SHINING FORCE III GUIDE written by Hahn (peterson.b@mankato.msus.edu) Last edited 10.MAY.99 AUTHOR'S NOTE: This isn't meant so much as a FAQ or a Walkthrough as it is a collection of useful information while playing Shining Force 3. There are a few pieces of missing information, but overall I believe that there is much to be gotten from it. If any readers of this FAQ have information that could help it out, feel free to e-mail me at the address above. This FAQ may be posted anywhere so long as it is left unchanged. I'd like to thank Snarf's weapon FAQ on RPGFan for supplementing my weapon information. I would also like the thank "The Shining Force Homepage" at http://www.seh.de/private/wl/sf-web/index.shtml for supplying the wonderful character portraits. NOTE: This document is best read in WordPad with wrapping disabled. -PARALLEL STORY LINES- Shining Force 3 is a very special story in that it can be played through three different sets of eyes via the three different scenarios available. Each scenario consists of six chapters of gameplay, and Scenario 3 has a final conclusion chapter at the end that uses the characters from all three scenarios. The diagram below shows roughly how the actual plot timeline of the three adventures relate to each other, with the numbers indiciating points in the story where the three main characters meet each other. Note that the length of the chapters indicates plot time passed, not actual gameplay. All chapters consist of 4 or 5 battle scenarios. Disc 1: Shining Force of Aspinia Republic Leader: Synbios |----------|----------|----------|----------|----------|---------|--------------|--------| Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 NPC Control Final *1* *2* *3* *4**5* *8* *9* Disc 2: Shining Force of Destonia Empire Leader: Medion |------------------|---------------|-------|-------|-------|-------|--------------|--------| Chapter 1 Chapter 2 Chap.3 Chap.4 Chap.5 Chap.6 NPC Control Final *6* *7* *8* *9* Disc 3: Shining Force of Enrich Kingdom Leader: Julian |-----------------|------|-----------|----|----|----|----|----|----|--------| Aspinia Gone Destonia Ch.1 Ch.2 Ch.3 Ch.4 Ch.5 Ch.6 Final Events: *1*: Synbios and Medion meet for the first time in the floating city of Saraband. *2*: Synbios and Julian meet in Railhead and Julian joins Shining Force of Aspinia. *3*: Synbios and Medion meet when Imperial refugees are attacked on the train tracks. *4*: Julian leaves Shining Force of Aspinia after battle against Galm. *5*: Synbios and Medion meet at Barrand Waterfall after battling Edmund and Garzel's armies. *6*: Medion and Julian meet near Barrand and Julian joins Shining Force of Destonia. *7*: Julian leaves the Shining Force of Destonia and sails for Imperial Capitol with Gracia. *8*: Synbios, Medion, and Julian meet in the Aspia after fighting Arrawnt, Tybalt, and Kudan. *9*: Synbios, Medion, and Julian joins forces at Remotest for final chapter. -WEAPONS- Most of your soldiers will have a choice between 3 or 4 weapon types during the game. Some weapons are stronger than others, while others have more impressive special techniques available. When selecting a weapon for a character, don't necessarily just upgrade what the character comes with, but pick one weapon that you would like to develop and *stick with it*. As you take actions with a weapon equipped (even using herbs, breaking barrels, etc.), your skill level with the weapon type will increase. The higher your skill level with a weapon, the more special techniques will be available and the higher the Attack bonus will be of equipping the weapon. Although limiting yourself to one weapon type will allow you to gain skills faster, do not ignore the possibility of using more than one type. For example, Soldiers can keep a Dagger in inventory to attack enemies beyond the range of the heavier swords. Characters who can use weapons from different classes (David, Spiriel, etc.) can keep several different weapons in inventory in order to fully take advantage of the enemy's weaknesses based on their equipped weapons. Ultimately, it is up to you to select how to build your characters' weapon skills. Also don't neglect your spellcasting characters. Even though they rarely strike the enemy directly with weapons, the skill of their weapon affects their magic strength as well as the maximum casting level for the spell granted by their weapon. Usually, this level matches the skill level or one-half the level for 2-level spells. (ie. having a Wand skill of Lv.2 with an Angel Wand allows you to cast Blaze Lv.2). Even though the Ankh weapons seem to be fitting for priests, try giving your priest a Wand or Rod instead. Ankhs tend to enable helpful spells like Support and Aura which Priests learn anyway, so they would benefit more from an offensive spell. Likewise, try giving your Magicians and Shamans Ankhs for a change of pace. Having another spellcaster with the Aura spell is generally more helpful than having just another attack spell. DAGGER Range: 1-2 Equip by: Soldier, Ranger, Commander(see below) Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons Techniques: SOLDIER/RANGER/COMMANDER: Lv.1 Shadow Edge - The dagger smothers an enemy's vision with black energy, causing blindness Lv.2 Twin Slash - Throws two daggers quickly to stab the enemy from a distance Lv.3 Laser Edge - Transforms the dagger into a ray of pure light to penetrate the enemy SPECIAL: Spc. Silent Kill - Transforms the dagger into a ray of green light that dispatches the opponent Spc. Rainbow Edge - The knife explodes into a ring of light that blinds the opponent's vision Spc. Blood Sucker - The dagger breaks the opponent's flesh and transfers HP to the attacker = DAGGER ATK Lv1 Lv2 Lv3 Special Bronze Knife 3 6 9 12 - Steel Knife 7 10 13 16 - Hunter Knife 12 16 19 23 - Mithril Dirk 12 17 21 27 Critical% UP Killer Knife 13 18 22 28 Luck +2; adds technique "Silent Kill" Butterfly Knife 14 19 23 29 Agility +3; adds technique "Rainbow Edge" Ripper Knife 19 24 28 34 Shadow Res +10; adds technique "Blood Sucker" SWORD Range: 1 Equip by: Soldier, Birdsoldier, Commander(see below) Class: Cutting - Strong vs. Bashing class weapons, weak vs. Thrusting class weapons Techniques: SOLDIER/COMMANDER: Lv.1 Sonic Wave - A quick slash that projects a beam of energy through the opponent Lv.2 Twin Wave - Two swift strokes cause a pair of energy waves to slice through the enemy Lv.3 Mirage Dance - A devastating combination of seven fast sword slashes cuts up the enemy BIRDSOLDIER: Lv.1 Power Slash - A quick attack that slashes the enemy twice with the sword Lv.2 Sky High - Performs a diving slash before stabbing and slashing the enemy again Lv.3 Eagle Dive - A graceful four-hit combination of diving slashes and lunges at the enemy SPECIAL: Spc. Heat Wave - A sword swing causes two trails of fire to rush past the opponent Spc. Thunder Shock - The sword trails lightning bolts to strike and paralyze the opponent Spc. Dazzle Edge - Throws two multi-colored waves of energy at the opponent for severe damage Spc. Soul Eater - Slashes the opponent and absorbs health energy into the attacker Spc. Gold Rush - The sword transforms the enemy into gold and shatters them to pieces Spc. Mirage Round - Traps the opponent in a dimension of gold light and strikes repeatedly = SWORD ATK Lv1 Lv2 Lv3 Special Steel Sword 5 8 11 14 - Broad Sword 9 12 15 18 - Bastard Sword 14 17 20 23 - Great Sword 23 27 30 34 - Counter Sword 23 28 32 38 Counter% UP Leviathan 25 30 34 40 Fire Resist +30; adds technique "Heat Wave" Shiva Sword 25 30 34 40 Thunder Resist +30; adds technique "Thunder Shock" Phoenix Sword 25 30 34 40 Fire/Thunder/Wind Resist +30; adds magic "Phoenix" Justice Sword 26 31 35 41 Light/Shadow Resist +20; adds technique "Dazzle Edge" Dark Sword 31 36 40 46 Shadow Resist +20; adds technique "Soul Eater"; CURSED Sword of Blood 32 37 41 47 Ice Resist +20; adds technique "Gold Rush" Shining Sword 44 49 53 59 Light/Shadow Res +20; adds technique "Mirage Round" RAPIER Range: 1 Equip by: Soldier, Birdsoldier, Commander(see below) Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons Techniques: SOLDIER/COMMANDER: Lv.1 Triangle - A three-stroke maneuver that lunges at the enemy at three different points Lv.2 Pentagram - A five-stroke maneuver that repeatedly jabs and thrusts at the enemy Lv.3 Centurion - Divides the attacker's image into two forms that pierce the enemy to death BIRDSOLDIER: Lv.1 Power Feint - A swift maneuver that jabs the enemy twice with the rapier Lv.2 Double Feint - Strikes the enemy three times quickly with the rapier Lv.3 Danse Macabre - A powerful attack that strikes four times and is potentially fatal SPECIAL: Spc. Mist Feint - Jabs at the opponent with colored energy that impairs vision Spc. Rune Magic - Surrounds the opponent with a cage of light, sealing off magical ability Spc. Alchemy - Repeatedly jabs at the opponent, transforming them into gold and paralyzing Spc. Das End - Thrusts intense light rays through the enemy that inflict sudden death Spc. Helicar Spin - Swiftly dances circles around the enemy making repeated jabs Spc. Absolute Zero - Surrounds the opponent with cold and attacks repeatedy to break into pieces = RAPIER ATK Lv1 Lv2 Lv3 Special Epee 6 9 12 15 Agility +2; Critical% UP Foil 12 15 18 21 Agility +3; Critical% UP Rapier 19 23 26 30 Agility +4; Critical% UP Magic Rapier 20 25 29 35 Agility +5; Critical% UP; adds technique "Rune Magic" Mist Rapier 21 26 30 36 Agility +8; Critical% UP; adds technique "Mist Feint" Shiny Rapier 23 28 32 38 Agility +5; Crit% UP; adds tech "Alchemy"; Regen HP3 God Rapier 27 32 36 42 Crit% UP; Lght/Shdow Resist +20; adds magic "Thanatos" Final Rapier 28 33 37 43 Agility +5; Crit% UP; adds tech "Das End"; Regen HP2 Nebula Rapier 30 35 39 45 Agility +5; adds tech "Helicar Spin"; Regen HP3 Arc Rapier 44 49 53 59 Agility +5; adds tech "Absolute Zero"; Regen MP3 BLADE Range: 1 Equip by: Soldier Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons Techniques: SOLDIER: Lv.1 After Burner - A blade swing causes a path of flames to rush past the enemy Lv.2 Ice Breaker - A blade slash that throws a wave of ice at the enemy, stopping all mobility Lv.3 Dimension - The blade projects a searing ray of energy through the opponent, killing them SPECIAL: Spc. Poison Blade - Cuts the opponent and floods the enemy's body with a powerful venom Spc. Melt Armor - Cuts the opponent and impairs the enemy's Defense and Agility levels Spc. Light Cross - Generates a brilliant sphere of flashing light to harm the opponent Spc. Light Fire - Causes four powerful light rays to surround and paralyze the opponent Spc. Element Flare - Divides the attacker's image and surrounds the enemy with green flame Spc. Force Edge - Traps the opponent in spectral light and strikes with a shining beam of energy = BLADE ATK Lv1 Lv2 Lv3 Special Iron Blade 7 10 13 16 - Battle Blade 13 16 19 22 - Steel Blade 22 26 29 33 - Venom Blade 24 28 31 35 adds technique "Poison Blade" Luster Blade 25 30 34 40 adds technique "Melt Armor" Rune Blade 25 30 34 40 adds technique "Light Cross" Photon Blade 27 32 36 42 adds technique "Light Fire" Chaos Blade 28 33 37 43 LightRes-20;ShadowRes+20;adds magic"Chaos Gate";CURSED Varion Blade 33 38 42 48 Thunder Res +20; adds technique "Element Flare" Force Blade 45 50 54 60 Light/Shadow Res +30; adds