazons into water or
marshland to increase your army's chance of hitting them, then go to
town. Having your Amazons at too high a level will make the hit
rate around zero, while having the level too low will require more
than one hit to gain a level. Train your uber-Amazons (one-on-one)
accordingly. It should take two rounds or so to get your whole army
up one level, as one hit (rock/Heal/Incubus/etc.) will gain a level.
7)When you go into real battle, leave your SuperAmazons out. They'll
put the enemy forces at a higher level than you want. Usually,
train your army to be even with or a level under a map's leader. Go
ahead and make a Lv45 army in Chapter 1 if you want, but that would
be cheating and you don't wanna cheat. Not the first time through,
at least.
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Battle Info
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Here are the cardinal directions I'll occasionally refer to in battle:
_
_-' '-_ So when you press up, the cursor moves north.
_-' '-_ right is east, down south, left west.
_-' W N '-_
_- -_
-_ _-
'-_ S E _-'
'-_ _-'
'-_-'
Battle info is presented in the following format:
/\/\/\/\/\/\/\/\/\/\
XX: Battle Location
\/\/\/\/\/\/\/\/\/\/ (LvXX = Level XX)
Enemy leader LvXX (if none, this line will be omitted)
Guests (ditto)
Treasure location (squares from a given corner, very incomplete*)
Battle info goes here.
Post-battle heading ("Warren!" for Warren Report updates)
Info about what you can get/see/do post-battle goes here.
*Treasure is listed in whatever battle I happened to find it, but it's
always there- that is, you can find it at earlier or later battles at
the same place, or in training.
Decisions you make will determine which chapters you do:
Chapter 2L--Chapter 3L--
/ \
Chapter 1- -Chapter 3N---Chapter 4
\ / /
Chapter 2C--Chapter 3C--
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 1: Are you asking me to stain my hands?
Eleven necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
/\/\/\/\/\/\/\/\
01: Griate City
\/\/\/\/\/\/\/\/
Vice, Kachua
Enter the options menu as soon as you can and set it so you don't have
to hit X fifteen times to throw a rock. There's not much to this
battle.
Choice
Whatever you pick on the battlefield makes no difference. Be rude
or don't. Your call.
Choice
Inside the house, another meaningless choice. If you deny Lans
here, though, you get a corny joke.
Warren!
Check out the Warren Report for more than you ever wanted to know
about your teenage guerillas and their exiled comrades. Be sure
to check out the first item in the News section: "Chapter I" will
bring you up to speed about Valeria's recent past.
4 new News items
14 new Characters
4 new Miscellaneous items
/\/\/\/\/\/\/\/\/\/\/\/\/\/\
02: Amorika Castle Entrance
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Berzerker Bapalu Lv3
Everybody.
8S 8W from NE
Go Lans go! If you're lucky you can score a kill here, but more likely
you'll just watch the foreigners cut through underpowered enemies.
Denim's first move should be toward the castle 5 squares- that'll get
you a treasure.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
03: Amorika
\/\/\/\/\/\/\/\/
Knight Agras Lv3
Everybody.
This room is described (by pressing SELECT at the world map) as being a
tiny, practical-looking antechamber. That's a big tiny. Again, the
computer handles the battle for you. After the battle, please don't
let your battalion be called the default name. The God Battalion is
lame.
Warren!
2 new News items
2 new Characters: Leonard & Nybbas
3 Character updates: Denim, Lans, Ronway
2 new Miscellaneous items
/\/\/\/\/\/\/\/\
04: Tanmas Hill
\/\/\/\/\/\/\/\/
Wizard Oruba Lv4
Canopus, Vice, Kachua
Oruba's at level 4 so train accordingly (usually you'll wanna be even
with the leader, maybe a level below), though this one is pretty easy
even if you're at Lv1. Now you get to run your first battle. Your
Soldiers and Amazons don't have much going for them at level 3, so stay
back and use short bows to whittle down enemy HP. Concentrate on one
or two enemies at a time. With Vice, Kachua and Canopus helping this
one'll be a snap- just don't let Canopus die, okay? He'll join you,
and there are too many future chicken-man jokes that you don't wanna
miss out on.
Warren!
1 Character update: Canopus
/\/\/\/\/\/\/\/\
05: Krizar City
\/\/\/\/\/\/\/\/
Witch Mordoba Lv4
Presance, Vice, Kachua
Presance will likely spend a good deal of this fight asleep or stunned,
so don't count on him helping much. This early in the game wait times
are so long that knocked-out undead characters come back real quick,
making this battle more of a pain than it should be. Run right up to
the Witch- it's your call to attack the undeads or not, but you'll
wanna at least get the soldiers off your back. On her third turn the
Witch will complain about Nybbas being late. You'll probably use a
couple Cure50 items and maybe even lose someone. At this point your
dead are no big deal: you'll get two characters that are better than
them after the battle (Exorcist Presance and Archer Sara) and one
crappy slow guy (Knight Voltel).
Warren!
1 new News item
1 new Character: Presance
1 Character update: Leonard
4 new Miscellaneous items
/\/\/\/\/\/\/\/\/\
06: Fort Kadoriga
\/\/\/\/\/\/\/\/\/
Necromancer Nybbas Lv5
Leonard, Vice, Kachua
You don't have to do this battle. Do it anyway, as it may be required
to unlock Hell Gate later. If you've managed to get this far without
training, you'll want to get up to at least Lv3 before this one.
Whatever choice you pick before the battle, Nybbas summons some undead
and you fight him and his soldiers. Your march toward the Necromancer
will be slowed by him and his two ghosts using Incubus on you, making
your characters fall asleep. Continue the advance, killing his
soldiers, ignoring the undead and healing with Presance and Kachua.
Leonard will move against Nybbas as quickly as he can, and one hit from
Leonard's axe will do 50+ damage. You don't have to get Nybbas's HP to
zero, just low.
Move
Well jeez, nothing's red! Go to Amorika.
Warren!
1 new News item
/\/\/\/\/\/\/\/\/\/\
07: Gruborza Plains
\/\/\/\/\/\/\/\/\/\/
Berzerker Brenzen Lv6
Leonard, Vice, Kachua
You're attacked by Brenzen and his 6... er, 5 pals. Ignore the two to
the northeast, as Leonard and Vice will keep them tied up til the
battle's end. Simply move in with overwhelming force and make the
Berzerker into your own little archery target.
/\/\/\/\/\/\/\/\
08: Rime
\/\/\/\/\/\/\/\/
Knight Ryumos Lv6
Sisteena, Leonard, Vice, Kachua
Your choice before the battle means nothing. Our first dragon! Okay,
Sisteena has it kinda rough in this one, and it'll take a little luck
for her to make it. You shouldn't need to kill more than a couple
grunts here because the Knight rushes right in. If he gets a chance to
use his Cure50 item and run, though, this one gets a lot harder. The
Knight is much easier to hit than the Berzerker you just fought, so
shoot him dead. And save Sisteena. C'mon, it's not that tough.
Choice
Choose "True peace" to be on the safe side, otherwise she might
not join you in Chapter 2C.
Warren!
1 new News item
1 new Character: Sisteena
Move
Though Fiduc is red, there's no battle here. Go ahead and be rude
to Lans if you want, there's no real consequence. Check that out!
They talk about Haborym!
Warren!
1 new News item
1 new Character: Balzepho
1 new Miscellaneous item
Move
Return to Amorika, where Ronway sends you out again- this time to
Baramus, where things get interesting.
Shop
After the nice scene with Lans some new items and spells show up
at the shop, most notably the Spear.
Warren!
2 new News items
/\/\/\/\/\/\/\/\/\
09: Bordo Lakeside
\/\/\/\/\/\/\/\/\/
Knight Lexent Lv7
Vice, Kachua
This level teems with baddies, including one annoying archer you'll
probably want to kill. Movement here and in the next map is awkward,
but at least it's still safe to clump your troops together. Waiting
the enemy out is a good strategy. Vice will run in and get them moving
so you can shoot them down as they stand on marshland. Either now or
very soon (when you're at Lv5 or Lv6), you'll be able to change classes
and diversify your army some. No more shiny blue helmets, sadly.
/\/\/\/\/\/\/\/\
10: Zodo Marsh
\/\/\/\/\/\/\/\/
Beast Tamer Ganb Lv7
Vice, Kachua
The quickest way out of this one is to pick a Gryphon and get its HP
low- 22HP worked for me. Ganb'll freak out and the battle's over.
Warren!
1 new Character: Ganb
/\/\/\/\/\/\/\/\/\/\
11: Baramus City (1)
\/\/\/\/\/\/\/\/\/\/
Vice, Kachua
You're set up in the north, which is the perfect place to be on this
map. Huge height advantage. Canopus with his spear and maybe another
fighter or two can go down about halfway and mop up the arrow-damaged
Soldiers. Keep everyone's HP up, though.
Choice
This is where you'll pick between Chapters 2L and 2C. Butcher the
innocents and you're lawful (2L). Spare them and you're chaotic
(2C).
Chapter 2L--Chapter 3L--
/ \
Chapter 1- -Chapter 3N---Chapter 4
\ / /
Chapter 2C--Chapter 3C--
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
12: Baramus City (2)
\/\/\/\/\/\/\/\/\/\/
Kachua
9S 3W from NE
Either way you chose you fight this battle (Denim's still classified as
neutral til the end of it). Vice gets a new character portrait and
you're in a very bad place- in the south of the same map you fought in
last time. This time, all you can do is slog your way up through the
arrows and magic of the enemy. Bring a couple folks with the Heal
spell, so along with Kachua your HP should be secure. Attack one enemy
at a time and you'll win no problem. You should win the Heal and Clear
staves after this fight. They're not as useful as they seem, but they
are a little better than Cedar staves. As you might have seen the
enemy doing, use them as an item to get their special effects.
FAQ
This document continues with the lawful route. If you chose
chaotic, search for the characters (not the first 5 spaces) on the
following line, including the colon.
