_ ) | | _ \ _` | \ _` | ` \ | | _| ___/\__,_|_| _|\__,_|_|_|_|\_,_|\__| | | _` | _` | _ \ _ \ \ ____|\__,_|\__, |\___/\___/_| _| ____/ __| \ _ \ /\ \ / | | | | | _| _ \ ( | / \ \ \ / _` | | | / _| \ _|_ \ | | _` | \ _|_/ _\\__\_\_/ \_/\_/\__,_|_|_\_\\__|_| _|_|\___/\_,_|\__, |_| _| ____/ by blueshirt32 version 1.12 last updated on 6-9-04 ============================================================================== Revision Info ============================================================================== 6-9-04 v1.12 - I'm really dead, just forgot to credit Damion with something (his PAR codes), and fixed some email addresses. My bad. 7-21-03 v1.11 - Sorry, I've been away for a while, and haven't exactly had a chance to work on the FAQ. This isn't much of an update (I honestly don't know what I've changed since the last update), but I'll list off the things I do remember: new ASCII art for the title (courtesy of Figlet), and a brand new section of PAR codes thanks to Kai. I'll set a tentative goal of new update in September or October with more walkthrough chapters. 6-9-03 v1.1 - I betcha you all thought I was dead, huh? HUH? Well, the new and "complete" walkthrough is now up to chapter 6, along with all additions to the enemy list and that stuff. I can't exactly remember all the updates I've made in the past several months, so search around a bit yourself. Now that school is out, I have some more time to work on my FAQ, so I'll be (hopefully) updating on a more frequent basis - expect another update (i.e. chapters 7-9) by end of summer. 1-28-03 v1.0 - Would you believe it? I finally reached version 1.0 - and that means the Walkthrough is finished! Not actually, but at least I have a little bit on all of the chapters. Cool. That's not it, though - this update has a bunch of other new stuff, including a more completed Enemy/Shop list, Mini Devil Dance List (big thx to Meeple here), alternate strategy for chapter 25, stuff about the EXP formula, musings on infinte HP...hell, I know I forgot something, but it's too long of a list anyway. Also, I broke the 400 KB mark. Wow. And, again, sorry for the long wait. 12-13-02 v0.95 - Massive update here! I'm sorry about the long wait (over a month, I know), but this is really a big update. First off, the walkthrough is done for Prologue-2. I've also got a (mostly) completed Item list in, as well as the starts of an Enemy list and a Shops list. I also have a new format for the battle sections of the walkthrough, which should be easier to read. I know that most of this is incomplete, but at least it's a start!Next update won't be for a while though, so make due with what you've got. 11-10-02 v0.9 - Walkthrough up to chapter 27. Yes! Time to start a new game, and do the walkthrough for chapters Prologue-5. Found a new programming bug in the game with Assassinate. Fixed a problem with my Rabbit description, also corrected some small errors. Added some more stuff to the basics section, and expanded the Table of Contents. More FAQs. 10-17-02 v0.85 - Walkthrough up to chapter 24. Added some more stuff to the Basics. Small formatting changes, and a new FAQ. Updates are slower than I expected, but I will finish it. Just wait. 10-03-02 v0.8 - Played around with the Mini Devil description :-P. Did a little bit of formatting in the walkthrough (which is up to chapter 21). School's really starting to get to me... 9-23-02 v0.75 - More tips/strategies/FAQs. Finished walkthrough up to chapter 19, and sidequests. Got some more info on dropped items, thx to Destruction Angel and Jackson. Added In-battle Party Screen to Basics (long name, ain't it?). School's starting up, so I'm not sure how long the next update will take - I promise it'll be within a month. 9-17-02 v0.7 - Fixed some formatting issues. More tips/strategies/FAQs. Finished walkthrough up to chapter 16. 9-1-02 v0.6 - Added an enemies section in tips/strategies. Corrected some minor mistakes, added some more tips/strategies. Added Q & A section. Finished walkthrough up to chapter 12. 8-28-02 v0.5 - First release of this FAQ. Includes all the basics. ============================================================================== Table of Contents ============================================================================== Revision Info Table of Contents Introduction Notes Basics - RPG Basics - Controls - Out of Battle - Feeding Dragons - Pre-battle Screen - Command Screen - Enemy Command Screen - In-battle Party Screen - In-battle Start Screen - Description Screen - Melee - Dragons Moving - Enemy Phase - Game Over - Status Effects - In Farnheit Dragons - Salmando - Icedrake - ThunderH - Molten - Twinhead - Munimuni - Puppy Characters/Classes - Cross Knight - Knight - Heavy Armor - Royal Guard - Lancer - Light Armor - Assassin - Summoner - Dragnar - Wizard - Priest - Mini Devil Walkthrough [Incomplete] Sidequest Walkthroughs [Incomplete] Weapons [Incomplete] Armor [Incomplete] Items [Incomplete] - Healing Items - Battle Items Shops [Incomplete] Enemies [Incomplete] Tips/Strategies - Battles - Dragons - Enemies - Formations - Misc - Secrets - Sidequests - Techniques/Spells - Terrain Q & A PAR Codes (thank you to Kai) My Review To Do List Credits Contact Info Copyright End ============================================================================== Introduction ============================================================================== This is a FAQ written for the game Bahamut Lagoon. It was released in 1996 by Squaresoft for the Super Famicom (SNES in US). Unfortunately, Bahamut Lagoon joins the list of games never released in the US, for reasons unbeknowst to us common gamers. So, poor people in the US missed out on what could be one of the greatest Squaresoft games of all time, and definitely one of the best SNES games out there. Unfortunately, as it was only released in Japan, most of us people in the US are forced to download a rom. And thanks to the good people at Dejap, now we can play it in English. Woo hoo. I would also like to add that this is my first FAQ :). Hope you enjoy it. Like most RPGs, Bahamut Lagoon has a story. Well, like most games in general, BL has a story. In 8 words: Kingdom falls. Princess seeks dragons. Emperor impedes her. Now, in a bit more detail...the story starts out with the kingdom of Kahna, which is under attack by an Emperor Sauzer. He kills the King of Kahna, and captures the Princess. End of intro. Now, several years later, you are a young cross knight named Byuu (default name). Byuu is the silent protagonist of this game, and also the dragon trainer in Kahna. Together with a bunch of his friends, Byuu will first travel to save the princess, who's name is Yoyo. Upon rescuing the princess, they rediscover the legend of the Holy Dragons. Together, a "Dragnar" and the Holy Dragons will open the door to the new era. Now, Yoyo seems to be the Dragnar of the legend, so Byuu and his gang will now protect her as she seeks the dragons of this legend. The story continues with Emperor Sauzer, who is also trying to connect with the Holy Dragons, and his crew of generals. That's the basic storyline for you...figure out the rest yourself as you play the game. The battle system for this game is fairly unique. It's sorta like a mix of FFT and Tactics Ogre. The battles are divided into phases: first it is your phase, then the enemy's phase, then your phase, etc. During your phase, each of your parties will get its own "turn". During your party's turn, it can do a variety of actions: move, attack adjacent enemy parties (aka melee; ends that party's turn), use a field attack (casting a spell on other enemies; also ends that party's turn), use items/adjust equipment, control their dragon, or just end the turn without doing anything. Once each of your parties has finished its turn (and all of your dragons have moved), it will become a transition period. During transition periods, status effects and terrain effects will come into play, but these don't happen very often. After the transition period (and there is one before the player's turn, as well), it will become the enemy's phase. During the enemy's phase, they can also move, attack adjacent parties, cast field attacks, or simply do nothing. After the enemy's phase is over, there is another transition period. And then it becomes your phase again. This cycle repeats until either you, or your enemy, is defeated. Hopefully your enemy. Generally, after each major battle (non sidequest battle), your parties and dragons will all gain bonus experience. And that is the battle system in a nutshell, folks. ============================================================================== Notes ============================================================================== - This FAQ/Walkthrough is best viewed in Courier New (or some other fixed width font), 10 pt font size, 79 characters per line. - No, for the last time, I will NOT tell you where to find a rom of this game. Go find one yourself. - The English patch for this game can be downloaded at http://tomato.starmen.net/bahamut/download.shtml. Don't thank me, thank the good people at Dejap for translating this game into English for us. - To access the hidden sound test in the game, hold L and R and reset the game. Once again, thank you to Neill Cortlett for this nice feature. Hard to pull off on SNES9x, unfortunately... - If somebody showed me an "Options" menu, where you could tweak window colors or message speeds or something like that, I would be eternally grateful. Lack of an options menu is one of the few downfalls with this game. - Throughout this walkthrough, I will be using the default names for the dragons. So if you've renamed your dragons, match them up. - If you're walking around the Farnheit, and you can't seem to go past a stupid column, go down a couple steps and try again. The game did a bad job of drawing the perspective, so the columns are a few steps further down than they seem. This confused me a lot when I first picked up the game... - Yes, some of the items in this game are called "Drugs". Yes, the Cross-Knight technique is called a "Hit". Yes, there are items called "Mushrooms". I'm sorry if these offend anyone, but this is how the game (and Tomato) designed it to be, so I'm gonna stick to that. - The money in this game is called PR, short for Piro. Just some random info :). - This is a walkthrough, so there will be quite a few *SPOILERS* in the game. Heck, there's quite a few already in the story. Don't go e-mailing me "You gave the plot away!", cause I already warned you. - *IMPORTANT* I'm writing this walkthrough in the intentions of gaining the best items and experience possible. This also leads to longer battle times, and somewhat less of a challenge. If you want to speed right through the battles, be my guest, and work out your own strategy. - I'm doing a lot of this FAQ based off of memory. If you find any mistakes in this FAQ, please NICELY e-mail me about them, and I will take care of them in my next update. - Throughout this FAQ, I will be using north and up interchangably. Same goes for west-left, east-right, and south-down. Hopefully this shouldn't be too confusing. Once again, correct me if I make any mistakes here. -The Holy Dragons mentioned in the above story are not the same dragons as the dragons that you will be controlling, nor the same as the Holy Dragon form that your dragons can change into. The above Holy Dragons are the dragons that can be found in the storyline, and seen using the Summoner's/Dragnar's Summon ability. - Melee refers to the party-on-party battles in BL. Battles refer to the general "battle", where your 6 (or less) parties face against the enemy. Try not to confuse them, and if I accidentally use one in place of the other, let me know. - Throughout this walkthrough, I will be using the words Black Dragon and Behemoth a lot. Black Dragon can (for the most part) be interchanged with Uni Uni, and Behemoth can (for the most part) be interchanged with Unknown Form. - If I say "destroy the enemy in one phase (or turn)", you should try and finish it off before your current "player" phase ends. However, if I say "destroy the enemy in two phases", kill it either within your "player" phase, or during the subsequent "enemy" phase. This not applies to destroying enemies, but staying alive in battle. - I am aware that the Priests, Wizards, and Summoners all get a spell called "Mystery Magic" when paired with a Behemoth. Keep in mind that these spells are completely separate from each other, and all have different purposes and animations. - "Melee" parties refer to parties that have strong melee attackers, likely (but not limited to) Knights/Heavy Armors. "Magic" or "Field" parties will probably use field attacks, and are likely Wizard/Priest parties. "Light Armor" parties are any party with a Light Armor in it. Their use will become more evident later on. - There are a couple of points marked "Potential Question". These are questions that I have for anyone who might be reading this, as I would like to know the answer. Expect more in the future, as I discover more things about this game. ============================================================================== Basics ============================================================================== ---------- RPG Basics ---------- HP - Stands for Hit Points. Hit Points are your life in this game - if you ever reach 0, you'll die. It's always written as xx/yy HP, where xx is your current HP and yy is your maximum HP. Every battle, your character starts with current HP = maximum HP. It can never be higher (obviously). Restore HP with Drugs, or Healing Spells. When an enemy has over 9999 HP, its current HP will be written as ????. MP - Stands for Magic Points. Magic Points are used up every time you cast a spell. Only classes with true "magic" spells get MP. It's always written as xx/yy MP, where xx is your current MP and yy is your maximum MP. Every battle, your character starts with current MP = maximum MP. It can never be higher. Restore your MP with Magic Gins. SP - Stands for Skill (?) Points. Skill Points are like Magic Points, but only non-magic classes get them (i.e. Cross Knights, Knights, etc.). They are used in exactly the same way, however. Written xx/yy SP, start battle at max, yadda yadda. You can restore SP with Magic Gins, just like MP. EXP - Stands for Experience (Points). This number measures how many spells you've cast, enemies you've defeated, battles you've won, etc. It raises at many points during the game, but I don't know the cap (I assume there is one). Written as simply xx EXP. The easiest way to gain EXP is to cast spells in the field, but you can also do many other things to gain experience. LV - Stands for Level. This is just EXP factored into another number. After a certain amount of EXP, you'll gain a level. Level Max is 99, and is usually written as LV xx. Upon level-up (gaining a level), your other stats will usually increase. To gain levels, gain more EXP. ATTACK - This determines the strength of your attacks, as well as non-magic tecniques (like Swordhits, Smashes, etc.). This is written as xx (yy), where xx is your final attack, where yy is your base attack (which doesn't include weapon bonuses). To raise your attack power, gain some levels or get some better weapons (or better armor, but these are rarer). DEFENSE - This determines your defense again physical attacks and physical techs. Also written as xx (yy), where xx is your final defense and yy is your base defense. Once again, to raise this, gain some levels or get some better armor (or better weapons, but these are also rare). SPEED - This determines your battle speed (I suppose). I really don't see the use of this stat, as you almost always attack before your opponents anyway. Written as xx (yy), where xx is final speed and yy is base speed. To raise, gain levels or equip certain weapons/armor. Jason points out that Speed also determines who will attack first if you are confronted by the enemy (i.e. the enemy attacks you in there phase). MAGIC - This determines your magic power and magic defense. For the record, all "Rod" type attacks are considered magic attacks and thus determined by the magic stat. Also, the power of magic techiniques (i.e. Black Magic, White Magic, etc.) are determined by the magic stat. Written xx (yy), where xx is final magic and yy is base magic. To raise, equip with better rods (the magic stat is most important to rod-equipping classes, so it makes sense that rods raise magic) or certain armors. -------- Controls -------- Out of battle: A: Talk to other characters, select B: Cancel X: No purpose Y: Makes you run (I didn't know this for the longest time! Thank you Kevin.) L: No purpose R: No purpose Control Pad: Move around, choose different options Start: No purpose Select: No purpose Pre-game menu/equipment menu: A: Select, confirm B: Cancel X: No purpose Y: No purpose L: Switch between your parties R: Switch between your parties Control Pad: Choose different options Start: No purpose Select: No purpose Battle: A: Select, confirm, peek (when used on enemy party or on terrain) B: Cancel X: Brief description (when used on an enemy/your party) Y: Speeds up movement of your "square of control" L: Switch between your parties R: Switch between your parties Control Pad: Move your party, move the cursor, choose different options Start: Brings you to the in-battle start screen (more below). Select: No purpose ------------- Out of Battle ------------- Like all other RPGs, you can do stuff out of battle. Most of the out of battle scenes will be at the very beginning or very end of the chapters. They also mostly take place in the Farnheit (your big floating ship), although some may be in nearby towns/areas. During these scenes, you will be controlling Byuu (and sometimes Salmando), and you can walk around and talk to various people. You can usually also buy equipment/items during these times, and feed your dragons. During these out of battle scenes, you will also be prompted to make a choice from between several options. Most of these will have no effect on the game, but I will point out the critical ones in the walkthrough. *Note:* During these out of battle scenes, TALK TO EVERYONE. MORE THAN ONCE. Many people will give you info/items, and some will not divulge them into you talk to them more than once. Another *Note* Search every nook and cranny for hidden items. Squaresoft threw in tons of hidden items here. Good places to check include cabinets, tables, boxes, barrels, flowerpots, and beds. Whenever you enter a new town, make sure to comb the area thoroughly for items before you leave. This includes parts of the Farnheit, especially Yoyo and Sendak's rooms. --------------- Feeding Dragons --------------- After Chapter 1, you can start to feed your dragons. To feed a dragon, go up to it and talk to it. Most of the time you will go straight into the feed dragon screen, although sometimes you will have to choose "Feed" from a list of options. Feeding itself is fairly straightforward; choose the item you want to feed, then the amount, then you get to watch a cool animation of the dragon being fed. I will go more in-depth into dragon feeding in the Tips/Strategies section. ----------------- Pre-battle Screen ----------------- These options will all be available before you actually start the battle: FORMATION: Available after Chapter 1 (I think). This allows you to change around which characters are in which party. If you have more than 3 dragons and/or extra characters, there will be (a) extra page(s) to the right. To change your formations, click on a character, then click on another character. They will be switched. Double click on the same character, and you will get a brief listing of their stats, equipment, and available spells/techniques. DRAGONS: This is the formation menu for the dragons. With this menu, you can change which dragon goes with which party. Double click on a dragon, and you will come to a menu with that dragon's stats. Hit A again, and you will come to yet another menu, this time containing the dragon's spells/techniques. INVENTORY: This will bring you to two menus. The first, EQUIPPED ITEMS, only shows you which weapons/armor are equipped on each character. The second, INVENTORY, lists all non-equipped items. The order is, from top to bottom, healing items -> attack items -> weapons -> armor. EQUIP: This allows you to equip your characters with your newest weapons and armor. Select a character with A, then use up and down to highlight their weapons and armor. Press A to select, then choose a new weapon/armor, or choose Empty to deequip your character. Press A to confirm. *NOTE* There seems to be a glitch in the game (or at least my version) which screws up the attack/defense numbers while equipping. Be warned, and look at the colors instead of the numbers to look for increases/decreases in your stats. MAP: This will allow you to scan the battlefield before you start the battle. This will help you plan out strategies for your assault, including formation and terrain tactics. You can even scout enemies in the map. Always use the Map function before starting a battle- there are no penalties. Press Start to exit. BEGIN ASSAULT: Allows you to begin the battle for that chapter. Remember, there is only one assault per chapter, although you can do as many sidequests as you want. SIDEQUEST: Allows you to do a sidequest (ch 6 and on). You can choose between Granbelos Fortress, Easy Dungeon, Hard Dungeon (later levels), and Situation Critical (later levels). Sidequests can be done an infinite number of times. More will be covered about these in the Tips/Strategies section. AUTO-FORMATION: Automatically sets up your formations. It can be useful for the early parts of the game, but after a certain point it will be better to use custom formations. There is no way to reverse the effects of this option, so be careful when selecting it, unless you want to completely redo your formations. -------------- Command Screen -------------- Accessed after selecting a friendly party with A. Not all of these options will be available (i.e. if your party doesn't have a field attack, has already moved, etc). MOVE: Allows you to move around the field. Check out the terrain section for more info about the stuff you walk on. Each party will have a set number of squares that they can move depending on their speed stat, the dragon's agility stat, and whether or not there are Light Armors in that party. This option is much more important than it may seem at first. You may only move one time per phase. If you find yourself moving in the wrong direction, press B in the battle screen to redo your move. ATTACK: Allows you to attack an enemy party in a melee style battle. This option will only be available if your party is standing next to the enemy party. I mean directly next to, not diagonally next to. Look at the melee section further down for more info. This action will end your phase. FIELD: Allows your party to use field attacks. In order to use field attacks, your party must have at least one character that has a field attack. The different types of magic that qualify for field attacks will be mentioned in the character section. Anyway, this will allow you to use your attack to hit an enemy, cure a party, or even just to gain experience. Using a field will end your phase. *TIP*: If you have extra MP, use a field attack with parties that are out of the action for free experience. Remember, enemies cannot respond to your field attacks. NOTE: If your party has no field attacks, you will not see this option. DRAGON: This option will allow you some control over your dragon. You can choose between Wait, Come, and Go. Wait will have your dragon generally go behind your party, and have them do nothing. Come will have your dragon go near your party, and sometimes cast healing/attack spells. Go will give your dragon free reign to do whatever it wants, which can include healing your characters or attacking enemies. Or sometimes, dragons will disobey your commands, and Come when set to Go, or Go when set to Come. Be careful...this option doesn't give you quite as much control over your dragons as you'd like. Commands from one phase are saved to the next phase (i.e. if you had your dragon set to go, it will still be in go next phase, if you don't change it). PARTY: Will bring you to the in-battle party screen. More on this in the next section. END TURN: Ends the current party's turn. However, your dragon will still move according to its commands. OVERVIEW: The little table at the bottom of the screen. It shows the number of people in the party, their names, their classes, and current HP and MP/SP. The Command screen for dragons simply shows: OVERVIEW: That little table we all know and love. It shows name, type (of dragon, that is), level, HP, MP, and command (Go!, Stay!, or Come!). -------------------- Enemy Command Screen -------------------- Select an enemy party with A. This gives you the: OVERVIEW: The exact same table that your parties use, except it doesn't have class information anymore. However, it now shows elemental affinity, as well as number/name/HP/MP/SP. Useful for telling how close you are to defeating a certain enemy. After you've selected the Overview, press B to exit the screen. Or so you might think... MOVEMENT RANGE: Exactly what it says - this screen shows the movement range of the enemy party. This screen is shown immediately after exiting the enemy Overview, so don't be surprised when it shows up. Remember that the movement range is the average movement rate of all the enemies in the party, so don't be surprised if movement rates go up after defeating a certain enemy. ---------------------- In-battle Party Screen ---------------------- This screen contains several interesting details, both on the general battle and the specific party. Remember, the in-battle party screen is different for each party (obviously). Access this menu using the Party option from the Command screen. The options include: TYPE OF BATTLE: If you are in the main-chapter battle, this will say the Chapter #. If you are in a sidequest, it will say Sidequest, followed by the Sidequest # (Granbelos Fortress - 1; Easy Dungeon - 2; Hard Dungeon - 3; Situation Critical - 4;). TURN: Pretty obvious. The turn that you are on. Remember, both you and your enemy must move for a turn to finish. MONEY: Hopefully, it's a big number :-P. TIME: This is your current game time. MAGIC: allows you to view the current party's magic/techs; also, Priest/ Summoner/Dragnar parties can cast healing spells from this menu! Only on the current party, though [thx to Dawnshadow]. For some odd reason, you cannot cast Chakra (Assassin) from this menu. ITEM: allows you to use items. Always use this feature, and not items in battle, as you can use an unlimited amount of items here. Only healing items can be used. EQUIP: works the same as the EQUIP in the pre-battle screen, except you can only equip party members in the selected party. INVENTORY: works the same as the INVENTORY in the pre-battle screen. ---------------------- In-Battle Start Screen ---------------------- END PHASE: This automatically ends your team's phase. Any parties that have yet to move will have to wait until next phase to move. However, dragons will still move, with the orders that have been assigned to them before it becomes the enemy's phase. SAVE GAME: This saves the game, in a different slot than the between-chapter saves. There is only one slot in this kind of save. To access this save, choose Temporary Play from the title screen. SOUND MODE: Select between Monaural, Stereo, and Surround. ------------------ Description Screen ------------------ OK, this is sort of a bad name, but it works. This is a slightly more detailed Overview screen. Access by pressing X when highlighting a party (either friendly or enemy). If you select an enemy party, you will receive a list of stats for the enemies in that party, including: CHARACTER SPRITE (the sprite of that enemy in melee) NAME LEVEL ELEMENTAL AFFINITY HP MP ATTACK DEFENSE SPEED MAGIC If you select a friendly party, you will receive the following information: CHARACTER SPRITE (again, the melee sprite) NAME LEVEL HP (current and max) SP/MP (current and max) ATTACK DEFENSE SPEED MAGIC In addition, if you select a character with A, you'll proceed to another screen, the exact same screen that shows up when you select a character in the pre-battle formation menu. If you select a dragon, you will see: FIRE WATER THUNDER RECOVERY POISON STRENGTH VITALITY DEXTERITY MIND LOYALTY WISDOM NAME LEVEL HP (current and max) MP (current and max) ATTACK DEFENSE SPEED MAGIC Also, if you select the dragon with A, you'll go to another screen, the same screen that comes when you select a dragon from the pre-battle dragon menu. ----- Melee ----- Melee battles last for one turn only, and are very useful. Generally, they are the preferred method of finishing off weak enemies. In melee, you will choose your commands for each character before anyone attacks. Then your characters and the enemies will attack, order being dependent on your character's speed. Also, sometimes your dragon will come in before anyone else attacks, and use one of its moves. This is a bonus more than anything else, so don't count on it. See the tips/strategies section for more detail on battles. The options in melee include: ATTACK: Has your character attack the enemy. They will use their weapon to make a straightforward attack on the enemy. Basic stuff. TECHNIQUE/MAGIC: Has your character choose one of his/her techniques/spells to attack the enemy. All techs/spells cost SP/MP, so you have to have the enough SP/MP before you can use the attack. In *most* cases, techs/magic are stronger than normal attacks, but not always. Sometimes the title of this attack will be Swordhit, Inspire, Ninjitsu, etc. instead of Technique or Magic. ITEM: Allows you to use an item. Items usable in this section are limited to healing items or attack items. In general, it's not that useful to use items in a melee attack, as you can use an infinite amount in the battle screen. Don't use items unless necessary. DEFEND: Allows you to defend from attacks, reducing them by half(?) damage. Unlike most games, in BL you can choose to defend another character other than the one selected, which is useful if one character is really low on HP. Sorta like the Cover function in other games. Sometimes defending can be more useful than using items... -------------- Dragons Moving -------------- After you have ended your party's turn (either after a melee battle, a field attack, or selecting End Turn), your dragon will move. Generally, they tend to listen to your orders (Wait, Come, Go) fairly well, especially if you've raised their wisdom. Depending on the dragon itself, it will either attack enemies in melee, attack enemies from the field (sniping), heal your parties/ other dragons, or sit next to you/behind you. Throughout the game, it won't be uncommon for you to see dragons doing the lion's share of damage on enemies, and also absorbing most the hits for you. If you have selected End Phase, all the dragons (starting with the 1st party) will move according to their commands. ----------- Enemy Phase ----------- After all your parties have finished their turns (or you select End Phase), it becomes the enemy's phase. If the enemy is close enough to your party/dragon, generally they will move next to them and attack them in melee. If the enemy party contains mages/spell casters (you'll know by their names, and if they have an element), they'll generally move as far away as possible while still staying in spell range, and cast a spell on you. If your parties/dragons are too far away from the enemies (this is sorta random), the enemy party will stay still. After all enemies have moved/attacked/cast a spell/done nothing, it will be your phase again. --------- Game Over --------- If the entire first party (Byuu's party) ever dies by losing all HP (except in the battle against Sauzer in chapter 5), the game is considered over. However, you are given the option to restart the same chapter you were defeated on. You will start outside of the Farnheit, the same place where you would be after finishing a sidequest, with full HP/MP/SP. Potential Question: If your entire party is hit by the stone status effect, or all asleep, does the game register this as a game over? Please e-mail me if you have any info on this. -------------- Status Effects -------------- Sometimes during battle, you or your enemies will be hit by a status effect. These can be both beneficial and negative, and all are quite different. Like in most games, status effects can be layered, so don't be surprised if you find yourself a poisoned, sleeping rabbit after a particularly bad attack. However, there are some armors that protect from status effects, and a lot of the ultimate armors protect from all status effects. Remember, dragons are also immune to status effects (including instant death). POISON: The most common status effect, poison deals damage to all affected at the beginning of that party's turn. The damage can quickly add up, so make sure you use Heals/Cleanup when your parties are affected. Caused by attacks with "Poison" in their name. SLEEP: This is a sort of odd. Unlike in most games, sleep effects are fairly hard to get rid of in this game. Dragon magic will leave enemies sleeping, and the only way to get rid of the sleep status is by using a physical attack on the enemy. This moves up the Sleep status in my book, and I find it a good spell to cast with your Priests, if they're within range. Trick is also very useful, considering its huge area of effect. Most of the time, it will be your enemies who are asleep, but sometimes you can fall asleep when the Randomizer attack is used. RABBIT: Fairly annoying. This turns you into a rabbit, which lowers your attack and defense to 0. You character turns into a cute little bunny sprite (O_o), and they lose all your regular techniques. Instead, they gain two new techniques: Carrot and Carrot Beam (both of which cost 0 MP/SP). These new techniques don't do much, but they do (randomly) have a critical hit which does TONS of damage. Unfortunately, being turned into a rabbit also lowers your attack and defense to 0, so you'll die very quickly if an opponent hits you. The Cottontails can cause this status effect with Make Friendly, and this also shows up a lot when Randomizer is used. Also, becoming a rabbit makes you lose all your SP/MP when you are un-rabbitzed, a fairly annoying side effect. STONE: Very similar to the Petrify or Stone attacks of other games. When a character is under the stone status effect, they cannot do anything. They will simply absorb damage. Not good. Like most status effects, the best way to get rid of this attack is a Heal. Uhoho causes this status effect, as does Randomizer. BINGO: One of the beneficial status effects. Bingo gives all characters in the targeted party stronger special attacks for one round. If a special attack is not used in that round, the Bingo effect remains for the next round. You shouldn't go out of your way to cast Bingo, as the effects aren't amazing, but cast it when you have nothing better to do. INSTANT DEATH: A lot of attacks can do this, including Exorcism, Assassinate, Unsheate, Self-Destruct, etc. This is bad if used on your team, and good if used on enemies. The only way to avoid dying is to avoid the attack - if you're hit by it, you're dead. If possible, kill off the enemies before they get a chance to do this. -------- Farnheit -------- Farnheit is the flagship of Kahna, and is reclaimed by the Resistence after chapter 1. Needless to say, you spend a lot of your time in it. Also, whenever you finish a sidequest, you will end up "outside" of Farnheit. I'm gonna try and describe Farnheit the best I can without making a map, or something like that. BRIDGE: This is at the very top (north) room of Farnheit. Most of the time Hornet will be here, piloting the ship. There are various statue-like objects on the left and right. In front of the main helm (where Hornet will be), there are two observation posts. Occasionally, you will find other characters standing in these observation posts, or you (Byuu) will need to stand there to proceed with the game. In the center of the bottom wall, you can find a door to SENDAK'S ROOM. The doors in the bottom left and right lead to the HALLWAY. SENDAK'S ROOM: A fairly boring room, you won't be doing much in here. This is where Sendak stays (obviously), so sometimes you will find him sleeping in here. First chance you get, inspect the room for some items (I think there's something in the flowers to the left, and in the bottom of his bed). HALLWAY: The HALLWAY is the room below the BRIDGE and above the SHOPS. Most of the time, the HALLWAY will be fairly boring, although on some occasions you can find some interesting people here (Melodia dancing, crew members, etc.). Also, in chapter 17 you can find Bikkebakke standing off in a corner selling his porno mags. The upperleft and upperright doors lead to the BRIDGE, the door on the left leads to the MEN'S ROOM, the door on the right leads to the WOMEN'S ROOM, the door in the center leads to YOYO'S ROOM, and the south door leads to the SHOPS. MEN'S ROOM: This room, obviously, is where most of the men sleep. Most of the time you will find (among others) Frenze, Reeve, Barclay, Taicho, Gunso, and Bikkebakke (selling mushrooms here) in this room. There is a small bar in the southwest corner, but you can't do much with it. Not much else to say about this room. For some reason, Rush and Truce aren't usually in here... WOMEN'S ROOM: This room is where the women sleep (0_o). It has a division in the middle, dividing the left side into a bar, and the right side into the bedroom. In most chapters, Jeanne, Nelbo, Joy, and Lukia can be found in the bar (along with Donfan. Hmm, I wonder what he's doing there). The right side generally has Ectarina, Frederica (in bed), Mist (in bed), Zora, and Diana. Anastasia is around here somewhere, and Melodia can be just about anywhere. YOYO'S ROOM: This is the princess's room, and Yoyo sleeps in here. There may be a few items scattered around the room, but I'm not quite certain of those. *Hint:* You will find a lot of Princess ??? items in Yoyo's bed. Wait until she leaves her bed, then inspect the bottom of it. Yoyo has the biggest room, bigger than the men's and the women's rooms. Also, in the northeast corner, there are steps leading up to her BALCONY. BALCONY: This is one of two outdoor places on the Farnheit. Just stand up here and admire the view :). Some character scenes occur here, but I won't go into them. SHOPS: South of the HALLWAY, and north of the OUTSIDE. You will find, in order, the weapon, armor, and item shops here. Check back constantly, as they get new weps/armor/items throughout the game. Also, sometimes they have some funny character interactions. You will also usually find the Mini-Devils here (annoying the shopkeepers to no end), the Assasins (hiding behind pots at the bottom), and sometimes Melodia (with the Mini-Devils). The south exit will usually be blocked off by the Dragonkeeper; talk to him, and you will go OUTSIDE. OUTSIDE: I'm sorry there isn't a more descriptive name. In any case, this is the other outdoor part of the Farnheit, and most of the time your dragons will be here. You can choose to feed them or, occasionally, ride Salmando. To the far left is a pretty cool statue, but you can't do anything to it for most of the game. Also, you can't walk off to the left- that exit is blocked. Talk to the Dragonkeeper on the right side to reenter the SHOPS. If there are any battles on the Farnheit, they will take place here. Also, when you finish a sidequest, you will return here. However, you cannot reenter the SHOPS after a sidequest. ============================================================================== Dragons ============================================================================== - Dragons: those things you will learn to love as this game moves on. They are your best friends, loyal battle partners, and they make really cool sounds and fly you around on their backs. Dragons are easily the most important part of the game - if a dragon dies, you're basically screwed. A few pointers. - Characteristics of all Dragons: - Various Forms: usually obtained when a Dragon reaches either a critical level (usually 10, or 100) in an elemental stat, or a critical level (usually 25(?), or 250) in a basic stat. Generally use the basic elemental spells, if that particular elemental stat is at least 10. Holy/Dark Dragons: obtained when a Dragon has either Strength or Vitality at 250, AND either Holy or Dark at 100. Use the basic elemental spells, and a special Holy/Dark spell that is generally quite powerful. If both Holy and Dark are at 100, use Intimacy to change between the forms - Intimacy >= 50 is Holy, Intimacy < 50 is Dark. Master Dragons: obtained when all elementals are maxed (100) and all basic stats are maxed (250). Neither wisdom, HP, MP, or intimacy has to be maxed. Uses all elemental spells and both Holy/Dark spells. Lonely Dragon: obtained when Intimacy hits zero. Uses whatever spells possible, depending on what class it would be, but tends to sit around and do nothing. Raise this dragon's intimacy ASAP. Has priority over all of the above dragons. Uni Uni/Black Dragon: obtained when Loyalty hits 100. Uni Unis use a very strong Attack, Uni Breath (magical), and Dark Power (magical). The level of these attacks is based off the Fidelity stat. However, these attacks also have the potential to fail. A Black Dragon is a Uni Uni with Fidelity maxed (100). It tends to be a bit stronger, but can still fail its attacks. To turn an Uni Uni/Black Dragon back into a normal dragon, feed it a Heal. This dragon has priority over all dragons above. Black Dragon moves are marked with a *. Unknown Form/Behemoth: obtained when a dragon has been fed the Princess ??? item. A Behemoth is an Unknown Form that has been fed all 5 Princess ??? items. Has one skill, Transform, that sometimes fails, but costs 0 MP. Transform allows the Unknown Form/Behemoth to transform into any dragon's Holy/Dark form, or even into a Black Dragon. It will then use that dragon's special attack (at 0 MP cost), and change back into the Unknown Form/Behemoth. VERY useful. To change an Unknown Form/Behemoth into a normal dragon, feed it a Gunso ??? item. This dragon has priority over all dragons above. Behemoth moves are marked with a ?. - Dragon stats: HP (max 9999/9999) MP (max 999/999) Strength (max 250) Vitality (max 250) Dexterity (max 250) Mind (max 250) Fire (max 100) Water (max 100) Thunder (max 100) Recovery/Holy (max 100) Poison/Dark (max 100) Loyalty (max 100) Fidelity (max 100) Wisdom (max 100) Personality (max 100) Transformation (max 100) Intimacy (max 100) - Spells common to all dragons: In the following format: Name (element, MP cost, range, area of effect) Misc. info Remember...range is how far away a dragon can be to use the attack (this number applies to the four main directions and all squares in between. 0 means melee only, while 1 is current square only, 2 means can be targeted one square away, etc.), while area of effect is the area that the actual attack encompasses (a score of 0 means the attack is melee only, a score of 1 means the attack only hits the target square. For a score of 2 or bigger, the attack expands in the four main directions away from the targeted square, and all area inside the square that has been created). --Techniques-- (all dragon techniques affect one enemy, except Dark Power) BITE (melee only, dependent on attack stat, non-elemental) BODY BLOW (melee only, dependent on vitality stat, non-elemental) Thank you to Destruction Angel for pointing out that this can deal instant death (finally confirmed it myself!) CLAW (melee only, dependent on dexterity stat, non-elemental) SONIC BOOM (melee only, dependent on mind stat, non-elemental) #ASSAULT# (melee only, unsure what it's dependent on, non-elemental) This isn't the correct name, I'm sure, but I didn't want to call it Attack because that's the Black Dragon's move. Anyway, Assault is like a generic "attack". It looks just like Claw, except its name isn't announced, and does a lot less damage. * ATTACK (melee only, unsure, non-elemental) The Black Dragon's standard attack technique. IMO this is one of the coolest animations in the game, and it also does much more damage than any other dragon's melee attacks. * DARK POWER (melee only, unsure, non-elemental) The Black Dragon's "secret" attack. Only usable with a Black Dragon, and NOT Uni Unis. This is probably your dragon's strongest attack, but remember that it has the potential to fail. Also, similar to Melee 99, it randomly misses certain enemies. --Magic-- (all dragon magic attacks affect all enemies/party members) HELLFIRE (fire, 10, 5, 2) ICE BREATH (ice, 10, 5, 2) ELECTRON (thunder, 10, 5, 2) POISON GAS (poison, 12, 5, 2) Can also poison enemies REFRESH (heal, 13, 5, 2) Heals friendly parties/hurts undead enemies. Fortunately, this game is pretty specific, and this move will never heal enemies. TERRA BREAK (earth, 14, 5, 2) * UNI BREATH (non-elemental, 12, 5, 2) Decently strong, I suppose. Its lack of an element can come in useful sometimes. Oddly enough, sometimes you'll use this attack on the field, but it will still end up failing anyway... * FAILURE (non-elemental, 0, 5, 0) No MP cost, but nothing done either. Black Dragon only. ? TRANSFORM (special, 0, 0, 0) This *should* be a technique, as it is only usable in melee. In any case, this makes your dragon morph into ANY holy or dark dragon in the game, and use that dragon's special holy or dark attack. Transform can even morph your dragon into a Black Dragon, which uses the uber strong Dark Power attack (or, on the other hand, it could just Fail). Its main benefits are no MP cost, which is quite useful. However, remember that this does (occasionally, although not as often as the Black Dragon) fail. And it is the Behemoth's only move. For most of the dragons, I'll just give its name, and a brief little blab about it. I'll then give its unique attacks. /*~~SALMANDO~~*\ The main character's (Byuu's) dragon. Very useful throughout the entire game. The biggest points to remember about Salmando...he is INVINCIBLE in his Holy and Master Dragon forms. That's right...he cannot die. Also, all dragons are immune to instant-death and status affecting attacks, so he can never be disabled in any way, period. Salmando tends to be more of an assault dragon, so he tends to go into battle more than most other dragons. Useful for finishing off enemies, for the extra PR/experience/items. However, he will also cast Refresh spells fairly often, which is very useful. IMO one of the cooler looking dragons as well, in his Master Form. Special Magic: SOLAR FLARE (holy, 25, 5, 2) One of the strongest dragon spells. RAGING FLAMES (dark, 24, 5, 2) Not quite as useful as Solar Flare. /*~~ICEDRAKE~~*\ The second controllable dragon that you get in the game, and another useful one. Icedrake tends to be more of a sniping dragon than anything else, so he is useful for weakening enemies. He is also a good candidate for either a Black Dragon or a Behemoth, as he is fairly similar to most of the other dragons. Looks sorta weird coiled up like that in his Master Form... Special Magic: BURST GALE (holy, 23, 5, 3) Gets its own little cutscene when used in the field. DARK LIGHT (dark, 22, 5, 3) looks suspiciously like Dark Power. /*~~THUNDERH~~*\ Another one of your "starter" dragons that comes in the first couple chapters. ThunderH is a VERY agressive dragon, almost always using melee attacks when given the choice. However, this also tends to get him killed very easily in the early game, when dragons don't have much HP. Be careful, as he'll always stay in fights until the end, disregardless of his own HP. A common mistake that a lot of people make is thinking that he can't use his dark attack as a Master Dragon. It's there...its just a battle only technique, unlike most Holy/Dark attacks. Another good candidate for Black Dragon/Behemoth, as it doesn't do anything special. IMO ThunderH is the ugliest dragon...he's a big hog. Special Magic: BIG CARNIVAL (holy, 26, 5, 2) Looks like a tri-elemental attack, but it isn't. Long animation, too. MELEE 99 (dark, 19, 0, 0) This is a different attack. Unlike most, it is a melee only technique, and therefore has no range/area of effect. ThunderH can still use this as a Master Dragon. It can be found under the Techniques menu. Melee 99 is also fairly unreliable, as it tends to miss fairly often (it only hits 2 enemies instead of 3), but its damage is greater than most holy/dark attacks. /*~~MOLTEN~~*\ A fairly defensive dragon. In the beginning of the game, it tends to use a lot of Refresh spells. When it's not healing, Molten tends to be a sniping dragon. I would recommend that you keep Molten in its Master Form, as its healing capabilites will become VERY useful in the end of the game. Looks sorta like a sea horse, if you ask me. Special Magic: THUNDER WAVE (holy, 24, 5, 2) Extremely fast animation [I like this]. Fairly weak, though. SKY'S RAGE (dark, 26, 5, 2) Default dark attack. Along with Thunder Wave, this move is fairly weak (Molten isn't known for his magic power). /*~~TWINHEAD~~*\ It has two heads 0_o. This dragon tends to be a bit more on the sniping side, but I ended up feeding it weapons and it went towards the melee side. Another good candidate for Black Dragon/Behemoth, as there's nothing really special about this dragon either. In the beginning of the game, I would recommend putting as many different elements on this dragon as you can. Another average dragon, basically. Special Magic: DEATH'S UNDEAD (holy, 24, 5, 2) Can instantly kill undead monsters [it says it does standard damage, but then the enemies instantly die]. Does decent damage to non-undead enemies as well. FLY SWARM (dark, 26, 5, 2) Possibly the LONGEST ANIMATION IN THE GAME [I don't like that]. Still, it's quite strong (all of Twinhead's attacks are). /*~~MUNIMUNI~~*\ This one-eyed cretin sort of thing. Originally belonged to Zora's Son, but he wasn't much of a dragon trainer, so Munimuni now belongs to you. Another average dragon, good at both sniping and melee, but I fed it weapons so it leaned toward the melee side now. Munimuni's holy/dark attacks are somewhat unique...if you like them, by all means keep him in Master form. If you don't like them, he makes the perfect candidate for a Black Dragon/Behemoth. As for looks...the one-eyed thing sorta creeps me out. Special Magic: FATAL BLADE (holy, 33, 5, 2) This move is like the Exorcism or Unsheathe spells, in that it randomly kills enemies. This can be useful at times, but the times it fails tend to be quite annoying. DARK BLADE (dark, 29, 5, 2) This move is a Gravity-like move, in that it lowers a set percentage of HP. I'm not sure as to the exact percentage, but its around 30-40%. Useful against enemies with high HP, but Munimuni never seems to use this attack at right times. Doesn't work on bosses or enemy dragons, obviously. /*~~PUPPY~~*\ The offspring of two of your own dragons. IMO the Salmando/Molten Puppy looks the best, but that's just an opinion. Puppy is somewhat special, as his starting stats will be based off the stats of your two parent dragons. It takes the higher stat from between the parents, and subtracts one. Easy enough, no? I recommend using a Master Dragon as one of Puppy's parents, for obvious reasons. Special Magic: NIGHTMARE 100 (holy, 27, 5, 2) Sounds like a dark attack, if you ask me. This attack is also gravity-based...as far as I can tell, it does between 35 and 40 percent damage. Also, it says it only hits a single enemy, but this is flawed, as I know it can hit all enemies. GRAND TRAIN (dark, 29, 5, 2) This is the FF3 reference in Tomato's Checklist. The Dark dragon form that uses this is also an FF3 reference, the Hidon. Your generic dark attack. ============================================================================== Characters/Classes ============================================================================== - For characters/classes, first I will name the class, then the characters that use that class. Then a brief description of the class, a brief bio of the characters, the best dragon to use with said class, and the abilities that come with that class. I will use the same format as for dragon spells. Also, for more in depth bios, check out Tomato's translation notes at his website, listed at the bottom of this FAQ. - Attacks gained when paired with a Black Dragon will be marked with a *. Attacks gained when paired with a Behemoth will be marked with a ?. /*~~CROSS KNIGHT~~*\ Byuu, Palpaleos IMO a highly overrated class, but they are very useful nonetheless. Cross Knights are one of the few "combat" classes with a Field ability, and its a useful one. Their special techniques are the Cross Knight Hits, which can be used on the field, and hit all enemies. Cross Knights are also very strong in regular combat, possesing (AFAIK) the second-strongest normal attack in the game. Their only true drawbacks are their lack of SP combined with the high SP cost of their Hits. Also, they lack the boss fighting capabilities of the Knights and Heavy Armors. Not to mention there's only two of them in the entire game, so they only get lvl 20 field attacks. Cross Knights are best suited for taking out many enemies with a single blow, from both far away and in melee. Best Equipment: Dreadnaught (or Excalibur, for the holy elemental) Armada Mail (or Imperator/Black Prince, for the element) Byuu- the silent protagonist of this game. A bit reminiscent of Crono from Chrono Trigger. In any case, its hard to tell what he is thinking, because he doesn't say anything, but several things are known about him. He is the dragon master of Kahna, good friends with the Knights, and obviously has feelings for Yoyo, which will eventually get suppressed by Yoyo and Palpaleos. Stupid Yoyo... Palpaleos- for the first part of the game, he is one of the most feared generals under Sauzer. However, later in the game, he eventually turns to the side of the resistance, under the orders of Sauzer. He also started a relationship with Yoyo while she was in his captivity, but this seems to have been ordered by Sauzer. Without Sauzer controlling him, Palpaleos is a fairly weak-minded man who loves Yoyo and will help her do anything. Best used with: Master Dragon A couple reasons for this. First, Byuu can't be moved in the formation menu, so he always ends up in the first party. I'm also too lazy to change my dragons around, so Salmando always ends up with the first party. And Salmando is always a Master Dragon. Simple, no? Also, the fact that Uni Hits can fail is very annoying, and Saint/Dark Hit are generally more useful than ? Hit. When you get two Cross Knights, you can easily find yourself doing 2000-3000 damage on the field using Saint Hit. Technique: Cross Knight Hits FIRE/ICE/THUNDER/POISON/DRUG HIT (said element, 6, 5, 2) Useful in the early game for a good ranged attack. However, they lose their usefulness as the game progresses, and you get better attacks. Good for manipulating the terrain from far away. EARTH HIT (earth, 7, 5, 2) Not much better than the above hits. Useful for breaking cave-ins, mostly. SAINT/DARK HIT (said element, 10, 5, 2) The Cross Knight's best hit. Very strong, even near the end of the game, and it affects all enemies. Also good for its elemental type. *Hint* Using one of these hits on the field gives MASSIVE experience. * UNI HIT (non-elemental, 6, 5, 2) Not very useful. And it can fail, too. Try to avoid this. ? ? HIT (non-elemental, 6, 5, 2) Not as strong as Saint/Dark Hits. Use this only if necessary. /*~~KNIGHT~~*\ Rush, Truce, Bikkebakke My favorite class in the game. In the beginning of the game, knights might not seem very useful, because they have no field attacks and are fairly slow. However, after you gain some light armors and master dragons, pair them up with knights for KILLER results. The Knight's special technique is the Pulse attack. Pulses are only usable in melee, but they are probably the strongest single target techniques in the game after the Smashes and Inspire. The Knight also has another special ability called Critical. Critical makes all special attacks used in melee even stronger, adding even more power to the already strong Pulses. You'll find Knights to be quite the boss killers in the end of the game. However, be careful...Knights don't have much MP to use the Pulses with, and there are only 3 of them. Best Equipment: Dreadnaught (or Excalibur, for the holy elemental) Armada Mail (or Reconquista, for the status protection) Rush- the coolest looking Knight in the game, IMO. He tends to be rather headstrong (somewhat like Matelite), and generally makes fairly rash decisions. However, he is cool-headed in battle, and a great fighter. Also good friends with Byuu and the other Knights. His attack motion is also somewhat unusual...looks like he's hitting people with his scabbard. Truce- the "brainy" Knight of the group. Truce tends to think about things before he does them, helping to counter some of Rush's absurd ideas. He also is a great schemer, coming up with battle plans to help the Revolution to victory. Also wears an absurdly ugly helmet. My favorite Knight, despite his weird helmet. Bikkebakke- IMO the second funniest character in the game, after Donfan. Bikkebakke looks up to Byuu as a brother (but they aren't related), and is always looking into the future. Bikkebakke wants to raise money, so that when the battles are over, he, the other Knights, and Byuu can build a house somewhere. Unfortunately, his