technique "Force Edge" KATANA Range: 1 Equip by: Assassin, Samurai Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons Techniques: ASSASSIN: Lv.1 Cocoon Dance - Surrounds the enemy with butterflies that put them to sleep Lv.2 Izuna Drop - A fierce move that impales and drops the enemy, inflicting confusion Lv.3 Fine Mist - Throws a veil of fog before sneaking up to the opponent to deliver a clean cut SAMURAI: Lv.1 Crescent Moon - A single powerful blade swipe to cut deep into the opponent Lv.2 Full Moon - Executes two circular slashes that surround the opponent with illusions Lv.3 Sudden Kill - A fierce rushing attack that dashes past the enemy, cutting them to ribbons SPECIAL: Spc. Kamaitachi - Summons a vortex of wind around the opponent before slashing them Spc. OniHyakusoku - Summons a wreath of fire to surround the katana and poison the enemy's body Spc. Umi Zato - Summons a tidal wave of water and slashes quickly, sealing off the enemy's magic Spc. Ice Sword - Strikes the opponent as a storm of ice fragments falls from above Spc. Yellow Road - Divides the attacker's image before converging on the enemy with flames Spc. Ruin Kill - A swift katana attack leaves the opponent broken into pieces = KATANA ATK Lv1 Lv2 Lv3 Special Shoto 6 9 12 15 - Shinobi 12 15 18 21 - Steel Ninjato 21 25 28 32 - Wind Cutter 22 27 31 37 use effect "Tornado Lv.2"; adds technique "Kamaitachi" Bone Eater 23 28 32 38 adds technique "OniHyakusoku" Rumbling Sea 24 29 33 39 adds technique "Umi Zato" Masamune 31 36 40 46 adds technique "Ice Sword" Muramasa 32 37 41 47 adds technique "Yellow Road"; CURSED Murasame 34 39 43 49 adds magic "Summon Demonking"; CURSED Kusanagi 37 42 46 52 adds technique "Ruin Kill"; CURSED WING Range: 1 Equip by: Birdsoldier, Pegasus Knight Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons Techniques: BIRDSOLDIER/PEGASUS KNIGHT: Lv.1 Twister - Flies upwards like a drill to slash the enemy, then backflips away to safety Lv.2 Cross Slash - Performs powerful diving motions to strike the enemy from three angles Lv.3 Bloody Spin - Spins toward the opponent to slash twice and transfer HP to the attacker SPECIAL: Spc. Hell Dive - A powerful series of flaming dives and slashes leaves the opponent confused Spc. Hyper Boom - Slices through the opponent with force and decreases Defense and Agility Spc. Zero Count - Dives into the opponent, leaving a massive fire explosion and sudden death Spc. Metal Jacket - Transforms the attacker into metal before a fierce diving attack = WING ATK Lv1 Lv2 Lv3 Special Metal Wing 5 8 11 14 Defense +2; Counter% UP Silver Wing 11 14 17 20 Defense +3; Counter% UP Battle Wing 18 22 25 29 Defense +4; Counter% UP Cosmic Wing 21 26 30 36 Defense +4; Counter% UP; adds technique "Hell Dive" Sonic Wing 21 26 30 36 Def +4; Agil +2; Counter% UP; adds tech "Hyper Boom" Silk Wing 22 27 31 37 Defense +4; Counter% UP; Regen HP3 Zero Wing 22 27 31 37 Defense +4; adds technique "Zero Count" Full Metal Wing 28 33 37 43 Defense +6; Shadow Res +20; adds tech "Metal Jacket" LANCE Range: 1 Equip: Knight, Pegasus Knight Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons Techniques: KNIGHT: Lv.1 Lance Charge - A powerful thrusting attack with the lance at high speed Lv.2 Super Charge - A two-hit attack that thrusts with the lance, then stabs downward Lv.3 Mega Charge - A three-hit move that charges, stabs down, and kicks with the knight's hooves PEGASUS KNIGHT: Lv.1 Lance Charge - A powerful thrusting attack with the lance at high speed Lv.2 Bee Strike - Flies high above the opponent before dropping down quickly with the lance Lv.3 Queen Bee - Flies around the opponent and stabs from three different angles SPECIAL: Spc. Dragon Breath - Issues forth a powerful jet of flames to consume the opponent Spc. Death Charge - Blazes into the opponent with an intense charge attack, inflicting death Spc. Mega Leap - Encloses the enemy in an energy tube and charges into them quickly = LANCE ATK Lv1 Lv2 Lv3 Special Bronze Lance 7 10 13 16 - Iron Lance 11 14 17 20 - Heavy Lance 16 19 22 25 - Steel Lance 22 26 29 33 - Nelson Lance 24 29 33 39 Agility +5; use effect "Support Lv.2" Holy Lance 26 31 35 41 Regen HP3 Dragon Lance 27 32 36 42 adds technique "Dragon Breath" Ultra Lance 27 32 36 42 adds technique "Death Charge" Bozone Lance 33 38 42 48 adds technique "Mega Leap" SPEAR Range: 1-2 Equip: Knight, Ranger, Commander(see below), Pegasus Knight Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons Techniques: KNIGHT/RANGER/COMMANDER/PEGASUS KNIGHT: Lv.1 Side Winder - The javelin spins like a drill as it curves its way towards the opponent Lv.2 Energy Fall - Throws the javelin in a high arc before it slams down on the enemy with force Lv.3 Thunder Fall - The javelin showers the enemy with lightning and inflicts paralysis SPECIAL: Spc. Flash Gazer - The javelin explodes into a wall of violet energy that halts all mobility Spc. Salamander Throw - Smothers the javelin in fire and tosses it at the opponent = SPEAR ATK Lv1 Lv2 Lv3 Special Spear 6 9 12 15 - Power Spear 12 15 18 21 - Battle Spear 18 22 25 29 - Counter Spear 18 23 27 33 Counter% UP Silver Spear 19 24 28 34 Critical% UP Rune Spear 19 24 28 34 Light Resist +25; adds technique "Flash Gazer" Mercury Spear 26 31 35 41 Agility +3; Fire Res +20; adds tech "Salamander Throw" HALBERD Range: 1 Equip: Knight, Commander(see below) Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons Techniques: KNIGHT: Lv.1 Tornado - Quickly swings the halberd to make an updraft of wind to sweep the enemy away Lv.2 Cross Break - A vicious three-stroke attack implementing two powerful swipes and a chop Lv.3 Air Dance - Impales the enemy before flinging them up and chopping them as they fall COMMANDER: Lv.1 Tornado - Quickly swings the halberd to make an updraft of wind to sweep the enemy away Lv.2 Cross Break - A vicious three-stroke attack implementing two powerful swipes and a chop Lv.3 Death Drive - Spins the halberd while rushing the opponent, causing sudden death SPECIAL: Spc. Road Rash - Covers the halberd with flames before repeatedly swiping and chopping the enemy Spc. Lightning - Holds the halberd to the sky, calling powerful bolts to paralyze the opponent Spc. Death Gate - Divides the attacker's image before slicing the enemy, inflicting sudden death Spc. Gorgon Buster - Petrifies the opponent before breaking them into pieces = HALBERD ATK Lv1 Lv2 Lv3 Special Halberd 10 13 16 19 - Heavy Halberd 16 19 22 25 - Poleaxe 23 27 30 34 - Holy Halberd 24 29 33 39 Defense +3; Regen HP3 Star Halberd 25 30 34 40 adds technique "Road Rash" Ark Halberd 26 31 35 41 use effect "Spark Lv.3"; adds technique "Lightning" Dark Halberd 29 34 38 44 adds technique "Death Gate"; CURSED Buster Halberd 32 37 41 47 adds technique "Gorgon Buster" AXE Range: 1 Equip by: Warrior Class: Bashing - Strong vs. Thrusting class weapons, Weak vs. Cutting class weapons Techniques: WARRIOR: Lv.1 Full Swing - Spins around quickly with the axe to strike the opponent four times Lv.2 Power Wheel - Leaps into the air and descends onto the enemy with a twirling chop Lv.3 Mega Wheel - Slashes the enemy four times before executing a leaping chop SPECIAL: Spc. Laguna Lock - Transforms and expands the axe into a huge weapon to slam down on the enemy Spc. Death Wheel - Leaps into the air and chops the enemy, smothering them in dark fire Spc. Corona Wheel - Transforms the axe into a giant flame weapon before striking = AXE ATK Lv1 Lv2 Lv3 Special Small Axe 6 9 12 15 - Power Axe 10 13 16 19 - Battle Axe 15 18 21 24 - Great Axe 21 25 28 32 - Heat Axe 22 27 31 37 Fire Resist +10; use effect "Blaze Lv.2" Gigantic Axe 24 29 33 39 Defense +2; adds technique "Laguna Lock" Gaia Axe 25 30 34 40 Defense +2; Agil +5; use effect "Aura Lv.1"; Regen HP2 Sharp Axe 26 31 35 41 Fire/Ice Resist +20; Critical% UP Sorrow Axe 30 35 39 45 Shadow Resist +20; adds technique "Death Wheel";CURSED Apollon Axe 32 37 41 47 Fire Resist +30; adds technique "Corona Wheel" TOMAHAWK Range: 1-2 Equip by: Warrior, Ranger, Commander(see below) Class: Bashing - Strong vs. Lance class weapons, Weak vs. Sword class weapons Techniques: WARRIOR/RANGER/COMMANDER: Lv.1 Power Throw - Throws the tomahawk at the enemy with increased speed and impact Lv.2 Boomer Throw - Twirls the tomahawk in a circular pattern to slash the enemy Lv.3 Vortex - Ignites the tomahawk on fire before throwing it to burn the opponent SPECIAL: Spc. Deadly Strike - Throws the tomahawk with lethal accuracy to inflict instant death Spc. Heat Cyclone - Twirls a powerful flaming axe at the opponent = TOMAHAWK ATK Lv1 Lv2 Lv3 Special Hand Axe 7 10 13 16 - Iron Hand Axe 11 14 17 20 - Steel Hand Axe 16 20 23 27 - Arrow Axe 16 21 25 31 *Range 1-3 Accurate Axe 17 22 26 32 Critical% UP Super Axe 17 22 26 32 adds technique "Deadly Strike" Flame Tomahawk 24 29 33 39 Fire Resist +20; adds technique "Heat Cyclone" MACE Range: 1 Equip by: Warrior, Commander(see below) Class: Bashing - Strong vs. Thrusting class weapons, Weak vs. Cutting class weapons Techniques: WARRIOR/COMMANDER: Lv.1 Power Crash - Slams the enemy with the mace and reduces their Defense and Agility levels Lv.2 Stun Bomb - Slams the enemy with the mace and paralyzes their body Lv.3 Earthquake - Beats the ground three times to damage the enemy and inflict confusion SPECIAL: Spc. Thunder Storm - Strikes the opponent and showers them with lightning bolts Spc. Press Bomb - Crushes the opponent beneath the weight of the mace, inflicting sudden death Spc. Geo Spark - Slams the ground to send sparking tremors at the opponent, inflicting blindness = MACE ATK Lv1 Lv2 Lv3 Special Mace 9 12 15 18 - Flail 15 18 21 24 - Maul 22 26 29 33 - Revenge Mace 23 28 32 38 Counter% UP Saint's Mace 23 28 32 38 Regen HP3 Power Hammer 25 30 34 40 adds technique "Thunder Storm" Macho Maul 26 31 35 41 Defense +2; adds technique "Press Bomb" Geo Hammer 32 37 41 47 adds technique "Geo Spark" ANCHOR Range: 1-2 Equip by: Steam Knight, Robot, Ogre Rider Class: Bashing - Strong vs. Thrusting class weapons, Weak vs. Cutting class weapons Techniques: STEAM KNIGHT/ROBOT/OGRE RIDER: Lv.1 Rocket Punch - Launches the anchor at the enemy with increased velocity and impact Lv.2 Boost Punch - Smothers the anchor in flames before launching it at the opponent Lv.3 Nova Shot - Throws the anchor before it explodes into a spinning zone of light rays SPECIAL: Spc. Hammer Throw - The attacker spins in circles before launching the anchor at the opponent Spc. Gestalt - A multi-colored energy explosion around the opponent inflicts confusion Spc. Drill Smash - Throws the anchor along a spinning trail to inflict severe damage Spc. Soul Grapple - Traps the opponent in a funnel of harmful blue energy = ANCHOR ATK Lv1 Lv2 Lv3 Special Heavy Anchor 14 17 20 23 - Power Anchor 21 24 27 30 - Crash Anchor 22 26 29 33 adds technique "Hammer Throw" Grav Anchor 23 27 30 34 adds technique "Gestalt" Spin Anchor 24 28 31 35 adds technique "Drill Smash" Plasma Anchor 27 32 36 42 adds technique "Soul Grapple" CLAW Range: 1 Equip by: Monk, Werewolf, Dragonman, Hermit Class: Neutral Techniques: MONK: Lv.1 Dragon Claw - Leaps into the air and spins around to slash the enemy with the claw Lv.2 Sky Claw - Quickly slashes in the air to generate a barrage of sonic waves at the enemy Lv.3 Heaven Claw - Kicks the enemy into the air and strikes repeatedly with the claw