Chapter 2C:
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 2L: Nobody should blame me
Eleven necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
/\/\/\/\/\/\/\/\/\/\
13: Baramus City (3)
\/\/\/\/\/\/\/\/\/\/
Kachua
3N 8E from SW (must fly/teleport)
Same city, new map. You're thrown directly into this one when chapter
2L starts, so I hope you weren't counting on training (your HP are
filled, though). 5 enemies have flying 6-square movement (the 3
Hawk Men & 2 Gryphons), so though it looks like you have some time to
concentrate on the dragon, you don't. This dragon is a huge pain, what
with his "stunning your characters every turn" and all. His defense
and evade are huge too, so he should probably be your first priority.
If you start Canopus in the center/front square that Denim occupies by
default, your chicken man can hit the dragon on his first turn
(assuming your chicken man still has his spear). The flying enemies
tend to all go at the same time, and they gang up 4-to-1 on anyone
you've left alone. For your life, stick together. Oh, and I think God
didn't like me choosing the lawful route, because I missed a 98% shot
AND a 100% shot in this one- both clear shots from higher ground. Grr.
Warren!
3 new News items
2 Character updates: Denim, Vice
4 new Miscellaneous items
Shop
You can buy some new spells and items, most notably the 2-handed
Great bow.
/\/\/\/\/\/\/\/\
14: Zodo Marsh
\/\/\/\/\/\/\/\/
Wizard Galva Lv10
Kachua
That battle with Ganb in this marsh, that was way too easy, right?
Here's payback. All six of the wizard's buddies carry Great bows.
Thankfully they have zero knowledge of the joy of flanking maneuvers,
so they shoot at you head-on, usually with a ~50% hit rate. You should
stay on grassy squares in the south or, if you're daring, the middle.
The grunts in this level pay for their bows by having bad defense, so
if you withstand their first volley you'll be able to kill a couple
before they shoot again, and the worst will be behind you.
/\/\/\/\/\/\/\/\
15: Ashton City
\/\/\/\/\/\/\/\/
Cleric Nadia Lv10
Kachua
With her opening speech, I get to thinking I'm the bad guy now. I just
saw what had to be done and did it! They don't understand, the
idealistic wretches. Kill them. The tactical key to this one is to
hold the passes. The house east of your start position has two one-
panel wide routes around it. Place one character that can take some
punishment (Canopus, a Berzerker, a Knight) at the mouth of
these paths and you'll block their advance. With archers, healers,
mages, ninjas etc. safe behind the front, you'll be able to destroy the
enemy one by one. Look out for the trio of Witches, though. They stay
out of harm's way and poison/charm/stun you. At least their success
rates are low. The leader is selfless, and will heal others before
herself. Take advantage of this. Lure her in and destroy her.
/\/\/\/\/\/\/\/\
16: Ashton City
\/\/\/\/\/\/\/\/
Archer Aloser Lv11
Kachua
Another shortsighted idealist challenges you as you try to leave the
city. She sounds mad, and she acts enraged. Most likely she'll rush
in and shoot Kachua, who escapes. This leaves Aloser open to
annihilation. Her level's high, but her vitality is low. Get her HP
low and the battle's over. You should be able to get through this one
without killing any grunts (not that big a deal, but it saves time).
Warren!
1 new Character: Aloser
1 new Miscellaneous item
/\/\/\/\/\/\/\/\/\
17: Fort Kadoriga
\/\/\/\/\/\/\/\/\/
Berzerker Dasa Lv12
Kachua, Zapan
Saving Zapan here is easier than saving Byan in the Chaotic route, but
Zapan's just as stupid. He's unarmed, yet he runs in and punches the
enemy. Grr. Your Archers won't do much good until their second or
third turn, but once they're on that eastern wall it's the end. All
enemies but the Berzerker have low defense and there are no healers
around. Butchering them will be simple. Move your healers in and keep
Zapan's HP up, but watch out for the Cockatrice. Kill it before it
attacks twice and you'll be in the clear (and you'll get an Undead
Ring).
Choice
This is a real choice, so go ahead and promise the 500. You don't
even have to pay it- that's the Duke's job. Remember to give him
an axe.
Warren!
1 new Character: Zapan
/\/\/\/\/\/\/\/\
18: Tanmas Hill
\/\/\/\/\/\/\/\/
Archer Wynoa Lv13
Kachua
5N 7E from SW
Wynoa starts this battle by using a Fire Orb, but by the time her
troops make their way to you you'll have healed the hurt it did. The
pair of Dragons here are the next big threat. They take punishment
well, and their canny healer will stay out of harm's way while she does
her job. Keep Zapan out front, and watch as he shrugs off fire breath
and arrows with 10 HP of damage. The man's a fortress. Decimate the
Archer's company, then kill her. I got a Fire Orb from a dragon here.
Move
Go to Amorika and see if the situation is as grim as rumor says.
Shop
New spells and items abound. Get Slender spears and the Vitalize
spell.
Warren!
1 new News item
/\/\/\/\/\/\/\/\/\/\
19: Gruborza Plains
\/\/\/\/\/\/\/\/\/\/
Ninja Gasun Lv14
Kachua
This is a required battle, though the icon for Gruborza isn't red. The
enemy Ninja's vaunted courage is his undoing. Let him move twice into
your formation, then quickly strike and destroy. He carries a 100 HP
healing item, so don't give him the chance to use it.
Choice
Once you've entered Rime, you're thrown into a scene where you
can tell Leonard you'll lead the Walstanians or you won't. Either
way, the rest of this chapter plays out the same and you go on to
chapter 3L.
Warren!
1 new News item
/\/\/\/\/\/\/\/\
20: Rime City
\/\/\/\/\/\/\/\/
Knight Vice Lv14
Kachua
You're attacked as you try to leave Rime. Vice and his ridiculous
character portrait are your main foes here, but put them on the back
burner at the beginning. The three-unit attack group to the west is
dangerous enough to warrant some attention- if you can Incubus one of
them to sleep, you can ignore the rest safely. In the middle, there's
the lovely young lady who promised to tear you apart with her bare
hands: Aloser. She's what makes this battle a pain- you have to kill
her to get the very very necessary Revivify spell. So as a Ninja or
Valkyrie or something thins out the western trio with Incubus and Zapan
beats on the Knights (that'll occupy the enemy Cleric as well), you'll
climb the middle stairs to eliminate Aloser, probably killing a Soldier
on the way. Once Aloser is dead, send everyone to crush Vice. Get his
HP low and the battle ends. Someone should have told him that a
battlefield isn't the best place to launch into long ethical dialog.
Warren!
1 new News item
1 new Character: Barbas
1 Character update: Vice
1 new Miscellaneous item
And, oddly, the Aloser Character section disappears
/\/\/\/\/\/\/\/\/\/\/\/\/\/\
21: Amorika Castle Entrance
\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Sorcerer Mordiart Lv16
Kachua
This is the hardest of the three battles this time in Amorika. I
suggest training up to at least level 16 before tackling it. The four
front line troops are more annoying than dangerous, and the only one
you should attack is the dragon- your counterattacks should keep the
knights at bay. The clerics each drop a Heal+ spell if you drop them,
but that's more luxury than necessity (you won't use it here or in the
next battles, and after that you can buy it). The Sorcerer is easily
killed by two or three attacks once you get close. Make sure Denim
leaves this battle in relatively good health.
Translated from the Original Geek
Just before this battle, Ronway makes a Star Wars reference when
he refuses to evacuate in his moment of triumph.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
22: Amorika
\/\/\/\/\/\/\/\/
Terror Knight Irvine Lv16
Kachua
This one should be over before the enemy moves a unit. Put three bow
units front and center, flanked by units with attack magic. With
Canopus at the center rear position you're good to go. As long as you
haven't weighed down any of these units with chain mail and shoes,
they'll be able to swarm forward and shoot/magic the Terror Knight dead
before any bad guys move. If this plan falls apart the Terror Knight
will use his Cure++ and things get interesting. At least make sure
Denim is healed at this battle's end.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
23: Amorika
\/\/\/\/\/\/\/\/
Knight Leonard Lv16
Kachua, Vice
Three on one and Leonard's still got a chance. One blow from him will
finish Kachua, and two will probably take Denim out. Let Vice do the
dirty work. His arrows will do 70+ damage and he can take a few hits.
Keep Denim running like a bunny, and maybe sneak in to deliver the
killing blow. If Denim has a ranged or 2-panel weapon it's easier.
On to chapter 3L!
Translated from the Original Geek
Denim plays Luke and Kachua Vader in The Empire Strikes Back when
he cries out "That's impossible!" and she counters, "Search your
feelings, Denim. You know it to be true."
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 3L: No title, but a page of horribly translated English.
Fifteen necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Warren!
Be sure to check out the last news item, "Best Friends"
5 new News items
6 new Characters: Martym, Ozma, Oz, Andoras, Volac, Manafloa
8 Character updates: Denim, Lans, Warren, Mildain, Guildus,
Ronway, Leonard, Plancy
5 new Miscellaneous items
Shop
Most of the Balder equipment is now available, along with some new
spells.
/\/\/\/\/\/\/\/\/\/\
24: Madra Ice Field
\/\/\/\/\/\/\/\/\/\/
Brr. This sucks. If you're standing on ice, all but the best physical
attacks will do about 20 damage to the dragons. Thankfully Incubus has
a good chance of putting them and their Lizard Man friends to sleep so
you can concentrate on a couple at a time. Canopus, Zapan, and veteran
Archers and mages will do the work here. Attack when you can and heal
when you need to. But you knew that.
Orbs
Come back here and fight random battles later in this chapter and
you should get two Orbs every time!
Move
At Brigantes you can choose either the main entrance (South) or
the broken wall at West Brigantes. West is easier, and you get
nothing special for doing either.
/\/\/\/\/\/\/\/\/\/\
25a: South Brigantes
\/\/\/\/\/\/\/\/\/\/
Wizard Kurkly Lv17
Unlike the Chaotic path battle here, these enemies will immediately
move to attack you. All ten of them. To gain height as quickly as
you can, bypass the Golems: their hit percent and damage are low
enough that they'll never be a threat. Deal with the Ninjas primarily
with counterattacks, and before you know it you'll be close enough to
beat down the Wizard. All it'll take is two reasonably powerful
attacks to end him, but make sure you have healed enough for a second,
more difficult battle (26: Inside Brigantes).