plans revolve around selling mushrooms and Porno Mags. Seems to look a bit chubby, if you ask me. Also doesn't seem to have a facial expression. Best used with: Master Dragons The only dragon that they should NOT be used with are Black Dragons, as the times when Pulses fail could be very annoying. In general, I would recommend Master Dragons, as Saint/Dark Pulses are a bit stronger than ? Pulses. Also, the elemental properties of the pulses will be helpful throughout the game, and those cease to exit when paired with Behemoths. Technique: Pulses FIRE/ICE/THUNDER/DRUG/POISON PULSE (said element, 5, 0, 0) Pulses are melee only attacks and only affect one opponenet. However, they are VERY strong, and the best moves for killing bosses. These pulses will be useful in the early game for taking out strong enemies, or maybe if you need to conserve MP. Also, Pulses are always used together with the Critical ability, adding even more to the damage. EARTH PULSE (earth, 6, 0, 0) Earth Pulse will be useful when you get it, but loses its value after you gain Holy/Dark Pulses. SAINT/DARK PULSE (said element, 9, 0, 0) Even stronger then the above pulses. Can easily do over 3000 damage with Critical, even at low levels (20-30). Use these pulses to rack up damage very quickly, and finish off enemies with these to gain some good equipment. Be careful though...Saint/Dark Pulses tend to eat up MP very quickly. * UNI PULSE (non-elemental, 5, 0, 0) Strong, but it can fail. Avoid using this. ? ? PULSE (non-elemental, 5, 0, 0) Fairly strong, but I would recommend sticking with Master Dragons when using Knights. /*~~HEAVY ARMOR~~*\ Taicho, Gunso, Barclay The defensive class in the game. Heavy Armors have the most HP out of all the classes, as well as the best defense. Their special ability also gives them a great defense. Their ability, Defense, will randomly allow them to go into defense mode when in a melee battle, even if they are not assigned to defend. This can lead to characters which are attacking and defending at the same time. Also, the Heavy Armor's other ability, the Smashes, are among the strongest in the game, only weaker than Matelite's Inspire. Unfortunately, the smashes are only single target, and only usable in Melee. Heavy Armors work well when combined with Knights and their Critical ability, so their smashes get even stronger. However, Smashes only have average hit %, so don't use them when you REALLY need that one extra point of damage - just stick with their normal attack. Best Equipment: Iron Duke Armada Mail (or Chobham Armor, for status protection) Taicho- the former general of Mahal, where he fought until he was finally defeated by Lestat. Taicho constantly seeks revenge for what Lestat did to his country and to his wife, Celine, who died at Lestat's hands. Taicho is now a general in Kahna under Matelite's command, and he tends to get overrun by Matelite. Gunso- A heavy armor under Taicho's command. Not very interesting, although he seems to have an itch somewhere under his armor. It's always bothering him, and he always wants to return home just so he can take off his armor. Also doles out Gunso ??? items, which can reverse the effects of Princess ???. Barclay- The third heavy armor, not much is really said about him. Although he does seem to know a lot about dragons and fighting in general, he only tells it to Anastasia, the Wizard. Seems like he has a crush on her. Barclay is also under Taicho's command. Best used with: Master Dragons Once again, like most classes, Heavy Armors are best NOT used with Black Dragons. However, choosing between Master Dragons and Behemoths is a bit trickier. I would go with Master Dragons here, just because Heavy Armors rely a lot on elemental weaknesses to help them do even more damage. And like the Knights, Saint/Dark Smash seem stronger than ? Smash. Technique: Smashes FIRE/ICE/THUNDER/DRUG/POISON SMASH (said element, 4, 0, 0) Smashes can only be used in melee battles, but they're among the strongest single target techs in the game. Along with Knights and the Royal Guard, these smashes will be your boss killers throughout the entire game. EARTH SMASH (earth, 5, 0, 0) Like all earth attacks in the game, its useful when you get it, but loses value after gaining the Saint and Dark Smashes. SAINT/DARK SMASH (said element, 8, 0, 0) The most powerful smashes available to the Heavy Armor. You will be using these quite often near the end of the game. * UNI SMASH (non-elemental, 4, 0, 0) It can fail. Nuff said. Don't use it. ? ? SMASH (non-elemental, 4, 0, 0) A fairly powerful smash, but Saint and Dark Smashes are better. Try to avoid using this. /*~~ROYAL GUARD~~*\ Matelite There is only one Royal Guard in the game, so Matelite's special. The Royal Guard is the true definition of a melee class...high HP (highest in the game), high attack (highest in the game), and low speed and magic. For these reasons, the Royal Guard is best used in combination with a Light Armor to melee enemies. Also, the Royal Guard has a somewhat unique ability: Inspire. There is only one spell in the Inspire category, and that is Inspire :P. Inspire is a thunder-elemental spell that is VERY strong when used in melee, but only hits one enemy at a time. Also, for a slight wrinkle, Inspire can be used on the field, which comes in handy when destroying buildings and stuff, and it can now hit more than one enemy at a time. Make use of this technique, as its the only one he gets. Be warned, Matelite doesn't have much MP, so be careful not to deplete his MP when you need it most. Best Equipment: Iron Duke Armada Mail/Pax Kahna (Armada Mail for higher defense, Pax Kahna for elemental protection) Matelite- Matelite is the general of the Kahna army, and he controls just about everyone in this game. He tends to be fairly headstrong, and likes to control people. He also steamrolls everyone in the game...literally :). Matelite, like just about all male characters in this game, has something for Yoyo, but those are eradicated when Palpaleos comes around. He almost seems heartbroken after losing her, unlike Byuu. Matelite is also completely dedicated to the revival of Kahna, even selling his own autographed armor to help raise money. Best used with: Behemoth Matelite should NOT be used with a Black Dragon, as Uni Inspire can fail, and isn't even that strong. And ? Inspire is a bit stronger than Inspire, anyway. The biggest reason not to use Behemoths with any class is the loss of versatility. And Matelite never had any versatility to start out with, so it's not that big of a loss. The only problem is now Matelite can't destroy things with thunder anymore, but you shouldn't be using him for that anyway. Either way, you can't really go wrong. Technique: Destroy (doh!) INSPIRE (thunder, 4, 1, 2) Probably the strongest single enemy technique in the game. Very useful in melee for taking out bosses, as it is quite strong. Also can be used for cheap experience in the field, and to destroy buildings/ walls/statues etc. One of the best MP to damage ratios in the game. Keep in mind that it is thunder elemental, which has its upsides and ownsiedes. * UNI INSPIRE (non-elemental, 4, 1, 2) It can fail, and it doesn't even destroy anything. Don't use it. ? ? INSPIRE (non-elemental, 4, 1, 2) A bit stronger than Inspire, and fairly useful in melee. Its a toss up between this and regular Inspire, really. /*~~LANCER~~*\ Frenze, Reeve, Zora's Son, Donfan Lancer's are among my favorite classes in the game. NOT for their fighting skills, but for their looks and the fact that they used spears. ("I like spears"). Also reminds me of those games with the Dragoons. Well, in any case, Lancers really suck in this game. They have the lowest HP of all melee classes, a fairly crappy attack, and a bad magic stat. Their skill, Dust, is basically a crappy version of Towers or Swordhits. Its only advantage is that it can be used on the field, which I will go into later. Also, Dusts do hit all character in melee, which can be fairly helpful. In the beginning of the game, when you have no spare characters, Lancers are useful for close-range sniping and as a decent enemy killer. But after you gain more characters, Lancers will likely be permanently placed in reserve. Best Equipment: Invincible (or Longinus, for Holy element) Battle Dress Frenze- IMO one of the funniest characters in the game. Originally, Frenze and Reeve are an inseparable team, with their lan-lan-lancing and their sta-stabbing (I just love that...). However, one day Zora yells at Frenze, which reminds him of his mother, and Frenze gets really depressed and stays in bed in the men's room for the rest of the game. While in bed, he mixes up various plans to get back at Reeve (these are pure comedy), while feeling absolutely horrible about the whole thing. Reeve- Originally Frenze's partner in lan-lan-lancing and sta-stabbing, he loses his favorite pasttime after Zora yells at Frenze, putting him into permanent bedrest. However, Reeve still loves to practice his lan-lan-lancing and sta-stabbing, even if he has to do it without his best buddy. The butt of many of Frenze's jokes. Zora's Son- His real name is Orelus, which can be found in chapter 23 (I believe). He is, obviously, Zora (the Priest)'s son, and can be found in chapter 7. He is supposed to be the Dragonkeeper of Campbell, but dragons never listen to him. His spear motion seems a bit odd; maybe it's from all his years of floor-sweeping. He does give you Munimuni though, so it's all good :). Having Zora for a mother seems to have permanently taken the fight out of him; he is fairly timid and doesn't really enjoy battling. He is a good janitor, though. Donfan- THE funniest character in the entire game. He joins in chapter 10, in Mahal. Donfan is the ladies' man in this game (ironically, his name can also be translated as Don Juan). He tries to hit on every woman he sees in the game, with spectacular failure every time. The scene with him as a spy in chapter 12 is pure comedy. And for some reason, he can always be found manning the bar in the women's room on Farnheit. Eventually, it seems like his charm gets through to Joy and Nelbo, although they are constantly turning him into rabbits and such. Best used with: Master Dragon or Behemoth I'm sorry to say that you aren't going to be using Lancers for combat, especially after you get more useful classes. Their Dust attacks just don't pull their strength, and the Lancer's low def/HP doesn't help either. The true use of the Dust technique is for easy experience. Dusts can be used on the field, and most of them only cost 1 SP, leading to (almost) free EXP. The advantage of putting Lancers with Master Dragons is Saint/Dark Dust, which give twice as much experience as normal Dusts, but cost 10x as much SP. However, these can be useful when the battle is almost over, and you want to get in as much free EXP as you can. ? Dust gives the same EXP as normal Dusts, but it looks cooler (IMO). In the end, it doesn't really matter, as you're going to be using Dusts for cheap experience anyway. Technique: Dust FIRE/ICE/THUNDER/DRUG/POISON DUST (said element, 1, 2, 1) The real benefits of the Dust technique is their low MP cost. Their lack of range and area makes them hard to use on the field, although they can substitute for a cheap attack in melee. However, since Lancers aren't that fast, they're not going to be in melee a lot, and pairing Light Armors with them would be a waste. Use these Dusts for experience gaining - nothing else. EARTH DUST (earth, 5, 2, 1) Like the above Dusts, but with 5x the MP cost, a bit more damage, and the same EXP. Because you're going to be using Dusts for EXP anyway, stick with the original Dusts, as they work just fine. SAINT/DARK DUST (said element, 10, 2, 1) Still no increase in range or area, so you aren't going to be using these in combat either. They do give 2x the EXP (although at 10x the MP cost), so you should use these at the end of battles for even more EXP. Don't bother using this in combat, unless you're really desparate. The strongest Dust, but that's not saying much. * UNI DUST (non-elemental, 1, 2, 1) It can fail. Don't use it. ? ? DUST (non-elemental, 1, 2, 1) Like the original Dusts, but without an elemental affinity. Use this if you wish over those, but it's basically the same attack, just a tad bit stronger. /*~~LIGHT ARMOR~~*\ Lukia, Jeanne, Mist Light Armors are THE best class in the game, hands down. Not because of their awesome attack power (yea right), or their devestating magic (ha!). Actually, Light Armors are the most useful because of their special ability, Sprinter. Sprinter allows that party extra movement points, based off the number of Light Armors in the party, and the Agility of the dragon. Early in the game, this won't seem like much of a difference, because your dragons have very low Agility. But when you get Master Dragons, the difference is HUGE... parties with Light Armors will get 10 movement points more than other parties. This means that Light Armors will almost always be able to get into melee range, making them useful for taking out enemy parties. Their other technique, Towers, aren't really that useful, however. Towers are basically another version of Swordhit and Dust, except they can't be used on the field. However, they are useful in hitting multiple enemies. You will quickly find that parties with Light Armors will start moving much faster and gain a LOT more EXP than other parties, so try and move them around to keep the EXP levels equal. The only true drawback of the Light Armor is that there are only 3 of them...use them well. Best Equipment: Prinzeugen Battle Dress Lukia- She's probably the definition of the "cool cat". Always cool-headed, she takes control sometimes, but does a much better job with it than Matelite. She also enjoys hanging around with the other women, tormenting Donfan (who she knew before the Resistence), and having a fun time. Jeanne- Not much is said about her. She does seem to be a tomboy, though. She apparently knows Donfan (all the Light Armors do), and resists his pitiful wooing attempts by smacking him around and stuff. IMO she looks a lot like Yuffie from FF7...maybe that's where FF7 got their sprite from. She joins in chapter 10, along with Donfan. Mist- She is the mysterious character in this game. She is in the Prologue as one of your characters, but seems to disappear after that. She is rediscovered in chapter 14, where she apparently was injured and taken care of in Godland. She spends a lot of time sleeping in Farnheit ("to regain her strength"), and seems to think that everyone is in love with her looks. If you ask me, she's rather ugly, and has an unusual attack style. Best used with: Variable (in combat, Master Dragon) You're not going to be using your Light Armors for their battle abilities. They are best served as ferriers, helping your stronger classes get from one melee battle to another. Therefore, they should use whatever dragon works best with whatever class they happen to be with. So, when paired with Mini Devils, by all means use a Black Dragon. If I was to assign them a dragon based on their combat alone, I would recommend Master Dragon for Saint/Dark Tower, but that isn't really important. The Light Armor won't be important in determining the type of dragon; the other classes should. Technique: Tower FIRE/ICE/THUNDER/DRUG/POISON TOWER (said element, 7, 0, 0) The towers are only used in melee, lowering their usefulness somewhat. However, they do hit all enemies, so use them against 2+ enemies as an alternative to their regular attack. Watch out though...the Towers tend to suck away MP very quickly. EARTH TOWER (earth, 8, 0, 0) Like the above towers, but earth elemental. Can be useful. A bit stronger SAINT/DARK TOWER (said element, 10, 0, 0) DAMN powerful stuff. You might find yourself using these towers occasionally, especially as a finisher to gain elemental equipment from dead enemies. Watch out...these drain your MP even faster than the Runemaster (OK, bad joke) * UNI TOWER (non-elemental, 7, 0, 0) It can fail, making it not very useful. But sometimes it'll be the best move you've got. At least if you fail, you don't lose your MP. ? ? TOWER (non-elemental, 7, 0, 0) Fairly useful, and stronger than the original towers. Weaker than Saint/Dark Towers, however, and gives crappy equipment if you defeat enemies with it. /*~~ASSASSIN~~*\ Sajin, Zeroshin The Assassins are also among my favorite classes. It's such a pity they are secret characters...some Assassins would have been funny if they'd been a part in the Resistence. The Assassins get the Ninjutsu technique, which is among the most useful set of techniques in the game. It is also by far the most varied, like a better version of Red Magic. Assassins also get decent attack/ defense, although it is on the lower side. The other thing about Assassins is that it's hard to classify them as either a melee class or a magic class. They do a little bit of both with their attacks. Another interesting fact about Assassins is that most of their attacks radiate around them with an area of 3, giving them the best area of all attacks except Summons. Assassins are like bards in other games...a jack of all trades. Excellent at nothing, but very good in many fields. Remember, there are only two Assassins, so use them well. I prefer my Assassins split into two different parties. Best Equipment: Dillinger Battle Dress Sajin- Not much of a personality here. He's the leader of the small duo of Assassins, and he tends to live from job to job, paycheck to paycheck. He can be found in chapter 14, hiding behind the pots in Dafila. Likes to kill people, I guess. Zeroshin- Sajin's partner in crime, and basically the same mindset as him. Also found in chapter 14, hiding behind a pot. He does have one interesting character trait, though; he spends a lot of time writing to his mother. I don't know whether his mother actually knows his profession, but he writes to her about everything he sees. Kind of touching and disturbing at the same time. Best used with: Master Dragon The best thing about the Assassin is their versatility. The Master Dragon only helps to add to that versatility. The problem with Black Dragons is their tendency to miss, and Behemoths only give the Assassins one attack, which is a huge problem. Although that attack is strong, it is their only one, and is non-elemental. When paired with Master Dragons, the Assassins gets a myriad of useful spells, including instant death spells, healing spells, and useful elemental attacks. You're also going to be using Assassins to destroy buildings and such with Raiden, because they have such a wide area of effect, and Raiden is disabled when paired with a Behemoth. The only thing lacking from the Ninjutsu set is a strong attack...they're all in the Dust area in terms of power. Technique: Ninjutsu BURN (fire, 3, 0, 3) A wide area, but probably the least useful of the Ninjutsus. If you use it on a forest, you'll burn yourself up. Only use this in melee on ice enemies. BLIZZARD (ice, 3, 0, 3) Another wide area attack, this is useful for making big ice bridges. Unfortunately, Blizzard loses to Leviathan in terms of usefulness. Only use this in melee against fire enemies. RAIDEN (thunder, 3, 0, 3) Probably the most useful of the elemental Ninjutsus. Raiden has a huge area of effect, making it useful for taking out several structures/statues in one turn. Pair up an Assassin with a Light Armor, and use them in levels where you need to take out a lot of buildings. ASSASSINATE (death, 5, 0, 3) Maybe it's just my version of the game, but I find Assassinate to be a lot more dependable than Unsheathe, especially in melee. I prefer to spend less MP and ensure one enemy's death, than waste more MP to kill nothing. However, if your game is different than mine, and Unsheathe is better, by all means use it. Oh yes...Assassinate is an instant-death attack. In the field it attacks all enemies within range (multiple enemies in a single enemy party), but in melee it only hits one enemy...oh well. Unsure if this works on undead enemies. *NOTE:* AFAIK, the programmers made a mistake here. Assassinate's area is 2, not 3. Just another list on the programming errors in this game... TRICK (non-elemental(?), 2, 0, 5) Trick's advantages are its long range, low MP cost, and the sleep effect it puts on enemies. In BL, sleep is a lot more useful than it seems, as you can do all sorts of things to enemies and still leave them asleep. However, I would recommend using Assassinate or Unsheathe over Trick...save the sleep effect for Priests. LANDMINE (earth, 5, 1, 2) Sort of the earth-based version of Inspire. It has the exact same range and area, but does less damage. Pity. Landmine won't be used that much, because it has less range/area than the other Ninjutsus. CHAKRA (life, 10, 0, 3) A very useful spell. Chakra heals a good amount of HP and restores status for all friendly parties within the area of effect. This will come in handy more often than you would expect. Probably the best all- purpose healing spell in the game. I still find it odd that an Assassin has a life elemental spell at all, not to mention a healing spell... UNSHEATHE (death, 10, 0, 4) Much like Assassinate, but it works on all enemies in melee. It also has a point greater area of effect, so it is more useful in the field. However, I have had my share of problems with Unsheathe, esp. when used in melee. If your Unsheathe works well, by all means use it - I prefer Assassinate. Also an instant-death spell, if you didn't get that already. Unsure if this works on undead parties. * UNI NINJUTSU (non-elemental, 3, 0, 3) It can fail, and is basically like the other spells for Assasins without an element. Don't use this. ? IMITATE (non-elemental, 3, 0, 3) Can be useful, but I prefer the Assasins with Master Dragons. It's strong, but instant death attacks are more useful, no? Assassins also lose their ability to affect terrain with their spells. /*~~SUMMONER~~*\ Yoyo (most of the game), Sendak Probably your best source of damage later in the game. There are only two summoners in the entire game, but they pull their own weight very well. The Summoners are classified as magic users, and thus they have very low HP, attack, and defense. However, their magic is very high, leading to VERY powerful spells. The Summoner is the only class that gets two different abilities, both of which may be used on the field. The first, Red Magic, is only a bad combination of Black and White Magic spells. It gets the versatility of neither, and will be the only thing your Summoners can use for the first few chapters. However, in later chapters, your Summoners will gain the Summon ability. This more than makes up for the crappiness that is Red Magic, as your Summoners will be gain the ability to summon the Holy Dragons. Summons are especially useful in the field, where their wide range and area of effect allows them to hit multiple parties at once. Their only drawback is their high cost of MP, but Summoners (thankfully) have a lot of MP to start with. Best Equipment: Assault/Empress Kahna Royal Gown Yoyo- the princess of Kahna. Originally captured by Sauzer, she spends the first few chapters in captivity. However, she is treated nicely by Sauzer and by Palpaleos, one of Sauzer's generals (and the other cross-knight). When she eventually is rescued by the Resistence, it becomes her goal to try and connect with the Holy Dragons, as everyone believes she is the one in the legend that will "open the door to the new era". However, she is constantly doubting herself, and harnessing the power of the dragons makes her emotionally unstable. She ends up toying with the emotions of just about every male character in the game. Interesting side note about Yoyo: the rod in her sprite tends to get in the way of the cursor on the in-battle Party screen. Be warned. Sendak- a creepy old man. He is with the Resistence from the very start, and seems to be a mentor/teacher figure to Yoyo. He tends to ramble a lot about odd things, and for some reason has his own room in Farnheit. Being an old man and all, he tends to wheeze a lot, and seems to get tired/sick fairly easily. Also, he has this weird thing for Byuu...I'm not kidding, play the game to find out for yourself. Best used with: Master Dragons The main thing you will be using your Summoners for is their summons, obviously. The bad thing about Behemoths is that they completely DISABLE the use of summons and limit your Red Magic, rendering the Summoner completely worthless. When paired with a Black Dragon, the Summoners' summons turn into smaller "cuter" versions. However, these cute summons have the potential to fail (as do all Black Dragon attacks). I would recommend pairing a Summoner with a black dragon once just to see these summons (they're hilarious, esp. Vali), then putting them back with the good old Master Dragon. Spell: Red Magic WHITE DRUG (life, 10, 5, 2) The basic healing spell that Priests also get. It's useful throughout the early game, and you can pair Summoners with Priests to get an even stronger White Drug on the field. However, this loses its use after you start getting healing items and your dragons learn Refresh. FLAME GAZE (fire, 10, 5, 2) The basic fire spell that Wizards also get. Not very useful, I'm afraid, as it is fairly weak. Useful for starting forest fires, but that's about it. Pair Summoners with Wizards for an even stronger Flame Gaze. BINGO (???, 9, 5, 1) A "stat-up" spell, and the only unique spell in the Red Magic set. When Bingo is cast, it allows that party that it was cast on to have stronger techniques in melee for one turn/character. So, as soon as a character uses a technique in melee, the Bingo effect wears off. Useful when your Summoners have nothing else to cast, and good for some free experience. * UNI MAGIC (non-elemental, 10, 5, 2) A waste of time. You really shouldn't be putting Black Dragons with Summoners period, unless you want to see the funny summons, which are RATHER funny. ? MYSTERY MAGIC (non-elemental, 16, 5, 2) Crap. The last dragon you want to put with a Summoner is a Behemoth. This may be strong, but summons are much better. Spell: Summon VALITORA (non-elemental, 19, 5, 3) The very first holy dragon summon you will get. Obviously very useful until you gain another one. Valitora's main benefits are its high area of effect and its non-elemental property, which allows it to work on all enemies. Gained after chapter 5, when Yoyo joins your party (Sendak will learn Valitora as well). LEVIATHAN (ice, 20, 5, 4) The second holy dragon, and also very useful. Leviathan is not only very powerful, but also very useful for creating ice bridges. With its large area of effect, it's much more efficient than casting Ice Magic over and over. Gained after chapter 11. The area for Leviathan is listed wrong in the game... GARUDA (non-elemental, 21, 5, 5) Basically the upgraded version of Valitora, Garuda is also very powerful. Like Valitora, its main advantages are a HUGE area of effect, good damage, and non-elemental property. In one chapter, you can easily hit 10 enemy parties with one cast of Garuda. If that isn't efficiency, I don't know what is. IMO its the ugliest summon. Gained after chapter 14. JORMUNGAND (earth, 25, 5, 2) The fourth summon, but unlike the others, Jormangund isn't much better than its predecessor. IMO its worse, even. The biggest problem with this summon is its earth elemental (which is both good and bad) and its TINY area of effect. I have no idea why it's so small. This summon is the strongest of all summons up to this point, but with a higher MP cost. You tell me whether it's good. Gained after chapter 16. HYPERION (non-elemental, 30, 5, 3) The more focused version of Garuda, IMO. Like Garuda, it's non-elemental, which is useful, but its area of effect is much smaller than Garuda's. Use Garuda when fighting masses of enemies...use Hyperion when fighting one or two parties. Your strongest non-elemental summon, so use this if you're unsure if enemies absorb an element. Hyperion seems to dole out dark items after killing enemies, for some reason. BAHAMUT (fire, 33, 5, 5) After you get it, it will be the only summon you will use (besides Alexander). Bahamut combines the power of Hyperion (greater, actually) and the range of Garuda. What more could you ask? Its only true drawbacks are its high MP cost, and its fire element. Bahamut also tends to cause a lot of forest fires, which may or may not be a good thing. ALEXANDER (non-elemental, 35, 5, 6) The even better version of Garuda, if that is possible. Alexander is another non-elemental summon (good) with an even bigger area of effect. Unfortunately, Alexander can only be used in Ex-Play, lowering his usefulness. Also, I've noticed that enemies killed by Alexander tend to give out Cassandras and Mushrooms...it seems like it has a shade of the dark element. /*~~DRAGNAR~~*\ Yoyo (after chapter 21) The Dragnar is basically the Summoner with increased stats. And a new sprite. Whee. In terms of information, she is exactly like the Summoner (possibly able to equip slightly different equipment), so refer to that section for details. Yes, she even gets the same Red Magic and Summons... /*~~WIZARD~~*\ Anastasia, Ectarina, Melodia, Nelbo The Wizards will be among your most useful classes in the beginning of the game, but they're usefulness decreases as the game progresses. Early on, their elemental attacks will be among your strongest, especially as your dragon's stats improve. However, later in the game, their spells will get outclassed by Knight/Heavy Armor/Light Armor combinations and Swordhits. However, the Wizards will always be useful for manipulating terrain. They are the best class to take advantage of the terrain, with their wide variety of elemental attacks and tons of MP to use them with. Try to avoid melee battles with Wizards, as they have low defense/HP and are prone to dying very quickly. I recommend that you cast spells every turn with Wizards, for free experience if nothing else, as they have very high MP. Best Equipment: Assault Kaiser Rin Anastasia- a fairly high class wizard, she sometimes acts fairly snobbishly. Eventually, she falls for Barclay (huh?) the Heavy Armor. She learns a lot of stuff from Barclay about battles, which she eventually passes to you. She's good friends with Ectarina, and helps out her pathetic romance with Hornet. Ectarina- the shy girl of this group. She barely talks at all, and is always trying to woo Hornet. Her idea of flirting is feeding Hornet his favorite food. Kinda unusual, if you ask me. She spends most of her time aboard the Farnheit dreaming about Hornet. Melodia- Melodia is just a young child, yet she already knows the Wizard spells. Melodia joins in chapter 1, and she seems to have a thing for Mini Devils. She is from Godland, but she left there to search for more Mini Devils. She can often be found in the company of the Mini Devils onboard the Farnheit. Melodia Melodia (She likes Mini Devils!)! Nelbo- An experienced wizard from the land of Campbell, Nelbo joins in chapter 7. She is ordered (along with Joy) to help out the Resistence by the Queen of Campbell. She enjoys torturing Donfan by turning him into rabbits and other such things. Eventually, by the end of the game, it seems like she has fallen for him. Best used with: Master Dragons Black Dragons are out, as they gain a crappy attack that fails at times. The reason I prefer Master Dragons is that I use Wizards to manipulate the terrain, and they obviously can't do that when paired with Behemoths. Even though their magic when paired with Behemoths is fairly strong, I miss the elemental properties, and the extra area of effect/experience that comes with Armageddon and Halley Gazer. FLAME GAZE (fire, 10, 5, 2) Useful for fires, and early game damage. You'll use this quite a bit. And the animation is pretty cool, if you ask me. ICE MAGIC (ice, 10, 5, 2) Useful for bridges, but this becomes outclassed once you get Leviathan. THUNDER GALE (thunder, 10, 5, 2) This will be useful for destroying things until you get Raiden, and that's not going to be for a while. This spell will come in handy quite often. ENERGY DRAIN (life, 15, 5, 1) This absorbs HP, but isn't really that good for dealing damage. And hopefully your Wizards won't be losing any HP at all. If you really need HP, just use some Drugs and a stronger attack :). BIONICS (poison, 14, 5, 2) This can come in handy at some points, but it never seems to poison anything (or at least for me). Probably your most damaging spell until holy/dark spells. EARTHQUAKE (earth, 18, 5, 2) This is useful, but it costs a tad too much MP for common use. Use this to destroy cave-ins. ARMAGEDDON (holy, 22, 5, 3) The Wizard's most useful spell. Does a good deal of holy damage. The best part about this spell is the added area, which helps hit even more enemies. Gets its own little cutscene when used on the field. HALLEY GAZER (dark, 22, 5, 3) The Wizard's other most useful spell. However, there are more dark enemies in the game that resist this, so Armageddon is a *bit* better. Like Armageddon, this has a nice area of effect. IMO the animation for this spell is better than Armageddon. Also gets its own cutscene. * UNI MAGIC (non-elemental, 10, 5, 2) It can fail. Nuff said. ? MYSTERY MAGIC (non-elemental, 18, 5, 2) This is one hell of a strong spell, rivaling the power of even Armageddon and Halley Gazer. If you're looking for a strong spell, this is your bet. It's advantages come in higher power for low MP cost and non-elemental affinity. It's only disadvantages are loss of terrain manipulation (and elemental affinity), and less area than the other ultimate spells. /*~~PRIEST~~*\ Diana, Frederica, Zora, Joy Priests are the mainstay of any group in the early chapters. Using their White Drug spells, they provide the best source of healing in the early game, short of using a ton of Drugs. Like Priests in other games, they also learn spells to get rid of status effects. Later in the game, Priests also learn some very damaging spells to help them defeat enemies. They are one of two classes with an instant death spell (Assassins are the other), and their ultimate spells rival those of the wizards. Personally, I prefer this class over the Wizard, as they get both healing spells and good attack spells. Like all magic classes, Priests have low defense/attack, but high magic and MP, allowing them to cast their spells many times. Volandum has also informed me that the Priests' ultimate spells (Big Burst, Infinityi) do more damage than the Wizards' ultimate spells (Armageddon, Halley Gazer) at equal magic levels, so you might want to keep that in mind. Best Equipment: Assault Kaiser Rin Diana- the gossip queen of Farnheit. She knows just about everything that goes on in that ship. Talk to her for some funny information sometimes. She also has this weird...blue...thing sticking out of her back. Wonder what it is. Joins in chapter 1. Frederica- she has an odd illness that causes her to faint after every battle. She constantly thinks that she's going to let down the Resistence by fainting during a battle. She's always in bed and trying new medicines to help stop this. Joins in chapter 1. Zora- the mother of Zora's Son (gee, I didn't know that!). Zora is very disciplinary, and her effects can be clearly seen on her son. She tends to be rather rough at times, even going so far as to strike people. However, she also acts like a housekeeper for the Resistence, cleaning things up and taking care of others. Joins in chapter 1. Joy- she is from Campbell, and is best friends with Nelbo. She was ordered by the Queen of Campbell to help the resistence. Joy is fairly devoted to her Queen, and follows orders well. Like Nelbo, she also enjoys tormenting Donfan :). Joins in chapter 7. Best used with: Master Dragon or Behemoth Don't use them with Black Dragons, as Uni attacks fail, yadda yadda. When paired with a Behemoth, Priests lose their attack spells, but gain a healing spell even stronger than White Drug. If you are using Priests soley as healers, go with a Behemoth. If you enjoy Priests as a well-rounded magic user, with both healing and attack spells, go with Master Dragons. IMO their ultimate attack spells are even stronger than the Wizards'. WHITE DRUG (life, 10, 5, 2) Your basic healing spell. Obviously very useful throughout the entire game, but loses its value when your dragons learn Refresh. White Drug also cleans swamps and hurts undead, which is a nice secondary feature. CLEAN UP (life, 10, 5, 2) You can either use this, or a bunch of Heals to get rid of status effects. If you're in range, Clean Up is a wonderful spell. Otherwise, it's rather worthless. SLEEP (life, 12, 5, 1) Sleep is a very useful status effect in this game, for reasons explained under status effects. Unfortunately, this spell only affects one enemy party, or one enemy in melee. Still, it has a very high success rate, and can quickly turn the tides of battle. A little high on MP cost, though. EXORCISM (dark, 15, 5, 1) An instant death spell, and these are always useful. AFAIK Exorcism has a fairly good chance of suceeding, especially when used on the field. Don't be afraid to use this attack, especially on enemy parties with lots of enemies in them. Unsure if this works on undead parties. RETURN LIFE (life, 21, 5, 1) Your basic Life 1 spell. Affects all dead party members when used on the field. However, there must be at least one alive person in the party before you can use this. Return Life is a lot like Clean Up...useful if you're in range, but you should use Litancibles instead. Also, Return Life can also kill undead enemies, which is a nice alternative to using Exorcism (thx to Major Damage). STARFALL (earth, 21, 5, 2) Your best constant damage attack spell as a Priest, at least until you get Holy/Dark dragons. This comes in handy when you don't want to use Exorcism (i.e. bosses). BIG BURST (holy, 24, 5, 3) A lot like Armageddon, in many ways. Except it doesn't get its own little cut scene when used on the field. Big Burst will be your mainstay for priest spells. It does good damage, affects all enemies in melee, gives good EXP, and is holy elemental. Nice area of effect as well. All very good. Use this wisely, as it does tend to suck away at your MP. INFINITY (dark, 24, 5, 3) IMO its looks better than Big Burst, especially on the field. Because it is a single enemy spell in melee, for some reason it does a tad bit more damage on the field. However, when in melee, stick with Big Burst, as that hits all enemies. Sometimes the dark element can be a problem, however. * UNI MAGIC (non-elemental, 10, 5, 2) Another one of those Uni Magic spells. Like all of its predecessors, try and avoid this. ? MYSTERY MAGIC (life, 22, 5, 2) The best healing spell in the game. If you desparately need healing, pair up your priests with a Behemoth for this. If you want to retain the attack/status effect spells, go with Master Dragon. And yes, it does work on swamps the same way as White Drug. /*~~MINI DEVILS~~*\ Manyo, Monyo, Munyo, Wagahai By far the most unique class in this game, and one of the most unique in any game I can remember. Mini Devils are completely uncontrollable in battle. When used on the field, they do absolutely random attacks. What's so good about them, then? These random attacks are BY FAR the strongest attacks in the game. They are so strong that one of their attacks, just one, can kill an enemy party in melee. Another benefit is that Mini Devils cannot equip any equipment at all, so they are fairly easy to maintain. However, this also means that their defense is very low, so be careful. Their Dances also cost 0 MP, so they don't need Magic Gins. On the field, be careful with their dances however. You might accidentally get Mr Gunfire (thunder attack) when standing on a bridge. I recommend save stating first. Use Mini Devils at your own risk. And if you ask me, they aren't really that cute; they look like little children with goat antlers and tight leather pants. Just for the record, I would like to say that I HATE MINI DEVILS. Absolutely hate them. I hate the randomness of their attacks, I hate the attacks they do, I hate everything about them. In one battle, I had them paired with a Black Dragon and a Light Armor, and they were attacking a party in melee. I had the Light Armor use Uni Tower, just in case. In order, they did Failure, Failure, Heal Enemy Party, and Failure (Light Armor was last). When it was the enemy's turn, they attacked the same party. Once again, I had the Light Armor use Uni Tower. My dragon came in, and used Uni Breath. In order, I got Heal Enemy Party, Failure, Heal Enemy Party, and Failure. Net Progress = -1000 damage. This majorly annoyed me, and ever since, I've avoided using Mini Devils. The best times to use Mini Devils are against undead parties, as Heal Enemy Party and Complete Heal All will do damage to undead enemies. However, if you like leaving things up to chance, and you don't mind the possibility of Heal Enemy Party, go right ahead and use Mini Devils. And ignore my rant :). Best Equipment: (None) (None) Manyo- Manyo Manyo (Mini Devils are all basically the same). Manyo Manyo Manyo (They only talk using their name [a la Pokemon], and for some odd reason their speech appears in parentheses next to their name). Manyooooooo (They all seem to pray to a death god, and are always dancing in the hallways hyperactively)! Manyo Manyo Manyo (They also annoy the heck out of the wep/ armor/item salesmen). Manyo (For a funny note, Manyo, Monyo, and Munyo all hate Wagahai, and spend a lot of time picking on him). Manyo Manyooooo (Joins in Chapter 1)! Monyo- look at Manyo, and replace the name with Monyo. Munyo- look at Manyo, and replace the name with Munyo. However, unlike Manyo and Monyo, he joins in Chapter 14. Wagahai- the only Mini Devil different from the others. Unlike the other Mini Devils, he speaks in regular English. He also doesn't dance (outside of battle, that is). Because of this (and possibly other reasons), the other Mini Devils hate him. Also joins in Chapter 14 with Munyo. Best used with: Black Dragon or Behemoth Finally, a class that goes well with the Black Dragon. Mini Devil Dances are already have a chance of failing, right? So, it doesn't really matter that they are paired with Black Dragons, who also can fail. In return, you get the STRONGEST ATTACKS IN THE GAME. With Fright Dance, you can easily get spells like Ragnarok, or Bagdem, or Super Secret Attack. Just be careful when using Dances on the field, as the results may be...annoying. As a side note, no matter which dragon the Mini Devils are paired with, they can still use Heal Enemy Party. Also, all Mini Devil attacks hit all enemies (and friendly parties, if used on the field). Black Dragons are the general consensus among most players, but I prefer to pair them with Behemoths. At least in my version of the game, Mini Devils fail their dances 2 out of 3 times when paired with a Black Dragon, which IMO ruins the point. So, I prefer to pair them with Behemoths, which still have very powerful attacks, and don't seem to fail as often. However, wait for your second or third playthrough to do this - Behemoths are too rare of a dragon, and they are better paired with a more deserving class first. Now, for a break. I've been too lazy to create my own Dance List, and Meeple Lard has been nice enough to let me borrow his, so here it is: Meeple's Dance List for Mini Devils. Stuff in [brackets] is added by me. ////////////////////////////////////Not Mine!\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Dance List: Ok, this section is bigger than any other Classes skill set list (yes, even bigger than the Summoner's), so big, I have to do a bit of explaining on the format first. Basically, I've done a lot of testing with Mini Devils in an attempt to find out ALL dance possibilities with ALL forms of Dances. This list is to show my results. Please Note, however, that as always, there's a chance this list is incomplete, so don't go screaming at me if I missed some dances for a skill set and stuff. Simply, E-mail me [that is, e-mail Meeple] politely ([at DBZFFLord @ aol.com]), and tell me that you've seen "So and So" attack for Whatever Dance" and I'll check up on it. First off, a few notes to look at: Regardless Of attack to be used, Dances will appear the following way: Devil Dance: 0 MP, 0R, 4E, A. <Reggae Dance>: 0 MP, 0R, 4E, A. (Fright Dance): 0 MP, 0R, 4E, A. [Namely, all dances cost 0 MP, have 0 Range, 4 Area of Effect, and affect all enemies in melee.] All dance Skill sets have a potential of Failure. All Failures (this goes for failures from "Uni" attacks as well) do nothing except have the Word "Fail" appear, and give a bit of EXP. Technically, its an attack in the skill set, and technically, its not. I'm not gonna bother listing it, so remember that ALL dances have that potential. Area means that attacks will only effect those within the attack radius listed above. All Area attacks will follow the above format I have listed. The attacks are Listed in no particular order other than the order I have discovered them as I was testing. All Devil Dances were tested using Master Dragons, Fright Dances were tested using Black Dragons, and Reggae Dances using Behemoths. Some of these attacks may not appear if earlier forms were used, so if you have a Grand Dragon, don't expect to see ALL Devil Dances you'd see with a Master Dragon, in other words. Dances used in battles are different from those used on the Field. I have attempted to decipher which ones are used when, but it's rather difficult (due to the complete randomness of the dancing), so if I'm wrong, again don't yell at me, just e-mail me [Meeple], and I will get back to you on it. Descriptions of attacks are based off observations. Some of them are Obvious (IE a Fire Attack is obviously fire due to the way it looks and the way the enemy's Death animation is), others are more difficult, so again, don't bash me if I'm wrong, simply E-mail me your results and I will test them and get back to you. All Attacks used on the field are used within the given Range UNLESS said otherwise. Regardless of Dance type, all Dances are based off the MID stat of the dragon. As usual, when I say, "Ally" I am including your Dragons as well. All attacks that heal will hurt Undead Units instead of healing them. This does not apply to MP Healing attacks however. A (?) in an attack description means I'm not certain as to if that's what the attack is, and that's its an educated guess. All Dances are listed in following Fashion: Dance Skill Set -> Requirements for Skill set Dance Attack Name: What type of attack it is (Field, Battle, etc.). Description of attack Now, onto the actual lists! DEVIL DANCE -> Used in conjunction with any "Generic" Dragon Forms or no Dragons at all. [Dances that can be used on the Field:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ NIGHTMARE: Field. Does Damage Equal to 1/4 of Enemies HP (not certain if its Max or Current HP though). POWER DANCE: Field. Heals allies. [According to TheChanseyDude, Power Dance has also occured in battle, but I'll leave it here until either Meeple or I confirms it.] MR. GUNFIRE: Field Thunder Elemental Attack. SPORE: Field. Poison Elemental Attack. (?) WINTER VISIT: Field. Ice Elemental Attack. FLAMETHROWER: Field. Fire Elemental Attack. *SEDUCTIVE SMILE: Field. Disallows Enemy actions for next turn (?) [Dances that can be used in Battle:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ EARTH SHAKER: Battle. Massive Earth Elemental Attack SUPER SECRET ATTACK: Battle. Massive Thunder Elemental Attack BREATH WIND: Battle. Massive Non Elemental Attack AQUA STORM: Battle. Massive Water Elemental Attack POISON POWDER: Battle. Massive Poison Elemental Attack (?) FIRE BREATH: Battle. Massive Fire Elemental Attack TOXIC INK: Battle. Poison Elemental Attack (?) ROLL: Battle. Weak Earth Elemental Attack DAMAGE ALL: Field. Damages All Allies and Enemies equal to 1/4 of their HP max. [Dances that can be used BOTH in Battle and Field:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ MP DAMAGE: Field and Battles. Lowers the MP of enemies. HEAL ENEMY PARTY: Field and Battle. Heals Enemies. Quick Arbitrary Comment: It's easy to see that if you want to use Devil Dance, then use Mini Devil's in battle, as the MASSIVE attacks are used there only :P [I agree. Also, using their attacks in the field can be fairly dangerous, as I seem to always get Mr. Gunfire when I use it.] FRIGHT DANCE -> Used when in conjunction with Uni Uni Dragon Class (includes Black Dragons) [Dances that can be used on the Field:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ HEAL ALL: Field. Heals Allies and Enemies HP FROG ALL: Field. Hits ALL Ally AND Enemy Units on MAP with Damage equal to 1/4 of their Max HP. DAMAGE ALL: Field. Damages All Allies and Enemies equal to 1/4 of their HP max. **COMPLETE HEAL ALL: Field. Heals ALL Ally AND Enemy Units on the MAP's HP AND MP to Max. [Dances that can be used in Battle:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Dances that can be used BOTH in Battle and Field:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ HEAL ENEMY PARTY: Field and Battle. Heals Enemies SUPER SECRET ATTACK: Field and Battles. Massive Thunder Elemental Attack MP DAMAGE: Battle and Field. Lowers MP of Enemies BAGDEM: Battle and Field. Massive Non Elemental Attack RAGNAROK: Battle and Field. Does Massive Non Elemental Damage. Quick Arbitrary Comment: Not much to say here. This is quite a Fun skill set. From being able to heal Every existing Unit on the screen to being able to do 9999 with certain attacks on the Field, its quite easy to see that this skill set works well in both Battles and on the Field. Also, this skill set contains the only way you can restore Dragon's MP in battles, quite handy, wouldn't you say? [*Nod*] REGGAE DANCE -> Used when in conjunction with an Unknown Form Dragon Class (this includes Behemoths) [Dances that can be used on the Field:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DAMAGE ALL: Field. Damages All Allies and Enemies equal to 1/4 of their HP max. HEAL ALL: Field. Heals Allies and Enemies HP [Dances that can be used in Battle:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ *SEDUCTIVE SMILE: Battle. Disallows Enemy Action for 1 Turn (?) [Dances that can be used BOTH in Battle and Field:] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ SUPER SECRET ATTACK: Field and Battle. Massive Thunder Elemental Attack GIGASHOCK: Field and Battle. Massive Non Elemental Attack HEAL ENEMY PARTY: Field and Battle. Heals Enemies MP DAMAGE: Battle and Field. Lowers MP of Enemies BAGDEM: Field and Battle. Massive Non Elemental Attack Quick Arbitrary Comment: Quite simply, Reggae Dance is just a variation of Fright Dance, so its has more or less, the same uses and same potential pretty much. [Except for the fact that Behemoths are better dragons (usually) than Unis will ever be, so that might influence your decision a bit. In terms of dances alone, however, they are fairly equal.] * I am totally NOT certain as to what this attack does. It deals no damage, nor does it heal, and being a Dance, I can't check what the attack does. The effect I listed is what its seems to do, as when Seductive Smile is used, that enemy unit seems to do Nothing after words. If anybody knows what this attack does please tell me, as I really want to know. What's even more mysterious is that its NEVER used in battle in Devil Dance skill set, but it's the opposite situation in Reggae Dance skill set. Much Help needed here. [I *believe* it's an attempt for a "Confuse" status effect, but I'm not entirely sure about that.] **For Undead Enemies, though Complete Heal All Heals HP to full, it doesn't kill Undead Enemies directly. Undead Enemies receive Damage equal to what they WOULD have healed if they were not undead. The way Complete Heal All works is that Target Heals HP = Target's Max HP - Target's Current HP. Thus, Damage for Undead Enemies = Target's Max HP - Target's Current HP (if you've played Final Fantasy Tactics, this works the similar to the way Cloud's Climhazzard Limit determines damage) Another interesting fact about Complete Heal All is that it's the only means by which you can heal Dragon's MP! //////////////////////////////////</Dance List>\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Thx Meeple! ============================================================================== Walkthrough ============================================================================== *Note* This walkthrough is gonna be a bit unusual, because I started writing it about halfway through the game. So, I'm gonna write the walkthrough for the second half of the game first. When I finish the game, I'll start a new one, and then I'll write the walkthrough for the first part of the game. For now, I'll only be covering the battles in each chapter, and maybe some other important parts of the game. When I have time, I'll try and do a complete chapter walkthrough. *IMPORTANT* I'm writing this walkthrough in the intentions of gaining the best items and experience possible. This also leads to longer battle times (as you will be fighting almost all of the enemies), and possibly somewhat less of a challenge (because fighting all of the enemies does lead to level ups). If you want to speed right through the battles, be my guest, and work out your own strategy. - The battles themselves are marked off by <SOB> (start of battle) and <EOB> (end of battle). Things outside of these tags mostly relate to pre-battle and post-battle character interactions. These tags are mostly for those people who just want to skip to the meat of this walkthrough, the battle strategies. --------------------------------------- Prologue - The Downfall of Kahna Castle --------------------------------------- As the game starts, you'll see a nice little opening scene with King Kahna and Bahamut, the guardian dragon of Kahna. You'll then catch a glimpse of two of the main characters in the game, Princess Yoyo and (Summoner) Sendak. You'll then see a scene with the dragons, the main character (Byuu), and the 3 Knights, where you will be asked to name the main character. For the sake of the walkthrough, I will be using the default name (Byuu). The dragons will then take off (oddly enough, some of the dragons are never seen again in the game...), while a few dragons stay behind. Time for some more introductions! You will be given the option to name the 3 dragons you see there. The red dragon right behind you is (default name) Salmando, Byuu's personal dragon. The next dragon over, the blue one, is (default name) Icedrake. The third dragon, the white one, is (default name) Molten. There, that's the dragons. The three characters you see are the 3 Knights, Byuu's best friends. The one on the right, Bikkebakke (the one doing that weird movement), will suggest some popular names (look at #4! Isn't that sexist?!). Rush, the guy in the armor, will board Icedrake after you've given it a name. Truce, the last guy (with the funny helmet), will give you several options. #1 will tell you a bit about commanding dragons, #2 will trigger a small flashback scene (which will introduce Emperor Sauzer, and give some background to the game). Choose #3 to proceed with the game, and board Salmando when you're ready. You'll then see another cutscene with King Kahna, Yoyo, and Sendak, where you are given the chance to rename Yoyo. They will all return to the throne room, where you will see a few more characters from later in the game (look, there's Mist!). Byuu and the Knights will rush in. Walk past Rush to trigger the next sequence, which will start your first battle! As the battle starts, you will see Matelite use Inspire, which destroys the bridge (damnit!), and also gives that party some free EXP (sweet!). Sendak will give a brief pep talk, and the battle will start. <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of all enemies ENEMIES: 2 Soldier x3 (7, 15) (11, 15) Ice Magus x2 (9, 16) Warbuster (9, 18) EXP: 20 PARTIES: Cross Knight, Knight x3 Royal Guard, Heavy Armor, Wizard x2 (uncontrollable for first turn) Summoner, Light Armor, Priest x2 ------------------------------------------------------------------------------ The map is an easy one, appropriate for the first chapter. The map is divided into two halves by the river (which you can't cross, since Matelite knocked it out). Your 2 (3 actually, but you can't control Matelite's party for the first turn) start out on the north side, with the 4 enemy parties on the south. Your major barrier in this level will be the river, which you can't easily cross (unless you're in a Ex-Game). This is only the first battle, so it won't be very hard. Your formations and dragon pairings are set, so don't worry about changing those. The enemies aren't very strong, so this is the perfect intro to Bahamut Lagoon. When the battle starts, you have nothing better to do than move your parties right next to the river. You're not going to be able to cross that unless either the enemy Ice Maguses or Matelite's party cast Ice Magic on the river. For the time being, set your dragons on Go. Your dragons (who can fly) have no problems spanning the river, so they'll get a head start on attacking the enemies. When some form of Ice Magic is cast on the river, you'll receive a hint from Sendak about Fire-element spells. Remember, fire melts ice, so don't use any fire attacks near the ice bridge that was just created. Once you get a chance, move across the river and start tearing up those enemies. Byuu's and Matelite's parties does best in melee (move right next to the enemy party and choose Attack), while Sendak's party should probably use field attacks. Remember that HP/MP are restored after the battle is over, so feel free to use as many techs/spells as you want. Byuu's Fire Hit will be most effective on a group of enemies, while you should save Fire Pulse/Smash/ Inspire for the Warbuster. If at any time your dragons lose too much HP, don't be afraid to set them on Wait. In the beginning of the game, you'll want everything to survive and reap early-game EXP. Try to make sure your parties don't die either, although neither is likely to happen. Now is probably a good time to mention another technique that you'll be using throughout the entire game: defeating enemies with elemental techniques. In general, an enemy defeated by any element (with rare exceptions) gives better items (and more EXP) than that same enemy defeated by a non-elemental attack. Bottom line: use your techniques to finish off enemies. You only have fire attacks at this point, but those should still be fairly useful. <EOB> Uh-oh! It's a surprise attack. Better get back inside the castle... Once you're back inside, walk up until you're one space below the Granbelos generals. Watch the scene, while Yoyo gets captured and Sauzer casts this devestating spell on the castle. Kahna is destroyed...