WEREWOLF: Lv.1 Wolf Fang - A single powerful blow that strikes the opponent with a swiping claw maneuver Lv.2 Air Fang - Slashes three times in the air to generate a stream of sonic waves at the enemy Lv.3 Wolf Slash - Executes a rapid flurry of slashes and kicks to cause severe injuries DRAGONMAN: Lv.1 Dragon Fang - A single powerful blow that strikes the opponent with a swiping claw maneuver Lv.2 Air Fang - Slashes three times in the air to generate a stream of sonic waves at the enemy Lv.3 Dragon Rush - Executes a rapid flurry of slashes and kicks to cause severe injuries HERMIT: Lv.1 Dragon Claw - A single powerful blow that strikes the opponent with a swiping claw maneuver Lv.2 Sky Claw - Quickly slashes in the air to generate a barrage of sonic waves at the enemy Lv.3 Light Claw - Attacks the opponent with dual lasers shot from the attacker's eyeglasses SPECIAL: Spc. Storm Fang - Circles the opponent with a spiralling wind that cripples Defense and Agility Spc. Venom Fang - Swipes at the opponent, inflicting a potent poison and possibly instant death Spc. Change Dragon - Transforms the attacker into a red dragon to issue forth flaming breath Spc. Dark Spirit - Phases the claw into bright energy before swiping at the opponent = CLAW ATK Lv1 Lv2 Lv3 Special Bronze Claw 3 6 9 12 Counter% UP Iron Claw 6 9 12 15 Counter% UP Steel Claw 10 13 16 19 Counter% UP Battle Claw 15 19 22 26 Counter% UP Mithril Claw 17 22 26 32 Critical% UP; Counter% UP Tiger Claw 18 23 27 33 Counter% UP; adds technique "Storm Fang" Berserk Claw 19 24 28 34 Counter% UP; use effect "Berserk" Pokey Claw 24 29 33 39 Counter% UP; adds technique "Venom Fang"; CURSED Dragonman Claw 25 30 34 40 Dragonman only; adds technique "Change Dragon" Gehenna Claw 26 31 35 41 Fire Resist +20; adds technique "Dark Spirit" GLOVE Range: 1 Equip by: Monk, Werewolf, Dragonman Class: Neutral Techniques: MONK: Lv.1 Brutal Shock - A powerful, charged-up hook punch that blows the enemy away Lv.2 Bullet Heel - A devastating four-hit combination of uppercuts and roundhouse kicks Lv.3 Vortex Kick - A fierce attack that volleys the enemy into the air before kicking them down WEREWOLF/DRAGONMAN: Lv.1 Cork Screw - Jabs twice with the left claw before pummeling the enemy with a right hook Lv.2 Wild Blow - A powerful leaping attack that lands on the opponent with a hooked fist Lv.3 Wild Rush - Kicks the opponent repeatedly while driving them high into the air SPECIAL: Spc. Bruce Fist - Punches the opponent with brilliant red energy to charm them Spc. Sky Dance - Repeatedly strikes the opponent into the air with blazing intensity Spc. Heavenly Fire - Executes mutliple attacks to strike and confuse the opponent Spc. Frost Tumble - Multiple blows transform the enemy into ice, then break them into fragments = GLOVE ATK Lv1 Lv2 Lv3 Special Cloth Glove 4 7 10 13 Critical% UP; Counter% UP Iron Glove 8 11 14 17 Critical% UP; Counter% UP Steel Glove 13 17 20 24 Critical% UP; Counter% UP Pretty Glove 17 22 26 32 Agil +5; Crit% UP; Cntr% UP; adds tech "Bruce Fist" Spark Glove 17 22 26 32 Crit% UP;Cntr% UP;Thndr Res+40;use effect "Spark Lv.2" Spiked Glove 18 23 27 33 Critical% UP; Counter% UP Muscle Glove 18 23 27 33 Def+5;Crit%UP;Cntr%UP;add"SkyDance";use"Attack Lv.1" Magna Glove 19 24 28 34 Critical% UP; Counter% UP; adds tech "Heavenly Fire" Kokutos Glove 25 30 34 40 Ice Resist +30; adds technique "Frost Tumble" KNUCKLE Range: 1 Equip by: Monk, Werewolf, Dragonman Class: Neutral Techniques: MONK: Lv.1 Fist O' Fury - Punches the enemy and throws a net of light rays to surround them Lv.2 Thunder Drop - Uppercuts the opponent into the air, then pounds them into the ground Lv.3 Conquer King - Punches the enemy into the air and throws punching shock waves repeatedly WEREWOLF/DRAGONMAN: Lv.1 Soul Smash - A powerful punch that throws spinning light beams at the opponent Lv.2 Soul Spark - Punches the ground to send a tremor of energy at the opponent Lv.3 Soul Gun - Volleys the enemy into the air before pummeling mercilessly SPECIAL: Spc. Backstep Fist - A powerful hook punch that leaves the opponent paralyzed Spc. Buddha Fist - Surrounds the opponent and punches with a light string that causes blindness Spc. Calm Wave - Projects a devastating beam of holy light energy at the opponent = KNUCKLE ATK Lv1 Lv2 Lv3 Special Cestus 5 8 11 14 Critical% UP Iron Cestus 9 12 15 18 Critical% UP Steel Cestus 14 18 21 25 Critical% UP Wire Cestus 17 22 26 32 Critical% UP, adds technique "Backstep Fist" Giant Cestus 17 22 26 32 Defense +8; Critical% UP Mist Cestus 18 23 27 33 Agility +6; Critical% UP; adds technique "Buddha Fist" Aura Knuckle 27 32 36 42 Wind Res +30; Light Res +20; adds tech "Calm Wave" ROD Range: 1 Equip by: Magician, Priest, Shaman, Fairy Class: Beast - Strong vs. dragons, wolves, hydras, etc. Techniques: MAGICIAN/PRIEST/SHAMAN/FAIRY: Lv.1 Double Palm - Quickly slaps the opponent twice with the rod Lv.2 Stun Palm - Slams the rod down onto the opponent and paralyzes their body Lv.3 Panic Palm - Strikes with the rod and leaves the opponent's mind confused SPECIAL: Spc. Meta Dream - Strikes the enemy with a wall of violet fog, putting them into a deep sleep Spc. Change Gold - The rod strikes and transforms the opponent into gold, inflicting immobility Spc. Nine Gate - Strikes the opponent with the rod and surrounds them with blinding light Spc. Ruled Heaven - Enlarges the rod before striking the opponent twice Spc. Demon Breath - A caustic funnel of multi-colored dark energy consumes the opponent = ROD ATK Lv1 Lv2 Lv3 Special Wooden Rod 4 7 10 13 - Bronze Rod 9 12 15 18 adds magic "Dispel" Earth Rod 15 19 22 26 adds magic "Golem" Talisman Rod 16 20 23 27 adds magic "Freeze" Sleepy Rod 17 22 26 32 adds magic "Sleep"; adds tech "Meta Dream"; Regen MP2 Soul Rod 17 22 26 32 Agl+4;add mgc"SoulSteal";add tech"ChangeGld";Regen HP3 Torture Rod 18 23 27 33 adds magic "Confuse"; adds technique "Nine Gate" Dragon Rod 18 23 27 33 Defense +7; adds magic "Helldragon" Tiamat Rod 18 23 27 33 Defense +5; Luck +2; Speed +1; adds magic "Tiamat" Rod of Buil 22 27 31 37 Defense +6;adds magic "Blaze";adds tech "Ruled Heaven" Demon Rod 23 28 32 38 adds technique "Demon Breath"; CURSED WAND Range: 1 Equip by: Magician, Priest, Shaman, Fairy Class: Occult - Strong vs. monks, demons, etc. Techniques: MAGICIAN/PRIEST/SHAMAN/FAIRY: Lv.1 Soul Shot - Uses the wand to throw a string of light rays at the enemy Lv.2 Fairy Soul - Summons a cluster of butterflies to surround and attack the opponent Lv.3 Soul Blast - The wand creates a funnel of energy that steals HP from the enemy SPECIAL: Spc. Shannon Sea - Blows soft pink energy at the opponent to charm their mind Spc. Fetamorgana - Surrounds the opponent with multiple images and strikes to cause confusion Spc. Tachion Shot - A twisting energy tube surrounds and blinds the opponent = WAND ATK Lv1 Lv2 Lv3 Special Small Wand 5 8 11 14 - Magic Wand 10 13 16 19 adds magic "Sleep" Angel Wand 17 21 24 28 adds magic "Blaze" Jewel Wand 17 22 26 32 adds technique "Shannon Sea" Jester Wand 18 23 27 33 adds magic "Slow"; adds technique "Fetamorgana" Wendigo Wand 18 23 27 33 Defense +8; adds magic "Wendigo" Arc Wand 18 23 27 33 Thunder Resist +40; adds magic "Thor" Witch Wand 19 24 28 34 Luck +2; adds magic "Attack" Volcano Wand 19 24 28 34 Fire Resist +30; adds magic "Phoenix" Abyss Wand 19 24 28 34 Defense +3; adds magic "Proserpina" Eternal Wand 20 25 29 35 Def+4;add magic"Spark";add tech"Tachion Shot";RegenMP2 ANKH Range: 1 Equip by: Magician, Priest, Shaman Class: Undead - Strong vs. skeletons, zombies, vampire bats, etc. Techniques: MAGICIAN/PRIEST/SHAMAN: Lv.1 Seal of Sin - Pierces the enemy with a ray of pure red light Lv.2 Judgement - The ankh creates a wide sphere of green light that harms the opponent Lv.3 Apocalypse - A devastating fire blast from within the enemy inflicts sudden death SPECIAL: Spc. Fool Prayer - A blue funnel of light transfers HP from the opponent to the attacker Spc. Holy Silence - A light ring blasts outward through the opponent and seals off magic ability Spc. Apostle Fire - A sphere of holy light descends from above to consume the opponent Spc. Crown Eye - Covers the ankh in swirling red light that cripples Defense and Agility = ANKH ATK Lv1 Lv2 Lv3 Special Power Ankh 7 10 13 16 adds magic "Tornado" Saint Ankh 12 15 18 21 adds magic "Support" Misty Ankh 19 23 26 30 adds magic "Resist" Holy Ankh 19 24 28 34 adds magic "Aura"; Regen HP4 Tornado Ankh 19 24 28 34 adds magic "Tornado"; adds technique "Fool Prayer" Silence Ankh 20 25 29 35 adds magic "Dispel"; adds technique "Holy Silence" Raphael Ankh 20 25 29 35 adds magic "Zephyrus" Blessed Ankh 21 26 30 36 adds magic "Support"; adds technique "Apostle Fire" Mitra Ankh 21 26 30 36 adds magic "Thanatos" Golgoda Ankh 23 28 32 38 adds magic "Resist"; adds tech "Crown Eye"; Regen HP5 ARROW Range: 2 or 2-3 Equip by: Archer, Archer Knight, Metal Gunner Class: Projectile - Strong vs. aerial opponents Techniques: ARCHER/ARCHER KNIGHT/METAL GUNNER: Lv.1 Ice Arrow - Launches the arrow to guide a stream of ice particles at the enemy Lv.2 Mesmer Arrow - Transforms the arrow into a ray of energy that puts the opponent to sleep Lv.3 Drain Arrow - Lauches a magical arrow that pierces the enemy and transfers HP to the archer SPECIAL: Spc. Poison Arrow - Causes a toxic explosion around the opponent that poisons their body Spc. Lunatic - Launches an enchanted arrow at the opponent that causes mental confusion Spc. Dragon Snipe - Lauches a powerful burning arrow to scorch and paralyze the enemy Spc. Spell Virus - Fires two arrows that explode into light rings and silence magic users Spc. Stardust - Launches a dazzling golden arrow of cosmic energy at the opponent = ARROW ATK Lv1 Lv2 Lv3 Special Small Bow 8 11 14 17 - Short Bow 12 15 18 21 - *Range 2-3 Arrows* Faerie Bow 17 20 23 26 - King's Bow 23 27 30 34 - Kantar's Bow 23 28 32 38 adds technique "Poison Arrow"; CURSED Moon Bow 23 28 32 38 adds tech "Lunatic"; use effect "Berserk"; Regen HP3 Dragon Bow 24 29 33 39 Defense +5; adds technique "Dragon Snipe" Breaker Bow 25 30 34 40 Defense +7; adds technique "Spell Virus" Sagittarius Bow 29 34 38 44 adds technique "Stardust" QUARREL Range: 2 or 2-3 Equip by: Archer, Archer Knight, Metal Gunner Class: Projectile - Strong vs. aerial opponents Techniques: ARCHER/ARCHER KNIGHT/METAL GUNNER: Lv.1 Double Bolt - Shoots two crossbow quarrels at the enemy Lv.2 Sniper Bolt - Shoots a powerful crossbow quarrel that has a spinning trail Lv.3 Vulcan Bolt - Shoots several powerful crossbow quarrels quickly at the opponent SPECIAL: Spc. Demon Wind - Shoots a powerful twisting wind to sweep the opponent away Spc. Saint Flame - Causes a ring of fire to explode from within the opponent Spc. Prism Ray - Fires a volley of streaming energy rays at the opponent = QUARREL ATK Lv1 Lv2 Lv3 Special Light Crossbow 9 12 15 18 Critical% UP Heavy Crossbow 14 17 20 23 Critical% UP *Range 2-3 Quarrels* Arbalest 20 24 27 31 Critical% UP Ranger Crossbow 23 28 32 38 Critical% UP Sonic Crossbow 24 29 33 39 Crit% UP;Wind/Shadow Resist +30;adds tech "Demon Wind" Flame Crossbow 24 29 33 39 Crit% UP;Fire/Light Resist +30;adds tech "Saint Flame" Doppler Quarrel 29 34 38 44 Light/Shadow Resist +20; adds technique "Prism Ray" SHELL Range: 2 or 2-3 Equip by: Archer, Archer Knight, Metal Gunner, Steam Knight, Robot, Ogre