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
25b: West Brigantes
\/\/\/\/\/\/\/\/\/\/
Hawk Man Bingam Lv17
The key to this one is not to advance more than a panel or two- let the
enemy try to come to you. Shoot the Lizard Men in the water and ignore
the octopus. Bingam should be the first Hawk Man to come in range, and
when he does use arrows, magic and Canopus' Wind Shot to kill him.
Leaving here with decent HP should be easy.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
26: Inside Brigantes
\/\/\/\/\/\/\/\/\/\/
Knight Didario Lv18
The two factors that make this battle a pain are the fact that slow ol'
Didario starts in the back so he'll be the last enemy to come in range,
and his blasted Siren has a 13-panel attack spell. I formed a three-
Berzerker line behind the lamps and had anyone with Incubus try to
put the enemy to sleep. A Wind Shot and an arrow took out the Siren,
but not before she'd done some 250 points of damage with one spell.
After Didario makes his second move he should be in range. I only
attacked him and the Siren, choosing to wait and heal the rest of the
time. This allowed me to spring a lot of troops on him before any of
his friends (e.g. the Exorcist) could react to help him.
Choice
Tell the old man he's wrong and you get Jenounes, the best Dragoon
there is. Tell him he's right and you get a stern talking to.
Your call.
Warren!
1 new News item
1 new Character: Jenounes (assuming you got him)
/\/\/\/\/\/\/\/\/\/\
27: Vahanna Plateau
\/\/\/\/\/\/\/\/\/\/
Ninja Kamlot Lv18
The enemy leader is fast and aggressive. Add to that his low defense,
and he'll die nice and easy. You might wanna pick off a Hawk Man here
as they yield Ailerons, which are useful if you run with the beasts.
Two arrows in the ninja will lead to his sad little death.
/\/\/\/\/\/\/\/\/\/\/\
28: Coritani Entrance
\/\/\/\/\/\/\/\/\/\/\/
Hawk Man Orgeu Lv19
9N 8E from SW
The only annoying thing about this battle is the fact that it's
followed by one that's much tougher- you'll want your HP close to full
after this one. The only enemy standing in the way of that goal is the
Wizard, who'll get off one big spell into your army. First move north,
then west across the bridge- this way you'll dodge two would-be sniper
Hawk Men. Heal up as best you can and zero in on the leader, who will
zip into range obligingly. If you want to complicate matters, you can
kill one of the Berzerkers for the unique Aqua hammer he carries.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
29: Inside Coritani
\/\/\/\/\/\/\/\/\/\/
Terror Knight Guacharo Lv19
Bring Jenounes here to learn about his past, and so you can get Oxyones
later (see "Chapter 4 Extras" section). But first you've gotta get
through this one, and it isn't easy. The enemy packs two competent
healers, a pair of extra Terror Knights, a Witch with Charm, a Siren
and more. You'll probably want to have your hand-to-hand fighters take
out a Terror Knight, but try to save any long-range power you have for
the leader as he advances. You'll have to bring a lot of hurt on him
quickly so he can't be healed. It's tricky, and it might take a couple
tries.
Warren!
2 new News items
1 new Character: Zaebos
1 Character update: Barbatos
3 new Miscellaneous items
Move
Both ways to Amorika are guarded by Gargastan remnants. The
battles are about the same difficulty, and you have to choose
which one to take.
/\/\/\/\/\/\/\/\/\
30a: Swanzi Forest
\/\/\/\/\/\/\/\/\/
Sorcerer Brutacox Lv20
9N 8W from SE
This forest has plenty of marsh, and enemies will often stand on it
as they shoot at you, lowering their hit rates. This battle's no milk
run, though, as Brutacox takes a while to join the fray. Jenounes will
carve up the Lizard Men here, especially with the Flame sword. The
Beast Tamers masquerading as archers die quickly if you can get close
enough to them, and you'll want to off the Cleric and her Heal+ ASAP.
Once the Sorcerer gets in range, hit him hard. He'll take a surprising
amount of punishment so don't plan on a two-hit kill.
/\/\/\/\/\/\/\/\/\/\
30b: Bordo Lakeside
\/\/\/\/\/\/\/\/\/\/
Summoner Mutsua Lv20
As long as you bring an Exorcist this battle will be more long than
difficult. Mutsua will run away then summon a steady stream of
skeletons to sabotage your skillfully sculpted strategy. Make sure
your first Exorcism takes out the Ghost and its magic, then you're in
the clear. Your 9 non-Exorcist attack and support units can mince the
Lizard Men and Gremlin while proceeding toward the Summoner. You can
spare a couple/few units to wipe out the Skeletons if you think they
might cause trouble, because the Summoner herself is a two-hit kill.
/\/\/\/\/\/\/\/\
31: Tanmas Hill
\/\/\/\/\/\/\/\/
Beast Tamer Ganb Lv20
5S 8W from NE
Ganb and his four babies make for a very easy battle. If you kill any
beasts, Ganb will immediately heal 50 HP but he can still join you in
Chapter 4. His babies are easy enough to ignore, so go in and get his
HP low (zero is okay) and he'll run away.
Warren!
2 new News items
1 new Character: Bernarta (Selye*)
3 Character updates: Kachua, Plancy, Manafloa
*You only get the Selye bio if you watch all of the News item
"The End."
Shop
Some new weapons are available (Balder axe and spear)
/\/\/\/\/\/\/\/\/\/\
32: Amorika Entrance
\/\/\/\/\/\/\/\/\/\/
Siren Zildor Lv21
We fight here for the third time in as many chapters. Sigh. The Siren
takes her time coming down, so you'll have to deal with her minions.
If you can, try to get a unit ahead of the bulk of your troops just
before the Siren's second turn. She'll hit the loner out front,
sparing everyone else (Canopus is a good choice for his 6-panel
movement and 2-panel weapon).
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
33: Amorika
\/\/\/\/\/\/\/\/
Knight Zaebos Lv22
Attack the northern enemy group first, as Zaebos' crew won't hit you
for at least two rounds. Canopus and any other flyers you have can get
great position on the high ground to assault the Witch and Valkyries.
Your brawlers can make a detour to kill the northern Knights if you
want, but their primary target is Zaebos, who will only take two good,
strong hits. He said he'd show you how to die, and he did. Good man.
Recruit
Six shiny new units here: White Knights Mildain and Guildus,
Warrior Vice, a Knight, an Exorcist and a Priest.
Warren!
1 new News item
4 Character updates: Warren, Mildain, Guildus, Zaebos
1 new Miscellaneous item
/\/\/\/\/\/\/\/\/\/\
34: Wyoburi Volcano
\/\/\/\/\/\/\/\/\/\/
Try to place your units on Lava Rock, leaving the enemy stuck on Ash or
Lava. The hardest part of this battle is hunting down the Gryphons as
they fire Wind Shots and retreat.
/\/\/\/\/\/\/\/\
35: Rime
\/\/\/\/\/\/\/\/
Temple Commando Ozma Lv23
Haborym
Cheap it may be, but if you want all the cool swag this battle has to
offer, you should be at Lv24 going in. That should make you quick,
powerful and damage-resistant enough to kill the three special item-
carrying grunts here. It's easy enough to kill the Terror Knight and
Siren to the east and get the Warp Boots and Fenril spell, but if you
want the powerful wind-based Kaminari you'll have to kill the Wizard.
He's behind Ozma and will probably have time to fire off the spell once
or twice. As you maneuver around Ozma to kill him (maybe killing a
dragon or two and some assorted riff-raff), look out for three dangers:
1)Ozma's whip can do 150 damage to a well-armored unit. It can flat-
out kill a mage/archer if it goes critical.
2)Ozma's Petrify spell will work about as often as it doesn't. If she
manages to set it off on 4 or 5 of you, 2 or 3 will be out.
3)Haborym, like all Guests you try to save, is stupid. Ozma will take
at least one crack at him, and you can't let her whip hit him. That
means in-battle save/load. Can't be helped here.
Haborym isn't quite as useful without the Petrify spell (give him Stun
and he's still okay). Unfortunately the only way to get it in the
lawful route is in Hell Gate, and even then you need some luck for it
to pop up.
Warren!
1 new News item
1 new Character: Haborym
1 Character update: Ozma
Move
At Fiduc you decide which direction to attack from. Neither is
easy (though south seems to be less of a pain), and both have lots
of cool stuff that's a real pain to get.
/\/\/\/\/\/\/\/\
36a: South Fiduc
\/\/\/\/\/\/\/\/
Witch Bestear Lv24
Cool stuff here: Gnome and MagmaGod spells, Sand and Fire bows, Granite
and Phoenix armors. Use the wait command until your Wizard/Siren has
full MP- the enemy won't move until you do. I think this is the easier
of the two battles, as the four enemy Knights seem to really enjoy
dying and the Wizards won't get off more than one big spell each.
From there, keep a unit near the Witch to draw her Charm alone, and
savage the Archers as you see fit.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
36b: West Fiduc
\/\/\/\/\/\/\/\/
Sword Master Mercury Lv24
Cool stuff here: Gnome and MagmaGod spells, Light and Ice bows, Aqua
and Wing armors. Use the wait command until your Wizard/Siren has full
MP- the enemy won't move until you do. This one is tough. The enemy
has five throwaway units near you, but the Dragon Tamers will probably
get off an annoying spell before you put them away. Then comes the
hurt. As you moved in on the southern units, some of your units likely
came in range of the bows and magic of enemies on the wall. One of
your units, maybe more, will be killed- thankfully you have Revivify
and full MP. Send in the troops and beat them down as best you can.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
37: Inside Fiduc
\/\/\/\/\/\/\/\/
Temple Commando Oz Lv24
This battle begins as Oz vs. Denim one-on-one. Your goal is to get Oz
below 200HP before he hits you, because although he starts the next
battle at full health, any hurt he does to Denim sticks around. The
safest way to hurt Oz is to give Denim the Warp Boots from Rime and
turn him into a Ninja with a bow. You should move before Oz, so run
and stay clear, taking shots as you can. Once he's hurt, Oz whistles
and the battle begins. Turn Denim back into whatever you like.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
38: Inside Fiduc
\/\/\/\/\/\/\/\/
Temple Commando Oz Lv24
Oz has full HP again. Grr. His Cleric has Wing Boots, so you might
want to kill her if you have the chance. It's not recommended, though,
as Oz is more than enough with his Wizard, Witch, Terror Knights and
Valkyries. Swarm him, attacking no one else to save your WT. Haborym
can use the Charge spell on your Wizard/Siren, and his/her powerful
attack spell should do good damage to Oz. Throw in some arrows and
maybe one close attack, and it'll all be over.