*dun**dun**dun*. ------------------------- Chapter 1 - The Beginning ------------------------- The beginning (bad pun intended) starts with Sendak staring off, looking for Byuu. Several years have passed since the Prologue. He'll then enter a house when the scene cuts to the Island of Tedd, where the Resistence is based. Salmando, Byuu, and the other knights (and their dragons) have just returned. You're then introduced to (Captain) Taicho, Sendak, Matelite (his description is somewhat random...). Also, you'll catch a quick glimpse of the two new Heavy Armors, Barclay and Gunso. After Salmando lands (and the weird spotlight effect is over), you'll take control of Byuu. First, check the upper box on the west side of the house for an UNIUJI. Walk up the stairs to the right of the house for 5 MAGIC GINS (you don't even have to press a button!). Go inside the house and check the left nightstand for a GENIUS NOTEBOOK. The left side of the big cabinet has a DRAWER THING. The upper of the two barrels has a SWEET WINE. Go inside the bed, face down, and press A for a PORNO MAG. That's enough items for now, right? If you want to, talk to Matelite before leaving the house again. The first option, choosing Yes/No makes no difference. After he walks (strafes?) away, check the chest he was standing in front of for MATELITE'S IMPORTANT ITEM (not a real item). If you choose to open it, you will then receive YOYO'S MEMORY (another quasi-item), which triggers a flashback between Byuu, Yoyo, and Matelite. Walk down and talk to Salmando to progress the scene. When the option comes, choose whichever you want. After they land at the Church of Memories (this will come back later in the game), talk to Yoyo again to continue. Again, choose whichever you want for the next three options. Kind of sheds light on the whole Byuu-Matelite-Yoyo mystery, doesn't it. Once back outside, talk to Sendak to trigger another flashback, this one explaining why Byuu and the Knights left in the first place. Talk to Rush to get him out of the way, then talk to your new dragon (ThunderH) to give it a name. Also, talk to Zora (the motherly figure) to get 5 FLAME GRASSES, 5 ICE GRASSES, 5 THUNDER GRASSES, 5 POISON GRASSES, 5 LIFE GRASSES. Now, you are give the option to feed your dragons. If you want to, go up to a dragon and choose what you want to feed it. When you're ready, talk to Salmando and choose Take Off to leave. Hold on a second there...before the battle starts, there's one last option between Sendak and Byuu. This one is too good to spoil - let's just say that you'll have to see it for yourself. Also, the Mini Devils (Manyo and Monyo) will join you at the last second. Also, although you will go to the pre-battle screen, you won't be able to change formations yet. Don't worry, that will come next chapter. The parties they assign are more than able to handle this mission. <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of the boss ENEMIES: 5 Soldier x3 (13, 4) (12, 6) (14, 6) (14, 8) (12, 9) 2 Soldier x2, Ice Magus x2 (17, 4)(17, 8) Soldier x2, Lanzenritter [BOSS] (18, 7) EXP: 50 PARTIES: Cross Knight, Knight x3 Royal Guard, Heavy Armor x3 Priest, Light Armor, Mini-Devil x2 Summoner, Wizard x3 ------------------------------------------------------------------------------ This battle starts on the Farnheit. The ship itself is not very big, but that is countered by the few number of parties in this chapter (compared to other Farnheit battles, anyway). There are a couple of structures on the Farnheit - stand on them, and you'll recover HP at the end of a phase. Useful if you're a bit damaged. However, enemies can use them to recover HP as well, so make sure enemy parties are destroyed before they get a chance. You can also destroy structures with thunder, if you can't occupy it. The enemies in this level are the same as last chapter, with one exception: the Lanzenritter. You will learn to hate this dude. And I mean HATE him. He isn't overwhelmingly powerful, but he has an awesome field attack, Javelin Throw. It has a radius of 6 (obscenely huge) and area of 2, and does a fair bit of damage. If you don't heal yourself, you may end up dying a sad death from a sniping enemy. Once the battle starts, move your parties forward. The parties that the game gave you are split fairly nicely: Byuu's and Matelite's parties should be attacking in melee, Sendak's party should be using field attacks (Flame Gaze), and Zora's party should be healing and using Dances. Together, Byuu and Matelite should make mincemeat out of those soldiers. If you can, move your Mini-Devils in between several enemy parties, and use a dance (on the field). With any luck, you might damage several parties at once. Sendak's party should be casting Flame Gaze on the enemy Ice Magus parties, as ice enemies are weak against fire. Once the melee parties are done with the Soldiers, have them attack the Ice Maguses as well (Flame Hit is very useful). When you're ready, take on the Lanzenritter. Make sure to take out his two partner Soldiers first, then gang up on him with Byuu and Matelite. The Knights' Pulses and the Heavy Armor's Smashes should be able to fell him with ease. Make sure to keep Zora's party in the back, healing any party hit by Javelin Throw. If need be, refill her MP with those Magic Gins you found in the out-of-battle part of the chapter. Don't forget to kill him with an element - I'd recommend Ice, if you can. <EOB> Woohoo! We gots ourselves a ship now! Watch the little scene as everyone enters the ship. When Byuu shows his head at the bottom of the screen, move away from the door to let the Knights in. Walk up towards the door to activate the next scene, and talk to the guy in front (Hornet, one of the coolest characters in all of BL) to continue. Talk to the crew for a brief introduction (and also to the enemy Lanzenritter, who is a crewmen in disguise). You'll also meet the Shopkeeper (or Battlefield Salesman) and the Dragonkeeper, who you'll meet later in the game. When you're ready, follow Hornet into the next room. In here, talk to the crew members to find out what happened to Taicho and Matelite. If you walk up towards the center door, you'll see a fairly disgruntled Matelite. Walk towards the next room (the leftmost path) to trigger a small scene with Sendak, who asks you to name the ship (default: Farnheit). Once again, follow Hornet to proceed. Once on the bridge, move forward a step and Diana/Frederica will drag you out into the middle. Matelite and Taicho will storm in, and Sendak christens the new ship (with whatever name you chose). Watch the scene as Taicho puts up a flag (where is it? I don't see any flag) above the helm, and proceed to the next chapter. --------------------------------------- Chapter 2 - The Legend We Dreamed Of... --------------------------------------- As the scene opens, you'll see Yoyo locked away on Campbell, in the Granbelos Fortress. You'll then see Palpaleos, Sauzer's right-hand man, enter, followed closely by Sauzer. Another flashback scene will be triggered, this time with Sauzer and Palpaleos, where you will learn a bit more about Sauzer's ambitions with Yoyo. When you regain control of Byuu on the Farnheit, you'll see all the characters lined up. First, I would take some time and wander around Farnheit, getting used to its layout. For now, Sendak's (the captain's) room is off-limits, and there is a crewman standing in front of Yoyo's room. Talk to him, and he'll let you in for a quick peek. Talk to him again, and he'll run off to the left. Talk to him one more time, and he'll giv you the option to buy some things. Don't bother buying any of the books yet, unless you have some spare money - if so, the Difficult Books and Porno Mags are your best bets. You can also talk to the shopkeepers and the Mini Devils in their little store area. The weapon salesman will give you a hint about defeating enemies with different elements (listen to this! it will be very important throghout the entire game). You can also buy some items with any money you might have won in the Prologue and 1st chapter. I would HIGHLY recommend buying some Drugs and Heals, and maybe a Litancible or two from the Item Shop. BTW, you can't go outside yet - the Dragonkeeper blocks the way. When you're ready, go back to the bridge. A couple things to do here. First, talk to Gunso (the Heavy Armor next to the empty space) to get your first Gunso ??? item. Talk to Melodia (in the lower-left corner of the formation) to see a small scene (pick Yes). Talk to Hornet (the captain) to see another small scene, this time involving the Farnheit. Finally, move into the space above Rush (the center guy in the top row) and choose the second option to proceed. You will see Taicho and Matelite come out. Rush will then ask whether you want the short or long versions. They are basically the same (with minor word differences), except the short one is much shorter. Choose whichever you want. Matelite will divvy up the power aboard the ship (seems like a tyranny, if you ask me). You'll then move to the practice session. During the practice session, you will have to follow simple directions, mostly involving turning (press the direction you want to turn). Don't worry, it doesn't really count for anything. The first one is a bit tricky to get, but you can continue even if you get it wrong. For the other directions, time is not a problem - just turn the right way. If you ever make a mistake, you'll skip ahead to the next scene. The sequence is R, U, L, U, R, U, R, U, L, R, and U. Finally, if you got them all right, Matelite will ask to you to turn around - don't worry, this is impossible. You'll then go on to the same scene as those people who messed up sometime through. And remember, this doesn't count for anything, so don't worry if you missed one. Next, Taicho will ask if you want to know about formations. If you don't (and you probably don't), I would recommend choosing the first option. He will quickly tell you about Formations, some class characteristics, and how parties with the same class have stronger field attacks. Choose yes to continue. After you are finished, the Dragonkeeper will (magically) appear. Talk to the Dragonkeeper, and he will disappear back outside the Farnheit. First, before you go visit him, you should talk to Sendak, then follow him into his room, the door directly south of the bridge. Once inside, talk to him (he's in the bed), and he will leave the bed (choose whichever option you want when the time comes). Leave his room, and go south to the Shops. Talk to the Dragonkeeper, and follow him outside. Once outside, you will see your 4 dragons. Talk to the Dragonkeeper again. If you choose Yes, you will go through several small introductory steps, where the Dragonkeeper will teach you several things about taking care of dragons (namely feeding them, pairing them in Formations, their personality, etc.). After all that (or, if you chose No the first time), you will meet the 5th dragon. Talk to it to give it a name (default name: Twinhead). From here on, you can either feed your dragons, or talk to the Dragonkeeper and go back inside. For more tips on feeding dragons, check out the Tips/Strategies, under Dragons. For now, I would recommend feeding them the Grasses that you got in the Chapter 1, and maybe any elemental items you might have won in the first two chapters. Don't forget, your characters can equip most of the weapons/ armors that you may win in the first two chapters - they are generally better than their starting weapons, so you'll have to find a balance b/w equipping your new gear and feeding it to your dragons. Also, before you leave, talk to Frederica (the passed-out Priest in the top- right corner of the formation). When she asks, you can choose to take her medicine to gain 5 DRUGS, 5 HEALS, and 5 LITANCIBLES. I'm not sure if there will be any bad results from this, but for now, I'd say go ahead and take them. When you're ready, talk to Hornet, and choose the second option to go into battle (the next option, like most, doesn't make a difference). Away to Campbell we go! <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of the boss ENEMIES: 3 Soldier x4 (1, 18) (4, 17) (10, 19) 3 Soldier x2, Warbuster (7, 14) (5, 9) (9, 9) 4 Soldier x2, Ice Magus x2 (3, 12) (9, 11) (10, 4) (3, 5) 1 Soldier x2, Lanzenritter [BOSS] (7, 3) EXP: 200 ------------------------------------------------------------------------------ Woohoo! This is the first battle where you can actually change the formations! Good stuff. Unfortunately, you still don't have many party members, so your formations will be pretty simple, but this is good news nevertheless. A couple of tips: 1. There is no really good reason to keep the Knights and Heavy Armors in a single party. Although their Critical (or Defense) ability does pile up with two in one party, it's MUCH better to spread them out, so each party gets a bit of the good stuff. 2. For the time being (or at least this chapter), put your Wizards/Summoner into two separate parties. This gives you a bit more mobility in attacking two enemy parties at once, and doesn't really sacrafice that much firepower. 3. Each party should have some form of field attack. At this point in the game, your most economical field attacks are either: Lancer Dusts, Wizard or Priest Spells, Matelite's Inspire, and Mini Devil Dances (no MP!). Try and divide your parties so that each will have one field attack for good EXP. 4. Your Light Armor is very important. Although the bonuses at this point in the game may not be much, be sure to put her in a melee heavy party, so they can move that much faster. My recommend parties: Party 1: Cross Knight, Knight, Heavy Armor, Lancer Party 2: Royal Guard, Knight, Heavy Armor, Light Armor Party 3: Knight, Heavy Armor, Mini Devil x2 Party 4: Summoner, Wizard, Priest, Lancer Party 5: Priest x2, Wizard x2 As to your dragons, it doesn't really matter at this point. No matter what you do, your dragons are so weak that it won't make too much of a difference. However, I would highly recommend putting ThunderH with Matelite's party, Molten with your Priest party, and Twinhead with your Wizard party. This is basically so you won't forget to do it later. When the battle starts, Matelite will give a brief speech about melee vs field attacks (more specifically, about the PR won after killing an enemy). His point is valid - enemies destroyed by field attacks will give half the money. One more thing to mention - the big forest in the middle of the level. You can easily set this on fire using fire-elemental field attacks (ex. Flame Gaze or Fire Hit), so be careful. However, you can also use this to your advantage by setting forest fires underneath enemy parties. Do this if possible. If the fire ever gets out of control, use Ice magic (or let the enemy Ice Maguses do it for you) to put it out. The now dead fire cannot harm you anymore. Also, forests severely limit your movement rate, so try to stay away from them. The key to this battle is to be patient. There are a lot more enemies, and they have a positional advantage over you. Just take your time, gang up on enemies one at a time, and make the enemies come to you. If you remember this, you should be fine. Dragons, however, should be set on Go at all times, unless otherwise noted, as they have little fear of being overwhelmed. When the battle starts, move your two "in-between" parties (parties 2 and 3) forward and towards the side of the map. If they can, use field attacks on the nearest Soldier parties (but they probably can't). Otherwise, just use a field attack somewhere nearby (WARNING: be careful about forest fires) for free EXP. The middle party should pick a side and go - once again, if they are within range of an enemy (and Swordtechs have a LONG range), feel free to use one, otherwise use it nearby for free EXP. Don't go through the middle - the forest is really bad for your movement rate. Your flank parties (also probably your magic parties) should park themselves right behind parties 2 and 3. Hopefully they're within range of the enemy - if not, it's ok. The idea is to shield your weaker parties with your stronger melee parties, to protect them. The enemy AI is pretty dumb - they will always attack the closest (not the weakest) party. Take your time with the Soldier parties, and also with the Warbuster party slightly further up. The key is to protect your weaker parties, and let the Heavy Armors/Knights absorb damage. Feel free to heal them with your Priest parties - hopefully you have two, so they can either heal separate targets or combine power on a single one. Let your dragons do the majority of the work, and swoop it for the kill when the enemies are sufficiently weak. Continue your small little formation until you reach the cliff, where the Ice Maguses will start sniping you. They're not going to be move, so you're going to have to go chase them down. Break formation here. Your melee parties should go straight ahead and choose ONE of the Warbuster parties to attack. Make sure you don't try and take on two. Be careful, as the next tier of Ice Maguses or the Lanzenritter might start to attack you. If so, retreat back to your magic parties, and snipe them out from there. Your other parties (and dragons, hopefully) should start attacking the Ice Maguses with field attacks, especially Flame Gaze. Try and both move them up while still attacking at the same time, so you can gain some ground on the faster melee parties. If at any time your dragons start to weaken, put them on Come and have them attack nearby parties. Don't bother healing them - the attack magic is much more important for now. If at any time your parties get hit by Sleep magic, use some Heals (hope you bought some!). Once your melee parties have finished off a Warbuster party, you have a decision to make. You can either help your magic parties with the Ice Maguses (if they aren't doing enough damage), or attack the other Warbuster party, with the first option taking priority over the second. I would recommend the first one anyway, as the Lanzenritter tends to sneak up on you around this point. Once the first set of Ice Maguses are done, move on to the second. Hopefully, your magic parties have moved up enough that they are within range to attack the next set. Repeat the exact same process, with a couple new twists - your melee parties should be dealing with the Lanzenritter (but make sure not to kill it yet!), while your magic parties should camp off on the sides of the map, to avoid any Javelin Throws. When everyone is dead (except for the Lanzenritter, of course), gang up on it with all 5 of your parties and dragons. It shouldn't take too long. Just be careful of any Javelin Throws that might kill a party (or a dragon). There is no more rush at this point, so use your Priests to heal any injured parties. When you're done, don't forget to defeat the boss with an element - Ice and Fire are good bets. <EOB> ------------------------------------------- Chapter 3 - The Green Continent of Campbell ------------------------------------------- Aha! We've finally made it to Campbell, where Princess Yoyo is being held captive by Sauzer. It doesn't look like it's going to be easy, though. The fortress in Campbell is surrounded by walls and a river - this rescue mission isn't as easy as originally thought. When you regain control of Byuu, talk to Sendak and choose to Call the dragons (the other one doesn't do anything). You'll see a new character pop up in the SW corner. Go talk to him. I insist. This is the famous (infamous?) Battlefield Salesman. Yes, that is actually his name. Battlefield Salesman. For now, he acts like the shops on the Farnheit - you can buy weapons/armor/items from him. For all you eagle-eyes out there, you'll notice he sells the EXACT SAME THINGS as the shops on the Farnheit. Once you're done browsing, go talk to the Dragonkeeper for a brief info session on dragon feeding. It basically talks about the different personalities that dragons will develop after eating certain items (namely: weapons -> attacking dragon, armor -> timid dragon, sweet food -> spoiled dragon, bitter -> unspoiled dragon, books -> smart dragon). Once you're finish listening to his lecture, go ahead and feed your dragons. If you won any elemental (or good) items in the last chapter, feel free to feed it to your dragons. When you're ready, talk to Sendak and choose the second option to go to battle. <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of Groyer ENEMIES: 3 Soldier x4 (10, 10) (14, 10) (14, 6) 4 Soldier x2, Warbuster (12, 3) (12, 8) (12, 12) (12, 15) 2 Soldier x2, Ice Magus x2 (11, 14) (13, 14) 1 Ice Magus x3 (11, 6) 2 Warbuster x2, Gran Launcher (5, 13) (18, 12) 1 Warbuster x2, Groyer [BOSS] (12, 6) EXP: 400 ------------------------------------------------------------------------------ BTW...what's Daikon? As the battle starts, you'll notice a few things immediately. First off is that you are on a completely separate island from the enemy parties. The only way across (at the moment) is a small bridge. That can be easily remedied by having your Wizards/Cross Knight cast ice techs on the water. Remember, your ice techs are fairly small, so this may take several castings. For this reason, your Wizards should always be the first parties to move. Also, you'll that the enemy has a complicated wall structure set up. The bad things about walls are that you can't go through them. In order to pass, you'll have to find a gate. Or, you could bust them down with thunder techs. The second option being preferred to the first, obviously. Finally, you'll notice some small little buildings (wells?) on the ground. These are structures, and they'll heal any party that's standing on top of one at the end of your/their phase. They heal both enemies and friendlies, so be careful. Unfortunately, the majority of them are on the enemy's side, so they won't be too helpful. Destroy them with thunder techs. I should also mention that walls have the same sort of healing effect, so that gives you two reasons to take them out. As the battle starts, send out your Wizards to create some ice bridges. Try to stagger your parties a bit, so that they will all fit on the bridge (or at least somewhere near it). You want to try and cross in as little time as possible, or else the enemy will start crowding you. If you have a Light Armor party, they will likely have the highest movement, so keep that in mind as well. Hopefully you have at least 2 Wizard parties, so you can cast 2x as much Ice Magic. Once your parties have crossed the bridge, take control of your Wizards again. This time, they'll be using thunder magic to break the walls. Do this first, so your melee parties will have increased mobility. Then, move your melee parties up to take on the enemies. Your first targets should be the Ice Maguses, then any Warbusters in the immediate area. However, don't go out of your way to hunt down Warbusters - you have bigger threats. Those threats come in the way of Gran Launchers (or more simply, cannons). They have INSANE power, especially since you're fairly low-leveled, and also insane range. THESE are your targets. As soon as you can, send your melee parties towards one. I would recommend sending all of them, as you'll want the extra firepower. Also, send a magic party that way (or have a Lancer/ Cross Knight in your melee party) and have that party use a thunder tech on the Gran Launcher. It's situated on top of a Structure, so it will gain back HP if you don't do something about it. A Priest party would also come in handy, as Catapult can do a lot of damage. Remember to spread out your parties into an "X" formation, so that no more than one party will receive the damage. When taking on the Gran Launcher parties, make the Gran Launcher itself your first priority, as it does more damage (and on the field, too!). True, you're giving the party movement ability after the Gran Launcher is defeated, but it's a better deal to take it out first. Once you've finished off one Gran Launcher party, head back towards the other one. You might meet other enemy parties along the way - return blows, but don't stay and fight them. Use your magic parties to snipe them, or maybe *one* of your melee parties to handle them. Remember, your priority is the Gran Launcher. Once you've finished off BOTH Gran Launchers, go ahead and move up towards Groyer, remembering to destroy the walls along the way. If you need to, now would be a good time to heal up, either using Structures or White Drug/items. Both work fine. Once you get up to the boss (Groyer), take out the surrounding enemies. I'd start with the Ice Maguses, as their magic spells are probably the most dangerous threats for the time being. Don't worry too much about Groyer - his Daikon Chop does about as much damage as Catapult, and it only hits one person at a time. Don't forget to defeat him with an element for the items. Once the Gran Launchers (and walls) are out of the way, this level is a cinch. <EOB> -------------------------- Chapter 4 - Full of Regret -------------------------- As the chapter starts, you'll see Matelite and Taicho run up the stairs in the upper-right. Then, Sendak, Lukia, and Rush will file in. Now you can move. If you talk to Sendak, he appears to have overreacted and wore himself out (wimp), so Lukia will take care of him. Talk to Rush, and go up the stairs to continue. In the next room, you can talk to Matelite to stop his running around, albeit for only a small moment. Taicho smells Yoyo's "fragrance", and he appears infatuated. Again, talk to Rush to continue. You can choose either option: the first shows a bit about Rush's true feelings for Yoyo, while the other makes him kinda pissed :). It's all the same in the end, though. Follow him into the next room. In the next room, go up into the cell (you can walk through the door). You can talk to Rush if you want, who only points out the obvious (that Yoyo isn't there). Then, talk to the...thing...in Yoyo's bed, who appears to be daydreaming about her (geez, everyone loves Yoyo). He will then run off to the upper-left corner, mistaking you for General Zomberd (who you will meet later). Talk to him again. This time, he finally figures out that you are the Resistance. Talk to the soldier yet again (this time in the upper-right corner), and choose either option (I highly doubt it makes a difference in the long run, but one is obviously much nicer than the other). They both lead to the same ending, anyway. Regardless, Matelite and Taicho will walk in (and you can see a bit of their sadistic side, too). Talk to the soldier another time, and he will reveal that *gasp* Yoyo was taken by Emperor Sauzer (remember him, in the Prologue?). Yoyo is now hidden in the forest to the north (whatever that means). After a threat of more torture by Matelite, the Soldier does a really cool jumping move (0_o) and escapes. This time, follow him out the door and back to the previous room. Here, you'll see the dragons (how the hell did they get here?!). Now you can feed them any items you may have gotten from the last couple battles. When you're finished, go back to the first room. Here, talk to Sendak to get a little more about his true feelings (but not for Yoyo :-P), and talk to Lukia to proceed, who reveals that Rush is still chasing that Soldier. Rush will come back in, bringing with him the Battlefield Salesman (who still sells the same stuff as last chapter, so there isn't much to be gained from talking to him. However, you can talk to him to equip any items you may have won from last battle). When you're ready, talk to Lukia to proceed to the chapter battle. Make sure you have a good supply of Heals for this battle - if not, go buy some from the Battlefield Salesman. You'll want them to deal with Petrify. Also, some Magic Gins would come in handy, as this next battle will be a long one. <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of Zomberd ENEMIES: 3 Soldier x4 (0, 17) (2, 17) (1, 18) 3 Ice Magus x3 (19, 5) (21, 5) (20, 6) 2 Warbuster x2, Groyer (2, 4) (1, 6) 2 Highlander x2, Flame Magus x2 (27, 29) (26, 3) 1 Lanzenritter x2 (3, 2) 2 Highlander x2, Cure Mage x2 (0, 1) (20, 4) 1 Centurion x2, Palpaleos (15, 3) 1 Groyer x2, Zomberd (15) [BOSS] (0, 4) EXP: 750 ------------------------------------------------------------------------------ God, I hate this level...and pretty soon you will too. The first time I played this level, I lost a dragon. Pretty sad, eh? This map is HUGE! 27 x 34, to be exact. That means that your 5 parties are going to be spread out, unless you take special measures to bunch them together. Terrain in this battle will be fairly important. As you can, just south of your starting position is a river, which limits your movement as you try to attack the enemies in the southeast. Just north is a mountain, which poses no immediate problems, but is awful when you try to move across the top. Also, take note all of the forests, especially in the northwest. These will be vital to your victory. Now, onto the enemies. There are 3 main enemy groups - one in the NE, one in the SE, and the main group in the NW. The ones in the SE and NE are the least dangerous, but that doesn't mean you can take them lightly. Also, the group in the NW has a small group of Soldiers just south of the main group, which might cause some early game problems. And, most important of all, there is one special enemy in the NE. His name is Palpaleos, and he is insanely strong. He also has two of his insanely strong buddies with him. Don't fight him, hell, don't even get near him, or else he'll let lose with his Swordhits (just like Byuu's, except 10x stronger) and kill you. Just leave him alone. He doesn't move, so as long as you don't actively seek him, he shouldn't bother you. He'll leave the map on the beginning of the enemy's 3rd phase, so you can forget him after that. One more thing of notice: the enemies will move, regardless of how close you are to them. This means that any turtling ideas you may have had won't work, so don't even bother. Of course, this doesn't apply to Pal, who doesn't move anyway. This battle is going to be all about strategy. S-T-R-A-T-E-G-Y. That is, dealing with when the enemies will come to you, how many will come at a time, and (most importantly), which/how many parties you will have to deal with them. Therefore, as the battle starts, I suggest you stop for a bit and think out a plan. You want to hear my plan. Oh well, I guess it's my job... As the battle starts, send a Wizard party and your fastest melee party south. They'll want to deal with the two parties down there. Remember, speed is of the essence, so finish the job as quickly as you can. The key point is to use your fastest melee party, so they can recover fairly quickly. The Wizards are for sniping, of course. Use Heals if you must, as Petrify can get annoying after a while. Meanwhile, your other 3 parties should be focused on one thing: staying put. They should be in that little sheltered area beneath the mountains. If you really want to move them, a little bit to the left is ok, but try and make sure you don't past through that natural chokehold between the mountains. I'd recommend setting your dragons on Come at this point, so that they don't do something stupid and get killed. So, as your main parties wait, the enemies will begin their approach. Now, if everything works out well, the first group you'll fight should be the 3 Soldier parties. Next should be the Ice Maguses from the NE. Finally, last will be the main enemy party with Zomberd. When the Soldiers come, let them enter your little enclosed area. If you want some extra damage, I'd recommend setting the little patch of forest right outside the pass on fire. This will do some damage to the Soldiers that are waiting to file in. Otherwise, don't waste your MP - you'll need it for the boss. The Soldiers should be fairly easy to take out with normal attacks. Dragons can be set on Go while the Soldiers are close by, but should be reset to Come once they're destroyed. BTW, about now (or probably sometime before now), Pal should have left. And good riddeance to him, too. Once the Soldiers are done with, the next set of approaching enemies will be the Ice Maguses and the Cure Mage. Now, one very important thing to point out about Cure Mages - they cure. And it's annoying. Very annoying. So, TAKE THEM OUT FIRST. Regardless. Using field attacks to soften them up first works well, and go in and finish them off with a Pulse/Smash. Once you've taken them out, though, conserve your MP. The Ice Maguses will need to be killed with normal attacks, or else you might run out of MP in this marathon battle. Again, make sure your dragons are on Come when all the Ice Maguses are destroyed, so you can get ready for the boss. Try not to heal unless you *really* need it, or use Drugs instead. The castle right by your starting point will also help. Also, hopefully during this time, your southern parties have mopped up the Flame Maguses down there. Send them back up to bolster your main group, and heal them with Priests if you need to. Now, start marching your parties out towards the main boss. If you need to, put out those fires you started earlier with Ice Magic. If you've been timing this correctly, they should be about halfway down (maybe more) the map. Begin to take them out. Your first target should be the Cure Mage, followed by the Lanzenritters. Healing spells and good field attacks really suck (unless they come from your side, of course). Things will probably be a bit cramped, so try and spread out your parties as quickly as you can. Now would be a good time to let lose with all of that MP we saved up. Also, set your Dragons on Go, but be sure to recall them if they ever get seriously damaged. And the odds of that are much higher than you might expect. Be very careful of Zomberd too, as his melee attacks are fairly strong. Once the two field parties are done with, split up your remaining parties among the two Groyer/Warbuster parties. Your Priests should have their hands full about now, so use items (if possible) to cure in addition to White Drug. If you're *really* lucky, one of your dragons might know Refresh, which will help out. When you're ready, take out Zomberd. Remember your elements! God I hate this battle... <EOB> -------------------------- Chapter 5 - Emperor Sauzer -------------------------- As you enter, you'll notice the scenery is a bit different - you're in a forest now. After a little chit-chat between your characters, the Battlefield Salesman will walk in and interrupt (I love that guy!). Sendak will then comment on the presence of a Holy Dragon in the area (which is much more important than anything else said in the entire chapter). When you get a chance, talk to the Battlefield Salesman, who finally got some new items. Look in the shops section to find out what they are. After you're done shopping, talk to Bikkebakke twice. From there, you can either choose to call in the dragons, or go ahead and attack without feeding them anything. If you call in the dragons the first time, talk to Bikkebakke again to start the battle. <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of all enemies ENEMIES: 2 Triphid x2 (8, 25) (12, 32) 1 Triphid x3 (1, 24) 1 Vampire Bat x2 (5, 29) 2 Dendrobium x2 (7, 20) (6, 8) 2 Sky Hawk x3 (2, 15) (12, 17) 1 Chimera x1 (5, 11) EXP: 1100 ------------------------------------------------------------------------------ Fun, yet another big level. This one will take a while to clean out... Because of the relative size of this battle, the key thing is to be patient. Don't let your parties stray too far apart from each other, or else they might have problems surviving on their own. Also, make sure you can tell the different enemies apart - some of them have similar field sprites, but are fairly different otherwise. Be careful. One important new terrain feature here: the poison swamp. If you want more info on it, check out the Terrains section of Tips/Strategies. It will suffice to say that you shouldn't end your turn on it, or you'll take damage. However, you can use White Drug to fix the swamps, so I hope you have your Priests ready (and in at least 2 different parties). Also, at the very top of the map there is a dragon, appropriately titled "Dragon." You can't even move on it, and attacking it doesn't do anything, so just ignore it. You'll see what it does when the battle finishes. Remember, this battle will be very easy as long as you're patient. Try to have your parties line up before you attack. As the battle starts, move your 3 melee parties up (try not to let the Light Armor party get too far ahead). Your two magic parties should (hopefully) both have Priests in them, and they should both cast White Drug on the swamp in front. When your melee parties are all within range, send them out to take out the first enemy party. Dragons should be set on Come if you want to maintain the whole strategy of the battle, but Go wouldn't hurt either. Move your parties in groups - the 3 melee parties as the frontline, and the 2 magic parties as backup healers/un-swampifiers. Attack each enemy party with the 3 melee parties. The enemies here aren't that strong, and they are sufficiently spread out for this strategy to work. As long as you don't move too fast, this level should be a cinch. All the enemies should go down quickly to the divide-and-conquer strategy. The only possible exceptions are the Dendrobiums (because of their high HP) and the Chimera, which is one hell of a nasty enemy. The Dendrobiums won't kill you, because they don't do much damage - they just take a while to fall. However, the Chimera can back up its high HP with some devestating attacks. For the last two enemies (probably the topmost 2, the Chimera and the Dendrobiums), the Chimera should go first. Set your dragons on Go, and try and have them soak up as much damage as possible. Your field attacks should be helpful here, as you try and snipe down its HP. Keep up your HP with White Drug. Also, ignore the Dendrobium group that might be attacking you - just focus on the Chimera. Once you're ready, finish it off with melee attacks. Now you can finally take down that last Dendrobium. <EOB> Look, all your favorite people are here now! Sauzer, Palpaleos, Yoyo, and those damned lovable Soldiers. Let's go get Yoyo! Matelite rushes off, but he is stopped by Sendak's silence. When Sendak finally speaks, he will talk about the mysteries of Sauzer's actions, and Yoyo's capabilities as daughter of King Kahna. It appears that she can speak to the Holy Dragons (dun dun dunnnnnn!), which also shows a bit more about Sauzer's intentions. Everyone will rush off, then you'll get control of Byuu. Talk to Sendak to continue. You'll see some flashes up north, then Sendak and Lukia will rush off. Follow them up the map. Here, you'll see everyone who rushed off in the beginning, most of them in some form or shape of hurt. Most of them won't even say anything (Taicho can't even get up), except for Matelite. Go talk to him to proceed with the story. BTW, if you try and approach Sauzer/Pal/Yoyo etc., Matelite will tell you to wait. Sauzer will then talk to you for a bit, then call Yoyo. He'll then command her to talk to the Holy Dragons, but Yoyo doesn't want to (or maybe can't..?). Sauzer will talk a bit more, then he'll pull a fast one on you - he'll give Yoyo back to the Resistence. Surprising, eh? Then Pal will quickly yell something, and Sauzer will attack. <SOB> ----------- Mini-Battle ----------- Party: Byuu (max HP/SP), Matelite (10 HP/0 SP), Taicho (10 HP/0 SP), Sendak (10 HP/0 MP) Enemy: Sauzer (infinite HP, 250 MP) That's right, he has infinite HP. I-N-F-I-N-I-T-E. He will not die. Period. Even in Ex-Play. So, don't bother to attack him - hell, don't even bother reviving Matelite/Taicho/Sendak after the first attack. It'll be a waste of items. Remember, you are SUPPOSED to die. Just admire the coolness of his attacks until you fold over. For more details on Sauzer, check out the Enemies section. <EOB> Seeing all her favorite people lying dead (or almost dead) on the battlefield, Yoyo will finally talk to the Holy Dragon for Sauzer. She'll run into the battle and do the summon animation for Valitora, which is apparently what Sauzer wanted her to do. You'll then go out of the Battle screen and back onto the field. Yoyo will be standing in front of the Holy Dragon, glowing (whoa...). Sauzer will exclaim that he has the power, then immediately faint (loser...). Pal will call his dragon to pick up Sauzer, and approach Yoyo. At this point, you will regain control of Byuu. This time, everyone except for Lukia is knocked out cold, so you have no choice but to approach Pal. He will then return the Princess to you, and fly away on his dragon. From here, go talk to Yoyo. Miracously, everyone's wounds seem to have healed instantly. Yoyo will then faint, and everyone will crowd around to find out what happened... You'll then move to another place, where Yoyo seems to have revived. Yoyo then goes into a dream state, imagining herself back in her prison room in Granbelos. You'll see Pal walk in, and Yoyo and him will have a small talk. Suddenly, Pal fades away, and a dragon-like sprite (Valitora) will come in his stead. This is Holy Dragon Valitora (the same one lying there throughout the entire chapter). It (He? She?) will talk about the legend for a bit, and hint at the story for the rest of the game. He also talks about the "Dragnar", which will have greater importance later in the game. Then, Valitora will approach Yoyo, and actually settle inside her head (awesome!). -------------------------------------- Chapter 6 - It's Not a Dream, is it... -------------------------------------- You start out on the bridge of the Farnheit. Not much to do here in terms of the plot, although you can have some fun here. Talk to Taicho (on the right side) and you can tell him how he looks. Also, you should talk to Bikkebakke (upper-left), who tells you to talk to him later. Finally, you can talk to Hornet, who will give you the chance to steer the ship. Do this by pressing A while facing the "helm." However, you do such a bad job (0_o) that he won't let you do it again (haha). From here, go south through the center door into the Captain's room (Sendak's room). You can talk to him if you want, but that won't do much. Instead, go to the right side of his room for some items. You can inspect the left side of the chest at the top for a DRAWER THING, and also the flowerpot on the table for an UNIUJI. Now for a surprise. Go up above Sendak's bed, and walk up until you're facing the green mirror on the wall. Then, take 1 step RIGHT and 2 steps DOWN. Press A, and you will get one of the vaunted PRINCESS ??? items. Exit the room to the north, then take one of the other doors down into the hallway. From here, you can go into the men's bedroom and talk to Gunso for a GUNSO'S ???. Also, go into the lower-left corner of the area with the beds, where you will see a crew member selling some books. Buy some if you can, but save your money for another store coming up later in this chapter. If you are going to buy something, buy Porno Mags and Difficult Books in equal numbers, as the Difficult Books will raise the wisdom that you lose by feeding dragons Porno Mags. Leave there, and enter the women's bedroom if you want (nothing important there). From there, go back into the hallway and enter the shops area, where the salesmen have the same stuff that the Battlefield Salesman had earlier. However, I would still recommend you save your money for later...you'll want to, trust me. You can also feed your dragons if you want. However, to proceed with the plot, you should go up towards Yoyo's room. From there, Zora will bust out of the room, knock Byuu aside, and yell for everyone else to come, and everyone else goes storming in. A confused Byuu will then stand up right outside the door. But before, you go in, there is one more small thing you should do: go back into Sendak's room, walk into his bed, face down, and press A for a BAD COOKIE. OK, now go back to Yoyo's room and enter. You can talk to the other people surrounding the bed and in the room for random comments, but you should talk to Sendak to proceed with the game. He will move from his spot, and you can then talk to Yoyo for the first time. Yoyo (dumb blonde girl) then wakes up, and notices everyone around her (liek! omg!!!). Check out Bikkebakke's line here - that guy's a born comedian! From here on, they'll spend some time talking about Yoyo's dream, and everyone will back off. From here, you should walk down until you are even with Matelite, which will trigger Yoyo to get out of her bed. She then tells a bit about her dream (Holy Dragon...blahblahblah...Valitora....blah*blah*blah), and also a bit about the legendary Dragnar. Blah blah blah. Now would be a good time for frame skip, if you're on an emulator. In any case, Zora will come back in and hit Yoyo (or, at least, knock her back a good 2 squares). She will quite literally slap some reality into her. Yoyo (and Sendak) will leave the area for now. *NOTE:* If you didn't pick up the Princess ??? item in Sendak's room, there is another one here. Go into Yoyo's bed, face down, and you will receive another PRINCESS ???. If you took the first one, this one will no longer be here. Before you take off for battle, make sure to check the men's room. Bikkebakke will be walking around in the southwest corner. You can choose to hear his story (sad, isn't it) or help him out by buying his mushrooms. Buy as many as you can (any type will do for now, although you should make sure you get all types eventually), as they are (arguably) the best dragon food in the game, at least in terms of cost:effect ratio. Also, go back to the Items Salesman, and buy some Heals from him. At least 10, to be safe. Now would be a good time to go feed the dragons. Feed them the mushrooms that you (hopefully) bought. If they turn into a form called an Uni Uni (or a Black Dragon), don't worry. Just feed them mushrooms until you want to stop, then feed them a Heal. This turns them back into a normal dragon. Also, about the Princess ??? item. You *can* feed it to one of your dragons, which will transform it into an Unknown Form. This Unknown Form will have ONLY lvl 2 attacks, but they are all holy/dark attacks (the strongest kind). It's up to you whether or not you want to feed it the Princess ??? item - I like to, because holy/dark attacks are rare in the early game. However, the downside is that they will always have weaker attacks than your other dragons, at least until chapter 22. Your call. BTW, if you make a mistake and feed a dragon the Princess ??? item without wanting to, you can use a Gunso's ??? item to reverse it. However, this wastes your Princess ??? item (of which there are only 5 in the whole game), so I would recommend against it. Now, a little list of advantages/disadvantages of an Unknown Form at this time in the game: Advantages - holy/dark attacks (which rock!) - holy/dark items (from using holy/dark attacks to defeat an enemy, which also rock!) - let you use ? attacks (which are also stronger than normal ones) - strong at first Disadvantages - weaker in the long run (lvl 6 normal attacks are usually better than lvl 2 holy/dark attacks, and you just got sidequests, so you can level up faster) - force you to use weak attacks in later chapters - easy to make a mistake with (accidental feeding, etc.) - look ugly What can I say...it's your call. One piece of advice - if you're a level-up freak, don't feed a dragon the Princess ??? item. Remember, if you're not going to use the Princess ??? items as they come, you should feed all 5 of them to a dragon once you reach chapter 22. When you've decided what to do with the Princess ???, go to the bridge and talk to Yoyo to proceed. Follow her into Sendak's room, and talk to her again. Keep following her around the room and talking to her (while she blabs on about getting hit and becoming a Dragnar). When she stops talking, go back to the door and talk to Sendak to continue, who tells you (finally!) where you'll be going next. Once Sendak leaves, you can go back into his room to talk to Yoyo (Byuu does some great impressions here - you'll just have to see them for yourself. Choose every answer), or talk to Matelite to keep going. After his little speech, talk to Hornet to go to battle. A couple of things to take care off when you get to the Pre-Battle screen. First, you have Yoyo as a usable character. Being one of the two Summoners in the game, Yoyo should definitely be put into an active party immediately. I'd recommend switching her out for either a Mini-Devil or a Lancer - your call. If you wish, you can pair her in the same party as Sendak for extra-powerful summons - however, I wouldn't recommend it at this point. Another thing to note (also related to Yoyo) is the use of your first summon: Valitora. This changes the Summoner's usefulness from abyssmal to AwEsOmE!!1! Trust me...you'll love it. Finally, and probably most important of all, you get to select Sidequests from the Pre-Battle screen. Sidequests are just what you would imagine them to be: optional battles that give free experience/PR/items. Sometimes even better than the exp/PR/items that you get from normal battles. You can find more details on Sidequests in the Sidequests section of Tips & Strategies, and also sidequest walkthroughs after the chapter walkthroughs. For now, I highly recommend you go through the Granbelos Fortress sidequest a couple of times. Get some Presenter-items and good exp, which should help out in the upcoming battle. Ignore Easy Dungeon for the time being - it's not worth the time. <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of Zomberd ENEMIES - Initial: 2 Highlander x2, Warbuster (15, 23) (20, 16) 1 Highlander x2, Flame Magus x2 (12, 15) 2 Gran Launcher x2 (9, 4) (12, 4) 1 Groyer x2, Zomberd (17) [BOSS] (11, 4) Eventual (after *the surprise*): 1 Highlander x2, Flame Magus x2 (5, 14) 2 Groyer, Blitz Magus x2 (25, 20) (25, 16) 2 Brummbaer, Warbuster x2 (19, 12) (2, 8) 2 Groyer, Brummbaer x2 (8, 5) (14, 5) 1 Highlander x2, Cure Mage x2 (10, 4) EXP: 1500 ------------------------------------------------------------------------------ For this level, I'm gonna make a small ASCII map (ph33r my ASCII skills!) .................................... .......////////////////////......... ....../////...E.B.E....//////////... ...--------...........---.......--.. Legend ...--------...........---.......--.. ¯¯¯¯¯¯ ....///////............//||//////... . = Ground ......//////....E....---...E..../... / = Water .......////////||////---......../... - .......////////||///////........--.. - = Bridge ......//./.....||////.//........--.. || = Bridge ../////..........E....--......../... B = Boss (Zomberd) ..//..................