Rider Class: Projectile - Strong vs. aerial opponents Techniques: ARCHER/ARCHER KNIGHT/METAL GUNNER/STEAM KNIGHT/OGRE RIDER: Lv.1 Dazzle Shot - Fires an exploding flash missile that blinds the enemy with its light Lv.2 Armor Shot - The shell explodes into a zone of concussive waves around the enemy Lv.3 Explode - A fierce explosion attack that surrounds the enemy with a blasting wall of fire ROBOT: Lv.1 Plasma Shot - Projects a beam of searing light to scorch and blind the opponent Lv.2 Armor Shot - The shell explodes into a zone of concussive waves around the enemy Lv.3 Explode - A fierce explosion attack that surrounds the enemy with a blasting wall of fire SPECIAL: Spc. Desert Storm - Fires a spinning whirlwind explosion to harm and confuse the opponent Spc. Planet Dance - The shell explodes into a flying cascade of light rays around the opponent Spc. Muzzle Blast - Shoots a cone of multi-colored energy at the opponent = SHELL ATK Lv1 Lv2 Lv3 Special Long Bow 11 14 17 20 - Heavy Long Bow 16 19 22 25 - *Range 2-3 Shells* Elven Bow 22 26 29 33 - Storm Bow 23 27 30 34 Agility +3; adds technique "Desert Storm" Magnum Bow 24 28 31 35 Critical% UP Meteor Bow 25 29 32 36 adds technique "Planet Dance" Hotrod Shell 29 34 38 44 adds technique "Muzzle Blast" SHURIKEN Range: 2 or 2-3 Equip by: Assassin, Samurai Class: Projectile - Strong vs. aerial opponents Techniques: ASSASSIN/SAMURAI: Lv.1 Shadow Loom - Throws a glowing star at the enemy that paralyzes their body Lv.2 Dark Raven - Throws a star that erupts into black flames that blind an opponent Lv.3 Demon Circle - Transforms the shuriken into a web of light rays to inflict repeated damage SPECIAL: Spc. Battle Array - Multiple shurikens and lightning bolts strike and paralyze the opponent Spc. Chaos Call - Muddles the attacker's image before throwing multiple stars to cause confusion Spc. Evil Wind - Enlarges the shuriken and throws it to continuously grind the opponent to death Spc. Dark Hand - Grinds into the enemy with an enlarged flaming metal star = SHURIKEN ATK Lv1 Lv2 Lv3 Special Shuriken 4 7 10 13 - Razor Star 8 11 14 17 - Shaken 13 17 20 24 - *Range 2-3 Shurikens* Deadly Star 15 20 24 30 Thunder Resist +30; adds technique "Battle Array" Octagon Star 16 21 25 31 adds technique "Chaos Call" Wind Star 18 23 27 33 adds technique "Evil Wind" Dark Hand 27 32 36 42 Shadow Res +30; adds technique "Dark Hand" WHIP Range: 1 Equip by: Tamer Class: Beast - Strong vs. dragons, wolves, hydras, etc. Techniques: TAMER: Lv.1 Maniac Beat - Quickly slaps the opponent four times with swift whip strokes Lv.2 Mad Spin - Spins the opponent around in circles with the whip until they become dizzy Lv.3 Merry Go Round - Ensnares the opponent before spinning them quickly, causing confusion SPECIAL: Spc. Balloon Bomb - Four fierce whip strokes flatten the enemy to death Spc. Slave Dance - Flails the opponent into the air three times before charming them Spc. Beast Bash - Throws two sparks along the ground to injure the opponent = WHIP ATK Lv1 Lv2 Lv3 Special Chain Whip 17 21 24 28 - Love Whip 17 22 26 32 use effect "Love Flick" Muchi Whip 18 23 27 33 adds technique "Balloon Bomb" Queen Whip 19 24 28 34 adds technique "Slave Dance" Silk Whip 27 32 36 42 adds technique "Beast Bash" BEAK Range: 1 Equip by: Penguin Class: Neutral Techniques: PENN: Lv.1 Penn Kick - A three-hit rolling attack and bounces off the enemy Lv.2 Penn Spit - A powerful single-hit charge that dashes into the opponent with the beak Lv.3 Penn Dynamo - Shoots a powerful jet of flames to consume the opponent PENKO: Lv.1 Penn Kick - A three-hit rolling attack and bounces off the enemy Lv.2 Penn Spit - A powerful single-hit charge that dashes into the opponent with the beak Lv.3 Penko Carnival - Repeteadly volleys the opponent into the air with rapid kicks PENDOLF: Lv.1 Penn Kick - A three-hit rolling attack and bounces off the enemy Lv.2 Penn Spit - A powerful single-hit charge that dashes into the opponent with the beak Lv.3 Penn Vaccuum - Creates a funnel of air to draw HP out of the opponent and into Pendolf SPECIAL: Spc. Penn Flash - Charges into the opponent with a blast of light, impairing vision Spc. Penn Expander - Syphons HP out of the opponent with the Penguin's beak = BEAK ATK Lv1 Lv2 Lv3 Special Pen Beak 0 5 9 15 - Penko Beak 0 5 9 15 - Gold Beak 3 8 12 18 use effect: Random Summoning Silver Beak 5 10 14 20 Light Res +10; Shadow Res +20; adds tech "Penn Flash" Rainbow Beak 12 17 21 27 adds technique "Penn Expander" HORN Range: 1 Equip by: Unicorn Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons Techniques: UNICORN: Lv.1 Unicorn Charge - Strikes the enemy six times with mighty hooves Lv.2 Unicorn Ray - The horn emits a powerful beam of pure light to penetrate through the enemy Lv.3 Unicorn Stampede - Impales the enemy before flinging them up and charging them as they fall Lv.4 Unicorn Transform - Takes human form to accost the enemy with a barrage of sonic waves TALON Range: 1 Equip by: Dragon Class: Beast - Strong vs. dragons, wolves, hydras, etc. Techniques: DRAGON: Lv.1 Tail Stomp - Crushes the opponent with a powerful swinging tail blow Lv.2 Breath Geyser - Butts the enemy into the air before keeping them aloft with flaming breath Lv.3 Gigaton Press - Flies over the opponent and drops down with four claws for instant death Lv.4 Thunder Breath - Exhales a crackling web of electricity to attack the enemy -CLASSES- SOLDIER Equip: Dagger, Sword, Rapier, Blade Promotion: Soldier => Swordsman => Light Bearer Support: Attack Power is increased Mobility: 6 Soldiers are mobile swordfighters that develop strong attack magic. Having a considerable choice of weapons, Soldiers can be quite different depending on which weapon their expertise is in. Deploy Soldiers against enemies equipped with axes and maces. Summoner magic is available through special swords. Characters: Synbios (Disc 1-1) Human Male Soldier Lv.1 Condition: None Initial Equip: Steel Sword Initial Skill: None Initial Magic: Return Lv.1 Final Magic: Return Lv.1, Spark Lv.4, Inferno Lv.2 Medion (Disc 2-1) Human Male Soldier Lv.1 Condition: None Initial Equip: Epee Initial Skill: None Initial Magic: Return Lv.1 Final Magic: Return Lv.1, Spark Lv.4, Inferno Lv.2 Julian(Disc 1-2,2-3,3-1)Human Male Soldier Lv.4 Condition: None Initial Equip: Iron Blade Initial Skill: None Initial Magic: Return Lv.1 Final Magic: Return Lv.1, Spark Lv.4, Inferno Lv.2 KNIGHT Equip: Lance, Spear, Halberd Promotion: Knight => Cavalier => Paladin Support: Enemy's Critical% is decreased Mobility: 7 Knights have very high mobility and are the most reliable allies to have in the front lines. They struggle in thick terrain, but are an invaluable asset. Deploy them against enemies equipped with swords. Characters: Dantares (Disc 1-1) Centaur Male Knight Lv.1 Condition: None Initial Equip: Bronze Lance Initial Skill: None Campbell (Disc 2-1) Centaur Male Knight Lv.1 Condition: None Initial Equip: Bronze Lance Initial Skill: None Cybel (Disc 1-2) Centaur Female Knight Lv.6 Condition: None Initial Equip: Halberd Initial Skill: None Donhort (Discs 2-3,3-1) Centaur Male Cavalier Lv.2 Condition: None Initial Equip: Heavy Halberd Initial Skill: Halberd Lv.1 Arthur (Disc 2-5) Centaur Male Cavalier Lv.4 Condition: Joins when spoken to in Saraband Floating City. Initial Equip: Power Spear Initial Skill: Spear Lv.1 Initial Magic: Blaze Lv.1, Freeze Lv.1 Final Magic: Blaze Lv.2, Freeze Lv.2, Spark Lv.2 MAGICIAN Equip: Rod, Wand, Ankh Promotion: Magician => Wizard => High Wizard Support: Magic Power is increased Mobility: 5 Magicians are usually weak offensively and defensively, but can do great damage with their magical attacks. They must be protected well so they can use their art to the greatest advantage. Their weapons, though weak, are effective against some opponents. All Magicians learn the powerful Spark spell which can inflict heavy damage on many opponents at once. Characters: Masqurin (Disc 1-1) Elf Female Magician Lv.1 Condition: None Initial Equip: Wooden Rod Initial Skill: None Initial Magic: Blaze Lv.1 Final Magic: Blaze Lv.4, Spark Lv.4, Attack Lv.2 Syntesis (Disc 2-1) Elf Female Magician Lv.1 Condition: None Initial Equip: Wooden Rod Initial Skill: None Initial Magic: Blaze Lv.1 Final Magic: Blaze Lv.4, Soul Steal Lv.2, Spark Lv.4 Noon (Disc 1-3) Elf Male Wizard Lv.1 Condition: Joins when spoken to in Quonus IF Kahn is allowed to dispel ALL Kyon-Shi in cemetery. Initial Equip: Small Wand Initial Skill: Wand Lv.1 Initial Magic: Freeze Lv.1 Final Magic: Freeze Lv.4, Spark Lv.2, Soul Steal Lv.2 Bridget (Disc 3-1) Elf Female Wizard Lv.7 Condition: None Initial Equip: Magic Wand Initial Skill: Rod Lv.1, Wand Lv.1 Initial Magic: Spark Lv.2, Drain Lv.1 Final Magic: Spark Lv.4, Drain Lv.2, Attack Lv.2 PRIEST Equip: Rod, Wand, Ankh Promotion: Priest => Cleric => Bishop Support: Magic Defense and Luck are increased Mobility: 5 Priests use the same weapons as magicians, but use their magic for healing purposes. Their magic can save many lives, and equipping them with the right weapon can give them offensive magic as well. All Priests learn the potent Aura spell, which can be used to replenish many characters' HP at once. Characters: Grace (Disc 1-1) Beast Female Priest Lv.1 Condition: None Initial Equip: Wooden Rod Initial Skill: Ankh Lv.1 Initial Magic: Heal Lv.1 Final Magic: Heal Lv.4, Antidote Lv.2, Aura Lv.4 Uryudo (Disc 2-1) Hobbit Male Priest Lv.1 Condition: None Initial Equip: Wooden Rod Initial Skill: Ankh Lv.1 Initial Magic: Heal Lv.1 Final Magic: Heal Lv.4, Antidote Lv.2, Aura Lv.4 Isabella (Disc 3-1) Human Female Cleric Lv.7 Condition: Joins in Chapter 1 if Stella was spared in disc 2, otherwise joins in Chapter 3. Initial Equip: Saint Ankh Initial Skill: Rod Lv.1, Ankh Lv.1 Initial Magic: Heal Lv.3, Antidote Lv.2 Final Magic: Heal Lv.4, Antidote Lv.2, Aura Lv.4 ARCHER Equip: Arrow, Quarrel, Shell Promotion: Archer => Marksman => Bow Master Support: Critical% is increased Mobility: 5 Archers provide backup for the front lines by striking from a distance and remaining in a defensive position. They are great anti-aircraft units and fight well against flying opponents. Upgrade their weapons often until they get a weapon that has a range of three steps. Characters: Hayward (Disc 1-1) Elf Male Archer Lv.1 Condition: Joins if kept alive during battle on Saraband Bridge. Initial Equip: Small Bow Initial Skill: None Barnard (Disc 2-1) Elf Male Archer Lv.3 Condition: Joins when spoken to in Dusty Village IF rescued from Balsamo Lodge in disc 1. Initial Equip: Small Bow Initial Skill: None Kate (Disc 3-1) Elf Female Marksman Lv.5 Condition: None Initial Equip: Short Bow Initial Skill: Arrow Lv.1 Garosh (Disc 2-5) Human Male Marksman Lv.7 Condition: Joins automatically in disc 2 IF rescued during Saraband Bridge battle in disc 1. Initial Equip: Faerie Bow Initial Skill: Arrow Lv.2 ARCHER KNIGHT Equip: Arrow, Quarrel, Shell Promotion: Archer Knight => Bow Knight => Buster Knight Support: Critical% is increased Mobility: 5 Archer Knights, like knights, struggle in thick terrain. Otherwise, they are similar to Archers except they tend to have higher defense levels. With a mobility accessory, they are very helpful. Characters: Val (Disc 2-1) Centaur Female Archer Knight Lv.2 Condition: Joins if paralysis is cured by using Antidote Herb or Fairy