Warren!
4 new News items
4 Character updates: Denim, Kachua, Lans, Oz
4 new Miscellaneous items
FAQ
This document continues with Chapter 2C. To go straight to
Chapter 4, search for the characters (not the first 5 spaces) on
the following line, including the colon.
Chapter 4:
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 2C: Just because things don't turn out like you expected, I
won't give up.
Eleven necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
This chapter opens at Ashton where you can shop (new items and spells
are available, including the double-handed Great Bow), train and...
Warren!
3 new News items
2 Character updates: Denim, Vice
4 new Miscellaneous items
/\/\/\/\/\/\/\/\
13: Ashton City
\/\/\/\/\/\/\/\/
Archer Aloser Lv9
Kachua
This one's triggered as you try to leave town. Aloser, Leonard's
barely legal mistress, challenges you with a moderate height advantage.
If you move your forces west on their first move, their second should
come when Aloser is in range. Strike her hard and fast, and this one
will be over before any other enemies can bother you. You only have to
get her HP low, but zero works (she won't die).
Warren!
1 new Character: Aloser
/\/\/\/\/\/\/\/\
14: Zodo Marsh
\/\/\/\/\/\/\/\/
Berzerker Zapan Lv8
Kachua
3N 4E from SW (burn off grass first)
Wait for the enemy as they flounder through the marsh and water to get
to you, killing the Hawk Men as they come in range, along with the
Dragon and Lizard Men. By now Zapan should be close enough to crush,
so bring in overpowering numbers. Get his HP low and the battle ends.
Warren!
1 new Character: Zapan
/\/\/\/\/\/\/\/\/\
15: Bordo Lakeside
\/\/\/\/\/\/\/\/\/
Ninja Genzo Lv10
Kachua
The enemy leader moves well in this terrain, so he should be among the
first to reach you as you patiently wait. He should also, then, be one
of the first enemies you kill (probably after his third move).
/\/\/\/\/\/\/\/\
16: Tanmas Hill
\/\/\/\/\/\/\/\/
Ninja Vice Lv11
Kachua, Aloser
5N 7E from SW
The multi-talented Vice shows up as a Ninja this time around, and he's
no slouch with that Great Bow. As your army sweeps around the eastern
and western flanks, killing Beast Tamers and beasts alike, send your
healers straight up the middle to help Aloser. On her first move she
fires then inexplicably moves north, so she'll take some hits.
Thankfully, Vice will go for Kachua with his first shot. Though it
will take her out of the battle it leaves Vice in a great place to
squash him. Get his HP low to end the battle and get the Archer
heroine Aloser to join you.
Warren!
1 new News item
1 Character update: Aloser
/\/\/\/\/\/\/\/\
17: Krizar City
\/\/\/\/\/\/\/\/
Knight Ganashe Lv11
Kachua
Ganashe and his second grade English skills won't be much trouble.
Wait until the first two Knights come in range to dispose of them, then
Ganashe should be the first one to arrive in the second wave. Make
sure you can kill him before he moves again, because if he uses his
Cure100 item and runs you're in for a much longer battle.
Warren!
1 new News item
1 new Character: Forcas
/\/\/\/\/\/\/\/\/\
18: Fort Kadoriga
\/\/\/\/\/\/\/\/\/
Berzerker Dasa Lv12
Kachua, Forcas, Byan
Saving Byan is sometimes easy and sometimes next to impossible. If he
runs toward the Berzerker with his first move, then he's in trouble.
If he runs toward you, then all's well. I don't know what makes him
choose either way, but if he goes the wrong way you'll have to hit Dasa
with every ranged weapon you've got (and there will be a lot of in-
battle saving and loading to ensure enemy misses). If you get Byan to
do the right thing and come your way, you'll have time to kill the
Cockatrice for an Undead Ring.
Choice
This choice is only available if you managed to save Byan. If you
don't go save Sisteena, you can't do the Forbidden Power quest
later (no big loss), and you lose both the powerful Wizard Byan
and Sisteena, while gaining nothing but some time.
Warren!
1 new News item
1 new Character : Byan (assuming you agreed to help Sisteena)
1 Character update: Sisteena
/\/\/\/\/\/\/\/\
19: Fort Damsa
\/\/\/\/\/\/\/\/
Valkyrie Veldo Lv12
Kachua, Forcas, Byan
This is the fight to save Sisteena, so if Byan died or you chose not to
save her, go ahead to battle 20: Griate City. It's 13-on-7 here, but
not easy at all. They have the high ground and a trio of bows to
defend it. The Valkyrie carries one of the bows, so she'll keep her
distance and you can't swarm her. Barring a legion of bow-armed Hawk
Men, you'll have to advance as quickly as you can, putting enemies to
sleep or killing them as you move. Soon enough, you'll win.
Warren!
1 new News item
1 new Character: Selye
1 Character update: Sisteena
/\/\/\/\/\/\/\/\
20: Griate City
\/\/\/\/\/\/\/\/
Wizard Dagon Lv13
Kachua, Forcas, Byan, Sisteena
You'll have as much as a two-to-one advantage here if you rescued
Sisteena, but this battle is no pushover. The real danger in this one
is the long-range damage the enemy can do. Two bows and a pair of
Wizards should worry you, especially when you've got the low ground and
at least two rounds until you get to the enemy. Thankfully, the second
Wizard sometimes comes up as a Witch, which makes this battle easier.
The dragons can be put to sleep or flat-out ignored, but you'll want to
take out at least the rooftop Archer before going for the leader.
Canopus and some magic do the job well. This leader has the saddest
minor character death in the game.
Move
There's no battle at Fort Bodo, so move right in.
Choice
Let Sisteena join you. I mean, if you've saved Byan and fought an
extra battle for her, it just makes no sense to ditch her now.
Besides, if you lose her you lose Forcas and Byan as well. Accept
her and you get all three of them.
Warren!
2 new News items
2 Character updates: Barbatos, Zaebos
1 new Miscellaneous item
/\/\/\/\/\/\/\/\
21: Rime City
\/\/\/\/\/\/\/\/
Berzerker Zapan Lv13
Kachua
Put any flying units you have on the right side of the setup screen,
because getting them on the rooftops using ranged attacks gives you a
big advantage. Have Denim retreat on his first move while your forces
advance- then the battle can really begin. Take out the Hawk Men
first, as they move quickly and do big damage. Your next target should
be the Witches or, if you can get his HP low before he uses his Cure100
item, Zapan. The dragon can be dealt with by putting it to sleep,
while the Lizard Men are slow enough that they can be pretty safely
ignored. Still, you'll be lucky to get out of this one with no losses.
Warren!
1 new News item
2 new Characters: Barbas, Martym
2 new Miscellaneous items
/\/\/\/\/\/\/\/\/\/\
22: Gruborza Plains
\/\/\/\/\/\/\/\/\/\/
Summoner Ramidos Lv15
Wait until the Ninjas have made their second move toward you to begin
your attack. By that time your healers will have their hands full, as
the Summoner uses a Fire Orb, which will seriously damage about half of
your forces. The Ninjas are easily killed, the Witches have only one
annoying spell (Charm) and it doesn't work often, and the Summoner has
very low defense. Unfortunately, this one's still a pain because the
Summoner brings in new units every turn. These new units get to go as
soon as they pop up, so if she summons a Gremlin with a bow within ten
squares of a unit damaged by the Fire Orb, that unit will be shot dead.
Mercifully, after this battle you get the Revivify spell, which means
that one death no longer necessitates muttered curses and a damaged
controller. Give Revivify to a Priest as soon as you can make one
(around Lv16).
/\/\/\/\/\/\/\/\/\/\
23: Amorika Entrance
\/\/\/\/\/\/\/\/\/\/
Berzerker Zapan Lv16
It's Zapan again, and he's been working out. Don't compliment him on
it, though- he'll just get all egotistical. Being at Lv16 makes this
battle much more bearable. Put three units that can take some
punishment in the three front and center squares. Advance your army
five squares on its first move, putting the Ninjas to sleep or
otherwise doing them damage as you can. Attack magic works well on the
clumped-up enemies. If you're still in a 5x2 block, the bad guys'
first move will mean each of your front units are attacked, and they'll
probably do some very good counter-attack damage to the Knights. Now
these softened-up Knights can be easily taken out and the advantage is
yours. Try to use Canopus or ranged attacks to get rid of those
annoying bow-wielding Ninjas, then take out the other two Knights. The
Golems can be dealt with or not as you see fit. Make sure Denim's HP
are high before you get Zapan's low.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
24: Amorika
\/\/\/\/\/\/\/\/
Ninja Vice Lv15
Denim v. Vice, one-on-one. Here's the easiest battle of the chapter,
but don't end it too quickly as it also contains some good hints as to
why Vice acts the way he does. Denim's first counter should just about
kill Vice, then run away until you've seen all three dialogs. Whack
Vice until Leonard comes in and offers you a...
Choice
This is where you choose between chapters 3C and 3N. If you
answer "There's no time," you go to 3N and Aloser leaves your
party (she "disaffects" if you like the translation's fractured
English). If you answer "I can't go back," it's on to 3C.
Chapter 2L--Chapter 3L--
/ \
Chapter 1- -Chapter 3N---Chapter 4
\ / /
Chapter 2C--Chapter 3C--
FAQ
This document continues with the chaotic route. If you chose
neutral, search for the characters (not the first 5 spaces) on the
following line, including the colon.
Chapter 3N:
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 3C: Ambition and desire is the motivation. Losers are called
dogs and hogs.
Fourteen necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
/\/\/\/\/\/\/\/\
25: Ashton City
\/\/\/\/\/\/\/\/
Berzerker Gannon Lv17
You go straight into this one without a chance to train or shop. And I
hope you remembered your silver arrows. He is Gannon, after all. The
tactical key to this one is to hold the passes. The house east of your
start position has two one-panel wide routes around it. Place one
character that can take some punishment (Canopus, Forcas, a Berzerker)
at the mouth of these paths and you'll block their advance. With
archers, healers, mages, ninjas etc. safe behind the front, you'll be
able to destroy the enemy one by one. Put the dragon to sleep and let
your hardpoints do the work until the leader comes within crushing
distance.