--......../... P = Parties ../////////////||//////........./... E = Enemy Parties ../////////////||////////////////... ...............PPP.................. ..............P...P................. God, that was hard... As you can (hopefully) see from the map, there are 4 main islands (NW, NE, SW, and SE) on the map. For example, the boss is on the NW island. There are also 4 main sections of land that surround the water in this map (N, E, S, W). For example, your parties start on the S border. I'm gonna use these terms to help describe the map in the walkthrough. From the beginning, this looks like a cinch. There are only 5 enemy parties (not including Zomberd) that stand between you and chapter 7. As a matter of fact, if you don't really want to spend any more time in this level, just bum rush Zomberd. You'll trigger *the surprise*, but that shouldn't really bother you too much. Just go straight for Zomberd, focus all attacks on him, and ignore everyone else. If you want some extra EXP and/or items and/or PR, you'll want to do something with *the surprise* (somehow I don't think it's that much of a surprise anymore). In that case, follow me. *The surprise* - well, Zomberd calls up some extra enemy parties as soon as you move onto Y:15 or up (Y:15 is the southern edge of the NW island, although it stretches to all parts of the map). Aforementioned parties show up as follows: 2 on W border, 3 more on NW island (including a Cure Mage), 1 on NE island, and 2 on E border. So, let's plan ahead a bit and get ready to take down these extra parties. At first, take a Light Armor party (preferably melee as well), and move it to the left. It shouldn't even cross the initial bridge, just move along the S and W border until it is at Y:16 and as far east as possible. This party's dragon should be set on Go. One of your summoner parties and your strongest melee party should go straight up the middle bridge. The melee party should lead, followed by the summoner backing up with Valitora. The last melee party should head to the SE island and finish off the enemies there, and then proceed to the bridge that connects the SE island and E border. Your last magic party (hopefully containing a mix of Summoner/Priest/Wizard) should move to the SE island and start making an ice bridge (using Ice Magic) towards the NW island - this is not meant to be a true bridge, but merely a method of allowing this party to heal the main party if necessary. Remember - DON'T move past Y:16 until you are absolutely ready and have eliminated all other enemy parties (except the Gran Launchers and Zomberd). When you're ABSOLUTELY sure that you're ready, move your center party just onto the southern edge of the NW island. Zomberd will spring his trap, but at least you'll be ready for it. Incidentally, the center bridge connecting the SW and NW islands collapses (huh...dynamite?). Repairing this bridge with Ice Magic should be one of your first priorities. Your left and right most parties should attack their respective enemy parties. As usual, magic-casting enemies are first priority, as melee enemies don't have a guaranteed method of set damage. Your two magic parties should lay in wait to bait any nearby parties, casting Valitora/Ice Magic/White Drug as you see fit. Your left-most party will probably have the hardest time of it, as they are working alone - however, they also get the easiest enemy parties to deal with. If you aren't strong enough, you can retreat all the way around, or get some help from the summoner on the central bridge. Focus attacks on the Brummbaer, and use those Smashes/Techniques. The right-most parties are pretty safe, as Blitz Maguses don't do that much damage. The biggest danger here is of drowning, so make sure you aren't standing on any bridges. Use that Priest party as best as you can. In the middle is the fun part. Have a Summoner party cast Valitora on approaching parties, while your melee party attacks. Using this strategy, the two Brummbaer/Groyer parties should fall quickly. Ignore the Cure Mage and Gran Launchers for now. Also, try and stay out of the range of the Gran Launchers to avoid taking unnecessary damage. When all 5 parties are ready, march them into the NW island. As usual, focus early attacks on the Cure Mages, followed by the Gran Launchers. If you're lucky, you can catch a group of enemies within a single Valitora. Zomberd is a cinch, as usual, and don't forget your elemental attacks! You should be getting a good idea of what you want by monitoring your dragon-feeding progress and attacking accordingly. As a matter of fact, you should be doing that the entire battle. <EOB> ------------------------------------------ Chapter 7 - The Legend of the Holy Dragons ------------------------------------------ The chapter starts with you in complete control of Byuu, while people roam about the bridge of the Farnheit. Go up and talk to Zora to see her storm out of the bridge after a small scene with Matelite. You can also talk to Rush and Truce to learn about Bikkebakke's mushroom shop (although you should already know about that from last chapter). Also, talk to Anastasia (who is acting as Ectarina's representative) at the bottom, say you'll do it, and go up and ask Hornet what his favorite food is (Sweet Wine). You can either tell this to Anastasia or lie and say Uniujis are Hornet's favorites, although I haven't seen any impact on the game from this. For now, go into Sendak's room. Go inside of his bed and search the bottom for a BITTER MEMORY. Also, go the left side of his room and face the right door of his closet. Look in there for a SHIP'S LOG. That's it in here, so go back into the bridge and go south into the Hallway. You'll see Melodia and the Mini Devils dancing. From here, go into the Women's room and talk to anyone for some fun (Diana's is probably the most interesting). When you're done with that, go into the Men's room to find that Frenze and Reeve have had a small argument. Talk to Gunso twice for another GUNSO'S ??? item, and don't forget to talk with the Crew member and Bikkebakke for some items. When you're ready, go into Yoyo's room and talk to her. She'll go into another one of her Holy Dragon ramblings-with-flying-glowingness. You'll see her sit down, but she's ok - also, FYI, there is nothing in her bed this time. Go into the Shops area and talk to the Shopkeepers for some laughs (no new items this time, sorry), and make your way outside. Here, proceed with your normal dragon feeding (go back inside and buy some mushrooms/Porno Mags with any extra money, and feed them to your dragons). When you're ready to leave, talk to the Dragonkeeper twice (once to hear his story, once to go) and you'll be off. By this chapter, I already had Salmando as a Holy Dragon. This gave him the long sought after invincibility, which definitely helped me out. Remember that I am a level-building freak, and I really went all out at sidequests, so you shouldn't need to have any Holy/Dark Dragons yet. Remember, to get a Holy or Dark dragon, raise strength OR vitality to 250, have fire/ice/thunder at 100, and either holy or dark at 100. <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of Zomberd ENEMIES: 3 Highlander x2, Blitz Magus x2 (9, 24) (12, 25) (16, 10) 1 Warbuster x2, Gran Launcher (10, 22) 1 Brummbaer x2, Blitz Magus (19, 17) 1 Brummbaer, Lanzenritter x2 (20, 15) 2 Brummbaer x2, Groyer (20, 14) (2, 11) 2 Gran Launcher x2 (19, 12) (1, 11) 2 Groyer, Lanzenritter x2 (16, 8) (15, 5) 1 Highlander x2, Cure Mage x2 (13, 4) 1 Groyer x2, Zomberd (19) [BOSS] (15, 3) EXP: 2000 ------------------------------------------------------------------------------ For starters, take a look around (or in the Map screen...whatever you want). There are 4 main areas - southern, western, eastern, and northern. You start in the southern area, and Zomberd is in the northern area. As would make sense, there are two ways to get to Zomberd: west and east. The west way is *considerably* longer, but there are only 2 enemy parties. The easy way is much shorter, but also more dangerous, and protected by a castle. Speaking of castles, that thing is really annoying, as it severly hampers your movement. There are also a new terrain feature added: autocannons. Stand one to three squares in front of them, and they'll attack you with the equivalent of a lvl 2 Catapult. Which isn't incredibly damaging, but it certainly is annoying. So avoid them. Also, one last thing - the bridges. As you might have noticed, this battle takes place in floating islands. The bridges pass over thin air. Therefore, if you use thunder techs when standing on a bridge, you run a big chance of sending yourself to instant death (and if Byuu dies, game over). Unfortunately, you're going to have to use those thunder techs. The castles are only breachable by thunder, and autocannons remain a nuisance until destroyed. So, divide up your Wizards. As of now you have 3 - I recommend putting them into 3 separate magic parties. Combined with Matelite's Inspire and Byuu's Thunder Hit, 5 separate parties can now use thunder techs. Whoopdedoo. However, be sure not to use Inspire when on a bridge, as you will meet certain doom. Also be careful with Mini Devils - I would recommend either leaving them out or just make sure you are never tempted to try a Dance on the field, as Mr. Gunfire can down three or four parties at once. The first couple enemy parties are fairly easy - just surround them and beat them to pieces. After that, you're going to have to make a decision about how to get to Zomberd. There are two ways - left and right. I recommend you send a Light Armor party and your weakest magic party (hopefully with some Wizards) to the left, and your other 3 parties to the right (one melee, two magic [hopefully including at least one or both of your summoners, and maybe a couple Priests]). The parties heading left should wait a little bit, or at least until the magic party gets into range. The Light Armor party will have to wait a little, but that's ok. Once both get into range, do the following: look at where the Gran Launcher is set up. Target one square beneath that with Thunder Gale (or Inspire, or something like that). You should damage the Gran Launcher as well as destroy the autocannon. Now, move your Light Armor party onto the structure directly east of the Gran Launcher, and attack it from there. Your magic party should do their best to stay out of the way. Your main goals have been accomplished - the autocannon is destroyed, and now your melee party is set up to attack the enemy and also heal some HP at the same time. Your magic party is also nearby to add some support to the melee party. Once both enemy parties are done for, move the Light Armor party to the right. Follow the road until you get to the small bend. DON'T move past this bend until you are completely ready (i.e. both sides are ready to attack), or else you'll trigger the enemies around the boss. Now, back over to the right side - if you've been following my walkthrough so far, you should have some Wizards here. Use them to destroy the walls of the castle, so that you have a bit more freedom in your movement. Then, go wild with Valitora. Your melee party should also move in and finish off parties weakened by Valitora. Keep moving all parties up through the castle, but try to shield your magic parties to the right side with your melee party. If you have some Summoners here, this area shouldn't be a problem. When both sides are ready, move your Light Armor party (the one that went left at the beginning) TWO spaces away from the bend in the road. This should attract the enemy Blitz Maguses to cast a spell or two. From here, gang up on them with the rest of your parties. Keep moving over until you also attract the Lanzenritter party, then destroy it. Now, all that should be left is the 4 enemy parties on top of the castle (and a few autocannons here and there). Use Wizards to destroy the autocannons and walls, then use Priests (which are probably in the same party) to heal the damage that will soon come from all the Javelin Throws coming your way. Make sure to take out the Cure Mage first, then the Lanzenritters, and finally the boss. As long as you make sure to use items (Drugs) correctly and make sure to heal as needed (remember, Summoners can cast White Drug from their Red Magic menu), you should be fine. Don't forget about defeating Zomberd with an element for special items. <EOB> You'll enter the town of Campbell. Matelite and Taicho will talk for a bit, then run off north to the queen. You can talk to the people around here, but they don't have much to say. In any case, it's time for some item hunting. Inspect the top barrel on the right side of the building directly west of Yoyo for a LIFE GRASS. Now go back east, south of the building, and to its east side. Inspect the top box for a SWEET HONEY. From here, go all the way north (you're traveling up the east side of town) until you reach the NE building, and inspect the right barrel for a HEAL SP. Now, go back to the building that is just north of the first building you inspected (it's the one in the middle on the west side), and inspect the left barrel for an UNIUJI. Finally, go to the boxes a bit NE of the previous barrels and inspect the top one for a POISON MUSHROOM. Now you can go into the castle (directly north). Oh yes, FYI, all the buildings are locked, so don't bother. Inside the castle, you can talk to some of the people to learn that (*gasp*) Campbell didn't want to be liberated! Now, go back near the entrance of the castle and stay on the left side. You'll see some stairs that lead down to the prison where the queen is. This...is the prison, where people who oppose the queen are put. Oddly enough, none of the prisons are locked, so the people are free to come and go as they please - they just stay because they respect the queen (talk about devotion!). After you enter, make your way south to see Taicho and Matelite (who hasn't quite calmed down yet). Walk around them to the left, and enter the prison to talk to the queen. She'll blab on for a bit about how you shouldn't have liberated Campbell, then Matelite and Taicho will leave and Yoyo and Sendak will come in. Yoyo will start talking to the queen, while you leave and talk to Sendak. Follow him, and leave the castle completely. First, before you meet him at the pub, there are a few other things to do. You can go the SE house to find the Battlefield Salesman (wah!). Inside his house, there is a small collection of barrels on the left. The barrels look like this: X S X X X Inspect the S barrel for some SWEET WINE, which prompts the Battlefield Salesman to say he'll give you some for free. There's also a letter in the NW corner that you can read if you want. Also, you should go to the SW house to find Matelite, Taicho, and Barclay. You'll learn that Matelite is autographing weapons and armor and selling them for a good deal of money - however, it's all worth it. Matelite equipment is among the best in the game, and you'll be using it for more chapters to come. Buy as much as you can, and equip it (it doesn't really make good dragon food). Go inside the middle house on the eastern side, go all the way to the NE corner, and inspect the northern desk for a SWEET MEMORY. Now go back left a bit (to the other side of the beds), and inspect the southern desk in the hallway for a DIFFICULT BOOK. Finally, go the cabinet near the entrance, and inspect the left side for a DRAWER THING. Now, go to the NE house. Go to the left side (the other side of the bed) and inspect the nightstand for a HEAL SP. Now, talk to Bikkebakke to learn about this old man's scam. Talk to the old man on the right, and talk to Bikkebakke again. You can choose whatever you want. If you let Bikkebakke give him some, you'll actually get 1000x that amount later in the game, but it takes a while to regain that money. Finally, go into the pub, and talk to both the man behind the counter and to Sendak. You'll learn that Campbell has a dragon squad, although it has never been labeled a threat. Go up to the second floor to meet this "pathetic excuse for a person". Upstairs, check the cabinet between two tables for a PORNO MAG (ha...guess that's why this guy is so pathetic). You'll also see a dragon flying around in the NW corner, as well as a guy sleeping in the NE bed. You can't do anything with the dragon, so talk to the guy. You can do whatever you want with him, but to get him out of bed you're going to have to hit him (second option). He'll wake up and start sweeping the floor, and also inform you that his mom is with you (!). Just then his mom walks in...and it's Zora! The guy runs and hides under the dragon. He's scared stiff now, so talk to Zora, who explains how her son got here. Zora will ask him to control "his" dragon, which obviously does not follow his orders. Zora will then come to Byuu and ask him to command the dragon. Choose Come (Wait does nothing) and the dragon will come. After that, you'll have gained two new party members: Zora's Son (obviously, the guy who is Zora's son) and a new dragon! Talk to the new dragon to name it (default name: Munimuni), and leave the pub. Talk to Truce (he's at the very south part of the town), and tell him twice that you want to leave. People will start coming out (Matelite, Sendak, Yoyo) of their respective places. Talk to Yoyo (haha...she blocks the entire path with her body, so you can't get past). Queen Campbell comes running out of the castle, admits she knows of the legend (omg liek plot twist!), and adds a bit more to the ancient quote - "A weak-minded person shall summon forth a disaster from the heavens". Scary, ain't it. Watch a couple more scenes involving Valitora, Sauzer, and a bunch of other random things, and then you'll all leave. However, the scene remains with Queen Campbell. She'll send her trusted servants Joy and Nelbo to go with you, as well as directing you next to the city of Mahal. She then admits that SHE was the weak-minded person who told Sauzer of the legend! Blah blah blah bleh... --------------------------------- Chapter 8 - Mid-Air Dragon Battle --------------------------------- Blah blah blah...more pointless storyline action. Sauzer has a dream (or was it real...?). *twiddles thumbs*. Hey, we're back on the Farnheit! Matelite and Taicho talk about going to Mahal, Taicho's hometown. Then starts the infamous fun known as the "Hour Game". Actually, that's just my really bad name for it, and it's not that infamous, but it sure is fun... So, you (Byuu) can choose how much time passes, and different things happen each hour. If you want to speed ahead, choose the maximum of 3 hours each time. If you want to see everything, choose the minimum of 1 hour each time. So, let the Hour Game begin! (notice: apparently the game is a bit glitched, and if you choose 3 Hours at the very beginning [and only at the very beginning] you'll go to Hour Two instead. Thank you.) Hour One: Taicho and Matelite talk a bit. Matelite gets bored. Hour Two: Turbulence, and Matelite leaves. You take control of Byuu, and if you move towards the doors, Matelite comes out and screams at you (this also applies to Hours Three-Four). You can talk to Hornet or Taicho if you wish, but go over to Matelite's post (other side of the wheel) to continue. Taicho reports the All Clear, and the Hour Game continues... Hour Three: Talk to Hornet for one of the best one-liners ever - "My lover is this ship..." Thank you, Dejap Team, for making my day. Um...yeah. Talk to Yoyo, and you'll get a bunch of questions. Anytime you make the "wrong" decision (they're pretty obvious...), Yoyo will say Sorry and run off. Otherwise, she'll go and stand at the lookout post, and eventually leave. Return to your post and continue. Hour Four: Basically the same as Hour Three, except it's Sendak this time. If you want to see my absolute favorite line in the entire game, eat his cookie - and check the bottom of the FAQ for the quote. I can see why this game didn't get released in the US (^_^). Hour Five: See Hour Six/Seven. The only difference is that you need to walk to the bottom of the screen to trigger the dragons/people. And there's also no red flashing alarm, unless you talk to Hornet. Hour Six/Seven: Lookee here, dragons on the ship. And I thought that they were bigger than that. You can't really do much, so talk to people if you wish. And if you want to get the dickens scared out of you, talk to Sendak. He'll "hold on" to you (basically, he follows Byuu around for a while). And if you thought this wasn't weird enough, talk to Salmando. Choose to Ride it, and Yoyo will come in. Somehow, Salmando will "pick up" Yoyo (she disappears) and you can fly around the stage on Salmando. To top that off, Sendak is still hanging on for dear life. Sprint around the bridge, it looks even funnier. Talk to the other dragons if you want to see the Dragon Dance, or else talk to Hornet to end the madness. <Sendak> Byuu... Do you mind if I hold on to you? <Matelite> Is that some sort of sexual innuendo? <Sendak> Maybe. <Matelite> Well, Byuu would rather have me "ride" him. <Sendak> He gave me "permission" but he won't let me "mount" him. <Matelite> I always "hand" him food to give to the dragons - "Porno Mags". <Sendak> I had "sex" with him in the "butt" last night, while he was sleeping. <Sendak> Wait, we're being subtle. Thank you bash.org! Remember, Munimuni is going to be fairly weak, as you just got him. I would recommend doing a couple sidequests at this point, just to raise his stats. If possible, try to get at least one or two of his elements up to 100, using Mushrooms or other stuff. Also, you have three new party members to equip. Try and get Nelbo and Joy some good rods at the very least, and maybe a Gaia Robe if you have some patience. Zora's Son should have at least a Coquetos, and maybe a Sleipnir if you can find one (but you should give it to Lukia first, if she doesn't have one). <SOB> ------------------------------------------------------------------------------ SCENARIO: Defeat of Brandung ENEMIES: 8 Gargoyle (13, 23) (11, 18) (11, 13) (14, 8) (18, 6) (22, 4) (27, 5) (31, 7) 2 Corsair x2 (5, 8) (8, 5) 1 Buccaneer x2 (7, 7) 1 Brandung [BOSS] (5, 5) EXP: ------------------------------------------------------------------------------ Notice the pretty cool background graphic on this level. Scenario: Defeat the boss to win This is another battle on the Farnheit. You will be starting out on the Farnheit (you can't walk off of it, btw), near the entrance to the shops. The enemies will be scattered throughout the area. The majority will be either above or to the left of the Farnheit, with a few enemies below. The boss will eventually land on the western part of the Farnheit, near that big statue. Almost all the enemy parties in this scenario will only have one enemy in them, but that enemy will have high HP and be very strong, so be careful. During this battle, your dragons will likely be doing the most damage. Most of the enemies start off the ship, so you can't really reach them in melee. And most spells don't have a long enough range to hit the enemy dragons. In any case, I would recommend sending two parties up, two parties left, and two parties down. The two parties going up should have the longest and most powerful field techniques; I would recommend Summoners and Wizards. The two parties going to the left should probably be your melee/boss-killing parties. The two parties going down should be your weaker parties, as there are less enemies to the south. Don't forget to set your dragons on Go in this battle, or else you'll be very hard pressed to do damage. Also, be careful...the enemy has a VERY high movement range, and can probably get in range of your parties within 2 phases. And they have a fairly strong field attack. The two parties on the north should do whatever they can to take out the enemies. One risky tactic involves setting your dragons on Come for a round, and moving the two parties together, hoping to bait the enemy into moving closer to you. When they are within range, hit them with Summons...they'll be your most powerful field attacks at this point. Set your dragons on Go, but be sure to recall them if they ever get in trouble, as your dragons will be taking the brunt of the attack here. The two parties on the south will have an easier time than on the north. They will probably have the best luck if they gang up on one enemy at a time. Try and move them left, so they can back up the two parties over there. The two parties on the left will be doing most of their damage in melee, with a couple field attacks spread in. Try and bait the enemy parties into landing on the Farnheit, or else you won't be able to touch them in melee. Like with all bosses, try and wear them down to the point where one melee battle will kill them without any problems. Hopefully, the parties on the south will be able to help you out when they have a chance. Once again, your dragons should be very helpful in taking out enemies in this scenario. Try to defeat ALL the Gargoyles, especially on the north side, before taking out the boss. Like all bosses, defeat him with elemental attacks. Choose an element; at this point it doesn't really matter. <EOB> -------------------------------------------- Chapter 9 - Mahal, the Continent of Miracles -------------------------------------------- After the opening scene, you should find yourself out on the deck of the Farnheit. Talk to Truce to hear his plan. Truce will tell you about how his plan works. There is one big dam in the map, which you should break. If you break this dam, the water from it should flow out and flood the enemies, lowering their HP. After you've heard the plan, proceed onto the battle. If you so desire, do a sidequest or two to help level up your dragons. Once again, try and level out Munimuni with the other dragons, as he'll still be a bit lower in terms of stats. <SOB> Scenario: Defeat the boss to win Like Truce explained, the whole strategy behind this battle will involve destroying the dam and flooding the enemies. You start out in the southeast corner of the map. A smaller floodgate is north of you, and the main floodgate is in the northwest. Most of the enemies are in the southwest area of the map, and most of those enemies are in a basin, where the water should end up. However, there are a couple of enemies not in this southwest. They are mostly to the the north and northwest, mainly to impede your march to the floodgate. One more note: Lestat, the boss, is not in the basin, so you'll have to kill him without the benefit of the flood waters, unless you manage to get him to walk into the basin. The key to this battle will revolve all around the floodgate. I recommend pairing up a Light Armor with one of your sniping dragons. The reason for the sniping dragon will be explained later. This party also needs to have some sort of field attack, as well as be able to hold their own in terms of HP. I would recommend putting Byuu in this party, as well as maybe some Wizards or Priests. This party should immediately go up to take release the water, and hopefully catch up with everyone else near the end of the chapter. One of the biggest problems in this chapter will be your dragons. While you want them to attack the parties to the north, to help clear the path for your Light Armor party, you DO NOT want them to attack the enemies in the basin, especially if they are a sniping dragon. If by any chance the dragon snipes those parties from outside of the basin, enemy parties will move towards it, leaving the basin. Then, they won't take damage from the floodwaters. Therefore, take care when sending out your dragons. When the battle starts, immediately send your Light Armor party out. Set this party's dragon on either Come or Go, depending on the situation. I would recommend using savestates at this point (since I assume you're playing this on an emulator) to make sure that the dragons attack nearby enemies, instead of trying to attack the enemies in the basin. The other parties should move towards the basin, while setting their dragons on Come or Go. Ideally, you want these dragons to attack the enemies to the north, and not touch the enemies in the basin. The best way to do this (IMO) is to take your time. Move these parties slowly to the southwest, and set their dragons on Come or Wait. Your Light Armor party should be proceeding towards the floodgate. Take some time to take out each enemy group personally. Your dragon should help here. Remember, take your time...there is no rush at this point, as enemy parties shouldn't be moving around. Continue to move your southern parties towards the basin, constantly savestating. If by any chance the enemies move towards you, I would recommend reloading your save, unless you want to deal with the extra challenge. Once your northern party has reached the floodgate, have it stand right in the middle of it. This seems to work the best for me to break the floodgate. If you did this part well, the water will come streaming down into the basin, and all the enemies should be hit (except Lestat). Immediately pull your other parties into attacking range. I would recommend using your Summoners at this point, as the wide range and power of their summons will come in handy when disposing of these enemies. Like usual, make it your priority to try and take out the cure-magic mages first, or else they'll undo all your hard work. And you wouldn't want that to happen, would you? In any case, now would be a good time to set your dragons back to go. If they have high wisdom, and aim their attacks between enemy parties, you might be able to take out two or three in one go. Try to use field attacks to take out the enemy parties here, as there are quite a few. Send in your melee parties only when you know they won't be swarmed by enemies. Meanwhile, your Light Armor party should be coming down the hill. Hopefully, you gave them some form of field attack, so they can help out a bit in battle. When all the other enemies are gone, focus on Lestat. He should go down fairly easily. Once again, like all bosses, don't forget to defeat him with an elemental attack. Choose your own element here...sometimes you might be able to get Spark Blades or other decent equipment at this point. <EOB> --------------------------- Chapter 10 - Rainbow Bridge --------------------------- In Mahal, you can find a couple new characters. After exploring the town, go to the southeast house. You should meet Donfan. After he is done "talking" with Lukia, help him up. You should then meet Jeanne, who will knock Donfan back down. Once again, help him back up, then finish exploring and prepare to battle. Your two new characters, Donfan and Jeanne, will both be very useful, for out of battle scenes if nothing else. Donfan is your fourth lancer, so you can now use the lvl 40 Dust attacks if you wish. Jeanne is another Light Armor, just like Lukia. If this isn't useful, I don't know what is. I would recommend that you do a sidequest or two at this point, to help even out your character's levels, and to get Donfan and Jeanne some good equipment. Make sure that you put Jeanne in a party that could use the extra movement rate. During the sidequests, try and get Jeanne a Cassandra (or Sigrun) and a Sleipnir for equipment, while Donfan should probably be equipped with a Coquetos and Sleipnir. If you've been doing your sidequests judiciously, you should be getting most of your dragons to Holy and Dark forms by now. In fact, I would recommend it by this point, as the levels will be getting longer and harder. Also, buy some Magic Gins, and feed them to your dragons. Each dragon should have have at least 150-200 MP or so. This may be seem a bit much, but remember that a Holy/Dark dragon's attack can cost up to 30 MP. <SOB> Scenario: Defeat the boss to win The map is fairly long, but don't let that discourage you. You start out on the southern side of a fairly large palace. The boss is at the very top, so it will take some time to reach it. This map is divided into 3 fairly obvious levels, all connected by stairs. You start at the bottom level, with a few enemies. The middle level has some more enemies, and the top contains the boss. A few notes on this level: unfortunately, you can't freeze the waterfalls. That would've been pretty cool, though. Also, there's another new part of this level: the chests. If a party is standing on top of one when its turn (turn, not phase), the chest will open and the party will get the item or spring a trap. The northwest chest (on the top level) has a Royal Drug, the northeast chest (also on the top) has a Flame Tongue sword, the bottom left (middle level) has a Halberd, and the bottom right chest is a trap. Obviously, stay away from this. Finally, the last note on this level is the statues. If you stand in front of them (3 squares or less, I believe), they will fire beams at you, which hurt. Like all statues, take these out with thunder attacks. Or just don't stand in front of them. The key to defeating this level is patience. The level may be long, but it shouldn't be that hard as long as you take your time. Try to make sure your Light Armor parties don't get too far ahead of your other parties. Same goes for your dragons...put them on Come if you have too. Try and make sure you completely clear a level before you try the next one. Also, at the beginning of the level, your parties will be roughly split into groups of 3. Try and make sure that you like these groups, and that they work well together. For example, having all your field attacks on one side won't be very productive. If your parties aren't working well together, by all means move them around (you are viewing this in the map, right?). If you've already started the game...too bad, and remember to VIEW THE MAP FIRST next time. Like I said, your parties should be fairly balanced on each side. Therefore, the first level shouldn't be too hard. The enemies here are all within range of even your slower classes, so they go down easily. Make sure that all your enemies are dead before proceeding to the next level, and have all your parties cross at more or less the same time. Don't forget to take out the statues, if they get in your way. The next level will be a bit more difficult, as it is bigger and has harder enemies. If you wish, freeze the pond in the middle for a slightly faster shortcut. Once again, make taking out the cure mages your top priority, unless you know that you can completely take out the enemy party. Even then, go for the cure mages before anything else. If you wish, you might be able to have your Light Armor parties move a bit ahead, and have the slower parties take out the enemies that the Light Armor parties passed up. Only this if your Light Armor parties are very fast, though - the risk of getting caught from behind is fairly great. After you've disposed of the enemy, have one of the slower parties on the left pick up the chest. Hopefully you shouldn't miss this party that much. Remember, the chest on the right is a trap. Once again, try and have all your parties cross to the next level around the same time. The third level has the least enemies on it, but it may be hard to get to the chests before you finish off the boss. Immediately send your Light Armor parties to either side to retrieve the chests. If you wish, you can also use the Light Armor parties to take out a few enemy parties before going for the chests. Try and make sure they don't stand in front of the statues, or take out the statues with field attacks beforehand. Meanwhile, your straggler parties should be coming up to take out the enemies in the middle, and to confront the boss. AFTER your Light Armor parties have taken the chests, go for Lestat. Be careful of his field attacks, but remember that they don't affect dragons. Once again, defeat him with an element...your choice. <EOB> ---------------------- Chapter 11 - Leviathan ---------------------- As usual, go through the whole sidequest, item buying, and dragon feeding ordeal. Don't forget to equip the stuff you get in the beginning of the chapter. Make sure all of your melee characters have at least 1000 HP, or else you may be overwhelmed by some of the enemies in this chapter. <SOB> Scenario: Defeat the boss to win You start out on the south, as usual. There are a series of floating islands leading north, all connected by bridges (although some of the bridges are broken). Most of the enemy parties contain one strong enemy. Also, don't forget that there are some enemies in the water, unreachable by melee unless you make an ice bridge over there. If you wish, you might want to spread out your wizards, so that several parties will be able to make ice bridges in this chapter. One more tip: try to avoid going to the right. It just leads to a dead end. In the beginning, you'll notice right away the enemies in the water. You have two options to take them out: 1. use field attacks and dragons to destroy them 2. create ice bridges, and take them out in melee. Of the two options, I prefer the former, but that's just a matter of preference. If you choose option 1, I recommend sending your Light Armor parties up in front to create a small blockade to stop enemy parties from flowing in. Use your Wizards, Priests, Summoners, and dragons to take out the parties in the water, while your front parties fend off the strong enemies in front. The front parties should focus more on survival and wearing down the parties, as they'll have too much HP to take out in one round. If you're using option 2, proceed to create ice bridges and send in your melee parties. Be careful that the enemy parties don't storm your front, as even 2 enemy parties can quickly overwhelm your characters. After dealing with all nearby enemies, proceed forward. This path is somewhat narrow, so do your best to keep enemies from flanking you. Your dragons (hopefully in Holy/Dark forms) should be your best asset in clearing the path, as the enemies are few yet strong. Your melee parties should mostly play defensively. I recommend you calculate a rough estimate of how much damage your melee parties can do in one round, and ONLY send them in when enemies are less than that. Your backup parties should also be very useful here, with their long range attacks. Proceed slowly, and let your dragons do the brunt of the work. Once you've reached the area where Scylla is, it's over. Send out parties to either side to take care of those enemies, and use long range attacks to distract the boss. I recommend that you keep your weaker parties away from the boss, as he can devestate them in one or two hits. Be careful, his Tidal Wave has a great range. As long as you use your Priests well (ideally, they are split into two parties), you should do fine. Also, about this time your dragons should be quite liberal with their Refresh spells. Once you've surrounded Scylla, its HP should go down very quickly. Like usual, kill him with an element; doesn't really matter at this point. <EOB> After this battle, and the longish cutscene that follows, you will gain the power to summon Leviathan! Leviathan may be one of your weaker summons, but his best use is as a terrain manager. Leviathan's ice elemental makes it the best for creating ice bridges, as it has a huge radius and almost triple the area of Ice Magic. This comes in handy when you need to cross wide rivers, and using Wizards/Cross Knights/Lancers would take too long. ------------------------------ Chapter 12 - The Spy Operation ------------------------------ About the spy operation itself: If you choose Donfan, you will get a hilarious scene. If you choose the crew member, he will die. If you choose Sendak, you will get an interesting scene with some of the Granbelos generals. If you choose Matelite, Taicho will go in his place, and you will get the same scene as Sendak. Also, choosing Matelite grants you another Princess ??? at the end of the chapter. I recommend choosing Donfan once to see his scene, then restarting (you did save, right?) and choosing Matelite. By this time, your dragons should be progressing rather nicely. Salmando in particular should at least have his Attack (or Vitality), Agility, Mind, and all elements (bar Dark) maxed out. You'll also need at least one other dragon with maxed out Agility in this level. If you don't have a dragon like that, make one. The cheapest mushroom raises a point of agility every time, and mushrooms are very cheap, so it shouldn't take long. <SOB> Scenario: Defeat the enemy to win. This battle takes place inside this jungle-like thing inside Persona's ship. For once, you start out on the north side (0_o), and must proceed to the south side to reach the boss. This level is basically divided into 3 fairly definitive sections. The first section is where you start, the second section is the next area of ground after the passageway, and the third is the final area of ground after the 2nd passageway. To proceed to each section, you can either go through the passageways, or go around them. However, this isn't as easy as it seems. Going around the passageways takes a long time, and the ground is covered with swamps (use White Drug to clear swamps!). Also, the ground is littered with little box-like things. If you hit them with a spell, they create more swamps. The passageways themselves are somewhat unusual. Every other turn they'll close, trapping everyone inside of them (however, you can still use field attacks). These passages are also one of the few terrain squares that affect dragons. Formations are somewhat vital in this battle. You'll definitely need to split up your Priests; I would recommend into two groups of two. Also, if you wish, this may be a good level to split up your Summoners. The reason for this is that they'll need to cast White Drug a lot to get rid of swamps, as they will be forced to go around the long way. Hopefully, you'll have 3-4 parties that can cast White Drug, which will make swamp cleaning a lot faster. Hopefully, one of your Priest/Wizard parties is with a Holy Dragon, giving you Big Burst or Armageddon. These attacks will GREATLY speed up battles, as they do lots of damage against undead enemies. Also, your Light Armor parties MUST be paired with a dragon with maxed out Agility. Your Light Armor parties will be going through the passages, and they must be able to go all the way through in one turn, or else they will get trapped. I might also recommend that you place Mini-Devils in your Light Armor parties, as this is a good level to use them. Their "Healing" attacks will still damage most of the parties in this level, as they are undead, so it's fairly low risk. Make sure that your Light Armor parties are strong, as they will be doing most of the attacking in this chapter. They should also have Holy attacks, as those will do a lot of damage against the undead enemies in this chapter. When the chapter starts, send your Light Armor parties through the passage. If they're within range, you can also melee or use field attacks on the enemy parties waiting for you. Setting your dragons on Come would be wise, as you might get overwhelmed by the amount of enemies. Use your dragons to divert enemy firepower. Meanwhile, your other parties won't be doing that much in this chapter. Most of them move too slow to reach the boss, unless you are really patient. So, they should be clearing out the swamps to the left, and taking on the groups of enemies over there. Hopefully, these 4 parties and their dragons should be more than able to take out all enemies over here. I would recommend that some of the more aggressive dragons be set on Go, to help out the Light Armor parties. After your Light Armor parties have cleared out the 2nd section, move them itno the 3rd section. Avoid the swamps as best as you can; even being trapped in a passage is preferred to the 300-500 damage you'll get for standing in a swamp. Do your best to take out the enemies using your Light Armor parties; hopefully, your dragons (and the other dragons) should help out here. There may be several enemies, but most of them do very little damage, so you should be able to heal using items in the battle menu. Meanwhile, your other parties should be about finished with the enemies in section 1. Keep them moving forward; the closer you are to Persona, the better your odds that the dragons will attack enemies in section 3. Your parties won't make it in time to do much, but hopefully their dragons should lend a hand here. Meanwhile, your Light Armor parties should be cleaning up shop in section 3. Your main source of damage will likely be the Mini-Devils, as they will do strong attacks. And even if they do Heal Enemy Party, it still hurts them, so it's win-win. Watch out for the octopus things on the left side, as they have strong attacks. Lure them out of the swamp, then surround them in melee. Persona shouldn't be too hard, but you might run into problems here. The Mini Devils that performed so well in the rest of the battle will be a liability here, as they might erase several turns of hard work with Heal Enemy Party. Do your best to get your dragons to attack Persona, and stay away (yet within range) of him. When he is weak enough, I would recommend saving before attacking, in case your Mini Devils do something really bad. Also, try your best to defeat him with a Holy/Dark attack, as bosses around this point start to give good eqiupment when defeated with those elements. You may get some Excaliburs, or good armor, or even just Strategy Books (which sell for a TON of PR) and High Magic Gins, which are always useful. <EOB> Don't forget to claim your Princess ??? item, if you chose Matelite for the spy operation. -------------------------------------- Chapter 13 - The Magic City of Godland -------------------------------------- By this time, probably all your dragons should be in Holy/Dark forms. They will provide a much-needed attack boost in this level. If not, I highly recommend you make some. Try and also make sure that some of your dragons like going into melee, as you will need that for this scenario. ThunderH is probably your best bet here. Also, most of your dragons should have 100 in Holy at this point, and hopefully several of them will cast Refresh quite often. If not, buy some mushrooms to raise the Holy, and buy some books to raise Wisdom (which lets your dragons make better decisions). You'll need the healing in this chapter. This battle will also be a very long one, so you should definitely feed your dragons some Magic Gins. At least 200 by now, and higher is even better. Remember, casting a single Holy/Dark attack will cost 20-30 MP, so you better conserve. *NOTE* Like all of the previous chapters in this walkthrough, I will be guiding you to take out every enemy party in the chapter. This chapter will likely be one of the hardest to achieve the following goal, as the enemies are numerous and quite strong. WARNING: If your parties are not at a high level, or you just don't want to bother taking on all the enemies (it does take a long time), the easy way to defeat this level is to ignore all incubators, and head straight for the boss. Remember, you must defeat him within 10 turns, or else incubators will start hatching on their own. <SOB> Scenario: Defeat the boss to win You start out in the southeast corner of the map, on a small outlet of the main island. The path goes west for a bit, then proceeds north onto the main part of the island. Most of the enemies in this level will be on the main part, near the top. They will be found inside a moat (made of water), on top of a castle. There are 3 bridges leading across the moat, one each on the south/west/east sides. The moat can also be frozen for easier access. Also, in the upperleft and upperright corners, there are two bridges leading to incubators. Speaking of incubators, there's a lot of them. They're the little hole things in the ground. Incubators must be "broken" open using thunder techs. Once broken, an incubator can either: 1. give the party that broke it an item(s) 2. spawn some enemies. Unfortunately, most will do #2. Also, as a warning: some incubators will automatically break open after a certain time period; I believe it's 10 turns. Be careful. Also, there are some autocannons in this level. They don't pose much of a threat, as they are mostly out of the way, but take them out if they endanger you. The incubators contain (in order from left to right): Bottom row: 3 Spinals, 3 Phantasms, High Drug Second row up: 3 Phantasms, Drug Rod, Maximilian, 3 Phantasms, Nimbus Robe Bottom row inside moat: 3 Defleshes, *1 Diseaser, 3 Defleshes Top row: 5 Holy Grasses, Strategy Book Bottom left of moat: 3 Defleshes Top left outside of moat: 3 Phantasms Top left corner: Sleipnir Top right corner: Nulnim * = "mini-boss" The enemies in this level are so unique they get their own section. The Blade Guards are immune to physical attacks. The Magic Guards are immune to magical attacks. This isn't as easy as it seems, however. All Swordhits, Smashes, Towers, Pulses, and Dusts are considered physical attacks, severely limiting your versatility. What will very likely end up happening is that your dragons will storm ahead and use their attacks to take out all the Blade Guards. The Magic Guards, however, will be more difficult. The only way to attack them is in melee, and your Light Armor parties are going to be a bit busy on other areas of the map. Therefore, your melee parties must slowly inch their way towards the Magic Guards before they can affect them. However, you must be very careful in attacking Magic/Blade Guards, as they have NASTY magic spells. The same with the boss, who has Nightmare 99, which is a gravity based attack (can do over 3000 damage to 9999 HP dragons). Also, the Diseaser (released from an incubator) can devestate you with its Dark Breath attack...if you decide to take it on, be very careful, and try and spread out. On an interesting sidenote, Magic Guards can still be poisoned after being hit by a Poison Gas (or any other poison) attack. The 500 or so poison damage per round will be very useful in weakening the Magic Guards, especially since they only have 2800 HP to start out with. Hopefully, your dragons will be smart enough to try using their poison attacks. Also, I am unsure of this, but it seems that Magic/Blade Guards will never cross the moat in this level. If so, your job will be much easier, as the castle area is fairly confined. *NOTE* tubola99 states that the Magic/Blade Guards do leave the castle area, so be warned. The above fact leads us to another point in this chapter: smart formations. This level needs to make sure that you put some strong melee attackers in your back parties (not the Light Armor parties). I would recommend that you have two strong melee parties, which should help in taking out Magic Guards. Also, your Light Armor parties MUST be able to take out enemies on their own, with little outside help. If you intend to destroy every incubator in the level, your Light Armor parties will likely be forced to destroy enemy parties solo. Each Light Armor party should also have some form of field attack, to allow them to destroy the incubators. Swordhits work good here (although they are costly in MP), and you might even want to put a Wizard/Matelite in your other Light Armor party. In theory, this level will also be another good one for your Mini Devils, as most enemies that come out of incubators are undead. Use them if you wish, and place them in your slower parties. Remember, most Mini Devil attacks are magic attacks, so they won't work on Magic Guards. When the battle starts, speed your Light Armor parties ahead. The stronger one should be going for the upperleft, while the other should head for the upperright. Remember, the one going to the upperleft MUST be able to defeat an enemy party on its own. Try to have your Light Armor parties avoid the first few enemies...your other parties should take care of them. Also, leave any incubators you might pass for later - MP conservation is important. As soon as they get to the upperleft/right incubators, break them open for some good items. Meanwhile, your other slower parties should head up towards the boss. The first few enemies shouldn't be that tough, especially since your dragons should have weakened them by now. As soon as those enemies are dead, get started on cracking open those incubators! Your dragons will likely be off fighting the Magic/Blade Guards, so be careful not to get overwhelmed. One or two incubators per phase is probably a good rate, more if you find the incubators with items in them. If an enemy ever pops out of an incubator (which is the majority of them), you must be able to kill it in two phases. Be careful, as they may cast nasty Poison spells on you. Mini Devils will be very effective here, as they have the potential to kill enemies in one turn. Hopefully, around this time, your Light Armor parties will have reached the top two incubators in the corners. Swing your right party around and have it march into the castle area. Hopefully, your dragons will have already taken out some of the Blade Guards in that area, so you can have this party focus on destroying the Magic Guards. However, you must do your best to stay out of range of the boss, as his Nightmare 100 spell is a pain. This party might also want to open an incubator or two, if you feel up to it. Meanwhile, the left Light Armor party should be moving right outside the moat on the left side. There should be an incubator there, which you should destroy. This party will probably have the biggest problems in this chapter, as they will be attacked by both the enemies from the incubator as well as Magic/Blade Guards from inside the moat. Hopefully, they will be strong enough to survive a couple rounds like this. I would recommend putting this party's dragon on Come, for some extra support. Hopefully, this dragon will also cast Refresh on you at least once or twice. Hopefully, around this time, your lower parties should be well into their way in destroying the incubators. Also, these parties' dragons should have killed all Blade Guards by now. If most of the incubators are destroyed, now might be a good time to send your melee parties into the middle moat area, to take on the Magic Guards. As soon as your other parties are finished with the bottom rows of incubators, have them move into the moat as well...there are even more incubators there. The final sets of incubators are inside the moat (and also the one your left Light Armor party should be battling). They shouldn't be too hard to kill, as your Summoners should be able to do a lot of damage to them using a single Summon. Remember, however, that taking out Magic Guards should be your first priority. Once they are finished, go ahead and open the incubators. Your dragons should be very helpful now, seeing as their magic attacks will be effective once again. This is the homestretch - likely most of your parties will be low on SP/MP, but you should be able to pull through. Don't be afraid to use Magic Gins/Drugs, as you will probably need them. Radia herself isn't too hard to defeat, she just has a nasty spell. Nightmare 99 is a gravity based spell, and it has a fairly wide area. Still, the best way to defeat this boss is to surround it, and take it on in melee. Nightmare 99 will NEVER kill a party, so you should be fine. Remember to keep any healing parties nearby, as you will likely be healing a lot. Your dragons should also be quite liberal in using the Refresh spell at this point. Like all bosses, defeat him with an element. I would recommend trying out Holy/Dark attacks as a finisher; if they give you good items (like Excalibur), keep them. Otherwise, choose another element. /////////////////////////Alternate Strategy by tubola99\\\\\\\\\\\\\\\\\\\\\\\ Tubola99 has a different way for dealing with the Magic/Blade Guards and the incubators. The final thing, is that my level 13 battle group is the same as my normal battle groups, two strong melee light armor parties and slower everybody else. I'm finding these parties absolutely sufficient to take out the guards, as pulses/hits/inspire/towers can take out both magic guards in one turn, then I just leave and let my dragons (Salamando and Twinhead[?]{renamed dragons, the one who becomes Last Gigantes in holy form}) take care of the blade guards. Both Matellite and Byuu can cast thunder attacks on the field, so that covers the incubators they deal with, and the others behind can mop up (both summoners are together, that really helps, with a knight and heavy armor with them to do some damage if melee'd). </contribution> <EOB> -------------------------------------------- Chapter 14 - When the Bird Dragon Awakens... -------------------------------------------- You'll get tons of new stuff in the pre-battle scenes. Inspect everything, and you'll find lots of cool items in the barrels/chests. Also, don't forget to get Mist in this chapter...she's a secret Light Armor. More details on obtaining Mist can be found in the Secrets section. Also, don't forget that you'll gain 2 more Mini Devils in this chapter, giving you a total of 4. And 4 of any class can be quite deadly. Once inside Godland, your first priority should be to get Mist. And this is how to do it. Make sure that you talk to everyone at least once. The easiest way, IMO, is to start in the southwest house, then proceed clockwise around the houses. Don't forget that lady in the middle, or the guy on the ramparts. When you get to the southeast house, you will see Yoyo blocking the door. Talk to her twice, and she should move. DON'T GO INSIDE THAT HOUSE. Instead, go into the center of Godland, and talk to the lady. Donfan should show up, and she will lead you to the northwest house. Talk to the doorman, and he will let you in. Talk to the lady standing there, and you will gain Mist (who is sleeping the bed). She'll tell you about this odd dream she had... Before you start, do a sidequest or two to get some good equipment for Mist. She (and all other Light Armors) should have at least a Sigrun and Sleipnir, or maybe even better stuff if you can find it. Also, this might be a good time to try out a party of 4 Mini Devils, or 3 Mini Devils and a Light Armor. You'll want to have some experience with this party, as it can be highly unweildy to use. And like I have been saying, all your dragons should be in Holy/Dark form by now. By now, a few dragons might already be in Master form, like Salmando. Also, check the damage that your dragons can do with any magic attack; if it's under 1000 or so, I would recommend doing some sidequests for mushrooms. Also, make sure that all your dragons have at least 200-300 MP, or else you might run out in this battle. By now, all your characters should have the best stuff you can get from Presenters. <SOB> Scenario: Defeat the boss to win This map is a big one, so excuse me if my description is a bit off. Your six parties start out in the southwest corner of the map, with the boss (and Garuda) in the northeast. The center section is fairly clear, and there are two small branchoffs from the center to the northwest corner, one along the north, and one along the west. There is also a passage leading from the south part of the center off to the southeast, as well as another leading to the northeast. In the northwest corner of the map, there is an enclosed room with a few chests. Chests can also be found in the north, southwest, and (can't remember if there's a chest here) northeast. The enemies are mostly found in the center and northeast areas, along with a few scatter parties to the northwest and southeast. This battle will be a good opportunity to try out your brand-new characters. Because this level is quite big and spread out, your Light Armor parties will be doing most of the work here. Also, do your best to pick up every treasure chest along the way (except for the traps, obviously). Also, there are quite a few cave-ins and lava pools in this chapter. I would recommend that every party (except the Mini Devil party) have some form of earth field attack. If need be, switch a Wizard/Priest/Lancer into one of your Light Armor parties. Also, don't forget - you have a new Light Armor! Put Mist to good use. Once the battle starts, your Light Armor parties should be immediately splitting up. Send one with an earth field attack off to the southeast corner of the map, to take out the enemy there. However, don't pick up the chest... it's a trap! After this party is finished with the enemy party, have it break through the cave-in and start a small assault on the boss. Your main concern here is staying alive, not doing any damage. If you feel like it, just have this party retreat...the odds of them doing any serious damage are fairly small. However, hopefully this party (or its dragon) can take out the Cottontail enemies before they leave. The remaining 5 parties will head into the center area. Together, and with the help of their dragons, they should be able to dispose of those enemies with ease. Be careful, however, as the few enemies there have quite a high HP. Also, make sure that your Mini Devils (if you choose to use them) attack the correct party. You wouldn't want them removing 9999 HP off hard work, would you? After the enemies in the middle are disposed off, you'll be splitting up again. It should take 2-3 parties to dispose of the parties in the northwest area, so choose the parties that you want. These parties should (hopefully) include one Light Armor party and one party that has an earth attack. After the enemies in that area are destroyed, have the enemy with the earth attack destroy the cave-in in the northwest corner. Together with the Light Armor party, they should proceed to loot that cavern. Remember that some of the chests are traps, so savestate if you're unsure. The Light Armor party will also be going for the chest in the north of the map, so have them proceed there after the northwest is cleared out. Finally, the remainer of your parties from the center will be proceeding for the boss. Along the way, they should (hopefully) meet up with the other Light Armor party that you sent there near the beginning. Together, they should start to assault the boss. The enemies in this area are few in number, but still fairly strong with high HP. The best way to defeat them is to snipe them with field attacks, but your parties should be strong enough to defeat them in melee if necessary. Don't forget to claim the chest in this area before you take on the boss. The Grand Moth shouldn't be that hard, assuming that you don't do anything stupid. Depending on your level, its field attack may be able to defeat your party in 3-4 hits, so be careful. Use Priests to help. Once again, defeat it with an element...you can choose. <EOB> After the battle is finished, sit and watch the cutscene. Also, prepare to be completely confused by the ever-twisting storyline :-P. If you manage to sit through the entire scene without bashing your SNES (or your computer), you gain the power to summon Garuda. Garuda is probably the most useful summon in the game until Bahamut and Alexander, due to its insanely large area and its non-elemental property. Unfortunately, Garuda is also the ugliest summon, and has the most boring summon scene of all the summons. ------------------------------------------ Chapter 15 - Showdown in the Burning Sands ------------------------------------------ You have reached the town of Dafila, where you will finally confront Sauzer and Palpaleos (and not like that cheesy thing in the earlier chapters where he defeated you in two hits). Chapter 15 is among my favorite chapters, for a couple reasons. One, you finally get to fight Sauzer and Palpaleos, which is really cool. Two, ths chapter is also one of the best in terms of new items. Three....well, wait for after the battle for this one. Also, this level is the ABSOLUTE FINAL DEADLINE for Holy/Dark dragons. As a matter of fact, you should already have one or two Master dragons at this point. The reason for this is that the bosses in this chapter give GREAT items, but you won't be able to get them unless you have Holy/Dark attacks. So, do your sidequests like a good little boy, feed your dragons their daily dose of mushrooms, and you'll be much better off for it. <SOB> Scenario: Defeat the boss to win You start out on the south side of a fairly square map. The majority of enemies can be found either to your east-northeast, or near the top of the map. Sauzer himself is anchored in one position at the top of the map as the boss. Palpaleos can also be found in this map, a bit southwest of Sauzer. There are very few obstructions in this chapter - it's more of a beat-em-up stype chapter. The mountains in this chapter, for some odd reason, can be walked over, but they do seem to lower movement rates a bit. Destroy them with thunder if you wish. The other wrinkle in this chapter (what, you thought there wouldn't be one?) is the sandstorms. Every now and then (seems like around 5 turns), a massive sandstorm will cover the entire map. It affects all of your parties, as well as all enemies parties for around 500 damage. The only way to avoid the sandstorms is to be inside one of the structures on the map, which can mostly be found in the center area. However, the structures are hard to land in, and there are very few of them. Not to mention they'll be pretty far away from the bulk of your parties. My advice is just to suck it up, and brave the sandstorms. 