Powder in Balsamo. Initial Equip: Light Crossbow Initial Skill: None Justin (Disc 1-3) Centaur Male Bow Knight Lv.1 Condition: Joins when attempting to leave Vagabond if spoken to inside tent. Initial Equip: Heavy Crossbow Initial Skill: Quarrel Lv.1 WARRIOR Equip: Axe, Tomahawk, Mace Promotion: Warrior => Gladiator => Baron Support: Defense Power is increased Mobility: 6 Warriors generally have high levels of attack and defense, but low agility. They are stout allies to have in battle. Use them against enemies equipped with spears. Characters: Rock (Disc 2-1) Beast Male Warrior Lv.2 Condition: Joins if Val's paralysis is cured with Antidote Herb or Fairy Powder. Initial Equip: Small Axe Initial Skill: None Obright (Disc 1-1) Dwarf Male Warrior Lv.3 Condition: None Initial Equip: Small Axe Initial Skill: None Horst (Disc 1-4) Dwarf Male Gladiator Lv.2 Condition: Joins when spoken to in Aspia barracks. Initial Equip: Flail Initial Skill: Mace Lv.1 Leon (Disc 3-2) Beast Male Gladiator Lv.10 Condition: Joins if kept alive during battle outside Balief Fortress. Initial Equip: Great Axe Initial Skill: Axe Lv.2, Tomahawk Lv.1, Mace Lv.1 MONK Equip: Claw, Glove, Knuckle Promotion: Monk => Master Monk => Saint Support: Magic Defense and Counter% are increased Mobility: 5 Monks are suitable for both healing magic and fighting purposes. Their MP and magic is not as good as priests, and their fighting ability is not as good as warriors and knights, but they are very versatile and can be a great asset with good weapons. They specialize in protection magic. Characters: Irene (Disc 1-2) Human Female Monk Lv.4 Condition: Joins if kept alive during battle inside Railhead cargo hold. Initial Equip: Cloth Glove Initial Skill: None Initial Magic: Heal Lv.1 Final Magic: Heal Lv.4, Tornado Lv.4, Resist Lv.2 Kahn (Disc 1-3) Human Male Monk Lv.8 Condition: None Initial Equip: Cestus Initial Skill: Knuckle Lv.1 Initial Magic: Heal Lv.2 Final Magic: Heal Lv.4, Support Lv.2, Slow Lv.2 Hera (Disc 2-4) Human Female Master Monk Lv.2 Condition: Joins if kept alive in civilian battle outside Elbesem Temple. Initial Equip: Iron Glove Initial Skill: Glove Lv.1 Initial Magic: Heal Lv.2 Final Magic: Heal Lv.4, Support Lv.2, Resist Lv.2 BIRDSOLDIER Equip: Sword, Rapier, Wing Promotion: Birdsoldier => Birdknight => Wing Lord Support: Evasion% is increased Mobility: 6 (Flight) Birdsoldiers are unique in that they can fly to retreive distant treasure or attack enemies from advantageous angles. They must be used cautiously, however, and their low attack and defense must be kept in mind when deploying them. Use them against axe and mace users. Characters: Zero (Disc 2-2) Male Birdsoldier Lv.7 Condition: None Initial Equip: Steel Sword Initial Skill: Sword Lv.2, Wing Lv.1 Eldar (Disc 1-2) Female Birdsoldier Lv.6 Condition: None Initial Equip: Metal Wing Initial Skill: None Fynnding (Disc 1-6) Male Birdknight Lv.15 Condition: None Initial Equip: Foil Initial Skill: Sword Lv.1, Rapier Lv.3, Wing Lv.1 ASSASSIN Equip: Katana, Shuriken Promotion: Assassin => Ninja => Master Ninja Support: Magic Power and Counter% are increased Mobility: 7 Assassins have very high mobility and agility. They are very useful back-up to have in battle, but they have low defense. Their combination of weapons and magic is nice to have. Characters: Hazuki (Disc 2-2) Human Female Assassin Lv.6 Condition: Joins if kept alive in battle behind waterfall cavern. Initial Equip: Shoto Initial Skill: None Initial Magic: Tornado Lv.1 Final Magic: Tornado Lv.4, Charm Lv.2, Attack Lv.2 Hagane (Disc 1-5) Human Male Ninja Lv.6 Condition: Joins if rear right pillar is searched inside Lookover Tower ruins. Initial Equip: Steel Ninjato Initial Skill: Katana Lv.2, Shuriken Lv.1 Initial Magic: Sleep Lv.1 Final Magic: Sleep Lv.1, Soul Steal Lv.2, Attack Lv.2 Murasame (Disc 1-6) Human Male Ninja Lv.9 Condition: None Initial Equip: Steel Ninjato Initial Skill: Katana Lv.2, Shuriken Lv.1 Initial Magic: Blaze Lv.2, Slow Lv.1, Resist Lv.1 Final Magic: Blaze Lv.4, Slow Lv.2, Resist Lv.2 RANGER Equip: Dagger, Spear, Tomahawk Promotion: Ranger => Commando => Striker Support: Attack Power is increased Mobility: 6 Rangers are extremely versatile in that they have a great variety of weapons to use from a distance, and can exploit almost any enemy's weakness. Good candidate for Attack accessories. Characters: David (Disc 2-3) Elf Male Ranger Lv.7 Condition: None Initial Equip: Hand Axe Initial Skill: None SHAMAN Equip: Rod, Wand, Ankh Promotion: Shaman => Summoner => Sorceror Support: Magic Power is increased Mobility: 5 Shamans are similar to Magicians except they learn magic that calls spirits to attack, which differs from regular magic. The spirits can be used to attack one or more opponents, but the damage is evenly divided among the targets, so Shamans specialize in harming single opponents. Shamans also learn the Freeze spell which can be used for more conventional magic attacks. Characters: Hedoba (Disc 2-3) Elf Female Shaman Lv.8 Condition: Joins if not defeated during battle against Bulzome monks at top of Sutan. Initial Equip: Small Wand Initial Skill: Wand Lv.1 Initial Magic: Freeze Lv.2 Final Magic: Freeze Lv.4, Summon Zephyrus Lv.2, Summon Wendigo Lv.2 Marki (Disc 3-5) Human Female Summoner Lv.21 Condition: Initial Equip: Sleepy Rod Initial Skill: Rod Lv.3, Wand Lv.1, Ankh Lv.1 Initial Magic: Freeze Lv.4, Soul Steal Lv.2, Summon Proserpina Lv.1 Final Magic: Freeze Lv.4, Soul Steal Lv.2, Summon Proserpina Lv.2 PENGUIN Equip: Beak Promotion: Penguin => Emperor Penguin => Super Penguin Support: Evasion% and Luck are increased Mobility: 5 Penguins are... cute but extremely difficult to develop because of their lack of experience. It takes a lot of hard work and dedication, but they can become decent soldiers. Their special attacks tend to be a bit cooler than the average technique. Characters: Penn (Disc 1-4) Male Penguin Lv.1 Condition: Joins when spoken to in Storich if Large Egg from Vagabond is used on train chicken. Initial Equip: Pen Beak Initial Skill: Beak Lv.1 Penko (Disc 2-5) Female Penguin Lv.1 Condition: Joins when Large Egg from Airo is used on chicken from Rainside village. Initial Equip: Penko Beak Initial Skill: None Pendolf (Disc 3-4) Male Emperor Penguin Lv.12 Condition: Joins when approached in Aspia if Penn and Penko were hatched in discs 1 and 2. Initial Equip: Pen Beak Initial Skill: Beak Lv.2 Initial Magic: Support Lv.2, Summon Penko Lv.2, Summon Penn Lv.1 Final Magic: Support Lv.2, Summon Penko Lv.2, Summon Penn Lv.2 ROBOT Equip: Anchor, Shell Promotion: N/A => Robot => Ancient Robot Support: Defense Power is increased Mobility: 5 A robot is pretty similar to a Steam Knight, but with higher defense. As long as you keep a robot in your front lines, they can be a good range fighter. Characters: Robie (Disc 2-4) Robot Lv.3 Condition: Joins if Robot AI is used in ruins of Elbesem Plaza. Initial Equip: Heavy Long Bow Initial Skill: Anchor Lv.1, Shell Lv.1 STEAM KNIGHT Equip: Anchor, Shell Promotion: N/A => Steam Knight => Steam Baron Support: Attack Power is increased Mobility: 5 A Steam Knight can fight from a distance has good defense, but lacks agility. Use of both available weapons makes them quite versatile. Characters: Ratchet (Disc 1-4) Goblin Male Steam Knight Lv.3 Condition: Joins later if machine is searched in Quonus mansion, then spoken to in Vagabond. Initial Equip: Heavy Anchor Initial Skill: Anchor Lv.1, Shell Lv.1 WEREWOLF Equip: Claw, Glove, Knuckle Promotion: N/A => Werewolf => Berserker Support: Counter% is increased Mobility: 7 A werewolf fights similarly to a Monk, but better. The drawback is the total lack of magic. Werewolves have high mobility, however. Characters: Frank (Disc 1-4) Male Werewolf Lv.4 Condition: Joins if pushed into headquarters in Flagard. Initial Equip: Iron Claw Initial Skill: Claw Lv.1, Knuckle Lv.1 HOLY CHILD Equip: Rod (Elbesem Staff only) Promotion: N/A => Holy Child => Innovator Support: Magic Defense and Luck are increased Mobility: 5 A very unique and special priest and magician. Imbued with the power of the Creator's spirit. He is capable of the most powerful magic in both healing and destruction. The unique Elbesem Staff can enable both Shining and Blessing magic. Characters: Gracia (Disc 3-1) Human Male Holy Child Lv.5 Condition: None Initial Equip: Elbesem Staff Initial Skill: Rod Lv.1 Initial Magic: Aura Lv.1 Final Magic: Aura Lv.4, Inferno Lv.2, Shining Lv.2 COMMANDER Equip: Varies (see below) Promotion: N/A => Commander => General Support: Attack Power is increased Mobility: 6 An interesting class, Commanders consist of the respected military leaders of Aspinia and Destonia. Each character within this class can equip different types of weapons, but each is quite versatile and can use weapons from different classes. Characters: Edmund (Disc 3-1) Human Male Commander Lv.5 Equip: Dagger, Rapier, Mace Condition: Joins if Stella was killed in disc 2, or if playing disc 3 from the beginning. Initial Equip: Foil Initial Skill: Dagger Lv.1, Rapier Lv.1 Initial Magic: Antidote Lv.1 Final Magic: Antidote Lv.2, Tornado Lv.4 Produn (Disc 3-3) Human Male Commander Lv.12 Equip: Sword, Spear, Tomahawk Conditions: Joins if Stella is spared in disc 2, and Produn is NOT killed in beach battle. Initial Equip: Great Sword Initial Skill: Sword Lv.2, Spear Lv.1, Tomahawk Lv.1 Initial Magic: Slow Lv.2, Blaze Lv.1 Final Magic: Slow Lv.2, Blaze Lv.4 Spiriel (Disc 3-4) Human Female Commander Lv.14 Equip: Rapier, Halberd, Mace Conditions: Joins if NOT killed in Aspia Catacombs battle in disc 1. Initial Equip: Poleaxe Initial Skill: Rapier Lv.1, Halberd Lv.3, Mace Lv.1 METAL GUNNER Equip: Arrow, Quarrel, Shell Promotion: N/A => Metal Gunner => Metal Buster Support: Critical% is increased Mobility: 5 A Metal Gunner is pretty similar to an Archer, but has lower agility and higher defense. Characters: Jade (Disc 2-5) Human Male Metal Gunner Lv.7 Condition: Joins if Garosh was killed during bridge battle in disc 1, or starting from disc 2. Initial Equip: Heavy Long Bow Initial Skill: Shell Lv.2 Harold (Disc 3-3) Human Male Metal Gunner Lv.12 Condition: None Initial Equip: Elven Bow Initial Skill: Shell Lv.2 DRAGONMAN Equip: Claw, Glove, Knuckle Promotion: N/A => Dragonman => Dragonmaster Support: Counter% is increased Mobility: 6 A special half-man, half-dragon who can tame and control dragons after defeating them. Also makes a strong close-range, high-mobility fighter. Characters: Cyclops (Disc 3-2) Dragonman Male Lv.8 Condition: None Initial Equip: Steel Claw Initial Skill: Claw Lv.1, Knuckle Lv.1 TAMER Equip: Whip Promotion: N/A => Tamer => Master Tamer Support: Critical% is increased Mobility: 6 A tamer has the unique ability to recruit monsters after defeating them. Try to capture strong monsters to add to your force. Characters: Pappett (Disc 2-6) Human Male Tamer Lv.14 Condition: Joins when spoken to in Storich tavern. Initial Equip: Chain Whip Initial Skill: Whip Lv.2 UNICORN Equip: Horn Promotion: N/A => Unicorn => Great Unicorn Support: Enemy's Critical% is decreased Mobility: 7 A high-mobility animal comparable to a knight, but with assorted magic abilities. Characters: Rollie (Disc 3-2) Unicorn Female Lv.9 Condition: Joins in Dragon Valley if Julian answers "Yes" when Jane saves Goriate from Destonia. Initial