Warren!
4 new News items
2 new Characters: Ozma, Oz
4 Character updates: Lans, Warren, Mildain, Guildus
5 new Miscellaneous items
Shop
Lotsa new stuff for sale. The best of them are the Charge and
Heal+ spells, most of the Balder equipment and the Slender Spear.
/\/\/\/\/\/\/\/\
26: Zodo Marsh
\/\/\/\/\/\/\/\/
Knight Felnator Lv17
Because the leader's so slow, you'll have to deal with his troops
first. As long as you bring plenty of long-range attackers this won't
be a problem. Put your guys on grass to shoot the enemies, who're
probably on marsh or in water. If things don't go your way you should
have a Priest with Revivify, so one or two deaths is no problem. The
enemy Siren here has the pretty useless Grease Boots if you want them.
/\/\/\/\/\/\/\/\/\/\/\
27: Coritani Entrance
\/\/\/\/\/\/\/\/\/\/\/
Siren Zildor Lv18
9N 8E from SW
Move your army north then west to avoid a trio of enemies. You'll
still have to fight through five units to get to the Siren, making sure
that your HP are okay for the next fight. The Siren herself is a
pushover- it's getting to her that's hard.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
28: Inside Coritani
\/\/\/\/\/\/\/\/\/\/
Knight Zaebos Lv18
Even if you're in bad shape from the last fight this one's easy. Wait
and heal until Zaebos makes his second move, then strike with arrows
and magic. Get his HP low and he'll escape the battle before his
troops can harm you at all.
Choice
Tell Kachua whatever you like, it makes no long-term difference.
Translated from the Original Geek
Denim plays Luke and Kachua Vader in The Empire Strikes Back when
he cries out "That's impossible!" and she counters, "Search your
feelings, Denim. You know it to be true."
Warren!
2 new News items
2 new Miscellaneous items
/\/\/\/\/\/\/\/\/\/\
29: Vahanna Plateau
\/\/\/\/\/\/\/\/\/\/
You've gotta kill all eight enemies here, and it's not easy. All four
Lizard men have Cure100 items, a couple have bows and every dragon can
put your troops to sleep with their breath attack. All eight enemies
also have high defense, so don't expect a two or even a three hit kill.
There's no easy win strategy- this here's a shootout. A slugfest. Hit
them harder than they hit you, never stand on snow to attack and keep
healing. Another battle where I was glad I had Revivify.
Warren!
1 new News item
1 new Character: Volac
Move
Your assault on Brigantes can go either south or west. For
reasons shown below, go south.
/\/\/\/\/\/\/\/\/\/\
30a: South Brigantes
\/\/\/\/\/\/\/\/\/\/
Knight Didario Lv19
Credit where it's due: the basis for this strategy is Seigfried's FAQ.
First, bring as many long-range attackers as you have. Do not take the
paved path. Lead your army west first, through the snow, and the enemy
will just sit there. Amass your troops six squares south of the
leader. As soon as you close to within five, the enemy reacts. Wait
until just after the enemy Wizards have done their waiting to spring
your ambush. You'll have the enemy leader killed before you're hurt
much, if at all.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
30b: West Brigantes
\/\/\/\/\/\/\/\/\/\/
Hawk Man Orgeu Lv19
The only reason you'd want to take this route is to get the Aqua Hammer
from one of the Hawk Men here. In the attack on South Brigantes you
only have to kill one enemy. Here, you'll have to cut through at least
five. The leader potentially has great movement, but he's cautious and
will let his grunts do the fighting for him. For me, I had to kill
every enemy on this level. Enemies here have poor defense, but they
carry Cure100 items and most have long-range attacks. You'll take some
damage, and you'll want to be as healthy as possible for the next
battle.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
31: Inside Brigantes
\/\/\/\/\/\/\/\/\/\/
Knight Zaebos Lv19
Him again, and with some nasty friends. Being at Lv19 makes this one
easier, but if you move at all before the enemy you'll have a real hard
time here. The key to this battle is patience. Bring lots of long-
range attackers and have only one of them put an arrow into the Terror
Knight on your first move, being careful to stay out of his eventual
attack range. The rest of your units wait and heal, then the enemy
goes. The enemy healer (an Exorcist) will use his turn healing the
Terror Knight, which holds up his next turn for just long enough.
You'll take a little damage from Wizards but the enemy crossbows most
likely won't hit you. Once the last enemy has moved, throw all you've
got at Zaebos. He'll be well within range of your Archers and magic
users, so let him have it (three or four hits is all you'll need). No
enemy will be able to move more than once if all goes well.
Warren!
1 new News item
1 Character update: Zaebos
2 new Miscellaneous items
/\/\/\/\/\/\/\/\/\/\
32: Vahanna Plateau
\/\/\/\/\/\/\/\/\/\/
Sorcerer Mordiart Lv20
Haborym
Weren't we just here? You'll probably have to try this one a few times
to save Haborym. You've got a few things going for you: high ground,
enemies with low defense and an 11-on-8 advantage. The enemy has
speed and surprisingly good attack power going for them. Most
importantly for the bad guys, they only have to kill Haborym to ruin
this battle. Haborym will not retreat. The best you can do is guide
him to where it's safe to attack. Fill the left side of the formation
setup screen with bow-wielding characters and Canopus. If you have
less than five units that can handle a bow well, bring some with
Incubus. Make sure the first crossbow shot at Haborym misses
(in-battle save/load). He will then be hit by an Ice Blast from the
Sorcerer. You want Haborym's first move to be north two squares to
kill a Ninja with one blow. To make this work, put one arrow into that
Ninja (if the Ninja counterattacks on Haborym, this one's as good as
lost). Now you've got to use Canopus' second move to position him in
front of Haborym, where the dead Ninja was. From here on out, pick
your targets according to when they'll go next and whether they can
hit Haborym when they move. Once your healers get their second move
and heal Haborym, you've won. All that remains is two solid hits on
the Sorcerer and you'll get Petrify and the perfect guy to equip it on.
Again, this one will take a few tries and lots of in-battle save/
loading. Haborym's worth it.
Delusion of Grandeur
If you left your battalion name as its default back in chapter 1,
Denim will call himself "the leader of God."
Warren!
1 new News item
1 new Character: Haborym (assuming you saved him)
/\/\/\/\/\/\/\/\/\/\/\
33: Coritani Entrance
\/\/\/\/\/\/\/\/\/\/\/
Terror Knight Irvine Lv21
Weren't we just here? Same as before, move north then west to avoid
some enemies. Bring enough long-range attackers to this battle and
you'll leave without a scratch. This timing works if you're at Lv21.
First move: move everybody north. Second move: deal with the dragon.
Put it to sleep, kill it, whatever. Don't put your units within eleven
panels of the enemy archers (5 move + 6 arrow range), and they won't
get you when they move. The Terror Knight will make his second move,
then you do your third: lots of arrows and magic on him. All I had to
heal here was the damage Canopus did to himself with Tornado.
This is a multi-battle area, so no training/healing/shopping.
Choice
Leonard asks you a seemingly innocent question, but if you answer
"So be it," you fight him in a near-impossible one-on-one battle.
He has a Cure+++, a crossbow, a sword and huge strength. Answer
"No." to fight an easy ten-on-ten matchup.
/\/\/\/\/\/\/\/\/\/\
34: Inside Coritani
\/\/\/\/\/\/\/\/\/\/
Knight Leonard Lv22
Weren't we just here? Silly Leonard stands in front of his troops.
Bring your long-range crew and take him out with your first move. If
you only wound him he'll use a Cure100 item and retreat, forcing you to
go through a tough fight.
Translated from the Original Geek
Leonard quotes Darth Vader in Return of the Jedi: "You were
right... Tell your sister... you were right."
Warren!
1 new News item
1 Character update: Leonard
/\/\/\/\/\/\/\/\/\/\
35: Wyoburi Volcano
\/\/\/\/\/\/\/\/\/\/
Beast Tamer Ganb Lv22
Ganb and his four babies make for a very easy battle. If you kill any
beasts, Ganb will immediately heal 50 HP but he can still join you in
Chapter 4. His babies are easy enough to ignore, so go in and get his
HP low (zero is okay) and he'll run away. Stay off the ash.
Warren!
1 new News item
3 new Characters: Andoras, Manafloa, Bernarta
2 Character updates: Kachua, Plancy
/\/\/\/\/\/\/\/\
36: Rime
\/\/\/\/\/\/\/\/
Terror Knight Highlam Lv23
Three cool thing you might want to grab here: the Terror Knight's Warp
Boots, which you automatically get, and the two Wizards' most powerful
water and wind spells in the game (outside of Dragon magic). Thing is,
you've probably got the Wizard hero Byan now, and he's earth elemental.
These strong spells, then, aren't really what you're looking for.
Besides, this battle is much easier if you ignore everyone but the
leader. If you want the spells, best of luck to you. If not, simply
move north without attacking. You'll take some damage between your
first and second moves, but nobody will die. Use arrows and magic on
your second turn to kill the Terror Knight and swipe his shoes.
Warren!
2 new News items
2 Character updates: Ronway, Plancy
Move
The enemies at Amorika surrender without a fight, and Mildain and
Guildus join you.
Warren!
2 new News items
4 Character updates: Denim, Warren, Mildain, Guildus
Shop
The Balder Spear and Axe are now available.
Orbs
Fight random battles at Bordo Lakeside for an Orb every time you
kill a small enemy (one per battle). This'll only work during
chapter three. This info comes from Henry Chan's sub-guide (see
"Recommended Reading Etc." section).
/\/\/\/\/\/\/\/\
37: Fort Bodo
\/\/\/\/\/\/\/\/
Temple Commando Oz Lv23
Take a detour on your way to Fiduc to save Selye Foriner, one of the
four necessary characters for the Forbidden Power side quest (see
Chapter 4 Extras). This is an optional battle where you'll fight
Roslolians for the first time. Their height advantage is huge, and
with their two bows and bunches of magic, it hurts. When Oz finally
gets in range he'll use Charm, so spread out. This battle will be a
challenge if you're at Lv23, and it's near impossible if you're weaker.
