Ogre Battle: The March of the Black Queen - The Unofficial FAQ v3.2 written by Daniel Anzulovic former writer Chris Smith former writer Micheal Bollinger Thousands of years ago, a great war was fought. This war, called the Ogre Battle, was to decide whether men or demons would rule the earth. Through the help of 13 White Wizards and 3 High Knights, mankind won the Ogre Battle. The white wizards then sealed the demons in the Underworld. However, one of the wizards had fallen to the thralls of black magic, and infused his power into the Black Diamond, an artifact capable of destroying the demon seal. In response, the remaining white wizards created the Zodiac Stones, jewels that were imbued with their own power, to aid against the dread artifact. Eventually, the Black Diamond was captured by the forces of good and hidden away by the angels of the sky. For many years, peace reigned between the four kingdoms established on the earth. The gods decided to leave the men to themselves, thinking the world to be safe once again. However, it was not to be. An evil magician called Rashidi had coaxed the Black Diamond from one of the angels, and with it enticed Emperess Endora of Zetegenia to attack the kingdoms and bring the continent under her rule. The other kingdoms were unprepared, and fell easily to the Empire's armies and Rashidi's magic. Within a year, the Zetegenian Continent came into existence. However, in the former kingdom of Zenobia, a small rebellion, consisting of some of the former Knights of Zenobia, began the first step in removing the evils of the Empire from the land. This is where you, as leader of the Rebellion, take your place. You must fight against the Empire, but that is not all. You must also decide who shall fight with you and for what reason you fight. Thus begins the battle for freedom, the second Ogre Battle. Welcome to the Unofficial Ogre Battle FAQ. This is currently version 3.2, and some of you old FAQ readers may notice some drastic changes. Rest assure that nearly all of the information from the previous FAQ was put here. Yes, I know, I should have made a revision long ago, but I've been busy. Aren't we all? Known relevant pages: Chris Smith's Homepage: http://www.ica.net/cliffsmith/ I know you people enjoyed the acknowledgements section, but the list of names has become simply too long to put in. However, I would like to thank everyone who in past and present contributed to this FAQ. I couldn't have done it without you. Give yourselves a pat on the back. Send any comments or additions to dannisan@mindspring.com Some stuff for future versions: --Descriptions of all the endings (please email me your endings) --Confrontations (conversations between special characters and bosses) --Whatever else you'd like to see No rumor, Ogre Battle is coming out on the Playstation. Some of the spells have new animations, and the color and graphics are much improved over the Super NES version. I have not seen a release date yet, but if anyone can point me towards any kind of home page, it would be much appreciated. ******************** *TABLE OF CONTENTS* ******************** 1...QUESTIONS The Q in FAQ. Answers some good questions, if you have any just email me. 2...ATTACK COLOR DESCRIPTIONS When a character is hit, they will flash a color corresponding with the type of attack. 3...CHARACTER MOVEMENT How fast can your unit move? 4...SPECIAL ITEMS What they do and where to find them (including the 12 Zodiac Stones, the 3 Mystic Treasures and the items needed to get the Tablet of Yaru). 5...TOWNS & TREASURE LIST List of all stages and everything in them. 6...BOSS LIST Their strengths and weaknesses 7...TAROT CARDS What they do and how to blast the enemies with them 8...SPECIAL CHARACTERS List of those special characters and how to get them 9...CHARACTER LIST Very comprehensive list of all the different types of characters (excluding Generals & Dragoons). 10...NEUTRAL ENCOUNTERS LIST The Neutral Encounters you can have in the game 11...CHEATS If you play by the extended rules look to the end of this FAQ ***************************************************************************** *1**QUESTIONS* What do the different attributes do? -Ability- ---Influences--- STR - damage for physical attacks - toughness versus physical attacks AGI - order of action - attack accuracy - dodging INT - effectiveness (damage, hit rate, etc.) of magic - defense against magic LUK - dodging and the like (guess it influences everything a bit) CHA - your leaders commandablity of his army ALI - Good or Evil of a character. Affects your reputation meter when liberating cities, also affects what type of items or characters you get. ***************************************************************************** How come my Wizards and Ninjas have different magic attacks? And why do they choose certain ones? Characters with multiple kinds of attacks will pick the best one for the situation. For examples, Wizards have five spells at their command: Fireball (fire) Icewall (cold) Bolt (Lightning) Tornado (physical attack) Nightmare (Black) For example, if the Wizards target is a Golem, he will attack with Fireball, since the Golem is weakest versus fire. If he is attacking another Wizard, he'll use Tornado, since Wizards are weakest against physical attacks. And so on... BTW, Ninjas have Katon (fire), Suiton (cold/rain), and Raijin/Ikazuchi (lightning). ***************************************************************************** So what characters are the best? That's tough, as each character works great in a certain situation (for instance, while I think Dollmasters are pretty worthless, they work great against every level of Wizard). Also, some work great in the front row but are worthless in the back. Here are my picks for best charcters by row: Front row: Dragoons - Might as well be undead they are so strong and durable. They are also almost untouchable with most magic. Generals - Basically the same as Dragoons except that they aren't quite as good on the offense. Best Dragons - By this I mean Platinum Dragons, Salamands and Zombie Dragons. They can pull off decent magic (at the very least it's better than the undead's attack) while keeping your unit safe. Back row: Liches - None can compete with the versatility of Lichs. They can pull off the best