Equip: Horn Initial Skill: Horn Lv.1 Initial Magic: Antidote Lv.1, Charm Lv.1 Final Magic: Antidote Lv.2, Charm Lv.2, Sleep Lv.1 DRAGON Equip: Talon Promotion: N/A => Dragon => Holy Dragon Support: Defense Power is increased Mobility: 6 (Flight) A powerful flying fighter. Can inflict great damage, but is vulnerable to arrows and rods. Characters: Sauzan (Disc 3-2) Dragon Male Lv.9 Condition: Joins if NOT killed during Dragon Valley battle and spoken to by Cyclops. Initial Equip: Talon Initial Skill: Talon Lv.1 PEGASUS KNIGHT Equip: Wing, Lance, Spear Promotion: N/A => Pegasus Knight => Pegasus Lord Support: Enemy's Critical% is decreased Mobility: 7 (Flight) Similar to a knight, but with the ability to fly. Watch out for both arrows and axes/lances depending on which weapon is being used. Don't abuse the high mobility and flight to get into dangerous situations. Characters: Holly (Disc 3-3) Pegataur Female Pegasus Knight Lv.11 Conditions: None Initial Equip: Steel Lance Initial Skill: Wing Lv.1, Lance Lv.2, Spear Lv.1 SAMURAI Equip: Katana, Shuriken Promotion: N/A => Samurai => Shogun Support: Magic Power and Counter% are increased Mobility: 6 A Samurai is similar to a Ninja, but has higher defense and lower mobility. They make a better front line troop than a Ninja, but aren't as swift. Characters: Jubei (Disc 3-4) Human Male Samurai Lv.17 Conditions: Joins if kept alive during battle against Rainblood Guardians on northern mountain. Initial Equip: Bone Eater Initial Skill: Katana Lv.3, Shuriken Lv.1 Initial Magic: Resist Lv.2, Soul Steal Lv.1 Final Magic: Resist Lv.2, Soul Steal Lv.2, Summon Demonking Lv.2 FAIRY Equip: Rod, Wand Promotion: N/A => Fairy => Light Fairy Support: Magic Defense and Luck are increased Mobility: 5 (Flight) A Fairy can both fly and cast healing magic, making them a very effective field medic. The Fairy has low defense, but can cast an array of helpful magic. Characters: Primrose (Disc 3-5) Fairy Female Lv.19 Condition: None Initial Equip: Jewel Wand Initial Skill: Rod Lv.2, Wand Lv.3 Initial Magic: Heal Lv.4, Attack Lv.1, Summon Zephyrus Lv.1 Final Magic: Heal Lv.4, Attack Lv.2, Summon Zephyrus Lv.2 OGRE RIDER Equip: Anchor, Shell Promotion: N/A => Ogre Rider => Mad Rider Support: Critical% is increased Mobility: 5 Similar in strength and combat style to a Steam Knight or Robot. Suitable for both close range and long range combat, as well as fighting both enemy lancers and fliers. Characters: Turk (Disc 3-6) Leprechaun Male Ogre Rider Lv.24 Condition: Joins in Dormante if Ogre food is purchased in shop and well is searched. Initial Equip: Magnum Bow Initial Skill: Anchor Lv.2, Shell Lv.3 HERMIT Equip: Claw Promotion: N/A => Hermit => Sensei Support: Counter% and Magic Defense are increased Mobility: 5 An unusual martial artist fighter who attacks opponents like a Monk, but does not use magic. Attack and Defense levels are respectable, however. Unoma (Disc 3-7) Human Male Hermit Lv.21 Conditions: Joins when spoken to in Enrich Shining Force headquarters of Remotest Initial Equip: Berserk Claw Initial Skill: Claw Lv.3 -MAGIC- SPELL MP Range Area Effect/Learn Tornado Irene, Hazuki, Edmund, Power Ankh, Tornado Ankh Lv.1 2 2 0 Light air-elemental damage Lv.2 4 2 1 Light air-elemental damage Lv.3 7 2 1 Moderate air-elemental damage Lv.4 7 2 0 Heavy air-elemental damage Blaze Masqurin, Syntesis, Murasame, Arthur, Produn, Angel Wand, Buil Rod Lv.1 2 2 0 Light fire-elemental damage Lv.2 5 2 1 Light fire-elemental damage Lv.3 8 2 1 Moderate fire-elemental damage Lv.4 8 2 0 Heavy fire-elemental damage Freeze Noon, Hedoba, Arthur, Marki, Talisman Rod Lv.1 3 2 0 Light ice-elemental damage Lv.2 7 2 1 Light ice-elemental damage Lv.3 10 3 1 Moderate ice-elemental damage Lv.4 10 3 0 Heavy ice-elemental damage Spark Synbios,Medion,Julian,Masqurin,Syntesis,Noon,Bridget,Eternal Wand Lv.1 8 2 1 Light thunder-elemental damage Lv.2 15 3 2 Light thunder-elemental damage Lv.3 20 3 2 Moderate thunder-elemental damage Lv.4 20 3 0 Heavy thunder-elemental damage Shining Gracia, Elbesem Staff Lv.1 >8 2 1 Uses all remaining MP to inflict light-elemental damage Lv.2 >16 2 2 Uses all remaining MP to inflict light-elemental damage Inferno Synbios, Medion, Julian, Gracia Lv.1 20 3 1 Heavy fire-elemental damage Lv.2 30 3 2 Ultimate fire-elemental damage Soul Steal Syntesis, Noon, Hagane, Jubei, Marki, Soul Rod Lv.1 8 2 0 Light shadow-elemental damage/death Lv.2 13 2 1 Light shadow-elemental damage/death Chaos Gate Chaos Blade Lv.1 20 2 2 Moderate shadow-elemental damage Lv.2 35 2 2 Heavy shadow-elemental damage Drain Bridget Lv.1 3 1 0 Absorbs HP from the enemy Lv.2 3 1 0 Absorbs MP from the enemy Heal Grace, Uryudo, Irene, Kahn, Hera, Isabella, Primrose Lv.1 3 1 0 Light HP recovery Lv.2 5 2 0 Light HP recovery Lv.3 10 3 0 Heavy HP recovery Lv.4 20 1 0 Maximum HP recovery Aura Grace, Uryudo, Isabella, Gracia, Holy Ankh Lv.1 7 3 1 Light HP recovery Lv.2 11 3 2 Light HP recovery Lv.3 15 3 2 Heavy HP recovery Lv.4 18 0 ALL Maximum HP recovery Blessing Elbesem Staff Lv.1 5 2 0 Restores HP to allies or inflicts damage to enemies Lv.2 10 3 0 Restores HP to allies or inflicts damage to enemies Antidote Grace, Uryudo, Edmund, Isabella, Rollie Lv.1 3 1 0 Cancel Poison, Paralysis Lv.2 6 2 0 Cancel all negative status except Curse Support Kahn, Hera, Pendolf, Saint Ankh, Blessed Ankh Lv.1 5 1 1 Raise Defense/Agility Lv.2 9 2 2 Raise Defense/Agility Resist Irene, Hera, Murasame, Jubei, Misty Ankh, Golgoda Ankh Lv.1 5 1 1 Raise all elemental Resistance Lv.2 9 2 2 Raise all elemental Resistance Attack Masqurin, Hazuki, Hagane, Bridget, Primrose, Witch Wand Lv.1 7 3 0 Raise Attack Lv.2 12 3 1 Raise Attack Slow Kahn, Murasame, Produn, Jester Wand Lv.1 5 2 1 Lower Defense/Agility Lv.2 9 2 2 Lower Defense/Agility Dispel Bronze Rod, Silent Ankh Lv.1 5 2 1 Disable spellcasting Confuse Torture Rod Lv.1 6 2 1 Surround with illusions Lv.2 11 2 2 Cause confusion Sleep Hagane, Rollie, Sleep Rod, Magic Wand Lv.1 6 2 1 Put to sleep Charm Hazuki, Rollie Lv.1 7 2 0 Charms the opponent Lv.2 12 2 1 Charms the opponent Summon Penko Pendolf Lv.1 5 2 0 Light light-elemental damage Lv.2 10 2 0 Moderate light-elemental damage Summon Penn Pendolf Lv.1 7 2 1 Distributes fire-elemental damage Lv.2 14 2 1 Distributes moderate fire-elemental damage Summon Golem Earth Rod Lv.1 7 2 1 Distributes non-elemental damage Lv.2 14 2 1 Distributes heavy non-elemental damage Summon Zephyrus Hedoba, Primrose, Raphael Ankh Lv.1 8 3 1 Distributes air-elemental damage Lv.2 15 3 1 Distributes heavy air-elemental damage Summon Phoenix Phoenix Sword, Volcano Wand Lv.1 8 2 1 Distributes fire-elemental damage Lv.2 15 3 1 Distributes heavy fire-elemental damage Summon Demonking Jubei, Murasame(katana) Lv.1 9 1 1 Distributes shadow-elemental damage Lv.2 16 1 1 Distributes heavy shadow-elemental damage Summon Wendigo Hedoba, Wendigo Wand Lv.1 10 2 1 Distributes ice-elemental damage Lv.2 17 2 1 Distributes heavy ice-elemental damage Summon Thanatos Mitra Ankh, God Rapier Lv.1 12 2 1 Distributes light-elemental damage Lv.2 19 2 1 Distributes heavy light-elemental damage Summon Helldragon Dragon Rod Lv.1 12 2 1 Distributes fire-elemental damage Lv.2 20 3 1 Distributes heavy fire-elemental damage Summon Proserpina Marki, Abyss Wand Lv.1 13 2 1 Distributes ice-elemental damage Lv.2 22 2 1 Distributes heavy ice-elemental damage Summon Tiamat Tiamat Rod Lv.1 14 2 1 Distributes shadow-elemental damage Lv.2 23 2 1 Distributes heavy shadow-elemental damage Summon Thor Arc Wand Lv.1 15 2 1 Distributes thunder-elemental damage Lv.2 24 2 1 Distributes heavy thunder-elemental damage -STATUS AILMENTS- CONDITION CURE EFFECT Poison Antidote Lv.1+,Antidote Herb,Fairy Powder Gradual HP loss at end of each turn Paralysis Antidote Lv.1+,Antidote Herb,Fairy Powder Body is numb -- randomly loses actions Illusion Antidote Lv.2, Fairy Powder, wears off Blinded by images -- attacks often miss Confuse Antidote Lv.2, Fairy Powder, wears off Executes random actions, accuracy is low Silence Antidote Lv.2, Fairy Powder, wears off Spellcasting is disabled Sleep Antidote Lv.2, Fairy Powder, wears off Cannot move or act Charm Antidote Lv.2, Fairy Powder, wears off Fights for opponents' side Berserk Antidote Lv.2, Fairy Powder, wears off Fights random targets, Attack is increased Frozen Blaze Lv.1+, wears off Cannot move Slow Support Lv.1+, wears off Defense and Agility are decreased Curse* Cure at Church Random paralysis and damage when fighting *Equipping a Chaos Ring as an accessory will allow a character to have a cursed weapon equipped without suffering the effect of the curse. BATTLE SCENARIOS: Chapters are listed in gameplay order by disc. NOTE indicates a special event or circumstance that affects characters that join you immediately or later, or valuable items that require some forethought to acquire. HELP indicates my personal suggestions on areas that can be a bit tricky. GENERAL RUINS STRATEGY: There are 18 ruins in the game, one in each chapter of each disc. Ruins are special optional maps that your soldiers (except your main character) can explore to retrieve items from thieves. In order to open a ruin, you need a map specific for that ruin. These maps are almost always located in a chest in the previous city. Regular chests can be opened by your soldiers, but the silver-lined chests are locked and can only be opened by thieves. Since the thieves move quickly, it is imperative that you get as many high-mobility soldiers as you can inside the ruins on the first turn it is opened. The ideal situation is to have your highest-agility character open the ruins, then have several other soldiers (preferably knights, warriors with tomahawks, archers with a mobility enhancement, etc.) enter the ruins so they'll be ready to chase the thieves and attack to retrieve the items before they escape. Bear in mind that your soldiers will be forced to exit the ruins permanently if all the thieves are either defeated or escape. There are many complications that can foil a ruins expedition, but many valuable items can be obtained. --Disc 1-- -Chapter 1- *Synbios the Soldier joins *Dantares the Knight joins *Masqurin the Magician joins *Grace the Priest joins Battle #1: Saraband Market Square Battle #2: Saraband Docks NOTE: Destroy the barrel on the pier during battle to have access to the ship afterwards. NOTE: Rescue Garosh for him to join later in disc 2. (Though this means you won't have Jade.) *Hayward the Archer joins (if not killed during battle) Battle #3: To Balsamo NOTE: Rescue Barnard from secret passage in Balsamo Lodge to get him to join in disc 2. *Obright the Warrior joins Battle #4: Dwarf Valley Battle #5: To Railhead *Chapter 1 Ruins: Dwarf Hill -Chapter 2- Battle #6: Railhead Cargo Hold HELP: Saving Irene can be difficult. Have Dantares and Obright enter the right hole in the crates near the starting position and exit through the rear right tunnel. Speak with Irene or use a Medical Herb on her as quickly as possible, and protect her from harm. *Irene the Monk joins (if not killed during battle) *Julian the Soldier joins Battle #7: Escape from Railhead *Chapter 2 Ruins: Blue Ruins Battle #8: Rescuing Refugees HELP: Saving the refugees can be very difficult. Have Dantares move toward the rail switch as directly as possible while Synbios, Obright, and Julian