Warren!
1 new News item
1 Character update: Plancy
Move
At Fiduc you decide which direction to attack from. Neither is
easy (though south seems to be less of a pain), and both have lots
of cool stuff that's a real pain to get. Both paths will give you
the Byan-friendly Gnome Spell, but only the western route yields
the Light bow for Aloser.
/\/\/\/\/\/\/\/\
38a: South Fiduc
\/\/\/\/\/\/\/\/
Witch Bestear Lv24
Cool stuff here: Gnome and MagmaGod spells, Sand and Fire bows, Granite
and Phoenix armors. Use the wait command until your Wizard/Siren has
full MP- the enemy won't move until you do. I think this is the easier
of the two battles, as the four enemy Knights seem to really enjoy
dying and the Wizards won't get off more than one big spell each.
From there, keep a unit near the Witch to draw her Charm alone, and
savage the Archers as you see fit.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
38b: West Fiduc
\/\/\/\/\/\/\/\/
Sword Master Mercury Lv24
Cool stuff here: Gnome and MagmaGod spells, Light and Ice bows, Aqua
and Wing armors. Use the wait command until your Wizard/Siren has full
MP- the enemy won't move until you do. This one is tough. The enemy
has five throwaway units near you, but the Dragon Tamers will probably
get off an annoying spell before you put them away. Then comes the
hurt. As you moved in on the southern units, some of your units likely
came in range of the bows and magic of enemies on the wall. One of
your units, maybe more, will be killed- thankfully you have Revivify
and full MP. Send in the troops and beat them down as best you can.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
39: Inside Fiduc
\/\/\/\/\/\/\/\/
Temple Commando Ozma Lv24
Temple Commando Oz Lv24
Hope you've still got Haborym. Oz is the obvious primary target: he's
strong, he'll use Charm if you give him a chance, and he's the almost
in range. Haborym's second move is the key to this battle. Oz will
have moved himself closer to the mass of your advancing troops, Ozma
will have gone toward the western stairs, the enemy magic users will
have retreated and the six enemy grunts will have moved forward, doing
some damage to you with LightBow and arrows. These six should be in
position for Haborym to hit at least five with Petrify. Save before
you cast the spell and let fly. Petrify five or six enemies and you've
won the battle. Oz will fall to your second or third move's long-range
attacks (he's a monster up close, so don't try it) and Ozma will
eventually make her way downstairs to die.
Warren!
5 new News items
6 Character updates: Denim, Kachua, Vice, Lans, Ozma, Oz
4 new Miscellaneous items
The three young friends from Griate all get new portraits as
Chapter 4 starts. Denim almost makes a headband cool, Vice looks
horrifying in his last appearance and Kachua is darkly hot.
FAQ
This document continues with Chapter 3N. To go straight to
Chapter 4, search for the characters (not the first 5 spaces) on
the following line, including the colon.
Chapter 4:
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 3N: Could not save Ambition and desire is the motivation.
Thirteen necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
This chapter title is a real bug. As opposed to some of the others,
which just sound like they're bugs.
/\/\/\/\/\/\/\/\/\/\
25: Amorika Entrance
\/\/\/\/\/\/\/\/\/\/
Knight Didario Lv16
You go straight into this one without a chance to train or shop. Send
some long-range attackers to kill the Wizards waiting to the north and
south while your army marches toward the leader. You have the high
ground and Didario doesn't have much help, so this one's easy.
Recruit
You get Mildain here, but not Guildus. All three Chapter 3 intros
show Nybbas creeping up on Guildus, but this is the only one that
assumes Nybbas got him.
Warren!
5 new news items
4 new Characters: Ozma, Oz, Andoras, Manafloa
7 Character updates: Denim, Vice, Lans, Warren, Mildain, Guildus,
Plancy
6 new Miscellaneous items
Shop
Lotsa new stuff for sale. The best of them are the Charge and
Heal+ spells, most of the Balder equipment and the Slender Spear.
Orbs
Fight random battles at Bordo Lakeside for an Orb every time you
kill a small enemy (one per battle). This'll only work during
chapter three. This info comes from Henry Chan's sub-guide (see
"Recommended Reading Etc." section).
/\/\/\/\/\/\/\/\
26: Fort Bodo
\/\/\/\/\/\/\/\/
Temple Commando Oz Lv17
Selye
Bring two healers, Canopus (another flying long-range attacker helps),
as many magic users as you have and plenty of luck. Selye begins this
battle charmed by Oz. Wait until she's done her first move, then
advance north as quickly as you can. Bows and short-range weapons
won't save Selye here unless they're equipped by a Hawk Man. As you
move north, enemy Templar Knights will shoot, burn and stun Selye.
Your healers should be put in position to take care of her wounds (they
can get within the seven-panel Heal range on their first move), and as
for the Stun, that's a good thing. It keeps her from doing anything
suicidal. Oz will hit Selye with his first move, putting him in a good
position to hit with Wind Shot, a Hawk Man's arrows, Incubus from
Ninjas and Valkyries and a Wizard or Siren's attack spells. Oz will
probably get a second hit in, after which he runs and gets healed.
Follow him, healing Selye and hurting Oz. With some luck you won't
need to use Revivify. You know what, though? Selye doesn't join you,
even if you save her. Woman just runs off. She will join you if you
jump through some hoops in chapter 4, though (see Forbidden Power in
"Chapter 4 Extras" for details).
Warren!
1 new News item
2 Character updates: Oz, Plancy
Move
Make your way to Amorika for new orders.
Translated from the Original Geek
Denim plays Luke and Kachua Vader in The Empire Strikes Back when
he cries out "That's impossible!" and she counters, "Search your
feelings, Denim. You know it to be true."
Warren!
2 new News items
2 new Miscellaneous items
/\/\/\/\/\/\/\/\
27: Tanmas Hill
\/\/\/\/\/\/\/\/
Beast Tamer Ganb Lv18
5S 8W from NE
Though Tanmas isn't red on the world map, this fight is required. Ganb
and his four babies make for a very easy battle. If you kill any
beasts, Ganb will immediately heal 50 HP but he can still join you in
Chapter 4. His babies are easy enough to ignore, so go in and get his
HP low (zero is okay) and he'll run away.
Move
Take a detour south to Krizar, where you'll open an optional
battle at Fort Kadoriga. Do this, as it'll get you both Haborym
and the Petrify spell he wields so effectively.
Warren!
1 new News item
/\/\/\/\/\/\/\/\/\
28: Fort Kadoriga
\/\/\/\/\/\/\/\/\/
Wizard Botes Lv18
Festa, Tamuzu, Kamos
The three guests are all petrified as this battle begins. It's not
necessary to Vitalize or even save them, but it's a nice thing to do.
Bring all the offensive magic you have to this one and run on in. Both
Witches have Petrify, but it's nothing to be afraid of- they won't get
a chance to use it. Canopus should give the Wizard a Wind Shot on his
second turn. Add a little magic and the Wizard's gone before he casts
a second spell. You'll pry Petrify out of his warm, dead hands.
Recruit
Any surviving guests will volunteer to be part of your army.
They're nothing special, so feel free to steal their equipment
then kick them out.
Choice
Answer Haborym's first question either way and he'll offer to join
you. Accept him and give him Petrify.
Warren!
1 new News item
1 new Character: Haborym
/\/\/\/\/\/\/\/\
29: Ashton City
\/\/\/\/\/\/\/\/
Orias, Debordes
Only zombies here, so an Exorcist will come in really handy. He won't
be able to zap all of the undead, though, so you'll want to put down a
few with conventional methods. Once every zombie is exorcised or KOed
this one's over. These two guests generally do a good job of staying
alive, especially if Orias can block a few of the first round attacks
leveled at her.
Choice
The Priest heroine Orias and Terror Knight Debordes offer to join
you. Actually, she offers. He just sits to the side murmuring
something about eating everyone's brains. Debordes, you see, is a
zombie himself. Unlike most undead, though, he can be healed
using regular heal spells. Unfortunately, he's too slow to ever
be useful. At least Orias rocks. Oh, and if you change
Debordes's class you can't make him a Terror Knight again until he
has thirty kills- which is approximately never.
Warren!
1 new News item
2 new Characters: Orias, Debordes
/\/\/\/\/\/\/\/\/\
30: Hedon Mountain
\/\/\/\/\/\/\/\/\/
Again with the zombies. Same as last time, exorcise where you can and
KO where you must. Easy easy easy. Just stay off the ash.
/\/\/\/\/\/\/\/\/\/\
31: Banhamuba Temple
\/\/\/\/\/\/\/\/\/\/
Still more undead. Zap some of 'em with an Exorcist and cut the others
down to size. Don't worry, this is the last yawner for a while.
/\/\/\/\/\/\/\/\
32: Fort Damsa
\/\/\/\/\/\/\/\/
Necromancer Nybbas Lv20
Now this is more like it: a proper leader and a little emotional
involvement. Bring Canopus, Oruba and/or Mildain, as they have some
things to say about this battle. Train up to Lv20 before you march in,
because this battle's tough. The enemy has the high ground and lots of
magic and arrows. Again, your foes are mostly undead so an Exorcist is
good to have. He can blast away two at a time, while Haborym petrifies
at about the same rate. Nybbas is slow to come down, so killing him
first is out of the question. He'll use a Dark Orb with his first
move, doing pretty good damage to at least a couple of your guys. Wait
until the living dead have made their second move then spring on them.
Ghosts and the Wizard are priority one, with Guildus coming in a close
second. Even if you don't kill Guildus during this battle he will die
as it ends, so go ahead and take him out. Guildus will yield his
powerful two-handed Isleberg sword upon dying again, and Nybbas (who
dies real easy once you get close to him) will turn into a Lich and
escape, promising that you'll meet him again (see Hell Gate in "Chapter
Four Extras").
Warren!
1 new News item
4 Character updates: Kachua, Guildus, Nybbas, Manafloa
2 new Characters: Volac, Bernarta
Move
Make your way across the island to Amorika, where Denim apparently
forgets to look up his sister.