attack for each element (except White). Best used in combination with Princesses to cover all kinds of magic. Princesses - What can I say, it makes your best unit better. The Princess increases the attack of each character in it's unit (as long as it is leader) by one. Also, it's own attack is the most powerful White magic attack in the game. Sorcerers - A slightly less powerful Lich capable of the same attacks. Seraphims - Let's face it, you can't always find a Royal Crown when you need one. In place of a Princess, you could use a Seraphim if you're looking for a powerful White magic attack. Devils - Deserving a spot just for being pure evil, this cool character possesses the most powerful black attack in the game. How can you go wrong with someone who can drop a meteor on enemies? Monks - If the enemies are still alive after this group has flattened them, this character might come in handy. This is the most powerful healer in the game, capable of healing the ENTIRE unit twice. If you have any other nominations, E-mail me with the reason. ***************************************************************************** What characters work well together? There are two combinations that improves a fighter's ability, and some combinations to try and avoid. Amazons don't fight well when placed in a unit with any male charcater. Also, all beasts are afraid of whips, so pairing them with a Beastman or Beastmaster lessen their effectiveness. On the other hand, Dragons fight much better when paired with a Dragonmaster or a Dragoon. ***************************************************************************** My Alignment keeps dropping!!! Why? In order to change alignment a character must kill something. The exception is the "Healing Characters" (Clerics, Shamans, Monks etc.). If you kill a "Healing" character, your alignment will plunge (do to the "killing of an innocent" rule. Hey, don't look at me!). The general rule seems to be that as long as the enemy you kill is at most 2 levels less than you are, you will gain alignment. If you kill an enemy 3 levels less than you your ali. will not change. More than 4 levels less and you lose ali. Obviously you will get more ali. points if the enemy is equal to or greater than your level, and if you kill several enemies at once your ali. can really soar or plummet! Unfortunately, Tarot cards do not change anyone's alignment if they kill the enemy because all the experience is given to the main character (Lord). As alignment gets closer to extremes, it is harder to return it to the center. Increase calculations by 2 to cure "0 alignment". You want that Paladin you've been scraping for? Take your low level Knight against creatures a few levels above him. Want a Tiamat? Send that Dragon against everything and watch them levels raise and the alignment fall. Make sure they get a kill though, weaken them up with a Tarot if you have to. The problem is that as you lose alignment you will start to lose charisma as well. I am still trying to find out at what level difference you begin to lose charisma. One thing that you should perhaps avoid entirely is putting your Lord into battle at all. He/she will level up disgustingly quickly (and his/her charisma & alignment will plummet accordingly!). Also avoid using Tarot cards to KILL enemies because in that situation the experience points go directly to the Lord and cause him/her to level up. If anyone has additional info, like about the charisma, please email me at dannisan@mindspring.com ***************************************************************************** Does your alignment do anything but affect your reputation then? Heavens NO! Alignment also affects what classes a character can become, along with charisma and level. For example, a fighter with low alignment would haven't a chance of becoming a Knight or Dollmage to name a few, but could become a Wizard or Ninja. Alignment is important because the 'dark' characters like Mages, Ninjas and other 'evil' figures do better fighting at night especially against 'light' characters like Paladins, Clerics and so on. The reverse also holds true, 'light' parties are better suited for fighting during the daytime, especially against 'dark' parties. (Also note that Werewolves,Tiger Men, and Vampires can't do much during the daytime...) It's suggested that you use a 'light' party with high alignment and charisma to liberate churches and towns, the towns' people like you better that way, BUT the most effective and devastating attacks can be handled by 'dark' parties especially if you have higher level Mages and Sorcerers - in this case also try to get Princesses and make them group leaders (putting them as group leaders increasing the attack frequency of each character once!) Also, in the City of Xanadu, you will not be able to liberate non-hidden cities and temples without suffering losses in reputation. This effect will end when you beat General Hikash. When using the Sun tarot it can be devastation (toward you!!) if your really low aligned, the only exception being the Lich really. ***************************************************************************** OK, how about my reputation? It started nice then it just dropped. How come?. When liberating towns, doing it with highly aligned characters gives you reputation. Using lowly aligned characters make you lose reputation. BTW, you can liberate HIDDEN cities and temples with no penalty to your reputation, unless you draw a "lower reputation" card. Nobody likes a bully. Having units of higher levels kill lower leveled enemies kills your reputation just as fast. If you really have to use a higher leveled unit to finish a lower leveled unit, use the "Leader" technique. It is the only honorable way to go about it. Don't let your towns get re-captured. This will drop your reputation a bunch. Tarot cards: there is nothing you can control but being as it does affect reputation, it gets its spot. If you wait around in stages collecting lots of tribute, your reputation will begin to suffer. This should be a good motivation to try to finish the stage as soon as possible. Making some decisions have reputation points as the reward. Take Deneb for example. If you don't let her off, you will get a few reputation points, but it also cuts you off from getting the Glass