500 damage isn't really that much, and your priests and dragons should be able to heal that up in a snap. As far as formations are concerned, make sure that your Light Armor parties can survive on their own. Their dragons should be very helpful in this cause. Unfortunately, this battle is NOT one to use Mini Devils, as there are no undead enemies (and several high HP bosses who would be annoying to heal back up to max). Once the battle starts, send your two Light Armor parties up towards Palpaelos and Sauzer. These two parties should be quite adept at taking out enemies on their own...if not, rearrange your formations. Also, use your dragons to help out. These parties should be aiming for the enemies in the middle...try to take them out before Palpaleos can get to you. Meanwhile, the other parties will be attacking your enemies to the right. They should be pretty well-accostumed to doing this by now. My advice is to take out the Lanzenritters first, as they can do mucho damage from the field. When you get a chance, move up and attack the cure mages as well. These parties can take their time with their attack, as they are under no real pressure at this point. Around this time, Palpaleos (and his small army line) should be moving down to attack you. Also, if you've taken a few turns, you might get a sandstorm on your hands. This will likely be one of the tougher points of this chapter, as the combined damage from all of these attackers may do in your two Light Armor parties. If you must retreat, retreat to the right, towards the safety of your other parties. As soon as you are ready, take on Palpaleos. He is just like Byuu in that he is a Cross Knight, so expect a lot of Fire Hits or Ice Hits coming your way. Be careful, as he is unlikely to kill any single party member, but he will injure many. The easiest way to defeat him, like all bosses, is in melee. That way, his field attacks will only hit one party when used during his turn, and you can do maximum damage to him. When you've taken him down to a small amount of HP (probably under 2000), SAVESTATE. When it is your next turn, defeat him with an element. This is the first confirmed boss that gives GOOD items when defeated with the Holy element, so try it out. You should be able to get Excaliburs and Reconquistas if you work well. Try other elements, including Thunder (for possible Iron Dukes) and Dark (for armors). Meanwhile, Palpaleos's army line should (hopefully) be attacking the parties on the right. With the cure mage out of the way, this shouldn't be too much of a problem. Hopefully, you've also gotten rid of the enemies in the southeast corner, so you can focus all your attention on the new enemies. If I remember correctly, most of them are thunder elemental, so try to avoid using that element on them. When both parties (on the left, and on the right) are ready, commence your attack on Sauzer. Unlike earlier, now he can be defeated, although he does have a very high HP. One thing to note about Sauzer is that he never moves, so it may be a problem getting your slower classes into range. First thing you MUST do is make sure to use a thunder attack on him from the field, as he is standing on a structure. Can't let him get free HP like that. Another important thing to remember involves his stillness. Because of that, there are only 4 spots available to attack him in melee. Left to their own ideas, your dragons will take up these spots - but you don't want that, seeing as any of your melee parties can do more damage than a dragon in a single melee turn. If you must, put your dragons on Come during this battle, just to free up more space for your melee parties. Don't forget, Sauzer is very strong with a high HP and a good attack, so be careful and try not to die. Hopefully your Priests will be in range, so they can help out with healing spells. Like Palpaleos, you should definitely defeat Sauzer with an element. Holy/Dark/ Thunder are good, although you may want to try the others and see what you receive. <EOB> After the battle is over, enter the town of Dafila. The most pressing matter at the moment, after combing the town for items, is the house in the lower right. This is the headquarters of the Resistence in Dafila, and the password to get in is "Starting today I'll be really cool too!". Even if you don't get it right on your first try, you get to try again :). Enter. Once inside, go to the northeast corner. You should barely make out the two people sitting behind the pots. Talk to either one, and you will hire the assassins! If you want a comical scene later in the game, hire them for optional job (3000 PR down), and choose someone for them to kill. Be warned, they won't actually kill Matelite or Yoyo, but they will kill the crew member. If you don't have 3000 PR to waste, or you just don't care, select the regular job. Once you have ensured that the Assassins are in your parties, talk to boss-figure in the northwest to proceed with the game. --------------------------------------- Chapter 16 - The Holy Dragon Jormangund --------------------------------------- As a hint, face down when on the cliff and facing towards the houses. You will jump onto the roof on one of the houses, and there you will meet the Battlefield Salesman (and his wife!). Useful if you want some extra items. This chapter is probably another good time to do some sidequests for your newest party members. I would recommend equipping them with a Delta Dagger and a Sleipnir, for now. Use ice (?) attacks for the Delta Dagger, and thunder for the Sleipnir. Also, you might want to raise the Assassins's levels a bit, and get used to their attacks. By this time, I would recommend mostly Master Dragons, to make the game quite a bit easier. <SOB> Scenario: Defeat the boss to win A fairly basic map. As usual, you start at the very bottom of the map, and the boss is at the very north. The map itself is divided into two sections by an open door, the north and the south sections. The enemies are mostly found in the south section, but there are a few in the north. Also, there are some random terrain pieces in this map, but I forgot what they are - I do know that they don't really do anything. Like all levels with a Holy Dragon, you can see it (in this case, Jormangund) behind the boss. For formations, this level is another good one to use your Mini Devils. Most of the enemies (with the exception of the boss and the Chimera) are undead, and therefore take damage from Heal Enemy Party. Also, make sure that you put your new Assassins into your parties. I like putting them in my Light Armor parties for healing purposes, but that's just me. For the record, IMO, this level is probably one of the easiest in the game (except for some of the first few levels). Here are a couple of reason why this level is easy. 1. You get to (safely) use Mini Devils, so you have the potential for MEGA damage. 2. When facing undead, and you need healing, your dragon casts Refresh on you (or your Priests use White Drug). You heal yourself, and hurt the enemy. 2 for 1. 3. This level is big enough not to be crowded, but small enough to take your own pace. You can basically beat it however you want. The first couple enemy parties are within field range of your non-Light Armor parties after 1 turn, so that gives you an idea of how close they are. 4. It happens late in the game, so you've already gotten really high levels, good equipment, and good dragons through previous chapters and sidequests. 5. You get to use your brand-new Assassins (which are among my favorite class in the game, for their MASSIVE versatility). 6. The enemies in this level have (mostly) crappy HP and pathetic attacks. 7. The Chimera acts like a mini-boss. Now, it's certainly quite a bit tougher than your generic enemy in the level, but it gives out good items. And it looks cool, too. Now, onto the walkthrough. Like I've said, you shouldn't have too many problems with this level, or I'd be quite surprised as to how you've made it this far in the game. To start, send out your parties to attack the enemies. Your biggest dangers in this level will probably be poison, trying to take on too many enemies at one time, and the Chimera. To avoid them, use Heals if you ever get poisoned, and avoid the Chimera until you get more than one party attacking it. After you've cleaned out the bottom section (it shouldn't take long at all... the enemies are far enough to apart to give you space, but close enough that your parties can take out one per phase), proceed to the north section. This is where it gets a bit tricky (but not very). For now, avoid the Chimera to the east side, and the boss at the north. Make sure that you clean out any other enemy parties in this area before taking on the two co-bosses in this level. When you finally get around to the bosses, take your time. Send in your boss- fighting teams to take on the Chimera first, as defeating Soul Cage will end the chapter (and we wouldn't want that, would we?). Be careful, as its attack is quite strong, but not exactly life-threatening. Remember not to use your Mini Devils from this point on, or face the consequences of Complete Heal All. The Chimera goes down fairly quickly with one or two parties beating on it, along with your dragons. Defeat it with an element, and hope you get a good item. If not, savestate and repeat. After the Chimera goes down, quickly attack Soul Cage. Be careful, as his field attack is decently powerful and has quite an area of effect. Ideally, the best way to heal from it to use one of your Assassin's Chakra ability, as the range from that is amazing. Quickly beat the boss into a submission, and he falls quite quickly. If you feel rather daring, use your Mini Devils and hope that you get MP Attack to take care of him easily. In any case, it won't take long to finish him off. Like Palpaleos and Sauzer before, he gives GOOD items after defeat. I would recommend that you get one of the following items from him after defeat: Dreadnaught, Iron Duke, Battle Dress, Armada Mail. If you wish, you can get stuff for your Lancers/Wizards/Priests/Summoners, but they don't (shouldn't) get into melee as often, so the items aren't quite as useful. <EOB> After this chapter, you get to see another cutscene where Yoyo connects with a Holy Dragon. Yay *half-hearted cheer*! When that is all done and through, you get the power to summon Jormangund! Unfortunately, Jormangund isn't that useful of a summon, and IMO is worse than Garuda. Look up more info on Jormangund on the Summoners section. ---------------------------------- Chapter 17 - The Door to a New Era ---------------------------------- Pretty cool, eh? The Knights revolt! And they get Matelite fairly pissed. Be careful, as in this level, you will only get once chance to visit all the shopkeepers (unless you *hint* do a sidequest). Also, you'll (or, to be more precise, Rush'll) only get one chance to feed each dragon, so make sure you make some smart choices. Once that's all done, proceed to the main battle. Like I said above, you only get one chance to shop/feed dragons, so this would be an ideal time to do a sidequest or two. About now, you shouldn't really need any of the items from Presenters, as you are starting to get good items from bosses. So do Easy Dungeon a time or two, and hope you get better items from that. Also, by this time, you should have the MAJORITY of your dragons in either Master, Black, or Behemoth form. I would recommend buying some Litancibles for the upcoming battle. <SOB> Scenario: Defeat the boss to win This is a fun little battle. It takes place on the Farnheit, with you on the right side (near the entrance inside), and most of the enemies on the Farnheit to your left. The boss, Dictory, is on the far left side. Be warned, as there are a LOT of enemy parties in this battle...upwards of 15, I believe. Also (both good and bad), they are grouped together very closely...mostly with either one or two spaces between them. Keep this in mind when making your formations. The biggest dangers in this chapter are being overwhelmed and self-destructs. Because of the great number of enemies in this chapter, it is very easy to have a party go to deep and immediately be surrounded and killed. Be careful, and make sure this doesn't happen. The other big danger is that many of the enemies like to self-destruct. Not only does this kill your character, but you lose any EXP/items/PR that you might have gotten. So make sure to weaken enemies with field attacks before moving in for the kill. However, enemies can only self-destruct in melee, so this can (and should) be avoided most of the time. For formations, your most important asset in this battle will be your two Summoners. With their huge area of effect, it lets them hit lots of enemy parties with just a single summon. In this level, I would recommend splitting up the two Summoners into two different parties, for a bit more versatility. Also, another important asset will be your Wizard/Priest parties, as their field attacks will come in handy (as they can hit more than one enemy party). Another important note about this level is that Light Armors aren't as useful as they are in most levels. Because this battle is so confined, most parties can reach the enemies without Sprinter. For this reason, I would recommend switching your Light Armors out of your parties, and putting something else in their place (unless, of course, you have no better classes). Also, this is NOT a good battle for Mini Devils, as there are a lot of enemy parties (none undead). In the battle itself, your most important asset will be your Summoners. Make sure that they use a summon (preferably Garuda, or Jormangund for the final boss) every turn. In terms of movement, have them slowly inch up so that they remain in range, but don't seek to actively put them in combat. The same applies for your Wizards/Priests, except they should be using any of their ultimate spells (like Armageddon, or Big Burst) for their added power and area of effect. Don't be afraid to use your Priests to heal as well, as self- destructing enemies can cause a lot of damage. Hopefully, your dragons will also be using their ultimate spells on the field, which will quickly pile up the damage. Don't forget to use items to heal before moving your parties. Meanwhile, your melee parties should be doing nothing. That's right, absolutely nothing. Well, maybe not nothing, but very little. The real fear here is that they will be overwhelmed by 4 self-destructing enemy parties, which can annilihate a party with ease. So, make sure that they cannot get surrounded by enemies, and only attack the closest parties in melee. And try to make sure that you can defeat them in one round, or else they might self- destruct anyway. In any case, the summons should make mincemeat out of the closer enemy parties. Don't be afraid to retreat your melee parties if things get rough, and focus on using field attacks to defeat enemies. Your dragons should be fairly safe, although you might want to set them on Come to stop them from attacking the stronger enemy parties (and risk a self-destruct). Take on the Temple Guards with your melee parties, as they have a lot of HP, but be on the lookout for self-destructs. Once the non-boss enemies are finished, the level becomes easy. You have very little to fear from Dictory (and the Chimera), as their attacks aren't quite as devestating as self-destruct. Take your time defeating them, using your field attacks to weaken them. When they are sufficiently weak (and your HP is high enough to withstand an attack), move in for the kill with your melee attacks. Once again, defeat them with an element - the element itself will depend on your party's needs. Your main goals, in terms of items, should be Dreadnaughts/Armada Mails/Iron Dukes for the melee classes, and Battle Dresses for the weaker melee classes. Don't bother getting any armor for your magic classes...if you play correctly, they shouldn't even be hit. <EOB> ------------------------------ Chapter 18 - The Promised Land ------------------------------ The out-of-battle scenario, in this case, mostly revolves around you (and Rush) spying on Yoyo. Also, don't forget, as soon as you go back downstairs into Farnheit, to check Yoyo's bed for another Princess ??? item. You're that much closer to a Behemoth now! Don't forget to check the Hallway for a new shop - Bikkebakke is selling XXX Porno Mags. They raise your dragon's strength by a lot, but you really shouldn't need any at this point. Buy some if you want, just to make Bikkebakke feel better :-P. Your dragons should be about finished now - all the remains should be to raise their MP to 999. This might take a while, but don't forget to sell all your Strategy Books and buy Magic Gins. The extra MP does help, especially in the following battles, which can be quite long. <SOB> Scenario: Defeat the boss to win You start out in the southwest corner of this map. Most of the enemies are grouped in the northeast, although there are a few parties in the northwest, and one noticable enemy in the southeast. The boss, Ixsett, is in the northeast, surrounded by his retinue of monsters. Standard looking map. A couple things to note here. One, the enemy in the southeast corner is an Alchemic. It gives boss-like items, but its Burning Earth attack can do over 1000 damage with a decent area. It's advised to take him out early, but avoid attacking him in melee - the damage he does in two consecutive rounds might take out your weaker parties. Two, the terrain is quite a factor in this battle. There are tons of forests here, which can be easily made into forest fires. Forest fires can do over 1000 damage per phase, so don't underestimate them. Three, and most important, you have a NPC in this battle. This is Palpaleos, who is standing on a building in the northwest. He doesn't move, but he will use his Swordhits (he's a Cross Knight, remember?) on nearby enemies, in particular Fire Hit. Remember, he won't actively move to confront enemies, so you'll have to lure enemies to him if you want them to do anything. Also, combine Palpaleos with tip #2 for a good point - his constant use of Fire Hit will cause quite a few forest fires, so do your best to lure enemies into them (and also keep your own parties away from them). Also, I *believe* that no enemies will directly attack him, so he shouldn't be a problem to maintain. When the battle starts, split up your Light Armor parties. One should likely go up towards Palpaleos, one should move towards the Alchemic, and the last should move towards the boss. Of the three, the one going to the Alchemic should have strong field attacks, like Byuu or Summoners. The one going to the boss will need to have strong single-hit attacks, as they will have to deal with Temple Guards (who have a lot of HP). Finally, the one going to Pal will be acting as a diversion to lure enemies towards his Swordhits, so this will likely be your weakest party combat-wise. Split up your non-Light Armor groups accordingly - try to have at least one magic party backing up your Light Armors. First, the party going to Palpaleos should just stop right next to him. Set your dragons on Come, so that all enemies will move towards you (and Pal). This way, enemies will approach Pal and get hit by his Fire Hit attack. That combined with the forest fires this will cause should do most of the damage you'll need. The enemies in this area are fairly weak, so they should go down quickly. Just be careful of the Evil Beasts, as they can self-destruct. The party that goes towards the boss will be a bit harder. Once again, do your best to lure enemies towards Palpaleos, especially the Temple Guards. Ignore the enemies in the east-northeast for now, just focus on getting rid of the Temple Guards. If this party has too much trouble with them, wait for backup from one of your magic parties. Hopefully, combined with melee/dragon/ Swordhit attacks, they should fall without self-destructing. Remember, keep an estimate of how much damage you can do in one round with your melee parties, and only attack the Temple Guards when they are under that number. The third party that attacks the Alchemic will have the biggest problems. I would HIGHLY recommend that this be Salmando's group, as his invincibility (he is a Master Dragon, right?) will be helpful in taking on the Alchemic. Your purpose as of now is not to defeat it, but to weaken it using field attacks, and dragons attacking in melee. Remember, his Burning Earth attack does a lot of damage and has a wide area, so be careful. The other threat to this third party is the enemies in the northeast, under the boss. There is the slight chance that they might decide to ambush you, while you're busy dealing with the Alchemic. If this happens, you MUST (I repeat, *MUST*) defeat the Heal Glaive before running away. If you don't, you'll have wasted a lot of MP and time all for nothing. Fortunately, Heal Glaives are fairly weak, so they should go down in a single phase. Remember to have your magic party (it should be coming around by now) help out here - their dragon should also be doing a lot of work here. Once the first party is done (the one near Palpaleos), shift it to help the party attacking the Temple Guards. Hopefully, your magic parties have gone far enough up the road to help out here. Palpaleos should also do a lot of work with his Swordhits. As soon as you can spare them, send off the second party (the one originally going for the boss) to help out the third party (the one attacking the Alchemic). I would recommend defeating at least two of the Temple Guards before heading off towards the Alchemic, or else your last party might be in danger of a self-destruct. For now, the two parties (the original one, and the one that just arrived) should ignore the Alchemic, and take out the enemy parties slightly north of it. With two parties (maybe more, depending on how fast your magic parties are) and their dragons working together, the enemies don't stand a chance. When all enemy parties are dead (except for the boss and the Alchemic), surround the Alchemic with your dragons. Or, if you want to be a bit more risky, surround it with melee parties, and back them up with Priests (or Refresh spells). Remember, two hits of Burning Earth can kill weaker parties (one hit from melee, one during enemy's phase), so take advantage of the fact that enemies don't retaliate to field attacks. Once he is low on HP, send in your melee parties to finish him off. Once again, he gives boss-like items, so figure out what you need the most from him. By this time, I had already gotten quite a few Dreadnaughts, so I started going for Armada Mails. Remember, you can use savestates to help manipulate items. When you finish off the Alchemic, proceed up towards the boss. If you've taken out the Alchemic with ease, the boss shouldn't prove too be much more of a problem. Be warned, however, that he has a lot of HP, and his field attack can start forest fires. If you wish, put fires out with Ice magic, and defeat the boss as usual. Like all bosses, he gives very good items, so defeat him with whatever you wish. This is your preference as to which items you need. <EOB> -------------------------------- Chapter 19 - Farewell, Matelite! -------------------------------- Ahh...this is probably one of my favorite battles in the entire game. First, you get to finally see all the Granbelos generals (minus Sauzer and Palpaleos) for the first time together. Second, you get to use Palpaleos (yes! a 2nd Cross Knight). Third, this chapter is the BEST for items, hands down, as each general gives lvl 4 items (boss-type items). Good stuff. <SOB> Scenario: Defeat the boss to win OK, each of the generals can be considered a "boss", but you must defeat Gudolf to proceed. However, I highly recommend that you defeat the other 4 generals for their awesome items. Anyway, onto the map...you start out on an island in the south-center of the map. Generals Zomberd and Lestat can be found to the southwest of your starting position, separated by a large (5? or so squares) river. Generals Barbarela and Irvine can be found in the northwest area, connected to Zomberd and Lestat's piece of land but still separate from your initial island. Gudolf can be found in the northeast area of the map, which is connected to your initial island. He is somewhat behind a mountain range, but that doesn't really matter. Now, there are two ways to defeat this battle. The first way is just to simply charge Gudolf with everything you've got, and ignore the other generals. This way will ensure the quickest battle, but you miss out on some great items. So, I will detail the second way, which has you attack every general before finishing the level. Remember, however, this will result in a very long level, so come prepared with healing items and Magic Gins. Formations are actually somewhat important in this level. In the very beginning of the battle, you will need to use your Summoners to build an ice bridge to the southwest, so make sure that you put at least one Summoner into party 6 (to get him/her in range). Also, you may wish to equip your Light Armor parties with thunder techs, for the mountainous bottleneck between Zomberd/Lestat and Barbarela/Irvine. This is NOT a good Mini Devil battle, BTW. The enemies in this level are all very strong, as you might guess. Each of the bosses can easily do over 1000 damage (except for Lestat, who is equally annoying with his status effects). Be very careful when attacking them, and stick with field attacks for the most part. Also, Gudolf (and his followers) will move regardless of how close you are them, so you can't simply turtle yourself on the main island. When the battle first starts, move your Summoners southwest and have them cast Leviathan into the middle of the river. If you get it right, they should cover the whole river in one cast, although you may need your Wizards to fill in an empty spot here or there. From here, move all your parties (especially those melee parties!) to attack the enemies in the southwest. The enemies should go very quickly, with all 6 of your parties ganging up on them. I would recommend setting your dragons on Come, for a couple reasons: 1. So they can help you out in battle 2. So they won't provoke any of the other enemies, especially Barbarela/Irvine/Gudolf. Use your Summoners well here, as the enemies are grouped together. I would recommend taking out Zomberd first, as he does more pure damage, but you can do whatever you wish. Don't forget, Zomberd and Lestat give lvl 4 items, so defeat them accordingly. When you're finished with Zomberd and Lestat, send your parties up towards Barbarela and Irvine. Set your dragons on Go at this point, to get in some extra attacks. Also, if you wish, it might be a good idea to destroy the mountains that block the path. I would recommend holding back your Light Armors, as they might die if sent alone from a couple Javelins and Excalibur. When all (or most) of your parties have arrived, commence your attack. Your first priority here should be the Lazenlord and Lan Ze Lords, as their Javelin attacks will quickly add up. Once they are taken care of, defeat any random enemies lying around, and confront the two bosses. Like Zomberd and Lestat, both have the potential to do a lot of damage very quickly. Be sure to heal between turns, and use items (so your dragons don't waste a turn using Refresh). Once again, defeat them with an element - you should get a pretty good idea of what you need by this point. Finally, send your parties off towards Gudolf. With any luck at all, he has either moved closer to you (but not too close!), or he has moved into what used to be your starting island. In any case, send your Light Armors over there ASAP. Your first priority should be the Cure Comrades, as they can quickly undo any work you might have done up to this point. After they fall, feel free to retreat and wait for backup, in the form of your dragons and other parties. When everyone is ready, charge straight at Gudolf. Using a good combination of field and melee attacks, you should be able to finish off all of his helpers in a round or two. When you are ready, attack Gudolf. Be careful, however, as his field attack has a large range (bigger than your White Drug range, unfortunately) and does a lot of damage. When you've brought him under a certain HP (around 10,000, I believe), Gudolf will change forms (most noticably, the little ball he's holding will levitate). At this point, he will use much more dangerous spells, so be careful. Like all bosses in this chapter, defeat him with an element for some good items. <EOB> When you're finally done with this level, you get to see an interesting scene in the newly renovated Kahna Castle. When you're done, go outside, and talk to the shopkeepers (not sure if this is necessary, but it doesn't hurt to be safe). Finally, talk to the Dragonkeeper, and choose two dragons to mate. I would recommend choosing at least one of your Master Dragons, as this ensures that Puppy gets the highest stats. Also, IMO, the Salmando-Molten dragon looks the best, and you'll get a special scene if you talk to Palpaleos ;). When you've chosen your dragons, talk the shopkeepers again, for some VERY good items, including another Princess ??? item. Then watch the nice dance scene :). See why I like this level? You not only gain 5 ultimate items from the battle itself, but also 8 more ultimate items from the shopkeepers after the battle. That's a total of 13 new pieces of equipment to play around with! Fun, huh? ------------------------------- Chapter 20 - The Sky of Sadness ------------------------------- When you get a chance, go to the OUTSIDE of Farnheit and name your new dragon (default name is "Puppy"). Inspect the little sparkle on the ground. If you choose to taste it (from the following menu), walk to the right to see a small scene with Bahamut. Otherwise, hold on to the item (Dragon Dung) - it's the best dragon food in the game. Or feed it to Puppy, which is probably its best use. When you've finished that, walk to the left. You'll see a new area of the OUTSIDE, which consists of a statue and the leftmost tip of the Farnheit. If you inspect the statue, you can take one of Bikkebakke's mushrooms (Don't do it! Stealing's mean! And they only cost 60 PR anyway). Also, when you walk all the way to the edge, you will see two gifts - one from Hornet, the other from the crew. Hornet's contains a Scharnhorst (decent Cross Knight sword), a Dreadnaught (the best sword), and a Dillinger (the best katana/dagger). The crew's present contains a Destroyer (bad), 2 Kaiser Rins (good robes), 2 Martial Nays (decent light armors), a Prinzeugen (best rapier), and a XXX Porno Mag (you shouldn't need this by now). Your choice here - personally, I would recommend Hornet's present, as none of the crew's stuff (except the Prinzeugen) is considered ultimate equipment. <SOB> Scenario: Defeat the boss to win This map is somewhat unusual. Your first 3 parties will be in the southwest corner, while your last 3 parties will be in the southeast corner of the map. The map can be divided into 2 main sections: the top and the bottom. Irvine and his friends are in the top section, while Barbarela is in the bottom section. Both sections are pretty big, so overcrowding shouldn't be too much of a problem. There are several new terrain features in this map. First is the security systems. These will attack all parties (and dragons) passing 3 squares ABOVE them. Destroy them with thunder techs, if they become a nuisance. If you don't stop above them, no problems here. Another new feature is the trapdoors and switches. Step on a switch, and the trapdoor will open, instantly killing anything there. Enemies won't usually trigger the switches, so use them to your advantage (if you wish, as you do lose good EXP/PR/items). Finally, the top and bottom sections are partitioned by a big wall, and the only entrances are doors on the left and right. In order to open these doors, you MUST defeat Barbarela first, or else the doors will remain shut. However, your dragons will still be able to fly over the wall and attack Irvine before Barbarela is defeated. In terms of formations, your Light Armor parties will be your most important parties here. For the first couple turns, they will be the only ones even in range of Barbarela. Keep them strong and versatile - hopefully, one will be adept at destroying enemy parties, while another will be good at whittling down bosses. Also, if the security systems become too much of a bother, consider putting Wizards or Assassins (preferred) in these parties. I like Assassins better, because their Raiden attack has a better area, and they can also use their instant-death and healing skills in battle. When the battle starts, send your Light Armor parties out. Their first target should be the Cure Comrades. When those are taken care of, send your Light Armors to take out any nearby parties. I would recommend avoiding the Gran Gunners, as they can quickly decimate a party in melee - however, if you leave them alone (or only use field attacks), they will only hit you during their turn. Avoid Barbarela for the time being. If you can, get your dragons to attack the Gran Gunners, as they are your biggest threat at the moment. Also, don't do anything stupid, like stand above a security system, or accidentally set off a trapdoor and kill off your own parties. If you have nothing better to do, have them destroy security systems for fun - your dragons aren't very smart, and will still set them off occasionally. Meanwhile, your other parties should be slowly trudging up. Set their dragons on Go, so at least they'll be helpful in some way or another. When they get into range, have your Summoners go for Barbarela and other other parties that might be nearby. Have your Wizards and Priests gang up on a single Gran Gunner, but spread them out - getting hit by a Catapult will not be good for these low-defense classes. When they are finished with one Gran Gunner, go for the other. Your dragons should be extremely helpful in this purpose. Once both Gran Gunners are dead, send all your magic parties to poke away at Barbarela. When everyone is ready, go attack Barbarela. She shouldn't be too much of a problem, just surround her with melee parties and whack away. Try not to waste TOO much MP, though, as there is still another battle to go. Hope you have some Magic Gins...when you're done, defeat Barbarela with an element, as usual. Whatever you want. Another word for the wise: around now, or maybe even earlier, your dragons might have wandered off north and attacked the enemies up there. Be very careful with these dragons, as they can die very quickly if they are attacked by several enemies. Irvine's field attacks and Catapult will be worries here, as they both do over 1000 damage. Don't be afraid to call back your dragons with Come, as you cannot afford to let them die. When Barbarela finally bites the dust, the doors on the left and right sides open up. From here on, you have two options. One: set your dragons on Go, and let them take out most of the enemies (except for the Gran Gunners and Irvine). When you are ready, storm in and finish off remaining enemies. The main advantages to this method are its relative safety - your dragons can take of themselves quite fine, using their Refresh spells, and you won't even have to get your feet dirty. The disadvantages are loss of experience (for your characters, as EXP means nothing to dragons), and the boredom. Yes, it is quite boring to watch your dragons attack, as Master Dragons only do 1000-1500 with their attacks, and there are quite a few enemies. However, if you have some time to kill, go ahead and use this method for an easy kill. Two: Charge your Light Armor parties in, backed up by your dragons. Send in two on one side, and one the other side - I don't think it really matters. Your magic parties should be following close behind - I would recommend sending in all 3 together at once, instead of separating them. Your Light Armor parties (and maybe your Summoners) should be focusing on the parties in the middle, near Irvine. Once they are done (avoid Irvine), send them off to take out the Gran Gunner on the other side. Hopefully, your dragons will be nice enough to absorb some hits here. If your magic parties are having troubles on the first Gran Gunner, don't be afraid to send a melee party back to help them. In this way, you should be able to take out all enemies without too many problems. When all enemies are done for (including BOTH Gran Gunners), take on Irvine. Be careful, as his Excalibur attack in melee can easily do over 1000 damage (which isn't that much anyway...). When you're done, defeat him with an element like Barbarela. He goes down fairly quickly. <EOB> After the battle, and another one of those dreaded Holy Dragon cutscenes, you will gain the power to summon Hyperion! Unfortunately, Hyperion isn't quite as useful as Garuda, because of its lack of area. Also, it is the second ugliest summon in the game, IMO - just look at it! ------------------------------------ Chapter 21 - The Holy Dragon Bahamut ------------------------------------ I pity the foo that doesn't have all Master Dragons by this point. The battle in this chapter won't give that much EXP, so I would recommend doing a sidequest or two to even things out. Probably Easy Dungeon, by this point - Granbelos Fortress loses its value when you don't need Presenter items any more. <SOB> Scenario: Defeat the boss to win Doesn't this look fun? The boss, Gryphon, is standing right in front of you, within range of non-Light Armor parties. There are only 8 other enemy parties to deal with, and they are a little bit behind Gryphon (i.e. two turns to reach them with non-Light Armor parties). As you can see, your Light Armors will be able to go from one corner of the map to the opposite corner in one turn. Fun, eh? However, keep your Light Armors in your formations...they are still a necesity to win this battle. The enemies, however, are not as easy as the scenario makes them seem. The Gryphon can do massive damage, especially since he basically starts within range of you. The rabbits can use Make Friendly (turns you into a rabbit), and the Psychic Dolls use cure spells and Quick (gives the boss an extra turn in battle). Not good. The rabbits form a small arc just north of the boss, while the Psychic Dolls form another arc above the rabbits. The key to this battle lies in the Blitzkrieg strategy. Well, sorta...what you need is quick, coordinated strikes. All enemies (except the boss, of course) MUST be dead by the end of the first turn, or you might have problems. You *might* be able to afford to let a couple rabbits live, but the Psychic Dolls MUST die. No questions asked. Now, you ask, how will I do that? Simple. The Psychic Dolls don't have much HP. A single summon (like Garuda) will weaken the Psychic Dolls to under 1000 HP (where your dragons can kill them easily), or something stronger (like Hyperion) can kill them outright. The rabbits will fall to a single Garuda, as they are even weaker. For formations, I would highly recommend pairing up your Summoners with a Light Armor. The other two Light Armors should be placed with stronger melee parties. Meanwhile, your Wizards and Priests won't need Light Armors, as they start out within range of the boss. Also, on paper, this is a good level to use Mini Devils, but I wouldn't recommend it - their usefulness fades as soon as all enemies (except the boss) are destroyed, and that will be in 1 turn. When the battle starts, move your Summoners up about 1/2-3/4 of the way. From there, they should be able to aim a Garuda summon right between the Psychic Dolls and the rabbits. It is much more important to take out the Psychic Dolls, as they will be much more annoying if they survive. So, if you can't get all 8 parties in one shot, just aim for as many Psychic Dolls as you can. This dragon should be set on Go, to take out one of the weakened Psychic Dolls. The next parties to move should be your Wizards/Priests. If you're within range of the rabbits (and some of them survived), take them out with spells like Armageddon or Mystery Magic. If not, don't worry about it, and cast your spells on the boss. Make sure that your dragons are set on Go, so that they will attack the already-weakened Psychic Dolls. If they don't, I might consider reloading - you NEED the Psychic Dolls dead by the end of the phase, or else. When your other parties are ready, have them move. The one without the Light Armor should attack a rabbit party (if there are any left, or if the party is within range), or just sit around. The two with Light Armors should move up and attack the Psychic Dolls (preferably the ones untouched by the Garuda summon). All 3 parties MUST have their dragons set on Go, to finish Garuda- weakened Psychic Dolls. If a single Psychic Doll party is alive by the time the 3rd party (and its dragon) are fininished, reload - you don't want to deal with a Gryphon with Quick cast on it. Once the Psychic Dolls are dead, this chapter becomes a piece of cake. Finish off any remaining rabbit parties, and go for the boss. He shouldn't be too hard, so whittle down his HP and finish him off when you're ready. As usual, choose an element to defeat him with - by this time, you should probably have good weapons/armor for about half of your melee parties (namely, anything that uses Heavy or Light Armor). <EOB> Would you believe it? Another Holy Dragon cutscene! Although this one is probably the most interesting, as Bahamut is the most interesting Holy Dragon (IMO). Well, you do gain the power to summon Bahamut, the best summon in a normal game. Combining the range of Garuda with the power of Hyperion and a fire elemental, you can forget the other summons after you get this one. He is a bit costly on MP, however. Also, after this battle, Yoyo becomes a Dragnar (because she has all the Holy Dragons, blah blah blah). Not much different here, except her stats go up a bit. She also might be able to equip a few different pieces of equipment - more on this later. ----------------------------- Chapter 22 - The Final Battle ----------------------------- No, it's not really the final battle quite yet. Go through the beginning scenes if you wish, then talk to Hornet to proceed. After a small cutscene, follow Rush back into the men's bedroom. Talk to him (choose any answer), and you'll get the 5th and last Princess ??? item. Behemoth time, baby! OK, the upcoming battle is (arguably) the hardest non-optional battle in the game. As for my hints, you MUST have as many items as you can buy. Just splurge on Royal Drugs and Magic Gins, because you are most definitely gonna need them. I HIGHLY recommend having 99 of all buyable items at this point. It's not like you have anything else to spend your money on, anyway... <SOB> Scenario: Defeat the boss to win Bear with me here, as this scenario may be the hardest one to try and describe accurately. You start out on the south side, as usual, while the boss (and several mini-bosses) are lined up vertically at the very north. Now, let me try to separate this scenario into sections. The BOTTOM section is from the bottom of the map, up until (and including) the Gran Cannons. The MIDDLE section is from the Gran Cannons up until (and including) the Ziegfried, which is in the top-middle of the map. The TOP section is everything above the Ziegried (including the bosses). Got it? A couple of things to note, in terms of terrain features: Autocannons - There are no less than 15 autocannons in this chapter, so be very careful about where you stand. Remember, autocannons attack 3 spaces in front of where they are, so be careful. Unfortunately, they're usually placed at chokepoints in the map, so you'll probably end up destroying quite a few of them. Walls - There are HUGE sections of walls in this chapter which you must break through in order to get any sense of mobility. The main walls are the ones in the bottom section, which impede your initial progress, and the ones around the Gran Cannons. These severely restrict mobility when trying to attack in melee, so get rid of them ASAP. There are also some walls in the upperleft and upperright, but those won't be much of a factor. Bridges - The bridge system in this chapter is just hellish. From the bottom section to about halfway through the middle, there are no bridges. At this point, there is a fork in the bridges, as one leads left and one leads right. However, you can choose to simply bypass these bridges...the island to the north (the "boss island") is only separated by one square of water. If you chose to go to the left or the right, they lead on slight detours before leading to the boss island. Water - Just looking at the bridge system gives you a good idea of how much water there is in this level. You can either use the bridge system to cross the water, or freeze it and make your own. Structures - Almost all the cannons (not the autocannons, the other ones) are on top of structures. Therefore, if you don't use any thunder techs next to them, they'll be gaining lots of HP back fairly quickly. Forests - There some forests on the boss island, but those probably won't come into play. Now, for info on some of the enemies: Hummels - Your generic wizard-type enemy. Casts Flame Gaze on you. It can hurt if they gang up on you, but they go down fairly quickly. Remember to use ice attacks (your dragons should [hopefully] use Ice Breath automatically). Gran Cannons - They are found at the top of the bottom section, and again at the top of the middle section. In both pairings, one will be on the left, and one will be on the right. Gran Cannons are the least dangerous of the cannons (except for Autocannons), but they are also the most numerous. You're probably used to these by now. Galgstaff - If Gran Cannons are lvl 1 cannons, then the Galgstaffs can be considered lvl 2 cannons. They have TREMENDOUS range and power, which is a deadly combination. They can be found around the middle of the middle section, one on each side. Be very careful when taking these out, as they can kill you in two or three good hits. One more note - they will not attack in melee, so feel free to use melee hits to do some good damage. Ziegfried - If the Galgstaffs are lvl 2 cannons, the Ziegried is a lvl ** cannon. IMO the most annoying enemy in the entire game (not including Hard Dungeon enemies). OK, why is it so annoying. It can take you out from ALL THE WAY across the battlefield! And if you thought the Galgstaffs did a lot of damage, wait until you see how much this can do. OVER 1200 a hit! This will make mincemeat out of your parties, and your dragons as well. It also has a ton of HP to boot. Just remember, if you beat the monster, the level is as good as over... Lenderbaffe - The enemy's dragon (maybe Palpaleos's dragon?). Like your dragons, it has a high movement range (7-8 squares!?), and can do a lot of damage with its Bite/Claw attacks. At least it doesn't have Salmando's invincibility... Irvine/Gudolf - The bosses of the level. You should know them pretty well by now. Formations are mostly standard for this battle. Try and have high attack and defense parties in this battle, as the cannons can do a lot of damage. Also, this is most definitely NOT a Mini Devil battle. I highly recommend that you spread your Wizards out among two or three parties, as you will be doing a lot of terrain manipulating in this battle. Your Light Armor parties should be fairly strong defensively - at least 2000 HP, and more if possible. Also, if at all possible, try to pair up some Wizards with Behemoths for even more damage via Mystery Magic. OK, now for the battle itself... When the battle starts, use your magic parties, and attack the Hummels nearest to the center with lightning attacks. The purpose is twofold - first, you do some decent damage to them. Second, this opens up a path for your Light Armor parties to go directly to the enemies. Your Summoners should just use their strongest summon (likely Hyperion/Garuda, as Hummels are immune to fire) between two parties to do some good damage. All dragons should be set on Go, for even more fun. When your magic parties are done, move your Light Armors in for the kill. Hopefully, they will be have a direct line to the Hummels in the center, through the destroyed walls. One party to each side. The last Light Armor party should go straight into the middle, and take out the Autocannons in the middle (right below the wall). Those cannons will get really annoying if you leave them whole. On your next turn, heal up with items (for any parties that got hit by a Flame Gaze) and start moving your magic parties again. You want to make sure that you completely finish them before you even think about taking on any of the cannons. If your dragons start to attack a cannon, that's OK - but make sure that you don't start an assault on the cannons without backup. Use magic attacks (remember not to use fire!) and your Light Armor parties to finish off the Hummels. If your magic parties are really slow, wait a turn or two so that all of your parties can attack the cannons en masse. This is probably a good time to mention an AI bug. You've probably already noticed this by now, but cannons (and other field-attack-using enemies) will always target exactly at the party (or dragon) that is doing the most damage to it. Never even one square away (like your high wisdom dragons might do), but always right on that party. Take advantage of this, and put your parties into diagonal patterns, to avoid the shots. Now, proceed to take out the first two Gran Cannons, which are to the left and right of the main road. If you feel that you are strong enough, split up your parties, and take on both cannons at the same time. Otherwise, just gang up on one cannon with all 6 parties. I would recommend setting most of your dragons to Come, to help out with the cannons, except Salmando - set him on Go (to maybe start attacking the Ziegfried, or the Galgstaffs). Don't forget to abuse that AI bug in the paragraph before - it really saves a lot of healing. When the cannons are about dead, set your dragons to Go, so that they'll do some damage to the Galgstaffs. Once BOTH cannons are done with, move your parties up slowly. If you want to save some time, freeze the rivers (or just go around the long way). If you do go the long way, don't forget to avoid the Autocannons, as they are quite annoying on closely packed parties. Your dragons should be on Go, to get in a few extra hits and absorb some damage. Now is probably a good time to mention another thing - the Ziegfried. About now, you should be getting within its killer range, which is NOT a good thing. You can just heal from its attacks, but that will cost a lot of healing items and/or MP. The best way to avoid this is to put a dragon that knows the Refresh spell on Go, and have it attack the top section. Hopefully, this dragon is Salmando (for the invincibility), but any dragon that can heal itself will work fine. This dragon should be able to absorb the hits from the Ziegfried (and the other bosses/mini-bosses), and heal itself with Refresh. When you're ready, take on the Galgstaffs. The easiest way is to probably have your magic parties snipe it from across the rivers, staying safely out of its range. Your Light Armor parties can either go around, or freeze a way over. I would HIGHLY recommend taking on one Galgstaff at a time, while your dragons and magic parties weaken the other. Remember, the Galgstaffs won't attack back in melee, so use that to do some good damage. Also, don't forget to take advantage of the AI bug, to save items/MP/dragon turns (my dragons tend to waste turns casting Refresh on barely-damaged parties). Once both Galgstaffs are dead, you have a couple of things you need to do. Namely, the Ziegfried, the two Gran Cannons in the northwest and northeast, and the bosses. Of the three, the Ziegfried is the most dangerous, but the Gran Cannons are probably the easiest to go after. If you've been playing well, one (or more) of your dragons is drawing fire from the Ziegfried, so you can go ahead and attack the Gran Cannons in relative peace. Now, your parties will probably split up around here. Your Summoners should be confronting the boss with the Bahamut summon. Do not be afraid to use it, as it does good damage over a big radius. Good for wearing down multiple high HP parties at once. The best place for them is right across the river from the top section, but you can have another character freeze the river if they the enemies move out of range. Also, at this point (or earlier), your Summoners are most definitely out of MP. Some of your other classes might also have run low by this point. Do NOT be afraid to use your Magic Gins. This is why we bought so many before the battle started. If you try to conserve MP during the battle (or worse, flat out refuse to restore your MP), you will run out at a crucial point. And it will not be pretty. Here, split up your parties a bit. Send two magic parties, and your strongest Light Armor party to take out the Gran Cannon on the left. Don't forget to take advantage of that AI bug, and set your dragons on Come if you *really* need it (I would recommend leaving them on Go, so they might wear down/be a target for the Ziegfried). Continue to attack until the cannon falls, healing as necessary. Your remaining magic party and your other two Light Armor parties should go to the Gran Cannon on the right. Hopefully, at least one of these parties has ice/thunder techs, so you don't have to go around the long way. Take out the Gran Cannon as quickly as you can - no good leaving loose ends around. When both groups are done, have them converge into the middle. The first priority is definitely the Cure Mages, which should fall fast (if they haven't already died via your dragons). Next comes the Ziegfried. Although it won't attack back in melee, it's probably not a good idea to attack in melee, as this groups your parties together (so a single shot will hit more parties). Stay back and poke away with field attacks, until you are CERTAIN that you can finish it within a single phase. At that time, by all means, go ahead and finish it off. Your next target should be the Lenderbaffe. Hopefully, your dragons did some good damage to that while they were fending off the Ziegfried, so it should already be weakened. Beware of its Bite/Claw attacks, as they can do a lot of damage to a single character. Finally, go for Irvine and Gudolf. Irvine first, of course. You've fought him several times by now, so he shouldn't be a problem. When he's finished, go for Gudolf. Beware of his Magma Storm attack, as two hits of that (once during melee, once during enemy phase) can kill your weaker parties. Beware. And don't forget your elemental attacks, as he is a boss... <EOB> *Sigh* I hate this level so much. Damn, that was a long walkthrough for a single battle...At least you can assured that this is probably the hardest mandatory battle (OK, the later battles *can* be tougher [especially chapter 25, for those of you who don't pay attention], but IMO this one is the toughest). ------------------------ Chapter 23 - Destruction ------------------------ Ah, this is sort of like a relief battle after the mayhem of chapter 22. One more thing - if you had Bikkebakke give that old man money back in chapter 7, you'll get 1000 PR now. Not that much, but it's a nice gesture... <SOB> Scenario: Defeat the boss to win You start out in the southeast corner of the map. This map is probably the most linear of any map you'll find. The path (there is only one way through) goes north a bit, then west, then north again, then east, and finally north into the big boss section. There are chests in the southwest area (after the first left turn), the eastish area (after the first right turn), and in the left and right of the north area. The boss can be found in the final north area. This map is pretty big, so don't expect your non-Light Armor parties to be able to reach the boss in a reasonable amount of turns. Couple of old terrain features here. First are the aforementioned chests, which all contain REALLY GOOD items. So get them. Also, there are some spikes scattered throughout the level. Not a danger unless you step on them, and don't really do that much damage to dragons. Also, some basic switch and traps can be found, which aren't that much of a problem. Finally, the last (and most dangerous) terrain feature is the statue. If you stand in front of them, they hit you with Mega Beams. Sorta like Autocannons. Destroy them the same way you would destroy anything else, with Thunder techs. If you're careful, they won't really bother you. Formations are pretty standard in this battle. Just make sure that your Light Armor parties are decently strong. Unfortunately, your magic parties won't be doing that much in this battle (they're gonna be busy picking up chests), so make sure that your Light Armors can do the job by themself. When the battle starts, speed your Light Armor parties ahead. All dragons should be set on Go at this point. Take out the Lazengraf first, as it has the potential to do the most damage. The other enemies should be removed at the first opportunity. Remember, you're (likely) only using 3 parties at this time, so divide and conquer - focus on one enemy at a time. Let your dragons take care of the others. If your magic parties are fast enough, and they drop by before the enemies are finished, have them help out. As your magic parties chug along, have one of them (probably the one that will do the least damage) pick up the chest on the southwest. Remember to leave this party's dragon on Go, so it will help out in battle. Unfortunately, by going to pick up this chest, you've basically taken this party out of battle (not like it would do much anyway). Keep moving this party after the other 5 once they've picked up the chest. One of your other slower parties should pick up the second chest in the corner where you turn from right to up. Like the first party, this one will also be effectively taken out of the battle, so choose one of your weaker parties. In my experience, this party (and the other one) won't be moving fast enough to catch up with the Light Armors anyway, so its not much of a loss. Your Light Armors should travel into the final northern section, possibly backed up by your last non-Light Armor party. I HIGHLY recommend that you use your Summoners to weaken the enemies in this area, since they're fairly close together. From here, we're going to try a luring strategy. The main idea is to take out as many of the wandering enemy parties (except the stationary Gran Cannons and the boss), while staying out of the range of the Gran Cannons. The best way to do this is to leave the majority of your parties in the passageway, and send out one Light Armor party just far enough to lure enemies towards it. If you're really serious, set your dragons to Come or Wait, so that they won't attack enemies (and get rid of the luring idea). The key here is to just stay in "sight" of the enemies. The game is designed so that enemy parties only move when they are a certain distance away from your parties. As soon as one of your parties gets within this range, the enemy will move towards it. That simple. Ideally, lure the enemies out of range of the Gran Cannon, so you can safely attack without worrying about being hit by a Catapult. This tactic also gives time for your magic parties (the ones that stayed behind to pick up chests) time to catch up. Once enough enemy parties fall for your trap, spring forward. Your dragons should be reset to Go, and you should pounce on the first enemies with all 4 (or more) of your parties. With so much firepower directed on a single party, it shouldn't be a problem to get rid of the enemies. Do this to each and every enemy, except for the Gran Cannons and the boss. Once the other enemies are dead, move for the Gran Cannons. Always attack on the side AWAY from the boss, so as to put extra space between you and the boss. If you do decide to attack the cannons in melee, make sure that you can survive TWO Catapults. Otherwise, don't bother, and just wear them down with magic attacks. They barely phase dragons at all, so use that to your advantage. Once the Gran Cannons are down, the battle becomes as easy as pie. Send two parties off to the sides to pick up the chests, then focus all of your might on Gudolf. Remember to watch out for his Magma Storm attack, as it can do a lot of damage. He should fall fairly quickly though. Don't forget to defeat him for your lvl 4 equipment - you should have gotten good equipment for most of your melee characters at this point. <EOB> ------------------------------- Chapter 24 - To the Homeland... ------------------------------- Before the battle starts, find Palpaleos (I *believe* he is in Yoyo's room). He'll give you some good equipment - an Empress Kahna and a Royal Gown. The Empress Kahna has a slightly lower magic rating than an Assault, but it does raise (minimally) all other stats. The Royal Gown is the best robe in the game. I would recommend that you equip both of them on your Dragnar/Summoner. Also, from here on out, the shops will begin to sell some ultimate equipment. Stock up on Battle Dresses, for sure, and maybe some Thundaras if you need them. Delta Daggers are also good, if you don't have any Dillingers. One more note - you get a new sidequest in this level, Situation Critical. It's definitely a lot easier than Hard Dungeon, but I hate it, just because it's very boring. And the enemies in it don't change, which makes for a very boring level. I personally won't recommend doing it, but its rewards in EXP/ PR are fairly good, so you can do it if you wish. <SOB> Scenario: Defeat the boss to win Sort of a confusing map, and I don't really remember it that well :(. In any case, there are three main sections to the map: the left section, the middle section, and the right section. You start in the left section (the NW corner, to be more precise). The majority of the enemies are found in the middle section, and the boss and final enemies are in the right section. The sections are connected by bridges - each section is connected by two bridges to the next section. Terrain is fairly simple here. There are a few forests, but those shouldn't be too much of a problem. The only other fear is being caught on a bridge, and using a thunder tech (also fairly unlikely). However, the bridges are a bit more complicated than that. To get from the left section to the middle section, you can take any bridge. However, to get from the middle section to the right section, you MUST take the bottom bridge - the top bridge leads to a small alcove that doesn't have direct access to the boss. The enemies in this chapter are a bit unique. First off, most of the enemy parties are undead, so plan accordingly. Second, there are two trios of enemies that deserve some more mention - the "Ring" enemies. They always come in groups of 3's, and they all work together. Ring Crafters create new Dark Stalker parties. Ring Tracers teleport these newly-created parties (or cast high level magic if teh Ring Crafters are dead). And Ring Commanders sit around and cast Armageddon/Halley Gazer on you :-P. In essence, there can be an infinite number of enemies on this level, so make Ring Crafters your first priority (unless you are harvesting, of course - more on that a bit later). Hooray! Since most of the enemies here are undead, go right and use those Mini Devils. Your odds are greatly increased, seeing as you just need one of three (or four) dances to be one of the "powerful" dances to kill off the Dark Stalkers. Your other classes should be fairly balanced. Make sure that your magic parties are in good shape, as you will likely be using them in this battle. When the battle itself starts, send your Light Armors out. I would recommend having two of them move down at first, to attack the more southern enemies. Your last Light Armor party should join up with your magic parties to take out the parties in the north of the middle section. Take out any Dark Stalker parties that are in your direct path, but remember that the Ring parties are your target. Dragons should be set on Come, or Go if the party is still too far away from the enemy. Your lower Light Armors, after they've finished off the more southern parties, should come back north and catch the enemies in a pincer. They should focus more on the existing Dark Stalkers, just in case your other parties are caught unawares. Meanwhile, your last Light Armor and magic parties should be ready to take on the Ring enemies now. Although the Ring Crafter is the biggest threat, I would recommend that you take out the Ring Commanders first. Its Armageddon spell really does a lot of damage over a wide area. Also, if you take out the Ring Crafter first, the Ring Tracers will start casting Armageddon as well - not good. So, the order is: Ring Commanders, Ring Crafters, Ring Tracers. Be careful, as that Armageddon really stings - try having some Priest/Assassin parties around in case you need healing. Now is probably a good time to mention harvesting. I wouldn't recommend harvesting this Ring Crafter, but this tactic works well on the other one. Harvesting basically involves NOT attacking the Ring Crafter, and simply defeating the Dark Stalker parties that it creates. This is a *fairly* simple way to gain a lot of EXP, fairly quickly. However, you must be careful that you aren't overwhelmed by a swarm of Dark Stalkers. This is easiest done with Mini Devils, as they have the highest potential to kill off the Dark Stalkers in just one round. And they probably need the extra EXP, as well. Once the enemies in the middle section are done with, your parties will split up again. The Light Armors will go south, to take the lower bridge onto the right section. The magic parties should go across the top bridge, where they will find a small alcove. This is probably the safest position for them - they're out of range of the bosses, but still within range to use their own field attacks. This is also a good time to set your dragons on Go, especially Salmando - his invincibility will come in handy when facing the Alchemic and Veltim. With any luck at all, the Alchemic and the Veltim will waste time casting their spells on your dragons. And you will be very thankful if they do. A double dose of Burning Earth (from the Alchemic) and Bagdem (from the Veltim) will definitely kill off any of your magic parties, and probably even one or two of your melee characters. Fortunately, 2000-3000 damage isn't that much to a dragon, and it can be healed quickly with Refreshes and White Drug. Meanwhile, your Light Armor parties should be running into the other set of Ring enemies about now. Remember, the best order is: Ring Commander, Ring Crafter, and Ring Tracer. Unless your Light Armors have Priests/Assassins with them, healing may be a problem, so don't forget to go through and use items before every turn. This is probably also the best time to do some harvesting, if you want to, as the area is fairly isolated. Once those enemies are done for, all that is left is the boss. Unfortunately, the Alchemic and Veltim are fairly smart, and they work together by targetting a single party. If you can, send your Light Armor parties to different sides of the two bosses, spreading them apart (and diluting their attack power). If not, hope for the best, and heal up after every turn with healing spells. Try to avoid using your Mini Devils at this point, as a single Heal All can be devestating - ideally, they're back harvesting with the last Ring Crafter. With any luck, the bosses will focus on different characters (or, better yet, they both focus on Salmando). In this case, you can feel freer in attacking in melee, although you still have to be very careful. Two hits of either attack is a likely instant KO. Don't forget, your magic parties (in that tiny space) should be pouring on some much-needed damage, so this shouldn't take too long. When the Alchemic goes down (you did defeat him first, right?) is down, Veltim becomes much much easier. You should be strong enough to survive a single hit of Bagdem without many problems. Just gang up on him in melee, and take him down. Don't forget to finish off that last Ring Crafter party (if you are harvesting) before he goes, or else you'll miss out on the EXP. And remember your elements! <EOB> ------------------------------ Chapter 25 - Eternal Travelers ------------------------------ Before this next battle starts, I would highly recommend fiddling around with your dragons a bit. Behemoths and Black Dragons are next to useless in this battle, so try and get 6 Master Dragons (you should have 5 already, and just feed a heal to any Black Dragon you may have). You'll thank me for it later. For this chapter (and this chapter only!) I will be digressing from my nomral defeat-everything-in-the-battle mentality. Only a FOOL would attempt to do that in this battle. So, my walkthrough will be (instead) to defeat the enemy in the quickest way possible. If you want to try and defeat every enemy party in the level, be my guest - just don't come crying back to me when you find it impossibly hard to do. <SOB> Scenario: Defeat the boss to win From the start, this looks like a pretty easy battle, doesn't it? Only 4 enemy parties! Well, you are quite sorely mistaken. Each of the stone statues in this level can be brought to life. They turn into very nasty enemies. And, yes, there are 20 statues (count them!). This makes the battle quite a bit more interesting... The map itself is fairly easily divided into bottom, middle, and top sections. The bottom section is where you start, and there are two statues to the left and two the right. The middle section is connected to the bottom by a wide set of stairs (moblility is not an issue), and has one statue to the left and two more to the right. The top section is BY FAR the biggest, contains the 4 enemy parties, and has a whopping 13 statues in it. Now, you may be thinking that you're doomed, facing off against 24 strong enemy parties. However, all is not lost. The statues can be destroyed using thunder techs (yay!). However, you must be quick about it, as every phase two enemy statues are brought to life. Even if you're a master about destroying statues, you can expect to face 6+ of these monsters. Now, the key to this battle is formations. Hopefully, with smart formations, you can destroy most of the statues before they are even brought to life. However, this is not as easy as it seems, as the statues are fairly spread out and hard to take out in one turn. The best formations for this battle are the ones that make the best use of Assassins, Wizards, and Cross Knights, as they have the highest area of effect. Also, Light Armors are instrumental for moving the Assassins within range of the statues. However, you must remember to keep your parties balanced enough that they can face off against any enemies without dying. Here are my formations for this battle. They may not be the best, but they certainly worked well enough for my purposes. Also, these are all Master Dragons, otherwise I wouldn't even be able to use thunder techs. Remember, these are probably not the best parties for the job, but they worked just fine for me. Party 1: Cross Knight x2, Knight, Heavy Armor Party 2: Royal Guard, Assassin, Light Armor x2 Party 3: Knight, Heavy Armor, Assassin, Light Armor Party 4: Dragnar, Summoner, Knight, Heavy Armor Party 5: Priest x2, Wizard x2 Party 6: Wizard x2, Priest x2 The idea with these parties is that all of them (except party 4) can use some form of thunder tech, and most of the parties (except 5-6) can still hold their own in battle. Parties 2-3 will be the ones doing most of the statue- destroying in the higher sections, while party 1, 5-6 will take care of the statues in the lower sections. Party 4 is just there to do some kick-ass damage :). One final note. Because the statues are set in place, this walkthrough will be more specific than some of the other chapters. I can't exactly vouch for which statues will be brought to life, but I can give a walkthrough that will destroy MOST of the statues, give or take a few. Also, any party #'s that are mentioned refer to the parties above. If you don't have these exact parties, that's fine - just follow the general instructions. Also, I'm gonna keep a statue count going, just for fun. When the battle starts, the first thing you should do is check to make sure that all dragons are on Go. Not really that important, but a very annoying thing to forget at a critical time. OK, now for the good stuff. Move party 4 as far up as it can go (and have it cast some spell for free EXP ^_^). Parties 5 and 6 should use a thunder tech on the statues in the lower section. It might take some experimenting to find the best spot to stand, but it's not that hard. That should take care of all the statues in the bottom section. (statues destroyed - 4) Party 1 should proceed to the middle section. From there, it should be able to target the one statue on the left side in the middle with a Swordhit (statues destroyed - 5). Party 3 should go to the right side of the middle section, and aim a Raiden between the statues. If you stand at (X:19, Y:25), you can take out both statues at once (statues destroyed - 7). Middle section is clear!. Party 2 (the one with 2 Light Armors) should go all the way up to the top section. From there, they can pick a side to start using Raiden on - it doesn't really matter. I ended up choosing the left side, and destroying the two lowest statues on that side (statues destroyed - 9). If you don't have a party with two Light Armors in it, you probably won't be able to reach the top section in a single turn - wait until next turn to do this. This ended my phase. One more warning about party 2 (or any party that is in the top section) - watch out for those Ring Commanders. A lvl 30 Armageddon can be devestating to just about any party, and two of them means instant death. When you're destroying the statues, either stay away from those parties, or use your dragons as decoys. When it's your turn again, move parties 1, 4-6 up as far as they can go. There shouldn't be any more statues in that area to destroy, so you're just trying to get them as close to the boss as possible. Also, their dragons might be able to lend a hand against any living Radamantises. If you're really lucky, party 1 might be able to use a ranged attack to help eliminate some statues in the top section. Next, move your party 3. Unfortunately, mine was out of range of any enemy statues, so that didn't really do anything. Finally, move your party 2. If you're lucky, there should be a cluster of 3 statues on the right side that should be your first target (statues destroyed - 12). Stand at (X:19, Y:08). You might even hit a stray Radamantis with this attack. With any luck at all, your dragons will have finished off at least one of the Ring Commander parties by now, eliminating a potential threat. This ends the player phase. About now, some of the enemy Radamantis parties should be going on the agressive. If they attack one of your parties, you have a problem on your hands, as Radamantises have really strong attacks. One thing that might save your life is the Defend command in battle (or the Defend ability of Heavy Armors). If you find a weak party being attacked, just defend, hope to survive, and heal up with items on the next turn. When it's your next turn, move parties 1, 4-6 up again. Party 1, especially, might be within range of the Radamantis parties, so have them use Swordhits (or something else) against those parties, to lessen the load off your dragons. Any available dragons should be confronting enemy Radamantises. Now, party 2 should just move to the nearest statue, and destroy it. I can't give any specific pointers here, as it is mostly luck as to which statues have been raised thus far. In my game, I was fairly lucky, and found 2 statues close enough together to be destroyed with Raiden (statues destroyed - 14). Party 3 was also lucky enough to find another clump of statues easily taken out with Raiden (statues destroyed - 16). 16 destroyed statues + 4 living statues = 20 statues! This took care of all the statues. Now, odds are fairly high that you aren't as lucky as I was, especially on the last phase of destroying statues. If not, you might face a 5th or 6th living statue. However, you should have safely destroyed the majority of the statues, leaving a clear road to the finish. However, one more thing to point out - once all the statues are destroyed/living, the bosses (Lucrecs) will start casting lvl 20 Gigashocks on you, which has an INSANE radius and area of effect. This hurts. A lot. Avoid it at all costs, or (even better) have your dragons take the blow for you. When it's your turn again, you should be facing off against 4-8 Radamantis parties, any surviving Ring Commanders, and the two Lucrec parties. The Ring Commanders should be your top priority. Next should come the Radamanstises. Unfortunately, they are very hard to kill in melee, as they have annoyingly high evade rates, even against techniques. The best way to kill them is with field attacks (which are unavoidable) or instant-death attacks (Assassinate seems to work very well against them). Hopefully, parties 1-4 should all be able to take down the Radamantises, and their dragons will be very helpful in this aspect. Once all the Radamantises are destroyed, you have two enemies left. There are two Lucrec parties (each containing two Lucrecs), but only the lower one in right party is real - the others are just there to annoy you. If you kill them, they will just replicate. So don't even bother attacking them (try to avoid having your dragons attack them, if that's at all possible). Be careful when taking them on, as the two Lucrec parties work together by targetting their Gigashocks on one of your parties. Do your best to separate them, as two lvl 20 Gigashocks spell doom to all but dragons. If you can keep them apart (or, better yet, get them to target Salmando), the battle is over. As usual, defeat them with an element - you should be maxing out on ultimate equipment by this point. ///////////////////////Alternate Strategy by evangelion92\\\\\\\\\\\\\\\\\\\\\ Evangelion92 points out that the main point of my strategy for this chapter is in destroying the statues before they come to life. Well, here's a new strategy for you, based around destroying the Lucrecs before they can revive enough statues. My party 1 : Cross Knight, Light Armor, 2x Knight 2 : Cross Knight, Light Armor, Knight, Heavy Armor 3 : 3x Priest, Assassin 4 : 2x Summoner, Light Armor, Assassin 5 : 4x Wizard 6 : Royal Guard, 2x Heavy Armor, Lancer Actually the important parties are 1,2,4. The others are just there for the dragons. Set all dragons to Go. That way all of them should go to the north part and target the 4 enemies there. Hopefully they'll deal some damage to the Ring Commanders and the bosses. Now here is the moves for first turn. 1 : Go destroy the statue on middle left. 2 : Destroy 1 of the 2 statues on middle right. 3 : Whatever as long as dragon set to Go. 4 : Go as north as possible. 5 : Destroy bottom right statues. 6 : Stay put. Enemies turn : 2 statues revived and most likely the Ring Commanders would do Holy/Dark level 30 to the dragons (better if they do it to Salmando). Second turn : 1 : Destroy the 2 statues in top right, but the most bottom. 2 : Go as north as possible. 3 : Whatever 4 : Should be the first party to move so the dragons won't waste their turn to kill the Ring Commanders. Go north and stay as far as possible to summon level 20 Bahamut that deals damage to all 4 enemies. That'll kill the 2 Ring Commanders and also deal good damage to the Lucrecs. 5 : Destroy the bottom left statue ( I think you can only destroy 1 of them). 6 : Stay put. Enemies second turn : Revives another 2 statues and 4 Radamanstites would attack. We only need to survive their attacks. Third turn : 1 : Melee with Lucrec. Hopefully it'll kill them or at least left them with very small HP left. 2 : Same with 1 but with the other Lucrec. Or if party 1 failed to kill the Lucrec, then finish that Lucrec first. 3 : Whatever. 4 : Should be the first to move again. Move them to a safe place that is as far as possible from the statues but close enough to summon level 20 Bahamut to the 2 Lucrecs. That'll deal good damage and leave them to be killed with Melee by party 1 and 2 (or at least almost dead). 5 : Either destroy the last bottom left statue or casts magic to that Radamanstites (if that one is revived). 6 : Stay put or fight like party 5. Enemies third turn (if any) : Revives 1 statue (you have to have killed at least 1 Lucrec by this time around) and x amount of Radamanstites attack (hopefully they'll attack your dragons). Fourth turn (if any) : 1 and/or 2 : Finish the Lucrec. Others : Whatever to get free EXP (might want to finish those Radamanstites if possible). Unlike your tactic to destroy as many statues as possible, my tactic is to let the statues alive and concentrating to deal field attacks to the 4 main enemies. By leaving the statues alive, that'll make sure that the Lucrecs won't attack the parties because they'll waste their turn on reviving the Radamanstites. If you're attacked by the Radamanstites, just defend or try instant death if possible. Just heal your HP if needed at the beginning of each turn. I think my tactic works well because the Lucrecs don't have ridiculously high HP (only like 14,000 or something). So with 2-3 level 20 Bahamut, that'll leave them with very small HP and they still won't attack us because they have to revive the Radamanstites. And basically party 6 always stays put to absorb damage if the bottom left statue is revived, it's there to protect party 5. Also, with my tactic, you can use Behemoth dragon too because you don't have to destroy too many statues. I pair the Behemoth with party 6. </contribution> <EOB> ------------------------------------------------ Chapter 26 - Alexander, King of the Holy Dragons ------------------------------------------------ You know the deal. Replace any items that you might have used during the previous battle, and go ahead and start the new chapter. Don't forget to fix any changes that you might have made to your formations in the last chapter, and make sure your dragons are in their correct forms. <SOB> Scenario: Defeat the boss to win The map for this level is amazingly similar to that in chapter 21. It's *really* small, so small that non-Light Armor parties can cross it in 2-3 turns. Light Armor parties can go all the way across in just 1 turn. The enemies all start 10 squares away, so it should take 2 turns to get everyone into fighting range. Also, don't forget to admire that lens flare layer in the background - sprite layer 1 :). There are three main groups of enemies in this level, and one final boss (Alexander). Each group of enemies has 5 parties - 1 of Heal Glaives, 3 of Dark Sceptres, and 1 of Ring Commanders. These three groups are spaced evenly in the middle of the map - one on the left, one in the middle, and one on the right. The enemies should be pretty self-explanatory. The Heal Glaives are generic cure mage enemies, so they should be your first priority. The Ring Commanders have shown up before, so you should know what to do with them. The Dark Sceptres are the new enemy in this battle. They are a lot like the old Temple Guards of previous chapters - a single strong enemy with lots of HP and a self-destructing attack. Hope your parties are up for it. Be careful of Alexander, however. He doesn't have an actual sprite, but he is at X:11, Y:05 (the lower right portion of the head). He is, however, selectable, and your dragons won't have any problems finding him. Because of the small area in this battle, he will (basically) be able to attack you right off the start with his field attack (which has a whopping 12 range/3 area). To put this into perspective, that is a square or two below the lowest Evil Sceptre in the middle. That's a pretty big range, folks. Formations should be fairly standard for this battle. Just make sure that you do change the formations from last chapter. You will be using magic parties a lot in this battle, so make sure they are up to par. For once, your Priests might come in handy in this battle. Strong melee parties are also a must (to deal with the Dark Sceptres). Also, this is NOT a Mini Devil battle - single strong enemies are a Mini Devil's worst nightmare. Assassins (and their instant-death spells) will probably come in handy, so I would recommend having them in your Light Armor parties. When the battle starts, move up your magic parties. Your Summoners should definitely be able to get in a good shot or two at the enemies with a wide- ranging summon, like Bahamut or Alexander. Your Priest and Wizard parties might not be quite so lucky, but they should be be within striking distance for the next turn. All dragons should be set to Go at this point. With any luck at all, these dragons might be able to take down some Heal Glaive or Ring Commander parties without prompting, although this is fairly rare. Your 3 Light Armor parties should go after the Heal Glaive and Ring Commander parties. At the very least, move straight ahead and take out the Heal Glaives and Ring Commanders in the center party - if your movement range is high enough, shoot for the ones on the side. Althought it may be hard to whittle down 2600+ HP in a single melee battle, it can be done - remember that Light Armor Towers and dragon attacks are your friends. When facing against Heal Glaives, remember to focus your attacks if you aren't strong enough to take them all down at once. When the next turn starts, heal up (using Royal Drugs) any parties that were hit by spells, and start attacking again. Remember, your magic parties should be focusing on wearing down the Dark Sceptres, while your Light Armor parties should be focusing on the Heal Glaives/Ring Commanders. Use your Summons and Black Magic to hit as many enemies as possible, while Light Armors scour the map taking out healing/magic enemies. Each Light Armor party should be able to eliminate a single enemy party, leaving just 1 left. If you're *really* lucky, a dragon will take out that party for you. Remember, take out Heal Glaives first, so they won't undo your hard work. By now, the only thing left should be Dark Sceptre parties, which are arguably among the hardest normal enemies you will face in this game. Try to wear them down with field attacks, as their Assault and Self-Destruct techniques are deadly in melee. Also, if you're really desparate, just defend. The Assassin's Assassinate technique seems to have a fairly high success rate against them, so try your luck with that. A dragon's Gravity-type attacks are also very useful, so hopefully they'll use a couple of those during battle. Otherwise, you're stuck - just wear them down with Pulses/Smashes, and finish them off. Keep in mind that weakened Dark Sceptres will Self-Destruct, taking away all EXP/PR/items, so either finish them off or don't touch them at all. As an added bonus (motivation?), they do give lvl 4 items when defeated, so keep your elements in mind. Admire Alexander's weird bouncing melee sprite :-P. After a short (or long) while, all the Dark Sceptres should be defeated, and Alexander will be the only one left. However, this is a bit tricky, as there are only two adjacent squares that you can hit him in melee. And you DON'T want your dragons occupying these important squares. So, set your dragons on Come/Wait if you must, send your two strongest melee parties (those heavy on Knights/Heavy Armors) into those two spots, and pound away. All other parties should try and stay as far away from these two parties as possible while still staying within magic range, as Alexander will likely target these two parties with Heaven's Rage, which really hurts. And you want to try and keep your other parties out of its area. Make use of that little alcove just to the left of the head to place some parties. When facing Alexander, have your melee parties attack first. Then, have your Priests move last, to heal up any damage done by Alexander. This should: 1. help keep you alive 2. keep your dragons from wasting a turn casting Refresh. Don't be afraid to completely let lose with your spells - there's only one more chapter after this! Splurge on those Elixirs and High Magic Gins. Alexander actually has a lot less HP than you might expect, so this shouln't really take too long. A couple turns of Insires/Smashes/Pulses should whittle down his HP really quickly. The only thing you should really fear is his Heaven's Judgement attack, which does 2000+ damage to a single party member. Keep your Priests in backup to revive any fallen party members. <EOB> --------------------------------------------- Chapter 27 - We, Who Cannot See Into Tomorrow --------------------------------------------- This is the final chapter. No holding back here. Buy 99 of each item from Rush, as you'll likely need them. Then go to Bikkebakke and buy 99 of every kind of mushroom. For good luck ;). Talk to Matelite when you're ready... FAER TEH BOUCNIGN SPIRTE!!1!1!!1 <SOB> //IMPORTANT: PLEASE READ\\ Exactly what heads must be defeated before the middle head will take damage? The common answer is two, but it seems (from my experience) that you must defeat all of the other 3 heads. Please, somehow contact me and let me know of some definitive evidence. </IMPORTANT> Scenario: Defeat all enemies to win (not really, though) The map is fairly simple, and about medium size. There is only one enemy (well, that's sorta inaccurate - there's one enemy that has 4 different parts to attack), Alexander. Each of Alexander's heads is considered a boss in this level, but you must defeat the middle one to win. I'll make a little ASCII map for you :). UR 3 UL 5 M 4 6 LL 1 2 UL, M, LL, and UR are separate names for Alexander's heads. Each of them is a different target, and they will be referred to in this manner for the rest of the chapter. 1-6 are your parties. Now, don't confuse the different parts of Alexander, as they are all quite different. There are a few similarities between the heads, however. Here's the basics: UR - is the healer head. It casts Refresh (with infinite radius, so it will also heal the other heads), which can heal about 1500 HP a pop. Try to avoid having your dragons attack it in melee, as dragon attacks don't do enough damage to counter the Refresh it will cast on itself. Probably the least dangerous head. It won't attack you, so don't worry about it too much. Found at (X:19, Y:05), the square diagonally up and left from the mouth. It's the greyish-bluish-purplish dragon. UL - uses dragon spells. Its favorites seem to be the more generic elements, and I haven't seen it use a holy/dark attack yet. Not very dangerous, as the dragon spells do (mostly) under 1000 damage. Still, a couple of these can easily pile up damage on your weaker classes. The only dragon that has limited range on its attacks (radius of 5, I believe - the same as dragon attacks), so you can just stay out of its range. Found at (X:11, Y:06), the square with the back of his mouth. The red dragon. M - uses holy dragon summons. The middle head is the "boss" of the level - once you defeat this head, the other ones will automatically die as well. Also (conveniently enough), the most dangerous dragon, as some of the summons can easily do 1500+ damage - combined with the UL head, they can wipe out your weaker parties out very quickly. Unfortunately, you can't even touch this head until AT LEAST 2 of the other heads are dead. If you continuously attack the middle head, you'll receive a message to attack the other ones. Found at (X:10, Y:10), diagonally right and up from the end of the snout. The grey dragon. LL - uses status effects to hurt you. Most of them are pretty simple to avoid (either equip status-protection armor [don't forget you can change your armor during battle!] or use a bunch of heals), except for instant death, which really sucks. At least none of the status effects will kill you (with the sole exception of instant death, or poison if you're an idiot), so no noticable long-term effects. This head has no real effect on your dragons. Found at (X:9, Y:14), just underneath the visible eye. The light-blue dragon. All heads - None of them move. It's pretty hard to miss them with melee attacks/techniques (due to their speed stat of 5). Obviously, instant-death, status effects, and gravity attacks don't work. They're also all non- elemental (so no weaknesses). I also believe that all know the Heaven's Judgement and Heaven's Rage spells, although they tend to use their own unique spells with higher priority. Formations are pretty important here. You're going to want to have a good balance between melee and magic parties, so stick with your normal formations. My personal recommendations are: 1. Cross Knight x2, Heavy Armor, Light Armor 2. Knight x2, Heavy Armor, Light Armor 3. Royal Guard, Knight, Heavy Armor, Light Armor 4. Dragnar, Summoner, Assassin x2 (for healing) 5. Wizard x2, Priest x2 6. Wizard x2, Priest x2 If your Lancers are particularly strong, feel free to substitute them in for party 5 or 6 (lvl 40 Dust is insanely strong). Also, feel free to replace the Assassins in party 4 with something else. All parties except 4 should (ideally) be with Behemoths, although Master Dragons are the best substitute. Also, you might want to switch parties 2 and 3, depending on how many Reconquistas/ Chobham Armors you have (if you don't have any, switch the parties). 2 Priests should be more than enough to heal your parties, although Wizards can be grouped together if wanted. Also, DON'T use Mini Devils, or you'll regret it... The basic strategy for this battle involves distracting the UR head with party 5, while your other parties wail away on LL and UL. Once they're dead, all parties should converge on the M head (except party 5). When the battle starts, move party 6 first (important). If you're going with my parties, it should have a Behemoth with it. Set the dragon on Go. The main problem is that this dragon is that it will attack the UR head in melee, the UR head will heal itself during its melee turn, and you'll have gotten nowhere. Or, you might get lucky, and it will choose to attack another head. If so, great. During the following turns, move party 6 over to assist the other parties with attack/healing spells. Next, party 5 should move. The entire battle, party 5 will have the wonderful job of distracting the UR head. So, move it near the UR head, and attack it (using field attacks! Something like Flame Gaze will work fine). If all works well, the UR head will spend time healing itself during the enemy phase, and it won't do help the other heads. As the battle progresses, set party 5's dragon on Go, and inch party 5 towards the UL head, in hopes that the dragon might attack that head instead of the UR head. If you're good (or lucky), you can just ignore this head for the rest of the battle. Now, the rest of the parties should focus on either the UL or LL head. I recommend the LL head, just because it is more convenient. When facing the LL head, be sure to equip as many pieces of equipment that protect against status effects as you can. Even if the armor is weaker, equip it. This will render you almost invincible to the LL's attacks. If you go after the UL head, remember to unequip the status-effect-protecting armor and equip the strongest armor you can find. The key to minimize damage against this dragon is to spread out your parties and take advantage of the bad area of effect on dragon spells, as well as the dumb AI. Just make sure that you don't have two parties right next to other, and you should be fine. Regardless of which dragon you face, the strategy should be very simple. Kill the enemy. Let loose with your strongest attacks (Saint/Dark Pulse, Saint/ Dark Smash). A couple of hints - regular Light Armor attacks generally do more damage than Towers, standard Assassin attacks are preferred to Trick (although Chakra is still useful), and Cross Knight Hits are a tiny bit better than normal attacks. Mystery Magic (Wizard) and Bahamut are also the strongest for their respective characters. Dragons should be set on Come, or else they might attack another head (M head can't take any damage, remember?!). Every turn, before you move your parties, go through and use healing items. Try and use up your regular Drugs first, as there is no limit. Don't forget to use those Heals to heal any status effects (when against the LR head). Also, whenever you run out of MP, USE THOSE MAGIC GINS! Litancibles can be used on a party with just one surviving character, so don't waste MP casting Return Life. Don't hold back with any items - there (quite literally) is no tomorrow. Parties 4-6 can also help out with the healing, preferably at the end of the turn, although they should use attack spells when given the chance. Once one of the heads goes down, attack the other one (UL or LL). Remember, you can't touch the M head until two other heads are destroyed. Unfortunately, your dragons aren't very smart, and they will attack the M (and UR) heads, which is fairly useless. Just ignore them - if you're lucky, it might work out good for you, as the M head might target summons on that rogue dragon (as opposed to targetting Byuu's party). Speaking of which, the M head will be casting a bunch of summons. They hurt a lot, and have a great area of effect (especially if you get unlucky, and it summons Garuda). There is no easy way to get him to target another party, although you CAN use a decoy party to draw away fire. I wouldn't recommend it, though - you end up wasting more time than is worthwhile. Now is a good time to take on the UR head. Stronger parties should go after it with melee attacks (make sure they do more than 1500 damage to counter the auto-heal), while weaker parties should use field attacks (which don't do as much damage, but won't trigger the auto-heal). This head has the least HP and is also the least dangerous, so there shouldn't be any problems. Again, while fighting this head, just do your best to deal with summons from the M head. Once all of the other heads are finished, all parties should converge on the M head. Try to get your characters surrounding the head (as opposed to your dragons), as a single Pulse/Smash does more damage than most dragon attacks. If all other heads are done at this point, you have very little to fear from its summons - just use items at the start of each turn, healing spells at the end of each turn, and wail away with your attacks. The M head does have a lot of HP, but it should be smooth sailing from here. Don't worry about overkill or anything like that - just finish the job. Fin. Now, sit back, pull up a nice cold Black Cherry soda, put up your legs, and scream at the top of your lungs. You've defeated Bahamut Lagoon! It's not over yet, though. Once the ending is over, restart the game. You've unlocked Ex-Game! This allows you to start a new game with a previous save (likely your chapter 27 save), retaining all levels/equipment/PR. There are also a couple new perks - you get to summon Alexander (w00t!), and you get a new feature which shows you what will happen if you feed your dragon a certain item. <EOB> ============================================================================== Sidequest Walkthroughs ============================================================================== ------------------------------------ Mini-Walkthrough: Granbelos Fortress ------------------------------------ *Note:* This is a generic walkthrough, that should (hopefully) help you each time you run through Granbelos Fortress. Some things may be different, namely the number and type of enemies, but the following walkthrough should stay true about every time. Scenario: Defeat all enemies to win Granbelos Fortress is a pretty easy sidequest. You start out on a small island on the south side of the map, with enemies scattered everywhere. To reach the main island, you must cross a small bridge (over two squares of water, so feel free to use ice techs to cross the river). Once on the main island, there are two directions that lead to the top. The left is generally the least-guarded side, while the right has a few more enemies on it. Both paths finally converge at the top, where there is a small castle, and the final enemies. The main terrain features here are the walls. They impede movement (seeing as you can't pass through them), and you're forced to go around and find a gate. So, bust out the thunder techs on this level, or level up your Light Armors until you have enough movement points to find a gate in a single turn. Also, ice techs would come in handy for the beginning, when you're crossing the first river, as the bridge is narrow. There are several forests in the area, but it generally isn't very cost-effective to try and lure enemies onto them. Formations should be whatever you want. Remember, this is a sidequest, so you might consider putting your weaker parties into battle here. Group them however you want, just make sure they can survive a hit or two. In any case, your dragons will likely be doing a lot of the work here. Also, this is not your textbook Mini Devil battle, but it's very low risk here - even if your Mini Devils do something bad, it won't cause any seriously bad effects as the enemies are so weak. Once you start, have your wizards freeze the river. Attack the first few enemy parties with everything you've got. There should be between 2 and 4, so they'll go down very quickly. The biggest problem here will be the confines of this area - the bridge is far too narrow to pass several parties at once, so use some ice magic to freeze the water. Once these parties are down, your Light Armor parties should split up. If your Light Armors aren't at a high level yet, have them wait while your other parties catch up. If you only have one Light Armor, send it off to the right. If you have two Light Armors, send the stronger party to the right, and the weaker one to the left. If you have 3 Light Armors, send the two weaker ones to the right, and the strongest one to the left. Unless your Light Armors are pathetically weak, don't expect to use the non-Light Armor parties that much - they're just here to soak up the free EXP. Generally, your dragons will be doing most of the work on this level. The enemies shouldn't be too hard, as most of them are fairly weak and will take several phases to kill you. Remember, this is a sidequest, so do your best to finish off all enemies in melee for the extra EXP/PR. And don't forget the Presenters - avoid having your dragons kill them, as dragons are much harder to micromanage for the correct element. Any parties not in active melee should be using their strongest field attacks every turn, for free EXP. In any case, your Light Armor parties should converge on the other side of the big lake in the middle. From there, they should combine to take out the final enemy parties on the north. Fairly smooth sailing, no? If you seriously have problems doing this (or any other sidequest, excluding Hard Dungeon), you need to level up PRONTO. Unfortunately, the only way to level up is to do a sidequest, which I find rather ironic. ------------------------------ Mini-Walkthrough: Easy Dungeon ------------------------------ Another fairly general walkthrough, as Easy Dungeon's difficulty depends on what point in the game you play it. At least the map stays the same every time... Scenario: Defeat the boss to win/Defeat all enemies to win Yes, depending on what chapter you try Easy Dungeon, the scenario can change. I'll get a list of the different levels later. The map is divided according to where the enemies are. You start out in the southwest corner of the map. There are enemies in the east, center, west, northwest (the boss will be here), and sometimes the northeast. Areas of the map will be called as such. For the most part, parties can easily traverse from one area to another, but there are cave-ins between the southwest and west, as well as between the east and northeast. There is also a swamp in the center, but that shouldn't really be too much of a problem. For formations, try to make sure that most (if not all) of your parties have some form of thunder or earth attack, to break in cave-ins. This applies mostly to any Light Armor parties you might use, so fill them up with Assassins/Matelite/ Lancers if you must. To start out, have a magic party break the wall between the southwest and the west areas. This party (and any others that might follow it) will be trying to weaken the enemies in the west. Try and keep them out of battle, as they are magic parties and don't have much HP (unless you know that you can finish the battle before the enemy attacks). Meanwhile, your other parties (including your Light Armor parties) should go into the center. Hopefully, they shouldn't have too much of a problem here, as the enemies are outnumbered and fairly weak. Don't forget to avoid that big swamp in the middle, and use your Summoners well. Once you've mopped the cave floor with their dead bodies, the walkthrough will split up here, depending on how many and how strong your Light Armor parties are. Just follow the headings from here on. A. One Light Armor, fairly weak OK, this should be fun. Send off two or three parties to the east section, to attack the enemies over there. I would recommend that these be your weaker parties, and probably not your Light Armor party, as the left side is a bit harder. The best mix is probably 2 magic and 1 melee party. Together, they should kill off the enemies over here. When they are done, either destroy the northeast wall and move to the boss, or backtrack into the center and follow the parties that went west. The remaining parties should go into the west section. The enemies here might be a bit weaker, but these parties will also have to deal with the boss (or the enemies in this boss area). Once they are finished with the enemies on the left, have them move up to attack the boss. From here, proceed to heading G. B. One Light Armor, fairly strong Um...basically, do the same as in section A, but you might be able to send the Light Armor party and one additional party alone to take out the enemies on the east side. Otherwise, just follow the directions in section A. And go to section G when you're done. C. Two Light Armors, fairly weak Send both Light Armor parties off the east to confront those enemies. They should be able to survive on their own. When they are done, have them break the northeast wall with thunder/earth techs, and proceed to the boss. Your other 4 parties should be dealing with the enemies to the west, and then proceeding to the boss. With any luck at all, they should both arrive at the boss at around the same time. Proceed to section G. D. Two Light Armors, fairly strong This depends on how strong your Light Armor parties are. Do you think that a single Light Armor (with the help of a dragon or two) could defeat those parties to the east? If so, send that Light Armor party out to the east, while the other Light Armor party spearheads the attack on the west side. When both sides are done, speed right for the boss. This method is much more dangerous than C, but it also gets the job done faster, for all you impatient people. Proceed to section G. However, if your Light Armor party isn't strong enough (and it probably won't be), do the same as in section C. And go to section G when you're ready. E. Three Light Armors, fairly weak Send your two weaker Light Armor parties to the east to face those enemies. Meanwhile, your other parties should be attacking the enemies on the west side of the cave. With two Light Armor parties on one side, and one Light Armor + strong magic attackers on the other, this should go fairly fast. When done, both parties should head straight for the boss (the right parties may need to break through some cave-ins on the way there). Go to section G. F. Three Light Armors, fairly strong This is a lot like section D...is one Light Armor strong enough to take on all the enemies on the east? If so, have it do so, and speed straight for the boss when you're done. If not, just follow the guidelines in section E. BTW, this scenario might happen a lot more often than you might expect, as you will find that the enemies in Easy Dungeon are pretty *easy* to defeat (hahaha...). Go to section G. G. The Boss (or enemies that are harder than the other ones) Hahaha...I made all you people come down here, and I have three words for you. Defeat. The. Boss. Simple, eh? Well, in any case, try and defeat the enemies surrounding the boss first, for the extra EXP/PR. Then go for the boss. It's that simple. Don't forget to defeat it with an element for stronger items, especially in the later chapters. ------------------------------ Mini-Walkthrough: Hard Dungeon ------------------------------ Coming later...for now, look at EternalSpirit's FAQ on gamefaqs.com. ------------------------------------ Mini-Walkthrough: Situation Critical ------------------------------------ Like Hard Dungeon, Situation Critical is the same each time you play through it, so this walkthrough should be fairly specific. Also, for the record, I honestly don't recommend that you play Situation Critical. Not that it doesn't give rewards in terms of EXP/PR/items (which it does), but it's just a BORING battle. Very boring. So boring that you'll want to rip off your SNES (or computer) and pound it in with a hammer. So do yourself a favor, and stick with Easy Dungeon. Also, check out the lack of ground in melee battles 0_o. Kinda spooky, isn't it. Scenario: Defeat the boss to win This battle takes place on the Farnheit, which is pretty cool. The enemies are mostly gathered on the west side of the Farnheit, with some above and some below the ship itself. The boss is to the west of Farnheit. Like in Mid-Air Dragon Battle (these battles are very similar, in case you didn't notice), the enemies come alone and are quite strong. The final dragons near the end in particular are your biggest threat. The really sad thing about this battle is that your parties won't be doing that much. It's very hard to try and lure the enemies within melee range, which results in your dragons doing most of the damage. Thus, formations aren't really that important, although I do recommend that you keep your Summoners/Wizards/Priests in their own groups. You'll see why later. And this is NOT a good Mini Devil battle. When the battle starts, do your best to move your Summoner/Wizard/Priest groups into range of the enemy. Unfortunately, it will be very hard to try and lure the enemies into your melee range (seeing as your dragons will go out and approach them), so you'll be depending on your field attacks for most of your damage. Do your best to take out the first two enemy parties on the north and south sides using field attacks. Meanwhile, your melee parties should move as far up as you think is safe. By this, I mean far enough that they won't get surrounded, yet close enough to the enemies that you can hopefully lure them towards you. The best way to do this is to check the movement ranges of the enemy parties (select them with A) and move so that they will *just* be able to attack you in melee if they move. Hopefully, this will lure them to you, and you can do a lot more damage that way. Also, try and get your dragons to attack other parties - if your dragons attack the parties you're trying to lure, odds are very low that they will move at all. If you do manage to get a few enemies in melee, this battle will be much quicker. The 6000 damage you can do with a melee party is much better than the 1000-2000 that your dragons can do. Your field parties should be doing their best to take out the first couple enemies on their own - they shouldn't be taking damage, but it is a painstakingly slow process. Once they are finished (the dragons should be helpful here), move them west to assist the other parties. As a reminder, none of the 3 dragons or the boss will do any moving unless they are attacked or one of your dragons is within close range (basically, they won't touch you until you attack them). After all the Favnils are dead, you must move on to attack the Dauntresses, the Helldivers, and finally the Gatekeeper. And if you thought the first part was boring, you'll die in the second part. The real problem with this is that it is almost impossible to attack these dragons in melee. Your dragons (unless you have supreme micromanagement skills) will always attack the enemy dragons first, stopping them from moving up. And if they don't move up, the only way to touch them is through field attacks and dragon attacks. Both of which do excruciatingly low damage (compared to melee attacks). Unfortunately, your strongest attack at this point will be Bahamut (or Alexander, if you have him). And that doesn't even do half the damage that you could do in melee. Expect to use up a lot of Magic Gins restoring your Summoner's/Wizard's/Priest's/Cross Knight's MP/SP, as they will be the only ones that can do any damage at all. Remember, parties without a field attack that can hit the enemy should be using some other field attack for some easy EXP. Pretty soon you'll get to the point where you don't want to restore the MP of your attackers, just because it's so tedious. If you don't get to