move straight down to cross the tracks before the train arrives. When moving the refugees, check the mobility range of each so they are moved in the most efficient pattern, and are always outside the enemy soldiers' attack range. If a refugee must be placed in a dangerous position, note that one of them has more HP than the others as well as a Medical Herb. Have your soldiers engage the enemy troops as quickly as possible and move the refugees right to safety once they cross the tracks. NOTE: Each group member will gain 10 experience for each refugee rescued. *Cybel the Knight joins NOTE: Use Chicken Feed on box chicken to get it to follow you if you want Penn later. Battle #9: Inside the Train *Eldar the Birdsoldier joins Battle #10: Bandit Chief Shiraf -Chapter 3- Battle #11: Quonus Graveyard NOTE: Do not attack Kyon-Shi and let Kahn dispel them if you want Noon to join later. HELP: To use Kahn efficiently, realize that he will always attempt to follow Synbios. Do not move Synbios beyond Kahn's mobility range, or else he will walk slowly. Kahn will also not move through your own soldiers, so keep a clear path between him and Synbios that allows him to reach the Kyon-Shi. Also be wary of standing next to Irene if you have a Friendship with her, since Kyon-Shi can be killed by counter attacks. *Kahn the Monk joins Battle #12: Quonus Mansion HELP: This battle can turn bad very quickly if your soldiers are unorganized when the Vandal appears. Draw the Skeletons, Liches, and Succubus out and defeat them before engaging the Vandal in combat. When only the Vandal is left, approach slowly in a checkered formation so he can only affect one soldier at a time with his magic until his MP is exhausted. Go to Kahn's Item => Equip => Use Acc command to cancel his invulnerability. NOTE: Destroy barrels to allow access to treasure room after the battle. Search steam appartus to get Ratchet to join later. *Noon the Wizard joins (if Kyon-Shi were not harmed in Battle #11) Battle #13: Destonian General Franz NOTE: Purchase Large Egg from old woman, then use it on chicken in Headquaters to hatch Penn. NOTE: Speak with Ratchet if you want him to join in Chapter 4. *Justin the Bow Knight joins (if spoken to in tent) Battle #14: Spiriel and the Statue *Chapter 3 Ruins: Middle State Battle #15: Destonian General Garzel -Chapter 4- *Horst the Gladiator joins (if spoken to in barracks) Battle #16: To Storich *Penn the Penguin joins (if hatched in Vagabond in Chapter 3 and spoken to in Storich) Battle #17: To Volcano *Chapter 4 Ruins: Desert Ruins *Ratchet the Steam Knight joins (if spoken to in Quonus and Vagabond) Battle #18: Dragon Volcano NOTE: Do not kill Baby Dragon to avoid fighting Mother Dragon in disc 2. If Baby Dragon is killed, then a passage containing the Dragon Rod will be sealed off in disc 2. Battle #19: Aspinian General Fafhard *Frank the Werewolf joins (if pushed into headquarters of Flagard) Battle #20: Fall of Lord Conrad NOTE: Attack Fiale near the start of the combat to retreive the Ship Key if you want to have Rogan accompany you in disc 2. -Chapter 5- NOTE: Summoner item "Phoenix Sword" can be found in Flagard castle. Battle #21: To Lookover Battle #22: Lookover Tower *Chapter 5 Ruins: Lookover Ruins HELP: Handing the complex ruins while fighting the monsters can be a handful. Send six swift soldiers to handle the ruins while the other six fight their way along the low path. When the ruins soldiers complete their raid, have them move up the stairs directly across from the ruins to meet up with the other team. When facing Fiale, do not let any soldier become isolated or they will be quickly dispatched with his summoning magic. Fiale's magic resistance is extremely high until Kahn uses the Elbesem Orb on him. NOTE: Summoner item "Wendigo Wand" can be found in locked chest of Lookover Ruins. NOTE: Search rear right pillar inside ruins to discover Hagane during or after battle. *Hagane the Ninja joins (if discovered inside ruins) Battle #23: The Great Wall HELP: The Golem's attack pattern involves a relatively weak Tremor attack around him on every first and second turn, and a more serious Rock Fall attack on every third turn. The Rock Fall attack will harm all combatants within its line of effect. If the rock travels along the right, then the two rows on the left will be safe. If the rock travels along the left, then the two rows on the right will be safe. If the rock travels along the center, then one row on each side will be safe. Keep your soldiers equally divided along the two side edges to ensure that not all of your soldiers will be crushed at once. NOTE: Summoner item "Volcano Wand" can be found in barrel in Vagabond. Battle #24: Queen Poison Worm -Chapter 6- *Murasame the Ninja joins Battle #25: Malorie Courtyard NOTE: Destroy the barrels surrounding the corner door to have access to treasure afterwards. Battle #26: Braff Battle #27: Catacombs of Aspia *Chapter 6 Ruins: Aspia Catacombs NOTE: Do not attack Spiriel to get her to join in disc 3. NOTE: Summoner item "Mitra Ankh" can be found in Aspia Catacomb Ruins. HELP: It can be difficult to get past Spiriel to defeat Basanda without defeating Spiriel herself. "Sleep" magic can be effective against Spiriel. *Fynnding the Birdknight joins Battle #28: Ancient Dungeon (Optional) HELP: The Skull Mage at the fourth level of the Ancient Dungeon can be difficult. The best defense against his Summon Tiamat magic is to stick together to distribute the damage, as well as any equipment that raises Shadow defense. Resist magic and Slow magic will be the most effective in securing victory. NOTE: Summoner item "Tiamat Rod" can be found in Ancient Dungeon. Battle #29: Colossus of Aspia HELP: The goal of this battle is for Fynnding's party to defeat the Giga Breaker guarding the dam valve as quickly as possible so that the primary team can sustain as few casualties as possible. Before defeating the Giga Breaker, make sure that all the members of the first team are within one turn of reaching the 3x4 area near the castle door behind the stone bank. Do not bother fighting the Colossus directly. To lessen the effects of its attacks, do not keep too many soldiers on one horizontal line along the bridge, do not let soldiers linger directly in front of him, and do not let soldiers become too isolated, since the X-Spark attack distributes damage like a Summon spell. Battle #30: Imperial Prince Arrawnt HELP: Prince Arrawnt gets two actions per round. Use Spark Lv.3, flying troops, and archers to eliminate the High Wizards as quickly as possible. Use Resist Lv.2 and Attack magic to support the attackers against Arrawnt, and engage him with a powerful lancer if possible. Keep Grace far enough away so she can use Aura Lv.2 without being harmed. **DISC 1 END** --Disc 2-- -Chapter 1- *Medion the Soldier joins *Campbell the Knight joins *Syntesis the Magician joins *Uryudo the Priest joins Battle #1: Saraband Harbor Battle #2: To Balsamo *Val the Archer Knight joins (if cured with antidote herb or fairy powder) *Rock the Warrior joins (if Val is cured) Battle #3: To Dusty *Chapter 1 Ruins: Dusty Ruins *Barnard the Archer joins (if rescued by Synbios from Balsamo Lodge in disc 1) Battle #4: Dusty Mountain Battle #5: Aspinian General Varlant -Chapter 2- Battle #6: Anafect Docks NOTE: When all enemies but Stella are defeated, speak with Medion to spare her life. If Stella is defeated, Edmund will be playable in disc 3 and Isabella will join in Chapter 3 of disc 3. If Stella is spared, Isabella will join in Chapter 1, and Produn will be available, but Edmund will be an enemy. *Zero the Birdsoldier joins Battle #7: To Waterfall Cave Battle #8: Behind Waterfall Cave *Hazuki the Assassin joins (if not killed during battle) NOTE: Use Chicken Food on correct chicken to get it to follow you to get Penko later. Battle #9: Leaving Rainside *Chapter 2 Ruins: Rainside Ruins Battle #10: Edmund's Army -Chapter 3- *David the Ranger joins Battle #11: Treetops of Sutan Battle #12: Rescue of Hedoba NOTE: Do not harm Hedoba to get her to join after the battle. HELP: To help subdue your burning urges to kill Hedoba, keep your soldiers in a checkered formation until she exhausts her MP. *Hedoba the Shaman joins (if not killed in battle) Battle #13: To Barrand *Julian the Soldier joins *Donhort the Cavalier joins Battle #14: To Sand Bridge *Chapter 3 Ruins: Barrand Ruins Battle #15: Kraken HELP: When the Kraken Legs and Kraken Arms appear, bear in mind that they can move across both water and sand, and the Kraken Arms have an attack range of 2. Have Zero use the Elbesem Orb on the Kraken Head to cancel its invincibility. -Chapter 4- Battle #16: Civilian Rescue NOTE: Rescue the refugees if you want experience points and Robot AI, and eventually Robie. HELP: This battle can go very badly if not managed well. At the start of the battle, Donhort will ask Medion which road he should take. Say "NO" then "YES". He will move along the east road and eventually block a Bulzome Knight by the southeast pond. Move the civilians south into the thick woods as quickly as possible. Have Hera stay a few steps behind so she will attract the Knights' attacks, and have her continually heal herself. Move your soldiers, particularly Hazuki and Campbell, to intercept the Bulzome Knights and protect Hera and the civilians as quickly as possible. When the reinforcements appear from Elbesem Temple, destroy the Pegasus Knight immediately. *Hera the Master Monk joins (if not killed in battle) NOTE: After Battle #16, return to Elbesem and speak with man in tavern to gain Robot AI if you rescued the civilian carrying the Robot AI. Also be sure to take the Ch.4 Ruins map. Battle #17: Elbesem Plaza *Chapter 4 Ruins: Temple Ruins HELP: Before entering this battle, give the Robot AI to Hazuki or Campbell. Move Hazuki, Campbell, and Zero into the ruins on the right side of the plaza as soon as possible. Have Zero touch the wall crystal close to the interior of the ruins first, then fly to touch the other crystal. Have Hazuki and Campbell attack the thieves before they can escape, then use the Robot AI to revive Robie. *Robie the Robot joins (if Robot AI is used in Ruins) Battle #18: Elbesem Temple HELP: This battle looks intimidating, but understand that the objective is to shuttle your soldiers down the staircase before Basanda and Dessheren run out of HP and the Rainbloods come after your soldiers. Using Blizzards from the fountain and Hedoba's Freeze spell should allow everybody to make it to the lower level. NOTE: Summoner item "Earth Rod" can be found in chest near fountain. Battle #19: The Seagate and the Executer HELP: Use the Seagate's cannons to destroy the Executer's cannons in order from 1 to 4. Rotate the cannon operators occasionally or heal them with Heal Lv.2 so the healer is not caught in the blast if the cannon is hit. It is possible to hasten your victory by using Zero to attack the soldiers operating the Executer's cannons. Be extremely cautious when moving Zero and never move him into the attack range of the Wing Knights. Battle #20: Destonian General Crewart -Chapter 5- *Arthur the Cavalier joins (if spoken to on white house) NOTE: Summoner item "Volcano Wand" can be found in tunnels beneath Garvin's mansion Battle #21: Saraband Dungeon HELP: Be extremely careful to not let