Warren!
1 new News item
2 new Miscellaneous items
Shop
The Balder axe and spear are up for sale now. Canopus promises to
make his bed every day and clean up after the dog if you get him a
new spear. C'mon, all the other malformed half-men already have
one!
/\/\/\/\/\/\/\/\/\/\/\
33: Coritani Entrance
\/\/\/\/\/\/\/\/\/\/\/
Siren Zildor Lv22
9N 8E from SW
As usual for this area, first go north then west to avoid a few
enemies. Zildor will float down at you right away (no annoying MP
items), so she'll be among the first bad guys to get in range. You
should be able to kill her before her third move. You'll take some
damage, but the next battle is easy enough that you won't have to
worry.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
34: Inside Coritani
\/\/\/\/\/\/\/\/\/\/
Knight Zaebos Lv22
Wait and heal until Zaebos makes his second move, then hit him with all
the long-range hurt you have. Arrows, magic and Canopus's Tornado will
put him down after four or five hits. You might be able to get Wing
Boots from the Cleric here, but it's not worth complicating an easy
battle.
Warren!
1 Character update: Zaebos
1 new Miscellaneous item
/\/\/\/\/\/\/\/\/\/\
35: Wyoburi Volcano
\/\/\/\/\/\/\/\/\/\/
Move out and attack. Don't forget the lone enemy hiding to the south.
This one would be difficult if your enemies weren't stupid. They have
a thing for attacking you from ash and lava, which renders their
attacks pretty much useless. Be sure you don't make the same mistake
and you'll win here no problem. Haborym can petrify an enemy or two so
your Priest can use Revivify if you need it. The pair of red Dragons
are especially good targets for petrification because of their
extraordinary defense.
/\/\/\/\/\/\/\/\
36: Rime
\/\/\/\/\/\/\/\/
Your main force should move northwest to take out the Terror Knight and
his bow wielding friends. Canopus and Haborym will deal with the
Dragon Tamer and Dragon in the southeast. Haborym can petrify the
Dragon while Canopus takes care of the Tamer. These two can then take
out the Knight who walks on water. meanwhile, most of your army has
killed a few enemies and is being hit by powerful attack magic. Keep
your Priest safe and casualties are no problem. Zero in on the Wizards
and kill them. Before you take out the petrified Dragon make sure
you've revived every dead unit. You'll get Warp Boots and a pair of
effective attack spells from this one.
Warren!
1 new News item
2 Character updates: Vice, Ronway
Move
When nothing's red your goal is usually Amorika. Go there.
Warren!
1 new News item
Move
At Fiduc you decide which direction to attack from. Neither is
easy (though south seems to be less of a pain), and both have lots
of cool stuff that's a real pain to get. Both paths will give you
the Byan-friendly Gnome Spell.
/\/\/\/\/\/\/\/\
37a: South Fiduc
\/\/\/\/\/\/\/\/
Witch Bestear Lv24
Cool stuff here: Gnome and MagmaGod spells, Sand and Fire bows, Granite
and Phoenix armors. Use the wait command until your Wizard/Siren has
full MP- the enemy won't move until you do. I think this is the easier
of the two battles, as the four enemy Knights seem to really enjoy
dying and the Wizards won't get off more than one big spell each.
From there, keep a unit near the Witch to draw her Charm alone, and
savage the Archers as you see fit.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
37b: West Fiduc
\/\/\/\/\/\/\/\/
Sword Master Mercury Lv24
Cool stuff here: Gnome and MagmaGod spells, Light and Ice bows, Aqua
and Wing armors. Use the wait command until your Wizard/Siren has full
MP- the enemy won't move until you do. This one is tough. The enemy
has five throwaway units near you, but the Dragon Tamers will probably
get off an annoying spell before you put them away. Then comes the
hurt. As you moved in on the southern units, some of your units likely
came in range of the bows and magic of enemies on the wall. One of
your units, maybe more, will be killed- thankfully you have Revivify
and full MP. Send in the troops and beat them down as best you can.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
38: Inside Fiduc
\/\/\/\/\/\/\/\/
Temple Commando Ozma Lv24
This difficult battle requires plenty of patience. Don't get
optimistic counting the enemies you see- there are four more hiding
behind the wall. That makes it ten-on-ten, and Ozma will be the last
enemy to get in range. Maybe you'll survive a rush north to kill the
Wizards and Templar Knights, but you'll take lots of damage. I like
waiting until the Templars have made their second move and stand right
in front of your line (Denim should retreat, of course), then having
Haborym use Petrify to get all three. Canopus and one or two other
long-range attackers can mop up the Wizards. Make sure you don't let a
wounded Wizard attack- he'll use Pain, which causes big damage. Now a
couple Dragons and a Dragon Tamer have come down the stairs. You'll
have to deal with them because Ozma takes so long to get in range. Put
them to sleep, petrify them, kill them- whatever. Keep your HP up and
save before Ozma goes. She's taken long enough getting to you that she
can use Petrify twice, and she uses it well. Chase her with whoever
can still move and she'll die soon enough. On to chapter 4!
Warren!
4 new News items
5 Character updates: Denim, Kachua, Lans, Ozma, Leonard
4 new Miscellaneous items
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Chapter 4: Hand in Hand
Twenty-three necessary battles
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
/\/\/\/\/\/\/\/\/\/\
39: Vahanna Plateau
\/\/\/\/\/\/\/\/\/\/
Wizard Uram Lv25
Here's a "Why not throw in another battle?" battle. There's no good
equipment here save that on the Wizard you have to kill, so he's the
only one you gotta hit. The Cleric and Exorcist with Heal and the
Witch with Heal Rain make this an annoying battle if it isn't over
quickly. End it fast by setting up two Archers on the right side of
the battle formation screen. Send them up near the stream at its
highest point (height=9) on their first move (don't shoot at anyone).
The Wizard will use an MP item and move toward you. When your Archers
come up again, it's over. Send them across the water and put an arrow
in each Wizardly lung.
Move
Before you get to Brigantes, decide whether you want to get a
rockin' magic-nullifying defense item* or save yourself 30
minutes. If you want the item, go to the castle and fight. If
not, go to the Edit menu and remove ALL of Denim's equipment and
spells. Send him to South Brigantes alone and there's no battle.
*Also nullifies healing spells and renders the wearer incapable of
casting any magic.
/\/\/\/\/\/\/\/\/\/\
40a: South Brigantes
\/\/\/\/\/\/\/\/\/\/
Rockin' magic-nullifying defense item: The Sword Master's Black
Pendant. You start in a horrible place, where three archers can kill
one or two of you before you can do much. The only way out of this
that I've found is to have someone (Haborym) neutralize them. The
enemies tend to clump together up there, so one shot of Stun or
Petrify can put a lot of them out of action (my record's eight in one
spell). If the spell works well, you can stop playing soldier and
start playing butcher.
Though this looks like a multi-battle area, it isn't.
/\/\/\/\/\/\/\/\/\/\
40b: West Brigantes
\/\/\/\/\/\/\/\/\/\/
Rockin' magic-nullifying defense item: The Terror Knight's Black
Shield. I like this battle better because the Shield can replace
anyone's shield, but the Pendant can only replace Denim's or an Orb.
Also, if you're lucky you can score some Wing Boots from the Archers
here. Most likely, though, you'll just get their bows. Every enemy
but the Archers has Grease Boots, which let them play Jesus. Well, the
walking-on-water bit at least. As they stand on the water your arrows
will do insane damage, especially to the Wizard and Siren. Throw in
some magic and, despite annoying healers to the north, you'll be
through this one in no time.
Though this looks like a multi-battle area, it isn't.
Warren!
2 new News items
3 new Characters: Shelley, Olivia, Moruba
2 Character updates: Denim, Plancy
/\/\/\/\/\/\/\/\/\
41: Hedon Mountain
\/\/\/\/\/\/\/\/\/
Warlock Rotzer Lv26
This area isn't nearly as fun as its name implies. There are two
attack mages in this one, and they can either be human or Ghosts.
Just in case, you might wanna bring along an Exorcist. Really, though,
you shouldn't need to take anyone but the leader out. If he doesn't
spot a nice clump of you to Stun on his second round, the Warlock will
use his Earth Staff to attack/Stun one unit. The staff has whiplash
damage of about 50, though, so after he uses it he's an easy two-hit
kill (as long as you aren't standing on Ash).
/\/\/\/\/\/\/\/\/\/\
42: Banhamuba Temple
\/\/\/\/\/\/\/\/\/\/
Siren Shelley Lv27
Easiest battle this chapter. All you have to do is decide if you want
to kill Shelley and get her Dark Law spell, or spare her and get her as
an ally later (without Dark Law). Take as many of Shelley's sisters as
you have with you to get some dialog, then either take her HP to 0
(kill) or 1-19 (maim). She'll then die or retreat.
Choose
Moruba asks if you can fight your sister. If you think you can,
you won't have to later. If you think you can't, you'll have to.
Warren!
2 new News items
2 Character updates: Shelley, Moruba
1 new Miscellaneous item
Recruit
If you spared Shelley, you can get her to join you before you
fight at Banisha by going to Baramus, making it rain (use the
Storm spell in training) and trying to leave. If Olivia is still
alive you should get a scene in which Shelley joins up. This
works regardless of what route you've taken (3L, 3N, 3C).
Move
Though you're given no clues, go to Fiduc (northeast).
Warren!
1 new News item
2 new Miscellaneous items
Read the Miscellaneous item "Freak Explosion" to open the way to
Hell Gate in the far northwest.
Move
The next time you enter Amorika you'll see why the Zenobians are
here (that'll be 1 new News item). This won't be available after
the battles at Banisha.
/\/\/\/\/\/\/\/\
43: Lanbees Hill
\/\/\/\/\/\/\/\/
Dragoon Pajo Lv28
Silly Pajo will run right at you, so he should be the only one you have
to kill. Arrows and magic and you're done.
Move
An extraordinarily difficult three-part battle at Banisha follows.
You might take this opportunity to clear the path to Hell Gate and
do at least six levels there to save poor, stupid Radlum and get
the Fudo ability. Also be sure you've gotten Shelley and visited
Warren in Amorika.