this stage, I congratulate you. It happened to me pretty quickly :-P. Then, your only source of damage will be your dragon attacks, and those only do between 1000- 2000 damage a pop (maybe more if you have a Black Dragon, or a Behemoth who turns into a Black Dragon). The four enemies you face have massive HP - it took me an eternity to defeat the boss using only dragon attacks. And it's definitely not that exciting to watch your dragons use the same attacks over and over. Hell, the enemies aren't exciting either - they do absolutely no damage at all, as your dragons can evade every attack. *sigh* It took me over 10 minutes to kill off the final 4 enemies, just because I had no good way to deal damage. Not only that, they don't even give good EXP/PR, because you're defeating them with field attacks... When you're done, do your best to make your dragons defeat the boss with an element. This will be pretty hard, though, seeing as you don't have direct control over your dragons. Well, do your best, and hope that you get something that you like. Remember, the Gatekeeper has a lot of HP and you do pathetic damage with your attacks, so this will take a while. ============================================================================== Weapons ============================================================================== As soon as I get more of these (especially the lower level ones), I'll write this up. ============================================================================== Armor ============================================================================== Ditto. ============================================================================== Items ============================================================================== NOTE: Description is the game's description of the item. Use shows how the item can be used, either Melee or Field (or both) or Neither. Buy is the buying price (N/A if the item is not buyable). Sell is the selling price. Dragon Effects are the stat changes that come if you feed this item to a dragon. Comments is my take on the item, both in battle and when feeding to a dragon. Items are listed in the order in which the game presents them. ------------- Healing Items ------------- Drug ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Restores 100 HP - Single Ally Use: Field/Melee Buy: 100 Sell: 50 Dragon Effects: HP +2, Loyalty +1 Comments: Your standard healing item. Never leave home without it. It's better used on the field, as there are much better healing items. Only feed these to dragons if you need a quick loyalty boost. High Drug ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Restores 1000 HP - Single Ally Use: Field/Melee Buy: 2000 Sell: 1000 Dragon Effects: HP +5, Mind +1, Loyalty +1 Comments: Another good healing item. You'll find yourself using a lot of these during battle. Don't bother feeding them to dragons. Royal Drug ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Restores 1000 HP - All Allies Use: Field/Melee Buy: 6000 Sell: 3000 Dragon Effects: HP +20, Mind +10, Recovery +2, Loyalty -2 Comments: The best healing item in the game, and very useful to have in the final few battles. Unlike the other Drugs, you can get away with using this in melee sometimes. It has good effects when feeding to dragons, but by the time you get a steady supply of them your dragons should be maxed out anyway. Magic Gin ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Restores 50 MP - Single Ally Use: Field/Melee Buy: 1500 Sell: 750 Dragon Effects: MP +10, Mind +1, Loyalty +1 Comments: Your standard MP-restoring item. These will come in handy in those grueling endurance battles at the end of the game. Also, this is one of only 3 ways to raise MP (and the easiest to acquire), so stock up on these whenver you get a chance. High Magic Gin ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Restores 500 MP - Single Ally Use: Field/Melee Buy: N/A Sell: 4000 Dragon Effects: MP +30, Dexterity +1, Mind +20, Recovery +1, Fidelity +1 Comments: A great item, but I *believe* that no character will ever get over 500 MP anyway. Stick with regular Magic Gins in battle, and feed these to your dragons. Elixer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Restores all HP and MP - Single Ally Use: Field/Melee Buy: N/A Sell: 7500 Dragon Effects: HP +10, MP +10, Strength +3, Vitality +5, Dexterity +20, Mind +20, Recovery +10, Poison +10, Loyalty -10, Fidelity -1 Comments: Good stuff. The only item to heal both HP and MP, Elixers are a nice item to have when you're in a pinch. However, they aren't as necessary as you might think, as you have unlimited item use anyway. Litancible ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Revive - Single Ally Use: Field/Melee Buy: 500 Sell: 250 Dragon Effects: HP +2 Comments: One of two items that revives dead characters. If this isn't useful, I don't know what is. Keep a bunch of these on store at all times. Don't bother feeding them to dragons. Litancible SP ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Revive - All Allies Use: Field/Melee Buy: 7000 Sell: 3500 Dragon Effects: HP +10, Dexterity +10, Mind +10, Recovery +2 Comments: The other healing item. Not as necessary as Litancibles, as these only save time when 2+ party members are dead. Plus, you can use as many Litancibles as you want before your turn anyway. Decent dragon food. Heal ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Cure Status Ailments - Single Ally Use: Field/Melee Buy: 200 Sell: 100 Dragon Effects: HP +2, Loyalty -10, Fidelity -5 Comments: Your other standard healing item. ALWAYS have a lot of these ready to use, as nothing sucks more than sleep or petrify. These are also the easiest way to reverse the effects of a Black Dragon, as they're cheap. Heal SP ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Cure Status Ailments - All Allies Use: Field/Melee Buy: 2000 Sell: 1000 Dragon Effects: HP +6, Dexterity +1, Mind +5, Loyalty -10, Fidelity -10 Comments: Eh. Not really useful, or necessary for that matter. They'll only come in handy for the very last battle, and you can still use a bunch of Heals to do the same thing. Not that good as dragon food either. ------------ Battle Items ------------ Although these are all classified as "battle" items, don't bother using them in battle, as the effects are minimal. They (mostly) make better dragon food. Flame Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Flame Magic - All Enemies Use: Melee Buy: N/A Sell: 250 Dragon Effects: Fire +1 Comments: Unlike some of the other grasses, these are an easy way to raise the fire stat in the beginning of the game, as none of the mushrooms will affect fire. However, they're quickly outshadowed by some of the later items. Ice Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Ice Magic - All Enemies Use: Melee Buy: N/A Sell: 250 Dragon Effects: Water +1 Comments: Like Fire Grasses, as there is no other easy way to raise the Ice stat of a dragon. Use them well, but sell them once you acquire good ice- elemental items. Thunder Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: ThunderMagic - All Enemies Use: Melee Buy: N/A Sell: 250 Dragon Effects: Mind +1, Thunder +1 Comments: More useful than the previous grasses, as it raises TWO stats. However, Poison Mushrooms are just as good at doing the same thing. Poison Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Poison Magic - All Enemies Use: Melee Buy: N/A Sell: 250 Dragon Effects: Poison +1 Comments: Useful for raising the Poison stat, but Mushrooms are much easier to acquire. Decent money, though. Life Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Heal Magic - All Enemies Use: Melee Buy: N/A Sell: 250 Dragon Effects: Mind +1, Recovery +1 Comments: Useful early game, but quickly outshadowed by Mushrooms. Use them if you have any, but don't bother stocking up on them. Earth Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Earth Magic - All Enemies Use: Melee Buy: N/A Sell: 400 Dragon Effects: Dexterity +1, Mind +1, Fire +1, Water +1, Thunder +1 Comments: Basically Fire, Ice, and Thunder Grasses rolled into one easy-to-use package. Very useful. Holy Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Holy Magic - All Enemies Use: Melee Buy: N/A Sell: 750 Dragon Effects: Dexterity +5, Mind +5, Fire +1, Water +1, Thunder +1, Recovery +1, Fidelity -1 Comments: The best grass, hands down. Feed these to your dragons at all times. Dark Grass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Dark Magic - All Enemies Use: Melee Buy: N/A Sell: 750 Dragon Effects: Dexterity +2, Mind +3, Fire +1, Water +1, Thunder+1, Poison +1, Fidelity +2 Comments: Pretty good dragon food, especially early game. Still useful as they raise lots of stats. Ship's Log ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: ??? Use: --- Buy: 100 Sell: 50 Dragon Effects: Wisdom +5 Comments: Hmm...it can't be used in battle and has minimal effects on dragons (any of the other notebooks are better for raising wisdom). Don't bother with them. Prodigy Notebook ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Sleep Magic - Single Enemy Use: Melee Buy: 150 Sell: 75 Dragon Effects: Wisdom +8 Comments: Good if you win some in battles, but don't waste your money buying them. Difficult Book ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Sleep Magic - Single Enemy Use: Melee Buy: 300 Sell: 150 Dragon Effects: Mind +1, Wisdom +10 Comments: Better than all previous books, but wait for those Strategy Books. These perfectly match up with Porno Mags, so that's a nice benefit. Genius Notebook ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Sleep Magic - All Enemies Use: Melee Buy: 500 Sell: 250 Dragon Effects: Dexterity +1, Mind +1, Wisdom +14 Comments: Pretty good, but not very useful. After you get Strategy Books, you'll probably never use these again. Strategy Book ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Sleep Magic - All Enemies Use: Melee Buy: Sell: 12500 Dragon Effects: Dexterity +3, Mind +3, Wisdom +100 Comments: Now we're talking! Use these when you first get them to max out your dragons' wisdom, then sell them (they fetch a LOT of PR). Porno Mag ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Sleep Magic - All Enemies Use: Melee Buy: 1980 Sell: 990 Dragon Effects: Strength +14, Dexterity +1, Mind +1, Loyalty +1, Fidelity +1, Wisdom -10 Comments: Probably the best (and easiest) way to raise a dragon's strength, short of buying and feeding a bunch of weapons. Combine these with Difficult Books to reverse the Wisdom loss. XXX Porno Mag ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Sleep Magic - All Enemies Use: Melee Buy: 14800 Sell: 7400 Dragon Effects: Strength +36, Dexterity +3, Mind +5, Loyalty +5, Fidelity +20, Wisdom -20 Comments: Very useful for raising your dragon's strength. Unfortunately, by the time you get a good supply of these, your dragons should have (close to) maxed out strength anyway. Still, they're fairly useful if you're a bit weak. Poem Diary ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Heal Effect - Single Ally Use: Melee Buy: N/A Sell: 300 Dragon Effects: Mind +15, Personality -15 Comments: A good way to increase mind, although mushrooms are better. Sweet Wine ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Fire Magic - All Enemies Use: Melee Buy: N/A Sell: 75 Dragon Effects: HP +10, Mind +1, Intimacy +5 Comments: A surefire way to quickly fix any Lonely Dragons. Not good for much else, though, but make sure to keep a few of these on hand for accidents. A decent item when used in melee, about as strong as Flame Gaze. Drawer Thing ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Cure Status - Single Ally Use: Melee Buy: N/A Sell: 150 Dragon Effects: Dexterity +10, Mind +10, Loyalty +1, Intimacy +12 Comments: Good stuff, as they raise both Dexterity and Mind. Saves a couple mushrooms, if nothing else. Sweet Honey ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Heal Effect - Single Ally Use: Melee Buy: N/A Sell: 500 Dragon Effects: HP +24, Dexterity +1, Mind +5, Fidelity +1, Intimacy +22 Comments: Decent if you need a large intimacy boost, not good for much else. Sweet Memory ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Heal Effect - Single Ally Use: Melee Buy: N/A Sell: 1500 Dragon Effects: Mind +16, Fidelity +2, Intimacy +38 Comments: Pretty good increase in mind, and a BIG increase in Intimacy. Super Vodka ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Fire Magic - All Enemies Use: Melee Buy: N/A Sell: 3750 Dragon Effects: HP +10, Loyalty +1, Personality +100, Intimacy +40 Comments: Good for raising Personality. Now, if I only remembered what that does... Bitter Memory ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Damage - Single Enemy Use: Melee Buy: N/A Sell: 40 Dragon Effects: Vitality +16, Dexterity +1, Mind +1, Loyalty +3, Fidelity +5, Intimacy -10 Comments: A good way to raise Vitality (which is incredibly hard to do). Feed in tandem with Sweet Wines or Drawer Things for best effect. Always keep a couple of these handy, as you may never know when you'll want to lower a dragon's intimacy (sometimes you will!). Botched Cookie ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Death Magic - Single Enemy Use: Melee Buy: N/A Sell: 55 Dragon Effects: HP +8, Loyalty +1, Fidelity +8, Intimacy -15 Comments: Um...a replacement Drug, perhaps? Bitter Wine ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Fire Magic - All Enemies Use: Melee Buy: N/A Sell: 50 Dragon Effects: HP +14, Mind +1, Loyalty +1, Fidelity +15, Intimacy -22 Comments: A good way to lower intimacy, I suppose. Poison Mushroom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Poison Magic - All Enemies Use: Melee Buy: 60 Sell: 30 Dragon Effects: HP +18, Dexterity +1, Thunder +1, Loyalty +2, Fidelity +10 Comments: Here we are...the Mushrooms. Let's see what's so good about them. First off, they only cost 60 a piece - 100 Poison Mushrooms will only cost 6000 PR. These same 100 Poison Mushrooms can also completely max out your Thunder, completely 2/5 of your Dexterity, and grant almost 2000 more HP. Is this not a good deal or what? Just make sure to keep some Heals around when you use them. Gross Mushroom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Poison Magic - All Enemies Use: Melee Buy: 100 Sell: 50 Dragon Effects: HP +20, Mind+1, Poison +1, Loyalty +5, Fidelity +4 Comments: Basically a Poison Mushroom that increases Poison instead. The same benefits as the other mushrooms. Rotten Mushroom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Poison Magic - All Enemies Use: Melee Buy: 100 Sell: 60 Dragon Effects: HP +24, Dexterity +1, Recovery +1, Loyalty +1, Fidelity +10 Comments: The same as the other Mushrooms, but this increases Recovery. Just as good as the other ones, though. Uniuji ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: Dark Magic - All Enemies Use: Melee Buy: N/A Sell: 150 Dragon Effects: HP +30, Dexterity +1, Mind +10, Poison +5, Loyalty +20, Fidelity +20 Comments: If you have some, great. If you don't, that's fine. Don't go out of your way to look for these - they're basically souped-up versions of the Mushrooms, and they're pretty hard to find anyway. Gunso's ??? ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Description: ??? Use: --- Buy: N/A Sell: 1 Dragon Effects: Fidelity +4, Transformation -100 Comments: Ahh...the Gunso's ??? items. They have one use, and one use only: to reverse the effects of the Princess ??? items (i.e. to get rid of those Unknown Form dragons). I wouldn't recommend reversing those, however, so these have basically not use. Don't waste them, though - if you end up with a dragon stuck in one of the Unknown Forms, this would be a good backup. ============================================================================== Shops ============================================================================== - All Shop listing apply until the next time they are listed. I.E. if there is a listing for the salesman in the Farnheit in chapter 2, and another in chapter 5, it can be assumed they sell the same things between the two different listings. ------------------------------- Crewman Salesman in Yoyo's Room ------------------------------- Chapter 2: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ship's Log 100 Prodigy Notebook 150 Difficult Book 300 Genius Notebook 500 Porno Mag 1980 Chapter 6: (moves to the men's bedroom) Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ship's Log 100 Prodigy Notebook 150 Difficult Book 300 Genius Notebook 500 Porno Mag 1980 -------------------------------- Weapons Salesman on the Farnheit -------------------------------- Chapter 2: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Long Sword 1000 Battle Axe 900 Rapier 800 Halberd 1100 Rod 600 Chapter 6: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ice Brand 2400 Burning Axe 2000 Siren 2000 Coquetos 2600 Rod 600 Fire Rod 4000 Drug Rod 9000 ------------------------------ Armor Salesman on the Farnheit ------------------------------ Chapter 2: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Plate Mail 1600 Leather Armor 1000 Silk Robe 900 Chapter 6: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ice Armor 3000 Ice Jacket 2400 Gaia Robe 2400 ----------------------------- Item Salesman on the Farnheit ----------------------------- Chapter 2: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Drug 100 Heal 200 Litancible 500 Chapter 6: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Drug 100 Heal 200 Litancible 500 Magic Gin 1500 -------------------- Battlefield Salesman -------------------- Chapter 3: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Long Sword 1000 Battle Axe 900 Rapier 800 Halberd 1100 Rod 600 --- Plate Mail 1600 Leather Armor 1000 Silk Robe 900 --- Drug 100 Heal 200 Litancible 500 Chapter 5: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ice Brand 2400 Burning Axe 2000 Siren 2000 Coquetos 2600 Rod 600 Fire Rod 4000 Drug Rod 9000 --- Ice Armor 3000 Ice Jacket 2400 Gaia Robe 2400 --- Drug 100 Heal 200 Litancible 500 Magic Gin 1500 ---------------------- Matelite (in Campbell) ---------------------- Chapter 7: Item Price ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Matelite Axe 2060 Matelite Armor 3090 ============================================================================== Enemies ============================================================================== NOTE: (Name) is that enemy's name. If there is more than one type of the said enemy, their name will have their level after it (i.e. Soldier (5) means a lvl 5 Soldier). Chapter is what chapter that enemy can be found in. Level is that enemy's level. HP is that enemy's max HP. MP is that enemy's max MP. Element is that enemy's elemental affinity. Attack is that enemy's attack. Defense is that enemy's defense. Speed is that enemy's speed. Magic is that enemy's magic power. Movement rate is that enemy's movement rate (NOTE: I'm a bit sketchy on some of these) in squares. IMPORTANT: Movement rate and speed are NOT exactly related. Attacks are the special attacks that that enemy can use (Attacks that can be used on the field are marked by a (F) - all field attacks can be used in melee as well [AFAIK]). Descriptions are a brief summary of how they look. My notes are...um...my notes. I have (as of now) been unable to calculate the EXP/PR that each enemy drops. If anyone would like to do these for me, I will be very grateful. Stuff that I don't know is left blank, while no value is represented by --. --------- A --------- --------- B --------- Blitz Magus ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 12 Chapter: 6, 7 HP: 1000 MP: 160 Element: Lightning Attack: 16 Defense: 26 Speed: 8 Magic: 46 Movement rate: 2-4 Attacks: Bionics lvl 3 (F), Thunder Gale lvl 3 (F) Description: A brown Flame Magus. Whoop-de-doo. My Notes: Just like a Flame Magus, although Poison isn't quite as bad as Petrify. They are a bit stronger magically, but the difference is very slight. Be careful around bridges and these guys, as Thunder Gale destroys them (leaving you drowning). Brummbaer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 13 Chapter: 6, 7 HP: 2600 MP: -- Element: -- Attack: 58 Defense: 41 Speed: 4 Magic: 6 Movement rate: 2-4 Attacks: Body Blow lvl 5 Description: He has the Warbuster sprite, but this time with gold armor/sword and purple (?) pants. My Notes: Quite a bit of HP, but not incredibly dangerous. That Body Blow certainly does sting though...I believe it has an instant-death chance, but I'm not too sure about this. --------- C --------- Centurion ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 25 Chapter: 4 HP: 3200 MP: 54 Element: -- Attack: 104 Defense: 100 Speed: 44 Magic: 65 Movement rate: Attacks: Hole Volley lvl 5 Description: Fat knights with axes and shields. My Notes: Not too bad, by the time you reach them. However, if you face one of these in chapter 4, you'll be slaughtered (unless you're in Ex-play, of course). Chimera ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 13 Chapter: 5 HP: 3600 MP: 49 Element: Fire Attack: 62 Defense: 48 Speed: 22 Magic: 46 Movement rate: 4 Attacks: Fire Breath lvl 3 (F) Description: Prototypical 3-headed monster, with a one dragon(?) head, one lion head, and one goat head. Big wings, too. My Notes: Scary stuff. This thing does a ton of damage in both melee and on the field with its Fire Breath attack, and it also has a ton of HP as well. Not fun. The easiest way to beat it would be to spread your parties apart, and use field attacks to wear down its 3600 HP. Use your dragons as damage shields. Finally, move in for the kill. Fun, isn't it? Cure Mage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 15 Chapter: 4, 6, 7 HP: 980 MP: 130 Element: -- Attack: 12 Defense: 26 Speed: 8 Magic: 36 Movement rate: 3? Attacks: White Drug lvl 3 (F) Description: Skinny dude with purple gloves and boots. My Notes: Ah, the first healing unit. GODDAMN THESE ENEMIES. These are the things that make you want to pull your hair out and throw it at the TV screen (or computer screen, as is more likely). They will heal everything and anything that takes even a miniscule amount of damage. Annoyances... --------- D --------- Dendrobium ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 11 Chapter: 5 HP: 2650 MP: 44 Element: Attack: 54 Defense: 36 Speed: 3 Magic: 53 Movement rate: 3 Attacks: Description: A plant thing, with lots of green tentacles and a pink flower for a head. My Notes: A high HP Soldier. Nothing new here. --------- E --------- --------- F --------- Flame Magus ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 8 Chapter: 4, 6 HP: 650 MP: 140 Element: Fire Attack: 12 Defense: 20 Speed: 4 Magic: 38 Movement rate: 2-3 Attacks: Petrify lvl 2 (F), Flame Gaze lvl 2 (F) Description: A red Ice Magus. Yea, I know I'm lazy... My Notes: Basically the same as the Ice Magus, except with a different element and name. This one is a bit more dangerous, however, due to its higher magic stat and fire element. Flame Gaze can start forest fires and melt ice bridges, so be careful. Petrify is downright annoying, so be ready with those Heals. --------- G --------- Gran Launcher ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 15 Chapter: 3, 6, 7 HP: 1200 MP: -- Element: -- Attack: 55 Defense: 30 Speed: 2 Magic: 28 Movement rate: 0 (It's probably something like -50, but for our purposes let's say 0. It and all other enemies in this party don't move.) Attacks: Catapult lvl 2 (F) (This has a range of 7 squares.) Description: Like a box with teeth. My Notes: Ah, the first artillery unit. Fear this. A lot. It does good damage with awesome range, and can easily hit you 2-3 times before you even get close enough to hit it. However, they are worthless in melee, where their range is useless (assuming you survive long enough to get this close). A general hint: they are usually found in structures, so make sure to use a thunder tech on it first (can't let it restore free HP!). Groyer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 13 Chapter: 3 [BOSS], 4, 6, 7 HP: 2800 MP: -- Element: -- Attack: 61 Defense: 42 Speed: 1 Magic: 10 Movement rate: 2-4 Attacks: Daikon Chop lvl 3 Description: Fat Vikingish dude with a big two-handed sword My Notes: Basically an advanced version of the soldier. Like the soldier, it still attacks solely in melee, and isn't THAT strong. If you're at a high level and have good Priests, they shouldn't be a problem at all. --------- H --------- Highlander ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 6 Chapter: 4, 6, 7 HP: 1200 MP: -- Element: -- Attack: 44 Defense: 32 Speed: 10 Magic: 10 Movement rate: 3? Attacks: Description: A Soldier My Notes: Another Soldier type class. No biggie. --------- I --------- Ice Magus ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 6 Chapter: Prologue, 1, 2, 3, 4 HP: 480 MP: 120 Element: Ice Attack: 8 Defense: 14 Speed: 3 Magic: 32 Movement rate: 3 Attacks: Ice Magic lvl 1 (F), Sleep lvl 1 (F) Description: A blue hooded/robed creature with a rod in its left hand. My Notes: The first enemy you'll meet that casts magic. Fairly annoying, as they can hit you even when they're not in melee. They're easiest to take down in melee (due to their pathetic defense), so go in close to finish them off. --------- J --------- --------- K --------- --------- L --------- Lanzenritter ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 12 Chapter: 1 [BOSS], 2 [BOSS], 4, 7 HP: 1500 MP: 60 Element: -- Attack: 38 Defense: 28 Speed: 6 Magic: 14 Movement rate: 3 Attacks: Javelin Throw lvl 1 (F) Description: A big guy with a helmet, spear, and shield. My Notes: The first truly dangerous enemy in the game. Its field attack, Javelin Throw, will be a killer for all low-level party members. It also has a huge radius of attack (unlike the Dusts), making it effective at great range. Come in close to finish them off. --------- M --------- --------- N --------- --------- O --------- --------- P --------- Palpaleos ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 34 Chapter: 4 HP: -- MP: 130 Element: -- Attack: 130 Defense: 105 Speed: 48 Magic: 65 Movement rate: -- Description: Blonde hair, two swords, a weird armor thing on his left shoulder, green clothes, and a red cape. He's pretty important, so remember how he looks. Attacks: Flame Hit lvl 7 (F), Ice Hit lvl 7 (F) My Notes: Don't bother with him in Chapter 4. He can't be beaten. He'll run on the beginning of the enemy's 3rd phase, however, so don't worry about him. Presenter ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 5 Chapter: any chapter with buildings (potentially), and Granbelos Fortress Sidequest HP: 540 MP: -- Element: -- Attack: 33 Defense: 27 Speed: 8 Magic: 31 Movement rate: 3 Description: Hard to describe...it looks like a snail with a yellow shell and green body pushing a bulldozer head in front of it. Trust me, you'll know it when you see it. Attacks: My Notes: Probably the easiest enemies in the game, these things won't even put a scratch in you. However, they also give some of the best items in the game, especially when you can get them in chapter 6. These babies are the reasons why you should do Granbelos Fortress and not Easy Dungeon. Keep collecting their items until you feel that you've had enough. --------- Q --------- --------- R --------- --------- S --------- Sauzer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: Chapter: 5 HP: ???? (infinite) MP: 250 Element: Attack: Defense: Speed: Magic: Movement rate: Attacks: Ragnarok lvl 7, Kaiser Blade lvl 6 Description: A guy with flowing blue hair and a red robe. He holds a sword, point down, right in front of him. My Notes: Look at his HP. What does that tell you about him? He has INFINITE HP. I-N-F-I-N-I-T-E. H-E C-A-N-N-O-T D-I-E. Even in Ex-Play. So, don't bother even trying to kill him. For some more musings on Sauzer's HP, check out the Misc. section. Sky Hawk ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 8 Chapter: 5 HP: 980 MP: -- Element: Attack: 38 Defense: 30 Speed: 56 Magic: 22 Movement rate: 4 Attacks: Beak lvl 2 Description: A small bird. How hard does it get? My Notes: It's Beak attack does quite a bit of damage, but the Sky Hawk itself is pathetically weak. Goes down quickly. Soldier ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 2 Chapter: Prologue, 1, 2, 3, 4 HP: 600 MP: -- Element: -- Attack: 30 Defense: 18 Speed: 4 Magic: 4 Movement rate: 4 Attacks: Smallish dude with a purple sword and shield. Hey, I didn't do the colors... My notes: The easiest enemy in the game. And you need help? They have no field attacks (although you won't have many at this point in the game either), so finish them off however you want. --------- T --------- Triphid ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 9 Chapter: 5 HP: 1850 MP: -- Element: -- Attack: 44 Defense: 31 Speed: 3 Magic: 48 Movement rate: 3 Attacks: Tentacle lvl 4 Description: Another pale thing, with a off-pale green tentacles. The exact same field sprite as the Dendrobium, so be careful. My Notes: Basically a souped-up Soldier. You've seen things like this before. --------- U --------- --------- V --------- Vampire Bat ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 7 Chapter: 5 HP: 1200 MP: -- Element: Undead Attack: 39 Defense: 38 Speed: 52 Magic: 36 Movement rate: 4 Attacks: Bloodsucker lvl 2 Description: A bat. With unusually large wings. Looks like a Sky Hawk from a distance, so watch out. My notes: It can drain your HP and make it its own, which is a real pain. Try to take this thing out with field attacks and dragons, so it doesn't get a chance to restore its HP. --------- W --------- Warbuster ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 8 Chapter: Prologue, 2, 3, 4, 6, 7 HP: 1200 MP: -- Element: -- Attack: 40 Defense: 24 Speed: 1 Magic: 2 Movement rate: 3 Attacks: Description: A big dude with a sword and shield. Pretty standard. My notes: A bit harder than your standard Soldier, but not too bad. They only attack in melee, so you shouldn't have any major problems. --------- X --------- --------- Y --------- --------- Z --------- Zomberd (15) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 15 Chapter: 4 [BOSS] HP: 3600 MP: -- Element: -- Attack: 67 Defense: 32 Speed: 16 Magic: 10 Movement rate: 1-2 Attacks: Swing lvl 2, Clean Hit lvl 2 Description: A small guy with a green belt, red pants, an orange shirt, and a weird two-headed rod-like weapon. He's a Granbelos General, so remember what he looks like, as he'll return later in the game. My Notes: As most bosses go, this one isn't too bad. He has a lot of HP and a few damaging field attacks, but nothing to worry about too much. He also has a surprising obvious lack of field attacks, so poke away at him with spells. Zomberd (17) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 17 Chapter: 6 [BOSS] HP: 4000 MP: -- Element: -- Attack: 69 Defense: 38 Speed: 20 Magic: 10 Movement rate: 1-2 Attacks: Swing lvl 2, Clean Hit lvl 3 Description: A small guy with a green belt, red pants, an orange shirt, and a weird two-headed rod-like weapon. He's a Granbelos General, so remember what he looks like, as he'll return later in the game. My Notes: Not much of an improvement over the last Zomberd. Still no field attacks, and only a slight improvement in stats and attacks. Out of mere curiousity - how does he gain levels? How does he find enemies crappy enough to level up on? Zomberd (19) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Level: 19 Chapter: 7 [BOSS] HP: 4800 MP: -- Element: -- Attack: 71 Defense: 52 Speed: 24 Magic: 12 Movement rate: 1-2 Attacks: Swing lvl 3, Clean Hit lvl 3 Description: A small guy with a green belt, red pants, an orange shirt, and a weird two-headed rod-like weapon. He's a Granbelos General, so remember what he looks like, as he'll return later in the game. My Notes: Better than the level 17 Zomberd (with a more marked increase in defense), but not much different. Still goes down easily, and gives great items. ============================================================================== Tips/Strategies ============================================================================== - Some of these tips/strategies may generally decrease the difficulty of the game. Some of them are just info that I found important about this game. If you don't like my tips, just don't follow them. Easy, no? ------- Battles ------- - Remember, after each battle (and sidequest), you REGAIN ALL YOUR HP/SP/MP. Namely, you get fully healed after each battle. So, if possible, before the battle ends, cast as many spells as you can, on the field, with your less active parties. You'll regain the SP/MP anyway...why not put it to good use? Always get used to this...especially when doing sidequests. Parties without Light Armors will not be active participants in battle, so you should have them cast spells in the field every turn. - If you can, defeat your enemies using elemental attacks. Use your own discretion here. If you're at a point in the game where you need fire/ice equipment to raise dragon stats, use fire/ice techniques/weapons to defeat enemies. If you want earth stuff, use earth techniques, etc. Just make sure you aren't using an element that the enemy is strong against. Elemental items are always better than non-elemental items. - When in melee, the attacks used is decided only after you have finished selecting all your options. This may sound confusing, but it is rather useful to understand. Let me give a concrete example: Imagine you have 3 Mini-Devils in a party, and a Light Armor as the last member. You only get to choose what the Light Armor will do, as the Mini Devils are uncontrollable. Say you SAVESTATE before selecting the Light Armor's action, and then proceed. Now, your Mini Devils proceed to fail 3 times in a row. You reload your savestate, and try agin. This time, the Mini Devils proceed to use Bagdem, Ragnarok, and Super Secret Attack. See how this works? The same idea also works when dragons attack in melee, although you must save before they actually enter the melee screen. This tip is borderline on cheating, so I can understand if a lot of people don't take advantage of it. However, if you don't mind that part, this tip will help make battles a lot easier. Not only does it control Mini Devil attacks, but it can also manipulate whether dragons come in and attack, or if you hit or miss with your attacks, etc. It is, however, most useful with Mini Devils (to avoid Heal Enemy Party) and when defeating bosses for items, as they give different items each time. You can also use this to experiment, and find out which element you should be defeating a boss with to get the best items. - Also, remember, your party will (almost) ALWAYS attack before the enemy, regardless of speed. This applies to both melee and field attacks (of course, in field attacks the enemy won't hit you at all). So, if you can safely finish off the enemy within your turn in melee, you'll never have to worry about a counter attack from the enemy. - Also, in melee, the first character will usually attack first, the second character will usually attack second, etc. I find this to be true even when the 3rd or 4th character has 2x-3x the speed as the 1st or 2nd characters (my Assasins are 3rd in my party, yet they attack after Knights/Heavy Armors). As of now, the only exceptions I have been able to find to this rule are when some of my Priests (who were 3rd and 4th) attacked before the Wizards (who were 1st and 2nd). - Field vs Melee, the ever important question. Well, here's my comparisons. Field: Can hit more than one enemy party at once. Always hits every enemy. Enemies cannot respond. Experience gained is spread equally among party members. *Gives basically free experience, especially when used with Lancers (and their low MP:EXP ratio).* Can manipulate the environment. Much greater range, obviously. Melee: Each party member can act separately (i.e. if your party is Wizards and Priests, the Wizards could cast a spell while the Priests heal - this isn't possible in the field) All characters can act (some don't have field attacks) Attacks used in melee are stronger (if you have two wizards cast flame gaze separately in melee, it will do more damage than their field version). Gives better experience, PR, and items. Dragons occasionally come in and get a free turn against the enemy. In general, I would recommend using field attacks to soften enemies up, then have a strong team swoop in for a melee battle. This will (hopefully) give all characters some experience, while allowing you to get the best items/PR from enemies. Unfortunately, the melee characters do tend to be a bit ahead in experience, no matter how hard you try... - If you ever find yourself losing a battle, follow the following easy checklist: 1. Do some sidequests (especially Granbelos Fortress, and later Easy Dungeon). They give you good items, PR, and EXP...and they're also generally easy to beat. 2. Feed your dragons stuff (unless they're Master/Behemoth/Black, of course). Stronger dragons are better dragons. Also, feed them lots of holy stuff, so their Refresh spell gets stronger. 3. Buy some equipment for your party members. I would recommend that you buy stuff for your melee parties, as they will be the ones doing most of the attacking. If you wish, you can also upgrade your rods for better magic power. 4. Buy some items. These are always useful. Stock up on everything, inc. Drugs, Heals, and Magic Gins. You'll probably end up using more of those than the other items, as you can use an infinite number of items during a party's turn. 5. Rearrange your formations. In many battles, it is not the stronger team that wins, but the smarter team. If you find your melee parties dying a lot, pair them up with an Assassin/Summoner/Priest. If you find your Mini Devils healing the enemy party, take them out. Stuff like that. I'll try and point out critical ones in the walkthrough. 6. Rearrange your dragons. This isn't that complicated, as most of your dragons will probably be Master anyway, but don't do something dumb. Like pair your Summoners with a Behemoth, disabling their summons. 7. Don't forget the sidequests. These are the easiest (and the best) way to gain that extra EXP boost that your characters desparately need. 8. Read the walkthrough :). It seriously helps. - Try to make sure that Wizards/Summoners/Priests don't get into melee that often. Not only will they die fairly quickly due to their low HP, their attacks are much more useful from the field, as they can hit more enemies. The same idea applies to Assassins and Lancers on a lesser note. - As the converse of the previous tip, always send Knights/Heavy Armors into melee battles. They have no field attacks, so they are absolutely worthless on the field. This same tip also applies to the Royal Guard (although Inspire can be useful) and maybe even Mini-Devils (I HATE it when they end up using Complete Heal All in the field) on a lesser note. - This is in the character section, but it deserves mentioning again. There will come a point in the game where the poor Lancers will be completely outclassed by every other type of class. When that happens, put them into a slow-moving group and have them using their Javelin skills in the Field. Why? Javelins only cost 1 SP, so they can be used many times before Magic Gins are needed. They also gives decent experience for such a cheap spell. This is helpful for those parties without Light armors that won't be doing much in the battle anyway. - The above tip can also be applied to Wizards, Priests, Summoners, and Assassins. It may even be more useful to use these classes over Lancers, because they give more experience from each spell. For Wizards, cast any of their basic elemental spells for good experience (on enemies if possible); White Drug for Priests (on injured allies if possible); use Bingo with Summoners (on your melee characters); and use either Chakra (on parties) or basic elemental spells with the Assassins. - Never use any items in battle, unless you are incredibly desparate. Most of the time, using items in battle will just be a waste of a turn. Attack items do crap for damage, and healing items should be used before the turn as many times as needed. Unless a character is liable to die on the next hit, don't waste your turn; do a normal attack instead, or even defend. - If you have time (and no magic gins), use several weak attacks instead of your strongest attacks. You can use two Flame Pulses in place of one Saint Pulse. In the long run, the two Flame Pulses will do more damage, and for less MP, too. However, this is a last resort option only...I'm hoping that you always keep some Magic Gins on hand. ------- Dragons ------- - Remember that dragon techniques power up whenever the respective element reaches gains a new "level". For elemental spells, the levels are every 10 points in the said element. For physical attacks (i.e. Bite, Body Blow), the levels occur every 25 points in that stat. - For starters, you'll want to "specialize" your dragons. This means that you should have them max out in one (or two) elements at first, before expanding them to all elements. It's probably easiest to have the 3 elemental dragons max out their respective stats (i.e. Salmando -> Fire), Molten -> Holy, and Twinhead -> Dark. Once you get more dragons, and after you begin to max out a certain element, feel free to have dragons specialize in more than one element. - DO NOT LET YOUR DRAGONS DIE! This will make the game easily 10x harder, if by any chance one of your dragons is killed in battle. When a dragon dies, not only do you lose the most powerful attack force on the battlefield, that dragon's party also loses most/all of its special techs/spells. Not to mention that the dragon misses out on a lot of experience. Always keep in mind how many enemy parties are around the dragons, and about how much damage they can do in TWO turns (once during your phase, once during enemy phase). If they could kill your dragons within two turns, set them to Come or Wait. - The easiest way to raise the following stats when feeding dragons: HP - feed Mushrooms MP - feed Magic Gins (this will take a long time, and quite a bit of money) Fire - feed fire equipment, or Fire Grasses Ice - same as fire, but with ice stuff Thunder - feed Poison Mushrooms Holy - feed Rotten Mushrooms Dark - feed Gross Mushrooms Strength - feed Porno Mags to raise strength, then feed Difficult Books to recover the wisdom. Or just feed weapons. Vitality - feed armors (no faster way) Dexterity - feed Poison Mushrooms Mind - feed Gross Mushrooms Wisdom - feed Books Intimacy - to raise, feed anything "Sweet"; to lower, feed anything "Bitter" Loyalty - to raise, feed Mushrooms (any kind); to lower, feed Heals Fidelity - to raise, feed Mushrooms (any kind); to lower, feed Heals - Remember, Salmando is invincible (infinite HP) in his Holy Form (Phoenix) and his Master Dragon form. As soon as you can, make sure Salmando is one of these forms! - All dragons are immune to ground based attacks (Earthquake) and status effects (poison, instant death). This will be very useful throughout the entire game, and especially against Master Maguses. - If you plan on making one of your dragons a Behemoth (and I recommend you do), I would feed it the Princess ??? items as soon as you get them. The 1st Princess ??? can be found in chapter 6. At that point in the game, the holy and dark attacks that come with the Unknown Form, even though they may be at lvl 2, will be among your strongest and best attacks. The only real disadvantage to this method is that the usefulness of your Unknown Form will taper off at around chapter 15, and will remain so until you get your 5th Princess ???. - Remember, every game Puppy is reborn, and gets completely new stats. So, don't bother feeding Puppy any Princess ???, unless all your other dragons are Behemoths. They will just go to waste, as when Puppy is reborn in a New Game, he will be in a basic form with brand-new stats. The same idea applies to making Puppy into a Black Dragon, except that Black Dragons are much easier to make. - All dragons can also land on all types of terrain. This comes in handy when an enemy is backed up against a mountain or another barrier, yet your dragon can still land on this terrain and engage it in melee. - Master Dragons may be the most versatile dragons (and the best for most characters), but Behemoths are the best fighters. They are always going to use a Holy/Dark attack, which are generally stronger than the other elemental attacks. However, also remember that Behemoths lose the Refresh spell :(, and that they have no physical attacks. This could lead to problems when facing Magic Guards, or other such enemies. - In general, Black Dragons (or Uni Unis) aren't really that useful. True, they do have the strongest attack in the game (Dark Power), but they lose a LOT of versatility to gain that. They also have the annoying tendency to fail their attacks, which seriously limits their usefulness. Black Dragons should only be used with Mini Devils, and only if you feel really lucky. If one of your dragons becomes a Black Dragon while you're feeding it, feed it a Heal to turn it back into a regular dragon. - Keep in mind that you can only make one Behemoth through each playthrough of the game. So, if you want to make all your dragons Behemoths, it'll take 7 separate playthroughs using Ex-Play. And Puppy won't stay as a Behemoth, as it is reborn each game. - When Puppy is born, he'll likely have 249 in all main stats and 99 in all elemental stats, if one of his parents is a Master Dragon. The easiest way to raise all of these stats is just to feed Puppy the Dragon Dung you get right afterwords. Unless, of course, you happen to have some items of each element on hand. - Even after you've maxed out all the stats for your dragons, make sure you keep some weapons and armor on hand. You'll always want to fine tune your dragons into either attack or sniping dragons, and this is easiest done after you've already maxed out their stats. The same applies to Sweet/Bitter items, in case you want to tweak around a dragon's intimacy. - Dragon commands carry over to the next battle. Say you end a battle with Salmando set on Go, he will still be set on Go (if you don't change anything) at the beginning of your next battle. This applies to all battles, including sidequests. This is useful if you set a dragon to Come (to stop it from attacking) at the end of the last battle, but you must remember to set it back to Go if you want it to attack in the next battle. - Potential Question: What exactly do levels mean for a dragon? After you max out a dragon's stats, what is the point of gaining levels? Could someone maybe inform me of a hidden stat that might increase upon level up? - Potential Question: Is there any way to control what element your dragons use when attacking? I know that high wisdom dragons will automatically use the enemy's weakness, but how about for enemies without a weakness? I've noticed that sometimes my dragon uses the same element attack as the one I just used (i.e. I cast Flame Gaze, my dragon used Hellfire). Is this just luck, or am I actually controlling my dragon? ------- Enemies ------- - The Computer AI is DUMB. INSANELY IDIOTIC. JUST PLAIN STUPID. Good, finally got that out of my system...In any case, they will always target the EXACT square of one of your parties/dragons when using a field attack. Always the exact one. Never in-between. So, if you want to avoid damage, you'll want to position your parties something like this: X X X X X X = friendly party/dragon This makes sure they only hit one of your parties at a time. Unfortunately, your dragons might not understand this, but you can at least make sure that you won't do anything stupid. The only times when this won't work is when the enemy's area of effect is greater than 1 or 2. But in that case, you're screwed anyway. So don't worry about it. - Whenever you attack an enemy, please make sure that you are using the correct element on it. For example, if it's a Fire elemental enemy, use Ice attacks on it (your dragons should do this automatically, if you've raised their wisdom high enough). Remember, Thunder/Earth aren't opposites, so they don't work. Also, remember to not use Earth or Instant Death attacks on all "dragon-type" enemies (they look like dragons, they have big movement ranges, etc.). They are immune to them, the same way your dragons are. - Most enemies won't move unless you're "in range" of them. The range can be anywhere from 5 or so squares to 50 squares (yes, these enemies will move no matter where you are on the map). Use this to your advantage, as staying out of range of certain enemies will leave them where they are, until you are ready to deal with them. - The following tips are for the person who wants the most EXP/PR/items out of each battle as humanely possible. You need not follow these if you're playing a speed/low-level game, although they still might be helpful anyway. - The most annoying enemies in the game (besides bosses) are the cure-magic mages. They generally have the word "Cure" in their name somewhere, like Cure Mage or Cure Comrade. And, they all have one annoying habit...they all cast White Drug. Most of the time, they tend to use this on the field, so they can heal more than one party at once. MAKE THESE ENEMIES YOUR TOP PRIORITY. If you can, take these out before anything else, unless you are sure you can completely destroy the enemy party during your turn. If you don't, the cure mages will heal them back to max. And all your work will be wasted. The only reason you would ever want to leave these classes alive is to prolong a battle for EXP reasons. - Your second priority enemies should probably be anything that uses field attacks. All forms of mages, Lanzenritters (and other javelin-type classes), and elemental enemies come to mind here. Do your best to take these classes out as soon as you can, or at least take out the enemy that uses the field attacks. Field attacks used by the enemy can and will hit more than one of you parties at once, which can make for a lot of healing. The best way to take out these enemies is in melee, where they are generally weaker. The only exception in this category are bosses...try and keep them alive, and just stay out of their range. - Your third priority should be all non-boss enemies left alive. These enemies should (hopefully) be mostly melee enemies, which should make them easy pickings. Weaken them with field attacks, and take them out with your melee parties. - Finally, take out the bosses. Be warned, almost all bosses in the game have some insanely strong field attack that they will use against you. And often times it will have a huge area of effect, as well as a large range. My best advice is to spread out, and do whatever it takes to defeat the boss. If the boss specializes in field attacks, surround it; but be careful, as its field attacks will hit all your parties at once. If the boss is a melee specialist, try and keep your parties out of its movement range. Then the boss should be fairly easy to defeat. Also, as a general tip, don't forget to defeat bosses with elemental attacks. The element used can be at your discretion, depending on what you want. However, I would recommend avoiding using saint/dark attacks to kill bosses in the early game, while I would strongly suggest using them near the end of the game. - Presenters: The enemies so unique that they get their own area in the Enemies section. They are modeled after a FF3/6 enemy (I believe it's the first boss, the Whelk - the one with the shell). IMO they look like big snails dragging rakes behind them...basically, they're quite noticable. They also have some of the funniest attack/hit animations in the game. Presenters can be found in one of two scenarios. Either in the Granbelos Fortress sidequest, or after destroying something with Thunder techs. Of the two scenarios, the former is much more common, especially after savestate manipulation (savestate before entering, and if there are no Presenters, reload state). However, the second scenario allows Presenters to be in any level with buildings. Unfortunately, they are very unlikely to find in that manner. On a strange sidenote, you can destroy the buildings in the Granbelos Fortress sidequest, and even more Presenters might pop out. In general, Presenters may be among the easiest enemies in the game. They have pathetic HP (usually under 1000), do little to no damage, use no special spells/techs, and give little to no EXP/PR. However, that is not the reason to fight them. The other special thing about Presenters is that they give out some of the BEST items in the game. IMO, items from Presenters are better than most items from bosses in the beginning chapters. Unfortunately, by around chapter 15, the items given by Presenters start to sharply decrease in value. Now, for some items given by Presenters, categorized by Element: FIRE: Flame Tongue (a decent sword, but you'll trade this in for Apocalypses), Super Vodka (your generic "Sweet" item), Burning (crappy robe), Flame Mail (not really worth it) ICE: Aurora (probably the best robe you'll get for a while), Coquetos (this might be better if I actually used Lancers...), Delta Dagger (a GOOD dagger for your Assassins), Ice Jacket (not worth it) THUNDER: Diamond Armor (good for feeding to dragons, but not much else), Diamond Jacket (not that good), Sleipnir (among the BEST Light Armors you're gonna get), Spark Blade (a step lower than Flame Tongue), Thunder Rod (an OK rod) EARTH: Vegas Armor (even better than Matelite Armor. Get as many of these as you can), Grand Slam (stick to Nulnims), Genius Notebook (why would you need this?) POISON: Calamitias (not as good as Delta Dagger), Uniuji (don't bother), XXX Porno Magazine (useful in the early game), Bitter Memory (don't bother) HOLY: Strategy Books (sell for a TON of PR), Sweet Honey (don't bother), Nulnim (the best axe you'll have until the end of the game...get a bunch) DARK: Cassandra (stick to Sigruns), Sigruns (among the best rapiers), Mushrooms (buy them, it's easier/cheaper), Calamitias (not as good as Delta Dagger), Apocalypse (the BEST sword until Excalibur), Black Burn (not as good as Vegas Armor), Assault (the BEST "rod" in the game) NON-ELEMENTAL: Nimbus/Silk Robe (not worth your time), Rods (ditto), Guardian (crappy rapier), Crescent (not so good ax) ALWAYS (can be found no matter which element is used): Litancibles (SP)/(High) Magic Gins/(High/Royal) Drugs/Heal (SP) (these are always useful). Bottom line: I would stick with Thunder (for the Sleipnirs), Earth (for Vegas Armor), Holy (for Nulnims and Strategy Books), and Dark (for Sigruns and Apocalypses). Try and get as many of these ASAP, as they will make the early chapters much much easier. If you really want stuff for your Wizards/Priests, go ahead and try using Ice and Life. - Undead: Another one of the truly unique enemies in this game. Unlike most enemies, undead cannot be touched with some life spells and all poison spells. However, to make up for this, they can be hit by some life spells that would not normally damage enemies. Good examples include White Drug (which damages undead), Refresh (same as White Drug), and Return Life (acts as an instant- death spell). Holy spells do extra damage to undead. Also, for some odd reason, undead can still be hit by dark spells. Undead absorb your HP (yes, you take damage, and the undead enemy heals some HP) when attacked by "Drug" spells, and take no damage from poison spells. Keep this in mind when fighting undead. - Taken directly from a post by Jackson on the BL Boards - things in [brackets] are added by me: Items dropped by level 4 enemies... [this includes most bosses after chapter 14, and some special enemies (like Alchemics or Ziegfried)] Fire affinity Prinzeugen (+88 Atk) *Auschwitz (+74 Atk, +6 Magic, Fire [elemental]) Crusader (+5 Def, +5 Speed, +61 Magic) Armada Mail (+5 Atk, +99 Def, -1 Speed, -1 Magic) Ice affinity Invincible (+97 Atk) *Etandahl (+72 Atk, +5 Speed, +8 Magic, 100% Hit-rate) *Battle Dress (+12 Atk, +95 Def, +3 Speed, Anti-rabbit/poison/sleep) Mach Vest (+70 Def, +42 Speed, +10 Magic, Anti-poison/pertrify/death) Thunder affinity Iron Duke (+100 Atk, Holy [elemental]) *Brunhag (+83 Atk. +6 Magic, Thunder [elemental]) Kugel Blitz (+82 Atk, +6 Speed, +3 Magic, Lightning [Thunder elemental]) *Thundara (+52 Def, +6 Magic, Thunder [elemental]) [Imperator] Poison affinity Dilinger (+95 Atk, +10 Speed, +8 Magic) Destroyer (+94 Atk, -1 Speed, Death [elemental]) Black Prince (+4 Atk, +95 Def, +16 Magic, Fire [elemental]) Dark Force (+63 Def, +8 Magic, Anti-poson/sleep/petrify) Earth affinity *Mega Buster (+91 Atk, -1 Speed) Empress Kahna (+10 Def, +72 Magic) Royal Gown (+80 Def, +20 Magic, Anti-rabbit/sleep/petrify) Pax Kahna (+3 Atk, +90 Def, +3 Speed, +15 Magic, Fire/Thunder [elemental]) Melee affinity *Bastard Sword (+66 Atk) *Harpoon (+65 Atk) *Maximilian (+48 Def) *Master Rod (+48 Magic) Death affinity Scarnhorst (+92 Atk, +10 Magic) Imperator (+95 Def, +10 Speed, +8 Magic, Thunder [elemental]) Martial Nay (+8 Atk, +86 Def, +7 Speed, +7 Magic, Anti-Status change) Kaiser Rin (+72 Def, +16 Magic, Anti-poison/sleep/petrify/death) Holy affinity Dreadnaught (+99 Atk) Excalibur (+84 Atk, +3 Def, +20 Magic, Holy [elemental]) Longinus (+91 Atk, +20 Magic, Holy [elemental]) Reconquista (+85 Def, +99 Magic, Anti-Status [change]) [Chobham Armor] Dark affinity Gneinesau (+92 Atk, +8 Magic) Chob[h]am Armor (+76 Def. +18 Magic, Anti-Status [change]) Powered Suit (+35 Atk, +65 Def, -1 Speed, -1 Magic) Energy Suit (+58 Def, -1 Speed, Absorbs all elemental attacks) ***Items with a star means buyable*** ---------- Formations ---------- - Auto Formation will set up your parties like this: Chapter 2 Party 1: Byuu, Bikkebakke, Truce, Rush Party 2: Lukia, Diana, Zora, Frederica Party 3: Sendak, Ectarina, Melodia, Anastasia Party 4: Matelite, Taicho, Gunso, Barclay Party 5: Manyo, Monyo, Frenze, Reeve Chapter 6 Party 1: Byuu, Bikkebakke, Truce, Rush Party 2: Sendak, Diana, Zora, Frederica Party 3: Yoyo, Ectarina, Anastasia, Melodia Party 4: Matelite, Taicho, Gunso, Barclay Party 5: Frenze, Reeve, Manyo, Monyo Other: Lukia Chapter 8 Party 1: Byuu, Bikkebakke, Truce, Rush Party 2: Sendak, Diana, Zora, Frederica Party 3: Yoyo, Ectarina, Anastasia, Melodia Party 4: Matelite, Taicho, Barclay, Gunso Party 5: Reeve, Frenze, Zora's Son, Manyo Party 6: Lukia, Nelbo, Joy, Monyo Chapter 19 (and on) Party 1: Byuu, Palpaleos, Rush, Bikkebakke Party 2: Yoyo, Zora, Joy, Frederica Party 3: Sendak, Anastasia, Melodia, Nelbo Party 4: Matelite, Taicho, Gunso, Barclay Party 5: Donfan, Reeve, Frenze, Monyo Party 6: Lukia, Jeanne, Mist, Truce Other: Zora's Son, Zeroshin, Sajin, Diana, Ectarina, Wagahai, Manyo, Munyo Keep in mind that Auto Formation will leave your dragons the way they are. - Light Armors are the most important part of any formation. In the beginning of the game, you might not see why Light Armors are so important, as they have very little effect on the party. However, when you start maxing out your dragon's agility, you'll see DRASTIC improvements with your parties with Light Armors. Light Armors allow that party to move up to 10 more steps per turn. My recommendation: pair Light Armors with Knights/Heavy Armors, the two classes that have no field attacks, so they can actually be useful. Remember, any party with Light Armors in it will gain EXP at an insane rate, so make sure to switch your characters around to balance out the EXP. - In the beginning of the game, I would recommend that you keep your Wizards and Priests together. This grants them stronger Field attacks, which is how you should be using them anyway. However, later in the game, I recommend that you split up your Wizards and Priests into groups of 2, or even solo. You'll want to spread out your Wizards to allow more maneuverability when manipulating terrain, and 2 Priests can heal your party just fine. This applies mostly when you max out your dragon's elements. - On the other hand, Knights, Heavy Armors, and Light Armors need not be put together. Although stacking them together will get you even better versions of Critical, Defense, and Sprinter, they are much more useful spread out. This gives all of your parties a little bit of the good stuff. - Summoners can either be put together, or in separate parties. It doesn't really matter, as both options will do about the same damage in the long run. It might be easier to keep them together, if you don't like micromanagement- however, putting them in separate parties helps balance out EXP (summons give a LOT of EXP) - My favorite party formations: Cross Knight x2, Assassin, Light Armor with Master Dragon This party has good field attacks from the two Cross Knights, a versatile healer/attacker in the Assasin, and a Light Armor for high movement. Use Swordhits from far away to weaken enemies, then storm in with strong physical attacks and Assassinate to finish the job. Royal Guard, Knight, Heavy Armor, Light Armor with Master Dragon This party has a field attack from Matelite for easy experience, and among the best attackers in the game. This is THE boss-killing party in the game, as 3 of the 4 characters have strong attacks. Combined with the Knight's Critical and the Heavy Armor's Defense, this party does amazing damage and should always be in melee. The Light Armor helps this party move fast enough to confront enemies. Mini Devil x3, Light Armor with Black Dragon Use this party with a Black Dragon for best results. I'm sure most of you know about this party, so I won't really go into it. Just know that if you're lucky enough to get a good attack from the Mini Devils on the field, it means 9999 damage. Even in melee they can do 3000-4000 damage each, but watch out for Heal Enemy Party... Look at Meeple Lard's Formation FAQ for more good formation suggestions at www.gamefaqs.com. ---- Misc ---- - The ever-heralded EXP formula: For low level attacks (physical attacks, getting hit): lvl^2 For mid level attacks (elemental attacks and some summons): 2*lvl^2 For high level attacks (holy, dark and some summons): 3*lvl^2 This is very sketchy, as I'm not sure what is considered low/mid/high level. However, this will give you a basic idea of the EXP format. PR, however, is another story entirely... - Save the game. Often. You don't know when something bad will happen, and Byuu's party might die for some reason or another. If you don't save the game, you might lose hours worth of gameplay. Also, don't forget to save on the rom itself - don't rely on savestates the whole time. - The Earth element are a combination of fire, ice, and thunder. So, feed a dragon earth stuff and it will raise all 3 of the above elements. The lvl of an earth attack is determined by the lowest level of the above 3 elements. If a dragon has 45 fire, 23 ice, and 100 thunder, its earth attacks will be lvl 2, and all characters in that party will use lvl 2 earth attacks. - Know your elements! Basically, water is weak to fire (and vice versa), holy is weak against dark...however, as of this time, I am unsure as to whether lightning and earth are opposites...I will check this as soon as I get a chance. - There is a difference between life/poison and holy(saint)/dark. Life spells (or techs) are generally healing/HP restoring spells, while Saint spells do holy damage. However, both are based off of the life stat. Poison spells can poison enemies, while dark spells only do dark damage. Both are based off of the poison stat. I'll do my best not to confuse them, and let me know if I made a typo somewhere. - In the early parts of the game, I would recommend splurging all your money on either mushrooms, books, or armor. Use these items to help raise your dragons stats. Many people recommend that you spend your money on equipment for your party, but I am against this. Why? Many of your characters won't be taking an active role in battles, so they won't need new equipment as much. Dragons are vital to any sort of strategy in battle, so it is vital that you max their stats ASAP. Also, if you don't buy equipment for your characters, you will be much more motivated to do sidequests (esp. Granbelos Fortress) for the equipment that you find there. Which is a good thing. - Ex-Play is a special feature of the game, only available after beating the game once. It's very similar to the New Game + feature in Chrono Trigger. Ex-Play allows you to play through the game again, using the exact same stats for your characters and dragons (however, Puppy's stats must be recalculated). Also, you get to summon Alexander from the prologue with your Summoners. Finally, if you press X while viewing items, you can see detailed info about what stats that item would raise when fed to a dragon. - Musings on Infinite HP (or) Why You Must Lose OK, there has been an interesting debate on the gamefaqs boards on why exactly Sauzer doesn't die when you face him in chapter 5. Theories on his HP: Facts about Sauzer: He has ???? HP, so it's greater than 9999. He never seems to die, no matter how much damage you do to him. You actually do damage to him, so he isn't technically invincible. You can't see his HP except at the beginning of each turn (when you select battle options). 