Syntesis or Arthur get defeated early on by the guards. Use Arthur to defeat the guard carrying the Jailor's Key so he can quickly unlock the doors and allow the others to escape. The jailed soldiers will need to search the central table to retrieve their weapons and items. Keep in mind that Hedoba can attack enemy troops with her magic as they pass her cell. NOTE: Destroy barrels near door to open hall to treasure and alternate route to next battle. Battle #22: Governor Garvin's Mansion HELP: Be sure to destroy all the soldiers in the garden before entering the mansion, or else they will follow you inside and attack from behind. *Garosh the Marksman joins (if rescued during Battle #2 in disc 1) OR *Jade the Metal Gunner joins (if Garosh is killed in disc 1 or playing disc 2 from the start) Battle #23: To Headland HELP: In the next four battles, make sure that Domaric is not defeated. Keep a healer near him in case his bodyguards do not protect him intelligently. If you acquired the Ship Key in disc 1, then Zero will have rescued Rogan from the Seagate's cargo hold and he will appear for the next four battles to help protect Domaric. NOTE: Talk to pigs and search tree to discover Large Egg. Use on chicken in HQ to get Penko. *Penko the Penguin joins (if Large Egg is used on chicken from Rainside in headquarters) NOTE: Give the flowers from the Saraband merchant to the small girl in Airo to receive the Chapter 5 Ruins Map. Battle #24: Saios and Dacka *Chapter 5 Ruins: Dark Cavern Ruins HELP: In order to retrieve the items from the ruins, have a soldier stand on the switch near the ruins entrance to lower the barriers while Arthur chases the thief, then move off the switch once the thief acquires the God Rapier. Arthur can cast Blaze magic to attack the thief through the wall and receive the treasures. NOTE: Summoner item "God Rapier" can be found in Dark Cavern Ruins. -Chapter 6- Battle #25: Marshlands Battle #26: Dragon Volcano NOTE: Summoner item "Dragon Rod" can be found in passage if Baby Dragon not killed in disc 1. *Pappett the Tamer joins (if spoken to in Storich tavern) NOTE: Summoner item "Mitra Ankh" can be found in crate behind train station in Storich. Battle #27: Showdown with Dessheren *Chapter 6 Ruins: Underground Railroad NOTE: Summoner item "Tiamat Rod" can be found in Underground Railroad ruins. Battle #28: Ancient Dungeon (Optional) HELP: To help defeat the Necromancer at the bottom of the Ancient Dungeon, first have four soldiers stand on the monster generators. Have your other eight soldiers each stand in pairs on each of the four sides of the magician, with the rear member of each pair having either a range attack or healing magic. Have Hera rotate Resist magic on the attackers. NOTE: Summoner item "Arc Wand" can be found in Ancient Dungeon. Battle #29: Mighty Tank HELP: The objective of this battle is use David's team to defeat Garvin as quickly as possible so the primary team does not suffer casualties. Even so, take this battle slowly and carefully because of the small team size. Before entering this battle, have Pappett capture strong monsters from the Ancient Dungeon, preferably Queen Worm, Griffon, Minotaur, etc. I would suggest having Hedoba (equipped with Holy Ankh), Zero, Pappett, and Hazuki accompany David. Do not have Medion's team advance too far ahead, since the tank treads appear after a few rounds. Battle #30: Republican General Tybalt HELP: Be careful when climbing the stairs of the guard tower, and keep in mind that Yasha can cast Spark Lv.3. Defeat him as quickly as possible, and make sure your front line is constantly affected by Support and Resist magic. **DISC 2 END** --Disc 3-- -Chapter 1- *Julian the Swordsman joins *Gracia the Holy Child joins *Donhort the Cavalier joins *Kate the Marksman joins *Edmund the Commander joins (if Stella was killed in disc 2 or if playing Disc 3 from the start) Battle #1: Attack at Sea Battle #2: Destonia Docks *Isabella the Cleric joins (if Stella was spared in disc 2) *Bridget the Wizard joins Battle #3: Rise of the Walcuray *Chapter 1 Ruins: Valley Cave HELP: When approaching the Mask Monk at the end of the valley, keep in mind that you soldiers will not be affected by the Walcuray's attacks while in the dugouts. Battle #4: Goriate in Imperial Palace HELP: Keep your soldiers in the sidelines away from the Walcuray's attacks until Gracia can cast Shining to disable the Walcuray. Use Goddess Tears on Gracia so he can heal the group as they fight Goriate. NOTE: Answer "Yes" to Jane when she resuces Goriate if you want Rollie to join later. -Chapter 2- *Cyclops the Dragonman joins Battle #5: Sewers of Destonia *Rollie the Unicorn joins (if Julian answered "Yes" to Jane in the Imperial Palace) Battle #6: Valley of the Dragons *Chapter 2 Ruins: Sacred Dragon Vault NOTE: Do not attack Sauzan to get him to join after the battle. If defeated by Cyclops, he will join under automatic control. Use Cyclops to speak with him instead. *Sauzan the Dragon joins (if spoken to by Cyclops) Battle #7: Border Plains *Leon the Gladiator joins (if not killed during battle) Battle #8: Castle Siege HELP: Be extremely cautious with your ground team. Keep all members healed, since even a slightly injured soldier can be defeated if all the cannon soldiers concentrate their attacks. Have your second team destroy the cannon soldiers first, then have your ground team hide behind the side walls before destroying the gate. Defender can be defeated with the cannons before he can attack your soldiers. However, you'll need to defeat him manually if you want the Shiva Sword. -Chapter 3- *Isabella the Cleric joins (if she did not already join in Chapter 1) *Holly the Pegasus Knight joins Battle #9: Golems on the Delta HELP: The Golems' attacks follow straight lines, so slowly and systematically shuttle your troops across the bridges so they are never in the danger zone. Keep in mind that Lady Melinda will always follow Isabella, so keep her from harm. Battle #10: Gatebridge HELP: Keep your soldiers in the shade to avoid metal gunner reinforcements from appearing. Battle #11: Baersol Shore NOTE: If Stella's life was spared in disc 2, do NOT attack Produn to get him to join. *Produn the Commander joins (if Stella was spared in disc 2, and Produn NOT killed in battle) *Harold the Metal Gunner joins Battle #12: North Baersol Plains *Chapter 3 Ruins: Beach Cave Battle #13: Temple of Kudan NOTE: Summoner item "Earth Rod" can be found inside chest in Temple of Kudan. -Chapter 4- *Pendolf the Emperor Penguin joins (if Penn and Penko were hatched in discs 1 and 2) Battle #14: Beyond the Great Wall Battle #15: Northern Plains *Spiriel the Commander joins (if not killed during Aspia catacombs battle in disc 1) NOTE: Summoner item "Phoenix Wand" can be found in behind waterfall (through inn passage). NOTE: Summoner item "Raphael Ankh" can be found in barrel in Aural blacksmith shop. Battle #16: Foothills *Chapter 4 Ruins: Dark Temple NOTE: Summoner item "Wendigo Wand" can be found in Dark Temple. Battle #17: Mountain Guardians HELP: To catch Jubei before he endangers himself by fighting the Rainbloods, have a mobile soldier enter the first opening on the left side of the second level of the mountain and speak with him as he passes. Enter the other openings to retrieve treasure. *Jubei the Samurai joins (if not killed in battle) -Chapter 5- Battle #18: Maya at Night NOTE: Destroy barrel in front of staircase to have access to treasure after the battle. NOTE: Summoner item "Mitra Ankh" can be found under staircase behind barrel. *Primrose the Fairy joins Battle #19: Desert Monsters *Chapter 5 Ruins: Railcart Cave HELP: The enemies constantly reappear after they are defeated, so use Sleep and Confuse magic to reduce their harmfulness without defeating them. Have a team of three or four soldiers break through the desert to attack the Skull Warrior. NOTE: Summoner item "Dragon Rod" can be found inside locked chest of Railcart Cave. Battle #20: Ark Hill HELP: The robots change their direction clockwise each turn, so use your soldiers to block and direct them until they surround Gracia. Keep in mind that the tiles they land on will affect all of your soldiers with various magic. Only allow them to land on blank tiles or the green cross tiles. Battle #21: The Winter Sorceress NOTE: Do not kill Marki if you want her to join after the battle. Use Julian to talk with her. *Marki the Summoner joins (if spoken to by Julian) Battle #22: Vandal King Galm -Chapter 6- Battle #23: To Glacier Cave *Chapter 6 Ruins: Ancient Cannons NOTE: Summoner item "Tiamat Rod" can be found from thieves in Cannon ruins. NOTE: Summoner item "Arc Wand" can be found from theives in Cannon ruins. NOTE: Magical item "Chaos Blade" can be found from theives in Cannon ruins. Battle #24: Shining Force of Aspinia NOTE: Any member of the Aspinian Shining Force defeated here will need to be revived later. *Turk the Ogre Rider joins (if shown Ogre Food and led to well in Dormante) Battle #25: Volcanic Pass Battle #26: Glacier Surface HELP: Do not stand on fissures on ice. Any soldiers standing on the cracks in the ice will be lost when they expand, and the cracks become obstructed after they open. NOTE: Summoner item "Abyss Wand" can be found in chest at far end of glacier. Battle #27: Shining Force of Destonia NOTE: Any member of the Destonian Shining Force defeated here will need to be revived later. If Medion is defeated, then the battle will be lost. -FINAL CHAPTER- *Unoma the Hermit joins (if spoken to in Julian's headquarters) NOTE: Summoner item "Murasame" can be found in chest of southwest wing of sanctuary. Battle #28: Ancient Dungeon (Optional) HELP: The last level of this dungeon can be challenging. First of all, defeat the Arch Demons carefully so you don't lose any soldiers, casting Aura Lv.4 if it keeps someone alive. Do not move too close to the interior of the level or the Colossuses will be able to cast Inferno. Once the Arch Demons are defeated, move your three highest Fire resist soldiers into the interior corners of the outer ring to lure the Colossuses into exhausting their MP. Use healing items to stay alive. Once their MP is exhausted, move toward the center of the level to defeat them, but stay in the exterior corners of the inner ring to stay out of Taros's Spark range. Once the Colossuses are defeated, move one character into range to let Taros exhaust his MP. The ideal candidate for this is a Priest equipped with an Arc Wand. (Bridget is also excellent since she can syphon Taros's HP and MP.) Once Taros exhausts his MP, move all soldiers in to attack. Slow magic, Attack magic, and lancers will be the most effective. Taros will try to attack your main character, so stay watchful of HP and paralysis. NOTE: The leader of each Shining Force can receive a special weapon by completing the dungeon. The Shining Sword, Arc Rapier, and Force Blade can be earned here. Battle #29: Scaling the Mountain Battle #30: Bulzome's End HELP: Resist, Attack, and Slow will help you defeat Bulzome. Use two soldiers to stand on the Demon Knight generators. After Dessheren is defeated, Jane's capsule will begin to glow. Cast Blessing on her to get her to join you before she breaks out. NOTE: Do NOT harm Jane here if you want the happier ending sequence after Bulzome's defeat **DISC 3 END**