/\/\/\/\/\/\/\/\/\/\
44: Banisha Entrance
\/\/\/\/\/\/\/\/\/\/
This battle is just here to soften you up. The Templar Knights you
face all have magic and use it well. The Golems are an annoyance and a
distraction, and should be dealt with only after the superior Templar
Knights have been whittled down to size. Stun/Petrify as best you can,
and use Heal+ to get yourself close to full HP for the next one.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\/\
45: Banisha Courtyard
\/\/\/\/\/\/\/\/\/\/\/
Temple Commando Barbas Lv28
Things get ugly here, and fast. Barbas is a bad man, and he does
insane damage with his hammer. If you want to get an extra gun, you'll
want to be at least a few levels above the competition (see "Chapter 4
Extras" for details). If the RimFire doesn't interest you, this one's
not too tough (yes, you can still get Gunners without the RimFire).
Barbas runs right in, and though he hits hard he's not terribly fast.
Canopus, an Archer with Warp Boots and a Charged Wizard/Siren will be
able to end him before he attacks twice. Bring Canopus, Mildain,
Guildus and/or Vice if you want to learn a little more about Barbas.
"Wait, !"
This battle marks the first time Denim says, "Wait, !"
as one of the Temple Commandos runs away. I suggest you get used
to it.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\
46: Inside Banisha
\/\/\/\/\/\/\/\/\/
Death Templar Lans Lv28
Don't be too eager here and everything will be fine. You'll have a
couple uncontested rounds to heal and scatter your forces. Get set up
to defend the entrance north of your starting location- don't go
through that door. As you wait, the Warp Boot-wearing enemies will pop
into your room one or two at a time. Deal with them, heal any damage
done, and wait for the next victims. Lans's fourth move will bring him
into a nice position to swarm and destroy. If you're using any harm-
all-enemy spells from the Hell Gate, don't overdo it- they'll hit
Kachua as well if she's here (depends on your answer after the battle
with Shelley). Don't bother killing enemies for their Warp Boots, as
you won't get them.
Choice
Regardless of the how you got here, Kachua lives if you admit that
"I did, once," and "I love you." Maybe other choices work too,
but I know that these do. This choice can determine most of the
ending of the game.
Warren!
1 new News item
1 Character update: Kachua
1 new Miscellaneous item
Move
When you get to Fiduc you'll see a scene- if Kachua's dead, you
have the option of turning Denim into a Lord. Do it.
Warren!
1 new News item
1 new Miscellaneous item
/\/\/\/\/\/\/\/\/\/\
47: Yomlahaba Ravine
\/\/\/\/\/\/\/\/\/\/
Beast Tamer Stanoska Lv30
Stay where you start and kill them as they come- water, as usual, is
your friend. Let them die in it.
/\/\/\/\/\/\/\/\
48: William City
\/\/\/\/\/\/\/\/
Sword Master Hanzo Lv30
If you kill the Sword Master's comrades here you'll get some Wing Boots
and Fire Swords. It won't be easy, though, as you start on the low
ground. Advance relentlessly, Petrifying/Stunning enemies and healing
as you can. Keep your Priest back to revive anyone you might lose,
though if you use Starion or Dragon magic from Hell Gate you'll win
easily.
Move
Now you assault Heigm. This three-part battle is much easier than
that at Banisha, and for my money the "Entrance Heigm" route is
easiest of all.
/\/\/\/\/\/\/\/\
49a: Rear Heigm
\/\/\/\/\/\/\/\/
Dragon Tamer Halphas Lv30
The leader carries the Ice Axe. The enemy will wait if you do, so if
you let your MP fill up then unleash some powerful Hell Gate magic
you'll win easily. If you're not that cheap (and you don't want your
Warlock/Princess gaining an MVP level every battle), let your MP fill
up a bit, then send in one fast unit to draw some enemy fire and get
them to come to you. If you charge at them, the archers on the western
wall will chew you up and spit you out. You'll have the unenviable
task of carving through two Tiamats before the Dragon Tamer gets close
enough to take out. A little bonus here is the Fire Sword you'll get
if you kill the Sword Master. This battle leads to battle 50a: South
Heigm.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
49b: Entrance Heigm
\/\/\/\/\/\/\/\/\/\/
Terror Knight Lauau Lv30
The leader carries the Flame Hammer. This one looks simple until you
scroll west and see three Archers way up there. Move east and out of
their range ASAP. After the Terror Knight's first move, your crew
should be able to do their second. A Tornado from Canopus and your own
special blend of magic and arrows will be able to take him out before
he moves again. This battle leads to battle 50b: Heigm Courtyard.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\
50a: South Heigm
\/\/\/\/\/\/\/\/
Knight Velmado Lv31
The leader carries the Phalanx Hammer. Show them the fruits of their
honor. If you use Dragon magic, you win. If not, you'll have to kill
quite a few enemies before the Knight is in range. This battle is the
reason I usually go the other way, as it degenerates into a slugfest.
After this comes battle 51: Heigm.
This is a multi-battle area, so no training/healing/shopping.
/\/\/\/\/\/\/\/\/\/\
50b: Heigm Courtyard
\/\/\/\/\/\/\/\/\/\/
Knight Grandie Lv31
The leader carries the Cat Claw. Make this one easy either by using
overpowered magic or by first going east, then north along the map's
edge. This way you avoid the three units waiting to ambush you on the
western wall. Get your group in position and wait for the Ninjas and
Golem to come in range. While you're killing them, the Knight should
get close. Make sure you're mostly healed before you finish him.
Grandie's not so big. On to battle 51: Heigm.
This is a multi-battle area, so no training/healing/shopping.
"Wait, !"
Denim says this a second time before the fight with Branta.
/\/\/\/\/\/\/\/\
51: Heigm
\/\/\/\/\/\/\/\/
Bishop Branta Lv31
Here again, Dragon magic gives you a quick win. If you think that's
low, brace yourself. Wait until the Terror Knights have moved once
into their line, then pounce. The pair of magic users is priority one,
and half of the Terror Knights can be immobilized using Stun/Petrify.
When the magic users have been dealt with, send some heavy duty
fighting units north to take out the Angel Knights that Branta summons.
Your Wizard/Siren can cut the Terror Knights down to size while you
wait for the fighters to finish Branta.
Warren!
3 new News items
1 new Character: Claire
1 Character update: Branta (yeah, Lans doesn't get one. Grr.)
2 new Miscellaneous items
Read the Miscellaneous item "Double Agent" and go to Krizar if you
want to find out more about Haborym's past (see Kurtis Seid's
Ending FAQ to find what you'll miss if you do this). This
doesn't seem to work if you took the neutral route.
Save for Posterity?
This is it- once you enter Eden, you won't be able to get back to
the world map. Mainly this means no more training or shopping
(but you shouldn't need to do that anymore) and no Warren Report.
That's what sucks. The Warren Report lets you see most of the
plot scenes over again, and I like that. So what I do is make a
save in slot ten or so, then copy that onto a PS2 card when I get
the chance. Now all those scenes aren't lost. So now slots 8, 9
and 10 house the complete Warren Reports for the L, N and C
routes, while another three slots have endgame info. But that's
probably going overboard.
EDEN
All Eden battles are simple. You have the advantage in numbers, so you
can run up there and do damage, leaving one Stunned/Petrified opponent
until you're all healed up. Kill the last guy and move on. Many
floors in Eden have doors to more than one other floor. The computer
will only automatically open the lowest visible door (marked ), so
if you want to open any others you'll have to position a unit in front
of the door. These extra doors may be visible (marked ) or hidden
(marked ). Remember, means a hidden treasure location, and all
locations are written as squares from a given corner. The fastest way
through Eden is 1F, 6F, 9F, 12F, 16F, 18F. All the way to the end it's
a multi-part battle, so no training/healing/shopping. It's highly
recommended that you do at least up to B6 of Hell Gate before coming
here to get the end boss-killing Fudo skill. Good luck.
/\/\/\/\/\/\/\/\
1F Entrance
\/\/\/\/\/\/\/\/
To 2F: 5S 5W from NE
To 3F: 5S 4E from NW
To 6F: 5N 1E from SW (quickest way through Eden)
10S 3E from NW
/\/\/\/\/\/\/\/\/\/\
2F Water Snake Spine
\/\/\/\/\/\/\/\/\/\/
To 4F: 5S 4E from NW
/\/\/\/\/\/\/\/\
3F Fisted Man
\/\/\/\/\/\/\/\/
To 5F: 6N 5E from SW
/\/\/\/\/\/\/\/\/\
4F Stomping Woman
\/\/\/\/\/\/\/\/\/
To 7F: 2S 4E from NW
To 8F: 3S 3W from NE
/\/\/\/\/\/\/\/\
5F Jewel Tear
\/\/\/\/\/\/\/\/
To 8F: 4S 2E from NW
/\/\/\/\/\/\/\/\
6F Blue Loop
\/\/\/\/\/\/\/\/
To 7F: 4S 3E from NW
To 9F: 3S 9W from NE (quickest way through Eden)
/\/\/\/\/\/\/\/\/\/\
7F Hair in the Wind
\/\/\/\/\/\/\/\/\/\/
To 9F: 6S 4E from NW
/\/\/\/\/\/\/\/\/\
8F Orgasmic Dream
\/\/\/\/\/\/\/\/\/
To 9F: 5S 3E from NW
/\/\/\/\/\/\/\/\
9F Wine Altar
\/\/\/\/\/\/\/\/
To 10F: 5N 5E from SW
To 11F: 5S 4E from NW
To 12F: 5N 4E from SW (quickest way through Eden)
/\/\/\/\/\/\/\/\
10F Honeymoon
\/\/\/\/\/\/\/\/
To 13F: 3N 3E from SW
/\/\/\/\/\/\/\/\/\/\
11F Growling Bastard
\/\/\/\/\/\/\/\/\/\/
To 14F: 2N 5E from SW
/\/\/\/\/\/\/\/\
12F Red Loop
\/\/\/\/\/\/\/\/
To 15F: 2S 4E from NW
To 16F: 7S 5E from NW (quickest way through Eden)
/\/\/\/\/\/\/\/\/\
13F Color of Time
\/\/\/\/\/\/\/\/\/
To 15F: 2S 4E from NW
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