1. Sauzer has at least 39,997 HP (or 1 more than the max damage that can be possibly done to him, namely 39,996 [or 4*9999 HP]). After each turn, he restores his HP back to max. 2. Sauzer has over at least 10000 HP (or 1 more than the max damage tha can be done in a single attack, namely 9999 HP). After each attack, he instantly restores his HP back to max. 3. Sauzer has a max HP that is greater than 10000. Any time he is attacked, and his HP is below 9999, his HP gets restored to its max. 4. Sauzer has a max HP that is above 1,000,000 (or whatever the maximum was that someone tested). Basically, he is defeatable, just nobody has the patience to do that much damage. However, I bet someone could hack the game and prove this one wrong (something about maximum bit capacity). ------- Secrets ------- - Tomato's Checklist (A list of fun things to look for in this game): *A message from Dark Force *A message from Tomato *A message about Neill Corlett *An enemy from Final Fantasy 3/6 *A dragon from FF3/6 (*)A reference to an enemy from FF5(note from me - unsure of this one) A George Washington reference All EarthBound references - and there are several of them *WHAT UP WITH BAHUMAT *Dragon love juice *A guy trying to re-enact Taicho's scene at Celine's grave (*)All instances of Sendak being a little too friendly with Byuu (note from me - I'm not sure I've found ALL of them) *Truce in the girls' bedroom *ones I've personally found These can be found at Tomato's website, listed at the bottom of this page. - Secret characters Mist - in chapter 14, in Godland, make sure that you talk to everyone at least once. The easiest way, IMO, is to start in the southwest house, then proceed clockwise around the houses. Don't forget that lady in the middle, or the guy on the ramparts. When you get to the southeast house, you will see Yoyo blocking the door. Talk to her twice, and she should move. DON'T GO INSIDE THAT HOUSE. Instead, go into the center of Godland, and talk to the lady. Donfan should show up, and she will lead you to the northwest house. Talk to the doorman, and he will let you in. Talk to the lady standing there, and you will gain Mist (who is sleeping the bed). She'll tell you about this odd dream she had... Sajin/Zeroshin - in chapter 15, in Dafila, go to the southeast house. You will see a doorman there, and he will ask you for the password. Even if you get it wrong the first time, you can talk to him again and pick the other option :-P. In any case, the password is "Starting today I'll be really cool too". Once inside, go to the northeast corner. You should barely make out the two people sitting behind the pots. Talk to one on top (Sajin), and the Assassins will pop out. Talk to him again to hire them. If you want a comical scene later in the game, hire them for optional job (3000 PR down), and choose someone for them to kill. Be warned, they won't actually kill Matelite or Yoyo, but they will kill the crew member. If you don't have 3000 PR to waste, or you just don't care, select the regular job. - The Princess ??? Items 1st: Found in chapter 6. Keep talking to Yoyo until she leaves her bed, then go inside her bed, and inspect the bottom. You should find the item. 2nd: Found in chapter 12. Choose Taicho for the spy mission. At the end of the chapter, talk to Yoyo, and she should leave her bed. Once again, inspect her bed in the same manner as the 1st Princess ???, and you'll get another one. 3rd: Found in chapter 18. After you get off of Salmando and talk to Yoyo/ Puppy, go downstairs and inspect Yoyo's bed yet again. 4th: Found in chapter 19. Talk to the shopkeepers before you choose two dragons to marry (unsure if this step is necessary). After you choose two dragons to marry, and the dragons take off, talk to the shopkeepers again. They'll give you a bunch of good stuff, as well as another Princess ???. 5th: Found in chapter 22. After Rush leaves the bridge, go find him in the men's bedroom. Talk to him, and choose whichever option you want. Regardless, he will give you the 5th, and final Princess ??? item. ---------- Sidequests ---------- - Sidequests are this game's version of "leveling up". If you're too weak to defeat a certain chapter, do some siequests to help level up. Sidequests also give very good items. Finally, after finishing a sidequest, you go back to Farnheit. There, you have access to the wep/armor/item shops (and the mushroom/Matelite/book shops when you get them) before continuing. You can also feed your dragons at this time. - Hard Dungeon is unlocked in chapter 20, and Situation Critical is unlocked in chapter 23. After you unlock Situation Critical, it will replace Granbelos Fortress, as you cannot have more than 3 sidequests available at once. - As a sidenote, you cannot do Easy Dungeon in chapter 22, for some odd reason. You are limited to Granbelos Fortress and Hard Dungeon in that chapter. - Granbelos Fortress is "Defeat all enemies" to win. Hard Dungeon is "Defeat the boss" to win, as is Situation Critical. Easy Dungeon can be both (depending on whether or not there is a boss). - After completing a sidequest, you will end up back outside the Farnheit. You can talk to the Battlefield Salesman for weapons/armor/items, and (after chapter 7) the other saleman for Matelite equipment/books/mushrooms. You can also feed your dragons from out here. However, you cannot reenter Farnheit after a sidequest. - If given the choice, most of the time you should do the Granbelos Fortress sidequest. It's considerably shorter than the Easy Dungeon (which benefits classes without Light Armors), and gives about the same experience. Also, there is always the possibility for Presenters, which are the main reason to do this sidequest. As soon as you can, run through this several times to get good items from the Presenters (hint: defeat them with earth attacks for Vegas Armor and Grand Slams, which are very useful early game). - However, there will come a time when you have all the items that you can get from Presenters (or, you get better items from bosses). At this point, it's a good idea to do Easy Dungeon, as you might run into an Alchemic, which gives boss-like items. Defeat this for good items and EXP, and you should have no more need for Granbelos Fortress. - Don't do Hard Dungeon. Period. What? You really want to? Well, its your death wish...For advice, go check out EternalSpirit's FAQ on the Hard Dungeon at GameFAQs. My advice as to how to beat it? Hide behind the invincible Master Salmando. :-P. - Situation Critical is definitely a lot easier than Hard Dungeon (misleading name, ain't it?). It's almost a mirror image of Chapter 8 - Mid-Air Dragon Battle. You are standing outside of Farnheit, as enemies attack from the left side. It shouldn't be too hard to defeat, if you're at good levels. - For more detailed walkthroughs on the sidequests, check out the Sidequest Walkthrough section. ----------------- Techniques/Spells ----------------- - Apparently, Drug techs are considered non-elemental, as they give non- elemental items upon defeat. As far as I can see, this seems quite true, as they give only non-elemental items. I will do more testing later, if I can. - When paired with a Black Dragon, all classes lose all their special techs. However, they gain a new tech, which is the Uni Hit/Smash/Tower/etc. The same thing applies with Behemoths, except the new tech is called ? Hit/Smash/etc. That actually is a ?, not a "I don't know what its real name is". - The level of an Uni attack is equivalent to the fidelity stat of the dragon (i.e. a Black Dragon gives party members lvl 10 Uni attacks). Ditto for ? Attacks, but the level is based off of the "Transform" stat, based on how many Princess ??? items have been used on that dragon. - Remember, undead take lots of damage from holy spells, and can't be touched with life/poison spells. Look under "Undead" in the enemies section. - Just for the record, all "Drug" techniques can sap HP from enemies, and all "Poison" techniques can poison enemies. I won't mention this under the techs, so notice it now. - Remember, all Saint/Dark spells/techniques cannot be used until the dragon accompanying that party has reached either its Holy, Dark, or Master form. Holy dragons allow the team to use Saint techs/spells, dark dragons allow the team to use Dark techs/spells, and Master Dragons allow the team to use both. - The level of the technique/spell is based on the elemental stat of the accompanying dragon. The level is equal to the number of points in that stat over 10 (round down). For an example, if the dragon had 85 points in fire, any character in that dragon's party would have lvl 8 fire techniques. In the field, the levels can add together to create an even stronger attack. In the same example as above, let us imagine there were two wizards using Flame Gaze in the field. This would be a lvl 16 Flame Gaze, because there are two wizards combining their lvl 8 Flame Gazes into one lvl 16 Flame Gaze. - The max lvl any field attack can be is lvl 40. Maximum of four of the same class in one party * max lvl 10 element from dragon = 40. Common sense here. - Gravity attacks only work on normal enemies, not bosses. This seems like common sense to me (maybe from playing the FF games over and over), but it deserves mentioning. Mostly it won't be you using gravity attacks, but your dragons. - Don't use Drug attacks on undead enemies. Instead of you absorbing HP from them, they'll instead steal it from you. Not that you'd be using Drug attacks anyway, but now you have another reason not to. - There are some techs/spells in the game that only target one enemy in melee, yet target one party (and all the enemies in it) when used on the field. Good examples would be Assassinate, Infinity, and Trick. In general, try and use these techniques on the field, as they will hit more people that way. - Although Uni attacks are strong, they tend to fail just when you need them the most. The only good thing to come out of this is that you don't waste your MP if the attack fails. - Knowing that enemies give better items when defeated by elemental attacks, you might be tempted to use holy/dark techs/attacks on enemies from the start. However, be warned that most normal enemies (and even Presenters) defeated with holy/dark attacks will give you crappy stuff (usually books, mushrooms, or healing items) that aren't worth the time. You should save your holy/dark attacks for bosses, which give the good holy/dark equipment (like Excaliburs, Dreadnaughts, Reconquistas, etc.) ------- Terrain ------- - The various types of terrain include: GRASS/GROUND - the stuff you walk on. Perfectly harmless. You can't really do anything to it. ROADS - basically like grass, but you can destroy them with thunder techs. Although destroying the roads really has no purpose at all, its fun to do sometimes. BRIDGES - You can also walk on these. They generally span water or air. Can be broken by thunder techs. If a party is on one of these when it is broken, they will either drown in 3 turns (if on water) or die instantly (if over air). Needless to say, neither sounds very interesting, although destroying bridges is a very easy way to get rid of unwanted enemies. However, you miss out on some good EXP/PR/items, so I don't recommend it. WATER - You can't walk on this quite yet. However, you can freeze it using ice techs, then walk on it. However, be careful, as ice can be melted by fire techs, and this leaves you in the same place as before, and now possibly drowning. *Hint* Use Leviathan to freeze large amounts of water at once. ICE - Frozen water. You can walk on this without any problems. However, you should be careful using fire techs (or when around enemies with fire attacks). Don't be caught standing on this when it's hit by fire, or you'll drown a slow and painful death. FORESTS - Relatively harmless, if left alone. However, use fire techs on them to start forest fires. Anyone standing on a fire at the end of a phase will be hurt for 1/4 of max HP. Ouch. Put them out with ice techs. Also, if left alone, eventually the forest fires will burn out and turn to cinders. Be careful though...fires also spread very rapidly, and can quickly encompass your party. Forests also seem to drastically decrease movement rates, to about half of what could normally be moved. FIRE - Well...what do YOU think this is? CINDERS - Forests that were once set on fire, and have now been put out with Ice magic. You can't do jack to this now, so treat it like normal ground. MOUNTAINS - You shouldn't be able to walk over them (although in certain levels I believe you can). Knock them out with thunder techs to "pave" the mountain. WASTELAND - This is what happens to mountains that have gone bad, and need to be punished by thunder techs. CAVE INS - They look like big piles of rocks. They can be found in the dungeon levels. Normally they cannot be bypassed, but use an earth tech (on any square, you don't have to take out the entire cave in with earth techs) to destroy them. You can also use thunder techs to destroy them, if you wish. SWAMPS - Annoying. Stand on one of these, and at the end of the phase you (or your enemies) will be hit for several hundred HP in poison damage. Not fun. Use White Drug (the Priest/Summoner spell) to knock them out. STRUCTURES - Stand on them, and at the end of a phase they'll heal you (or your enemies) 1/10 of max HP. Useful if you're on one, bad if your enemy is on one. Destroy them with thunder techs. In one level, they provide shelter from the sandstorms. WALLS - found in the Granbelos battles. You can't walk over them, instead you have to walk around them until you find a gate. Fairly annoying. They also heal enemies in the same manner as structures, so I would recommend you take them out. Using handy thunder techs, of course. TREASURE BOX - found in many various levels. Stand on one, and you'll pick it up at the end of the phase. Most of the better items in the game are found through treasure chests. However, some treasure chests also contain traps, which can be fairly annoying. GUNPOWDER - Doesn't do anything, AFAIK. It can be destroyed with fire techs, though. STATUES - found in many levels, statues can do any number of things. Some statues will shoot beams if you're close enough, taking off a chunk of your HP. Some statues can even be brought to life, and attack you. Destroy them (before they come to life, obviously) with thunder techs. AUTOCANNONS - these little tank-life objects are fixed on the ground. If you stand in front of them, they'll shoot at you. Very annoying. Take them out with more thunder. SECURITY SYSTEMS - basically like Autocannons, except they are only found in one level. Take them out with thunder, as usual. TRAP DOORS - On one level, inside the Trafalgar, you will see some switches and trapdoors. If by any chance an enemy moves onto a trapdoor, hit the switch and the enemy will fall to their doom. Whee. However, I don't recommend this, as you miss out on a lot of EXP/PR/items. LAVA PATCHES - basically the exact same thing as burning forests, they do damage if you're standing on one at the end. Use ice to freeze them over. PASSAGES - found only in chapter 12. They close every other turn, trapping everyone inside of them. Fairly annoying. These passages also trap dragons as well, so be careful. However, you can still use field attacks when trapped, so all is not lost. And they are still faster than going around. SWAMPMAKERS - also found only in chapter 12. Hit these with a magic spell, and they will spawn a swamp. Just don't use field attacks near them, and you should be fine. DRAGON - found in any chapter with a Holy Dragon. Most of the time, you can't even reach squares that are filled with dragons (during the battle, anyway), so don't worry about this too much. Dragon basically marks off the place where the dragon is. UPPER SKY - in chapter 27. This is basically ground, except it's prettily colored, and you can walk on it. Quite literally "walking on air"... . . . . . . - This varies depending on the scenario. It can be just about anything. I'm sure I'm missing some...e-mail me if you find any. - In general...use thunder to destroy anything. If that doesn't work, try earth. If you're casting spells to gain experience, I would recommend using ice...it usually doesn't cause any bad effects, and it gives about the same experience. Ice attacks are also cheaper than earth/holy/dark attacks. ============================================================================== PAR Codes ============================================================================== These codes are credit of Damion Hill (liquidfirehart @ hotmail.com). Wow. Also, sorry that I didn't even credit you with these right here, I suppose it completely slipped my mind :(. 7E8016FF + 7E8017FF + 7E8018FF = 16777215 PR (Highest amount you can get) 7E682500 + 7E682600 = Enemy in 1st slot has 0 HP (killed after any attack in a melee battle or two field attacks, healing will also lower the health) [although if you check the enemies info it has normal health this code does work] *Warning* Also effects your characters and dragons 7E692500 + 7E692600 = Enemy in 2nd slot has 0 HP 7E6A2500 + 7E6A2600 = Enemy in 3rd slot has 0 HP 7E6B2500 + 7E6B2600 = Enemy in 4th slot has 0 HP Character Codes Byuu 7E2125FF + 7E2126FF + 7E2127F0 = Byuu has 15794175exp, goes to lvl 99 after any action that normally raises exp, i.e. field action, melee battle. 7EF0220F + 7EF02327 = 9999 Total HP 7EF0240F + 7EF02527 = 9999 Max HP 7EF026E7 + 7EF02703 = 999 Total MP/SP 7EF028E7 + 7EF02903 = 999 Max MP/SP 7EF02Axx = Weapon equipped 7EF02Cxx = Armor equipped Yoyo Codes 7E2165FF + 7E2166FF + 7E2167F0 = 15794175 exp 7EF0620F + 7EF06327 = 9999 Total HP 7EF0640F + 7EF06527 = 9999 Max HP 7EF066E7 + 7EF06703 = 999 Total MP/SP 7EF068E7 + 7EF06903 = 999 Max MP/SP 7EF06Axx = Weapon equipped 7EF06Cxx = Armor equipped Palpaleos Codes 7E21A5FF + 7E21A6FF + 7E21A7F0 = 15794175 exp 7EF0A20F + 7EF0A327 = 9999 Total HP 7EF0A40F + 7EF0A527 = 9999 Max HP 7EF0A6E7 + 7EF0A703 = 999 Total MP/SP 7EF0A8E7 + 7EF0A903 = 999 Max MP/SP 7EF0AAxx = Weapon equipped 7EF0ACxx = Armor equipped Matelite codes 7E21E5FF + 7E21E6FF + 7E21E7F0 = 15794175 exp 7EF0E20F + 7EF0E327 = 9999 Total HP 7EF0E40F + 7EF0E527 = 9999 Max HP 7EF0E6E7 + 7EF0E703 = 999 Total MP/SP 7EF0E8E7 + 7EF0E903 = 999 Max MP/SP 7EF0EAxx = Weapon equipped 7EF0ECxx = Armor equipped Sendak Codes 7E2225FF + 7E2226FF + 7E2227F0 = 15794175 exp 7EF1220F + 7EF12327 = 9999 Total HP 7EF1240F + 7EF12527 = 9999 Max HP 7EF126E7 + 7EF12703 = 999 Total MP/SP 7EF128E7 + 7EF12903 = 999 Max MP/SP 7EF12Axx = Weapon equipped 7EF12Cxx = Armor equipped Rush Codes 7E2265FF + 7E2266FF + 7E2267F0 = 15794175 exp 7EF1620F + 7EF16327 = 9999 Total HP 7EF1640F + 7EF16527 = 9999 Max HP 7EF166E7 + 7EF16703 = 999 Total MP/SP 7EF168E7 + 7EF16903 = 999 Max MP/SP 7EF16Axx = Weapon equipped 7EF16Cxx = Armor equipped BikkeBakke Codes 7E22A5FF + 7E22A6FF + 7E22A7F0 = 15794175 exp 7EF1A20F + 7EF1A327 = 9999 Total HP 7EF1A40F + 7EF1A527 = 9999 Max HP 7EF1A6E7 + 7EF1A703 = 999 Total MP/SP 7EF1A8E7 + 7EF1A903 = 999 Max MP/SP 7EF1AAxx = Weapon equipped 7EF1ACxx = Armor equipped Truce Codes 7E22E5FF + 7E22E6FF + 7E22E7F0 = 15794175 exp 7EF1E20F + 7EF1E327 = 9999 Total HP 7EF1E40F + 7EF1E527 = 9999 Max HP 7EF1E6E7 + 7EF1E703 = 999 Total MP/SP 7EF1E8E7 + 7EF1E903 = 999 Max MP/SP 7EF1EAxx = Weapon equipped 7EF1ECxx = Armor equipped Taicho Codes 7E2325FF + 7E2326FF + 7E2327F0 = 15794175 exp 7EF2220F + 7EF22327 = 9999 Total HP 7EF2240F + 7EF22527 = 9999 Max HP 7EF226E7 + 7EF22703 = 999 Total MP/SP 7EF228E7 + 7EF22903 = 999 Max MP/SP 7EF22Axx = Weapon equipped 7EF22Cxx = Armor equipped Gunso Codes 7E2365FF + 7E2366FF + 7E2367F0 = 15794175 exp 7EF2620F + 7EF26327 = 9999 Total HP 7EF2640F + 7EF26527 = 9999 Max HP 7EF266E7 + 7EF26703 = 999 Total MP/SP 7EF268E7 + 7EF26903 = 999 Max MP/SP 7EF26Axx = Weapon equipped 7EF26Cxx = Armor equipped Barclay Codes 7E23A5FF + 7E23A6FF + 7E23A7F0 = 15794175 exp 7EF2A20F + 7EF2A327 = 9999 Total HP 7EF2A40F + 7EF2A527 = 9999 Max HP 7EF2A6E7 + 7EF2A703 = 999 Total MP/SP 7EF2A8E7 + 7EF2A903 = 999 Max MP/SP 7EF2AAxx = Weapon equipped 7EF2ACxx = Armor equipped Donfan Codes 7E23E5FF + 7E23E6FF + 7E23E7F0 = 15794175 exp 7EF2E20F + 7EF2E327 = 9999 Total HP 7EF2E40F + 7EF2E527 = 9999 Max HP 7EF2E6E7 + 7EF2E703 = 999 Total MP/SP 7EF2E8E7 + 7EF2E903 = 999 Max MP/SP 7EF2EAxx = Weapon equipped 7EF2ECxx = Armor equipped Zora's Son Codes 7E2425FF + 7E2426FF + 7E2427F0 = 15794175 exp 7EF3220F + 7EF32327 = 9999 Total HP 7EF3240F + 7EF32527 = 9999 Max HP 7EF326E7 + 7EF32703 = 999 Total MP/SP 7EF328E7 + 7EF32903 = 999 Max MP/SP 7EF32Axx = Weapon equipped 7EF32Cxx = Armor equipped Reeve Codes 7E2465FF + 7E2466FF + 7E2467F0 = 15794175 exp 7EF3620F + 7EF36327 = 9999 Total HP 7EF3640F + 7EF36527 = 9999 Max HP 7EF366E7 + 7EF36703 = 999 Total MP/SP 7EF368E7 + 7EF36903 = 999 Max MP/SP 7EF36Axx = Weapon equipped 7EF36Cxx = Armor equipped Frenze Codes 7E23A5FF + 7E23A6FF + 7E23A7F0 = 15794175 exp 7EF3A20F + 7EF3A327 = 9999 Total HP 7EF3A40F + 7EF3A527 = 9999 Max HP 7EF3A6E7 + 7EF3A703 = 999 Total MP/SP 7EF3A8E7 + 7EF3A903 = 999 Max MP/SP 7EF3AAxx = Weapon equipped 7EF3ACxx = Armor equipped Zeroshin Codes 7E23E5FF + 7E23E6FF + 7E23E7F0 = 15794175 exp 7EF3E20F + 7EF3E327 = 9999 Total HP 7EF3E40F + 7EF3E527 = 9999 Max HP 7EF3E6E7 + 7EF3E703 = 999 Total MP/SP 7EF3E8E7 + 7EF3E903 = 999 Max MP/SP 7EF3EAxx = Weapon equipped 7EF3ECxx = Armor equipped Sajin Codes 7E2525FF + 7E2526FF + 7E2527F0 = 15794175 exp 7EF4220F + 7EF42327 = 9999 Total HP 7EF4240F + 7EF42527 = 9999 Max HP 7EF426E7 + 7EF42703 = 999 Total MP/SP 7EF428E7 + 7EF42903 = 999 Max MP/SP 7EF42Axx = Weapon equipped 7EF42Cxx = Armor equipped Lukia Codes 7E2565FF + 7E2566FF + 7E2567F0 = 15794175 exp 7EF4620F + 7EF46327 = 9999 Total HP 7EF4640F + 7EF46527 = 9999 Max HP 7EF466E7 + 7EF46703 = 999 Total MP/SP 7EF468E7 + 7EF46903 = 999 Max MP/SP 7EF46Axx = Weapon equipped 7EF46Cxx = Armor equipped Melodia Codes 7E25A5FF + 7E25A6FF + 7E25A7F0 = 15794175 exp 7EF4A20F + 7EF4A327 = 9999 Total HP 7EF4A40F + 7EF4A527 = 9999 Max HP 7EF4A6E7 + 7EF4A703 = 999 Total MP/SP 7EF4A8E7 + 7EF4A903 = 999 Max MP/SP 7EF4AAxx = Weapon equipped 7EF4ACxx = Armor equipped Fredrica Codes 7E25E5FF + 7E25E6FF + 7E25E7F0 = 15794175 exp 7EF4E20F + 7EF4E327 = 9999 Total HP 7EF4E40F + 7EF4E527 = 9999 Max HP 7EF4E6E7 + 7EF4E703 = 999 Total MP/SP 7EF4E8E7 + 7EF4E903 = 999 Max MP/SP 7EF4EAxx = Weapon equipped 7EF4ECxx = Armor equipped Nelbo Codes 7E2625FF + 7E2626FF + 7E2627F0 = 15794175 exp 7EF5220F + 7EF52327 = 9999 Total HP 7EF5240F + 7EF52527 = 9999 Max HP 7EF526E7 + 7EF52703 = 999 Total MP/SP 7EF528E7 + 7EF52903 = 999 Max MP/SP 7EF52Axx = Weapon equipped 7EF52Cxx = Armor equipped Rush Codes 7E2665FF + 7E2666FF + 7E2667F0 = 15794175 exp 7EF5620F + 7EF56327 = 9999 Total HP 7EF5640F + 7EF56527 = 9999 Max HP 7EF566E7 + 7EF56703 = 999 Total MP/SP 7EF568E7 + 7EF56903 = 999 Max MP/SP 7EF56Axx = Weapon equipped 7EF56Cxx = Armor equipped Mist Codes 7E26A5FF + 7E26A6FF + 7E26A7F0 = 15794175 exp 7EF5A20F + 7EF5A327 = 9999 Total HP 7EF5A40F + 7EF5A527 = 9999 Max HP 7EF5A6E7 + 7EF5A703 = 999 Total MP/SP 7EF5A8E7 + 7EF5A903 = 999 Max MP/SP 7EF5AAxx = Weapon equipped 7EF5ACxx = Armor equipped Jeanne Codes 7E26E5FF + 7E26E6FF + 7E26E7F0 = 15794175 exp 7EF5E20F + 7EF5E327 = 9999 Total HP 7EF5E40F + 7EF5E527 = 9999 Max HP 7EF5E6E7 + 7EF5E703 = 999 Total MP/SP 7EF5E8E7 + 7EF5E903 = 999 Max MP/SP 7EF5EAxx = Weapon equipped 7EF5ECxx = Armor equipped Diana Codes 7E2725FF + 7E2726FF + 7E2727F0 = 15794175 exp 7EF6220F + 7EF62327 = 9999 Total HP 7EF6240F + 7EF62527 = 9999 Max HP 7EF626E7 + 7EF62703 = 999 Total MP/SP 7EF628E7 + 7EF62903 = 999 Max MP/SP 7EF62Axx = Weapon equipped 7EF62Cxx = Armor equipped Anastacia Codes 7E2765FF + 7E2766FF + 7E2767F0 = 15794175 exp 7EF6620F + 7EF66327 = 9999 Total HP 7EF6640F + 7EF66527 = 9999 Max HP 7EF666E7 + 7EF66703 = 999 Total MP/SP 7EF668E7 + 7EF6603 = 999 Max MP/SP 7EF66Axx = Weapon equipped 7EF66Cxx = Armor equipped Zora Codes 7E27A5FF + 7E27A6FF + 7E27A7F0 = 15794175 exp 7EF6A20F + 7EF6A327 = 9999 Total HP 7EF6A40F + 7EF6A527 = 9999 Max HP 7EF6A6E7 + 7EF6A703 = 999 Total MP/SP 7EF6A8E7 + 7EF6A903 = 999 Max MP/SP 7EF6AAxx = Weapon equipped 7EF6ACxx = Armor equipped Ectarina Codes 7E27E5FF + 7E27E6FF + 7E27E7F0 = 15794175 exp 7EF6E20F + 7EF6E327 = 9999 Total HP 7EF6E40F + 7EF6E527 = 9999 Max HP 7EF6E6E7 + 7EF6E703 = 999 Total MP/SP 7EF6E8E7 + 7EF6E903 = 999 Max MP/SP 7EF6EAxx = Weapon equipped 7EF6ECxx = Armor equipped Wagahai Codes 7E2825FF + 7E2826FF + 7E2827F0 = 15794175 exp 7EF7220F + 7EF72327 = 9999 Total HP 7EF7240F + 7EF72527 = 9999 Max HP 7EF726E7 + 7EF72703 = 999 Total MP/SP 7EF728E7 + 7EF72903 = 999 Max MP/SP 7EF72Axx = Weapon equipped 7EF72Cxx = Armor equipped Monyo Codes 7E2865FF + 7E2866FF + 7E2867F0 = 15794175 exp 7EF7620F + 7EF76327 = 9999 Total HP 7EF7640F + 7EF76527 = 9999 Max HP 7EF766E7 + 7EF76703 = 999 Total MP/SP 7EF768E7 + 7EF76903 = 999 Max MP/SP 7EF76Axx = Weapon equipped 7EF76Cxx = Armor equipped Manyo Codes 7E28A5FF + 7E28A6FF + 7E28A7F0 = 15794175 exp 7EF7A20F + 7EF7A327 = 9999 Total HP 7EF7A40F + 7EF7A527 = 9999 Max HP 7EF7A6E7 + 7EF7A703 = 999 Total MP/SP 7EF7A8E7 + 7EF7A903 = 999 Max MP/SP 7EF7AAxx = Weapon equipped 7EF7ACxx = Armor equipped Munyo Codes 7E28E5FF + 7E28E6FF + 7E28E7F0 = 15794175 exp 7EF7E20F + 7EF7E327 = 9999 Total HP 7EF7E40F + 7EF7E527 = 9999 Max HP 7EF7E6E7 + 7EF7E703 = 999 Total MP/SP 7EF7E8E7 + 7EF7E903 = 999 Max MP/SP 7EF7EAxx = Weapon equipped 7EF7ECxx = Armor equipped Item digits for Weapon and armor (Put these in place of the in the codes to equip certain weapons, armor or even items) [I don't know what will happen if you attack with an item, haven't experimented to much with this game yet] 00=Nothing 01=Long Sword 02=Ice Brand 03=Spark Blade 04=Flame Tongue 05=Bastard Sword 06=Apocalypse 07=Excalibur 08=Scharnhorst 09=Gneisenau 0A=Dreadnaught 0B=Battle Axe 0C=Burning Axe 0D=Crescent 0E=Grand Slam 0F=Nulnim 10=Mega Buster 11=Destroyer 12=Iron Duke 13=Matelite Axe 14=Rapier 15=Siren 16=Cassandra 17=Guardian 18=Sigrun 19=Etandahl 1A=Vampinella 1B=Prinzeugen 1C=Halberd 1D=Coquetos 1E=Executer 1F=Harpoon 20=Auschwitz 21=Brunhag 22=Longinus 23=Invincible 24=Rod 25=Fire Rod 26=Freeze Rod 27=Thunder Rod 28=Drug Rod 29=Master Rod 2A=Assualt 2B=Crusader 2C=Empress Kahna 2D=Cutlass 2E=Calamitias 2F=Delta Dagger 30=Kugel Blitz 31=Dillinger 32=Plate Mail 33=Ice Armor 34=Diamond Armor 35=Flame Mail 36=Maximilian 37=Black Burn 38=Stealth Armor 39=Vegas Armor 3A=Armada Armor 3B=Chobham Armor 3C=Reconquista 3D=Pax Kahna 3E=Matelite Armor 3F=Black Prince 40=Imperator 41=Leather Armor 42=Ice Jacket 43=Flame Vest 44=Diamond Jacket 45=Brigandine 46=Sleipner 47=Battle Dress 48=Mach Vest 49=Martial Nay 4A=Powered Suit 4B=Energy Suit 4C=Silk Robe 4D=Gaia Robe 4E=Burning 4F=Nimbus Robe 50=Aurora 51=Thundara 52=Dark Force 53=Kaiser Rin 54=Royal Gown 55=Drug 56=High Drug 57=Royal Drug 58=Magic Gin 59=High Magic Gin 5A=Elixer 5B=Litancible 5C=Litancible SP 5D=Heal 5E=Heal SP 5F=Flame Grass 60=Ice Grass 61=Thunder Grass 62=Poison Grass 63=Life Grass 64=Earth Grass 65=Holy Grass 66=Dark Grass 67=Ship's Log 68=Prodigy Notebook 69=Difficult Book 6A=Genius Book 6B=Strategy Book 6C=Porno Mag 6D=XXX Porno Mag 6E=Poem Diary 6F=Sweet Wine 70=Handmade Cookie 71=Drawer Thing 72=Sweet Honey 73=Sweet Memory 74=Super Vodka 75=Bitter Memory 76=Botched Cookie 77=Dragon Dung 78=Bitter Wine 79=Poison Mushroom 7A=Gross Mushroom 7B=Rotten Mushroom 7C=Uniuji 7D=Princess's ??? 7E=Gunso's ??? 7F=Letter 80-FF=Nothing ============================================================================== Q & A ============================================================================== - Q: Where can I find a rom for this game? A: Urge to seriously injure...rising... - Q: Was this game ever released in the US? I want to buy a cartridge. A: No, this game wasn't released in the US. If you want to buy a cartridge, good luck. Maybe you might be able to find one in a Japanese import store, or maybe on eBay. - Q: Why is my game in Japanese? How can I play it in English? A: It is a *Japanese* game, after all. If you want to play in English, do the following. 1. Get a copy of the patch. Tomato's site, listed at the bottom, should have the most updated version of the patch. 2. What emulator are you using? If you are using ZSNES, go to step 3. If you are using SNES9x, go to step 4. If you're using another emulator, I can't really help you... 3. Make sure that both the rom file and the patch have the same name. Ex: if your rom is named BL.smc (or BL.fig, etc.), name the patch to match it. In this case, name your patch BL.ips. Make sure that both the rom and the patch are in the same folder, and run the rom in ZSNES. The auto-patching feature should kick in, and the rom should run. Proceed to step 8. 4. Go download an ips tool. I don't know of a good site offhand, but search around and you should find it. Place it in the same folder as your rom, and your patch. Also, make sure that neither the ips file, nor the rom, nor the patch is read-only. If one of them IS read-only, right click --> Properties --> check the little box next to read-only. *NOTE* A good ips tool seems to be SNESTool from Zophar's Domain. Try that out, if you want. 5. Run the ips tool from the cmd line. Go to Start Menu --> Run --> type in cmd, and hit enter. 6. Go to the folder where the ips file is, and type in "ips" into the cmd line. It should run. 7. In the cmd line, type in ips, followed by the name of the rom file (include the extension!), and the name of the patch file (include the extension!). It should look something like this: ips BL.smc BL_patch.ips. Hit enter. It should automatically patch the game for you. Be warned that this patch is permanent, and is very hard to remove. When you have patched the game, run it in SNES9x. 8. When you run the game, the biggest clue to see if the patch has worked is to look at the title screen. You should see the Bahamut Lagoon logo, but also the custom logos for the Dejap team. If this hasn't worked, try going through the process one more time. - Q: Why did my characters go up to level 99 after a single battle! What's up? A: This is the result of a corrupted rom. Most likely, your best option is to go find another one. A hint: if the checksum for the rom is bad, it has likely been hacked. Find one that's good. - Q: How do I change the options for this game? A: DAMN good question... - Q: Does Bahamut Lagoon have a 2 (or 3) player function? A: Well, no. Although if you really want to do a 2-player game with a friend, you could always alternate turns or something like that. One challenge is to complete a chapter, have your friend complete it, and compete to see who did it better. You could compare length of battle, average HP of characters after battle, MP consumption (less is better), etc. - Q: Can I defeat Sauzer or Palpaleos in chapters 4 and 5? A: No. Even if you're strong enough (Ex-Game), Sauzer is not meant to be defeated, and Palpaleos will run away before he dies. - Q: In chapter 20, when I pick up the Dragon Dung, it gives me an option. I chose yes, and I become a Dragonkeeper, but then the game "froze" on me. I could move around, but the screen was black, and I couldn't do anything. What happened? A: You have to walk off to the *right*, and you will get a scene with Bahamut. After that, you should be fine. - Q: Why are some of the spell descriptions off? It says it hits only one enemy, but then it hits all of them. A: This is true for some spells (shame on you, Squaresoft). Ones that come to mind include Infinity and Nightmare 99. They may say they only hit one enemy, and that is likely true in melee, but they hit all enemies when used on the field. Bottom line: use them on the field! - Q: Some of the weapon/armor ratings are a bit off. Like, the color tells me it's a better weapon, but the number is lower than my currently equipped weapon. What happened? A: I'm not sure what this is, but it certainly has occured to me. Most of the time, the game adds a 1 in the hundreds place to weapons that don't have them. I would recommend that you look at the color, as it tends to be more accurate than the actual numbers. - Q: Sometimes, during battle, my characters/dragons/enemies get little fuzzy squares around them. What's this? A: Well, I don't know. This has also happened to me before, and I can't really explain it. Thankfully, it hasn't crashed my game yet, but I would recommend saving constantly in case it does. Not just with savestates, but saving onto the game's save files. - Q: How come I can't change my formations? I want to put Mist into another party. A: You're probably in the prologue, where you can't change formations yet. Wait until next chapter. - Q: How do I get the Assassin class? Or a third Light Armor? A: Check out the Tips/Strategies section, under Secrets. - Q: What does getting a custom job for the Assassins do (in chapter 15)? A: First off, it costs an extra 3000 PR. Also, in chapter 19, the Assassins will attempt to kill the person you select. As a warning, they will actually kill the crew member, so be careful. They won't kill Matelite or Yoyo, however, but you'll get a funny scene. - Q: My dragon won't listen to me! I tell it to go, but it comes and sits next to me. Why? A: Hmm...this might have several factors. One, you actually did set the dragon on Come or Wait. Two, it's intimacy may be too high, so it doesn't want to go away from you. Feed it "bitter items" to fix this. Three, your party might be too far away from the enemy. If your party is all the way at the bottom of the screen, and the only enemies are all the way at the top of the map, your dragon might refuse to go. - Q: Someone attacked my dragon, but it took no damage? What's going on? A: That dragon is probably Salmando. In his Phoenix (holy) and Master forms, Salmando is invincible (i.e. it looks like he takes damage, but his current HP never changes). This also means that he'll automatically go up to 9999 HP upon becoming one of these forms, so don't be surprised if that happens either. - Q: Sometimes, my characters randomly lose some HP. It's not a lot (usually around 30-50), and I can't tell that it was ever lost (there was no damage flash indicating that that character was damaged). Where did this HP go? A: Whenever your characters level up, their max HP goes up while their current HP stays the same. Therefore, if you gain a level during a battle, that character's max HP will go up a bit, explaining this missing HP. - Q: Can I summon Alexander in my first game? A: No, you must wait for Ex-Play in order to summon Alexander. - Q: How come I can't use Alexander in the final battle? Yes, I am in an Ex-Game, and I have been able to use him the rest of the game. A: The programmers just designed it that way. Maybe they thought it would be weird if you used Alexander against Alexander. - Q: Can you use Hornet, Hornet's dragon, Sauzer, or Palpaleos's dragon in the game? Also, can you summon Sauzer's holy dragons? A: I honestly don't know, but this all sounds like a rumor to me. I bet there's someone out there who might have hacked into the game, and can maybe confirm this. - Q: Are you sure there aren't any more characters or dragons? If you look at the character screen, there's four empty places at the end. Maybe a secret class? Or maybe you could command the 4 enemy generals? A: Like I said, this is just a rumor. And like most rumors, it probably isn't true. So stop asking. - Q: My dragon turned into a thing called an Uni Uni or a Black Dragon. How can I change it back? A: Heals. Heals, heals, heals. Feed your dragon Heals. Uni Uni/Black Dragon occurs when your dragon hits 100 Loyalty, and Heals are the cheapest way to lower Loyalty. - Q: My dragon turned into an Unknown Form or a Behemoth. Can I fix this? A: Yes, but it comes at a small price. In order to turn a dragon into an Unknown Form or Behemoth, you have to have fed it a Princess ??? item, which raises the Transformation stat up 20. The item Gunso's ??? (receive from Gunso in various chapters) reverses this by lowering Transformaton by 100. Unfortunately, there are only 5 Princess ??? items in the game, so by negating it with a Gunso's ??? item means you'll never be able to get a Behemoth in this game again. - Q: I have a Dark dragon that I want to make into a Holy dragon (or vice versa). How do I do this? A: Okay...first, max out both the Holy and Dark stats. Sometimes this will fix your problem immediately - if not, fiddle around with the Intimacy stat until you get the desired class (Intimacy >= 50 is Holy, Intimacy < 50 is Dark). Good items to raise/lower intimacy include "Sweet" or "Bitter" items. - Q: Where's the Sound Test? A: To quote Neill Cortlett: "L R Reset! L R Reset!". Ahem...hold L, R, and then restart the game. Pretty easy to do on ZSNES, pretty damn hard for those SNES9x users. - Q: I'm stuck in the prebattle areas! I can walk around, and talk to people, but I can't start the battle! What should I do? A: Depends on the chapter. If you're on the Farnheit, most of the time you should talk to Hornet to start the battle. If you're in a city/area, you should talk to all of your characters...one of them likely triggers the battle. - Q: Is there any way to restore the MP of my dragons during a battle? A: Unfortunately, there is only one way (and it's rather risky). You can't use items on dragons, so that rules out Magic Gins. None of them have any MP-restoring attacks, either. The only way is for your Mini Devils to use Complete Heal All (which is in the Fright Dance set [Uni Uni or Black Dragon]) to heal everyone. Which, IMO, isn't worth restoring your dragon's MP. - Q: The game is too easy! What can I do to make it harder? A: Several options here. You could try a non-sidequest game, so that you will never gain any extra experience. You could try melee-only and field-only games, which limit you to using melee and field attacks (feed your dragons, so they will only use melee (or field) attacks as well). You could try a game without feeding your dragons at all. Maybe even forget about the secret characters. No items/new equipment. Use your imaginaton here. - Q: I don't understand the storyline. Can you give me a summary? A: Sorry, I'm just about as lost as anyone else here... - Q: What's the deal with Yoyo?! She's such a little *****! A: Heh, no argument here... - Q: Hey, I want to put your FAQ on my website. Will you let me? A: For now, no. Maybe this policy will change in the future, but for now, this FAQ will stay at GameFAQs. If you have any questions that you think should be on this list, send them into me at blueshirt_32 @ yahoo.com. Please make them worthwhile questions, and they should be about the game in general. If they are chapter specific questions, go look at the walkthrough. ============================================================================== My Review ============================================================================== Another great game by Squaresoft, which was once again unfortunately not ported to the US. Wow, the US is really missing on a lot in this game, as it is one of my favorite games and probably one of the best games for SNES. This game is a phase-based strategy game, much like FFT or Tactics Ogre, in which you control up to 6 different parties. Each party can move around on the battlefield, and also use "field" commands to attack enemies. Also, if a party moves next to an enemy party, they can engage in a short RPG-style battle. Finally...there are the dragons. Each party gets its own dragon, which are probably the best part of the game. The dragons are barely controllable, but they would never hurt your party, and they do great damage to enemies. They can also heal you :). That being said, let us continue into the review... Story: 9/10 The storyline for this game is amazing. Although there are a few stereotypical characters (ok, maybe just Yoyo and Matelite), the rest of the characters more than make up for it. Each of the 30 characters gets a bit of character development. For example, Byuu is the silent protagonist, devoted to the princess but never showing his emotions. Bikkebakke plans to make millions by selling mushrooms. Donfan is the ladies' man, trying to score on every woman he meets, and failing every time :-P. Combining the plots of all these different characters leads to a complex story, which finally revolves around the revival of a destroyed empire and the search for the Holy Dragons. A gripping story. Sound: 8/10 This game is in the higher ranks of sound for SNES. The music is cool, and the effects are very nice. This game also gets a sound test (with the Dejap patch), which is very cool. And the dragon sounds are fairly realistic. Controls: 9/10 The controls are fairly simple to learn, and the menus are easy to access in battle. Everything is laid out very well. The only true problems with the controls are the inability to access the ''menu'' screen outside of battle or shops, and no way to fiddle around with any options. Gameplay: 10/10 The shining point of Bahamut Lagoon, by far, is the gameplay. Like I explained before, the battles are all phase based- your parties move, then the enemies move, then your parties move, etc. However, each party is different in its own way. Some parties have field attacks, which can be used to attack from a distance. Some parties may only have strong physical attacks, which are useful in the close-combat battles. Other classes grant special abilities to the team. With the 30 characters (12 distinct classes) and 7 dragons, the combinations are endless. However, it doesn't stop there. The dragons, although not *directly* controllable, are greatly influenced by your caretaking. You can (and definitely should) feed your dragons many different types of items. These items not only help raises standard stats like attack and defense, but can do a variety of other effects as well. Some items raise elemental attributes, making a dragon do more damage with fire attacks, for instance. Some items raise a dragon's wisdom, allowing them to make smarter choices in battle. After raising certain stats, dragons can also ''evolve'' into more advanced types. Even better yet, there are a few select items that will change your dragons into something completely different and VERY powerful... Finally, the out-of-battle gameplay is quite complex. Many secret characters and hidden items can be found by exploring the towns between battles. There are also many interesting character interactions. Choices that you make out of battle may affect the items you receive, the characters you get, and many other factors. Replay: 10/10 This game has infinite possibilites. Combining the many classes with the dragons leads to endless class combinations, all useful in their own way. On another playthrough, you can also make different dialogue choices, which might lead to drastic results. Finally, upon beating the game once, you have the new option for Ex-Play, very similar to New Game+ for Chrono Trigger. In Ex-Play, you use the same stats for your characters and dragons, as well as gaining special abilities and detailed information about the items in the game. Ex-Play only adds to the tremendous replay value of this game. Conclusion: The only downfall of this tremendous game is the fact that it was never released in the US! Squaresoft missed out on a huge chance by limiting this game to Japan only... Overall: 10/10 ============================================================================== To Do List ============================================================================== - Finish the walkthrough (not only the first couple chapters, but all the out-of-battle items/character interactions I missed). This will have to wait until I finish my current playthrough. - *Reader submissions. I wasn't sure about this at first, but I guess it should work out fine. Submit stuff that you think might work in the FAQ, and I'll let you know if it fits in the FAQ. - *Maybe do a weapon/armor/item list - *Maybe do an enemy list - *More tips/strategies, as well as Formation suggestions - *More FAQs - *Any mistakes I might have made. I do try and proofread my work, but I do make some mistakes. Stuff like writing east instead of west, mistyping an enemy's HP, small things like that. *Accepting user input on these categories. ============================================================================== Credits ============================================================================== - Squaresoft, for making this game (why didn't you release it in the US?) - The good people at Dejap (www.dejap.com), namely Neill Cortlett, Tomato (http://starmen.net/tomato/bahamut), and Dark Force, for translating this game (and SD3, and Star Ocean, but that's another story). Also, thank you to Tomato for writing a basic walkthrough for this game, which helped my first time around. - The Bahamut Lagoon shrine at http://tartarus.rpgclassics.com/staff/bl/, which has a ton of cool stuff about this game. Thanks to Cidolfas for setting this up and maintaining it. - Meeple Lard, Ryu Seiryuu, Eternal Spirit, and any others I missed for unknowingly introducing me to this game. Check out their FAQs for both this game, and others. - Again, Meeple, for being a really cool guy (of course), and for letting me use his Dance List. - All the people at the Bahamut Lagoon board at GameFAQs for the fun topics. In particular, thank you to: rabblion - several small things about dragons, and the Farnheit. Dawnshadow - info about another way to heal during battle. Destruction Angel - for doing tons of stuff for me. Not only did he proofread my entire work (something I was too lazy to do), he also filled me in with a lot of information about various things. Credit him with, among others, the list of Presenter-dropped items, as well as informing me about the EXP format in this game, and Body Blow can instantly kill. Jackson - for giving me a list of items dropped by bosses (and other enemies like them). - Steven Tao, for pointing out a fairly obvious mistake to me (damnit!) - Cyberjim2000 (cyberjim2000_99 @ yahoo.com) for pointing out my mistake in the Lancer section. - TheChanseyDude (TheChanseyDude @ aol.com) for helping with the Dance section. - Volandum (zhe.chen @ ntlworld.com) for a lot of interesting information. He proofread my work, along with filling me in about some stuff (namely the relative strengths of Wizard/Priests's ultimate spells, as well as some odd stuff about Hyperion). Thanks a bunch! - Standy (coldattitude @ hotmail.com, evangelion92 at gamefaqs) for submitting an alternate strategy for chapter 25. - FigWIN (and whoever made it) for the spiffy ASCII art. - Michael Yost (halfminuteman @ hotmail.com) for pointing out that a Treasure Box is a type of terrain. - a big THANKS to Damion Hill (aka Kai, liquidfirehart @ hotmail.com) for first volunteering to help me out, and then getting a TON of PAR codes for me. Not only that, he works fast, too. THANK YOU! =) - Jason (yarthou @ aol.com) for pointing out that speed is somewhat useful. - Greg Russell (tubola99, tubola99 @ hotmail.com) for clearing some stuff up in Chapter 13, and also contributing an alternate strategy for Chapter 13. - All the people at the SD3 board for all the fun times over the past year or so. - Teja and Kevin, for also introducing me to this game, and constantly urging me to get a copy of the rom. - Merrill, for patiently (well, not really) waiting for me while I wrote this FAQ. - Whoever created Metapad, which allows me to write this FAQ in a notepad-like form, which is cool. - Brian Clevinger and 8-bit Theatre for keeping me occupied during those periods of writer's block. www.nuklearpower.com <====||--@ ** * <--- Swordchucks ** @--||====> - bash.org, for being the best website on the planet. - Jeff "CJayC" Veasey for his wonderful site, and for hosting this FAQ for me. I cannot put into words how much I and the entire gaming community owes you. If you ever need help on BL - I'm your man. - You, the reader of this FAQ...by reading it, you're helping me out :). - And finally...me, for writing it. ============================================================================== Contact Info ============================================================================== Email: b l u e s h i r t _ 3 2 @ y a h o o . c o m (ignore the spaces) AIM: blueshirt32 IRC: I can be found in the #mana_holyland chat occasionally Message Boards: I can be found at the GameFAQs Bahamut Lagoon board. If you really want to find me on the boards, though, you should probably check the SD3 board first, I'm a bit more frequent there. My Contrib Page: http://www.gamefaqs.com/features/recognition/23997.html If you're going to email me, please put "BL FAQ" or something like that in the subject line, so I don't automatically delete it. And don't include me in your chain letters/spam/viruses/death threats/flames. I don't need it. ============================================================================== Copyright ============================================================================== This FAQ is copyright 2002-2003 by Brandon "blueshirt32" Szeto. This faq should not be found at any site besides www.gamefaqs.com, or http://groups. yahoo.com/group/Sd3_social/files/BL.txt, or else I'll sue you. And I'll win. Ha. Don't e-mail me and ask if you can put this on your site; I know way too many people who have had their faqs ripped off, and I'm not gonna fall victim. Also, only use this guide to help defeat the game Bahamut Lagoon. Don't print it out and make money out of it, or anything like that, unless the money comes to me :). And after I get the money, I'll use it to get a lawyer and sue you anyway. So don't bother. This includes magazines, books, newspapers, and all mediums that can hold words. If you want to take ideas, phrases, or paragraphs from this FAQ, go right ahead. Just please quote me, or somehow show that this was my idea, and I won't care. The characters, places, and story of this game are copyrighted (c) to Squaresoft. ============================================================================== End ============================================================================== "Byuu... your rear is so round..." ^_^ "Fail to live up to your potential, and you will never win..." ~blueshirt32