Pumpkin. Weigh your decisions carefully. Something you can do to raise rep or keep it high is to put a Gryphon in the front of 3 powerful characters and fly straight to the boss. Defeat him, then go back to the stage with the Gryphon leading 3 of your highest aligned characters and liberate the towns/temples that way. You get a high reputation but you do miss some of the stuff, namely characters, and certain items. ***************************************************************************** What about the Zodiac Stones? I keep going back to where I should get them, but I can't find them. Be patient. You need the Tablet of Yaru (found later in the game) to get the Zodiac Stones and other treasures. You need several items to receive the Tablet of Yaru. They include the Mercury, the Gem of Doun, the Olden Orb and the Gem of Truth. ***************************************************************************** How come on some maps I can kill all the monsters and sometimes they just keep coming? Here's the little note: If you don't kill all of an enemy unit it will either: a) If the leader is present and badly wounded it will go to the nearest town and recruit new members. b) If the leader is present and in decent condition it will attack you again. c) If you killed the leader it will go back to the castle and get a new leader So always kill every part of the unit or it will come back over and over and over...unless you're trying to level up, but watch that alignment. Also, many stages (especially later on) have many numbers of one type of unit, so don't be surprised if another unit shows up and looks like one you just destroyed. ***************************************************************************** How do I get Canopus? It all starts on the Borders of Sharom (3rd stage). Liberate Chang' ga, then Bah'Wahl. Canopus will give his little speech. Then go to the hidden Temple west of the boss' palace and get the wings of victory from Yulia, then it's back to Bah' Wahl and Canopus is yours. (Note: From what I know, if you visit Yulia before Canopus, she will never give you the Wings. Try to liberate Bah'Wahl before you liberate the temple Yulia is at.) Ok. This is probably not the only way to get Canopus, because I've gotten umpteen mails about different ways to get him. ***************************************************************************** What does the Faerie's Kiss attack do (other than making a big heart)? It raises the attack power of the character it's used on. IMHO, the only reason to keep this chacter is to eventually raise it to a Sylph. ***************************************************************************** Where is Dragon's Haven? When you enter your Lord's name as FIRESEAL, you can play a practice land, Dragon's Haven. You also get a bunch of high level characters to play around with. The only problem is as soon as the boss is defeated, the game ends and you can't keep the characters. As far as it is known, there is no way to reach it in the normal game. ***************************************************************************** Where do I find the Fireseal? If you have Fogel, you don't. To get the Fireseal, you must bring the weapons made by the 4 gods of the winds. They are: Boleas - in Shrine of Kulyn at Tridan Euros - found as a buried treasure throughout the game Notos - in Fort Shulamana at a Roshfallian Temple Zepyulos - return to the Ruined City without Fogel in the army You see what I'm getting at, right? Fogel is more important to the ending than the Fireseal so I don't think it's worth giving up Fogel for. Of course, if (for whatever reason) you didn't get Fogel, picking this up would be a good idea. Also, it is possible to find the Zepyulos as a buried treasure, so don't go selling any of the other three treasures, just in case. If you do want to get the Zepyulos, and you are trying to maintain a good reputation and alignment, you must sell or discard the Star of Heroes. Fogel will refuse to join you, but you can return to the Ruined City and get the Zepyulos from him, depending on your reputation and alignment. However, the Fireseal seems to do nothing at all in a normal game. It's quite a useless item considering you'd have to give up a great character to get it. ***************************************************************************** I fought and killed Sirus during daylight hours - that is I never saw him as a Werewolf, and didn't kill him as one. Any negatives to that, besides not seeing a different conversation I guess? Yes, Fighters didn't get the virus therefore. Need Werewolves though? Get a Vampyre and put him in the lead of a party. Recruit as many as you need. You can also find Werewolves as neutral encounters in mountains at the Lake Jannenia stage. ***************************************************************************** Then how do I get the Virus? First off, you must fight Sirius during the night. Only those characters in the "Fighter" class are eligible to recieve the Virus. To recieve the Virus, your Fighters must be killed by Sirius, himself. Then, the next time you revive then, Presto! Werewolves! ***************************************************************************** How do I defeat undead enemies (Ghosts, Skeletons, etc.)? There are basically three ways to kill an undead character. They are as follows: 1) By using characters that use "holy" or "healing" attacks. Clerics, Faeries and Angels will work nicely. 2) By equipping characters with white magic weapons and armor. You could use the Rune Axe or the Mystic Staff, just to name a few. 3) By using white magic tarot cards. Try Sun or Judgment. Note that clerics won't hit undead with a healing attack if their tactics are "Strong". ***************************************************************************** Then how do I protect my undead characters from holy attacks? There are only two ways that I know of and even they don't work all of the time. 1) Use a Star tarot card to raise the agility of the unit. 2) Use a World tarot card to protect the unit from magic attacks. ***************************************************************************** The instructions suggest and I agree that I shouldn't let Deneb off, so I didn't forgive her. Now when going back she's not there, as the instructions suggest, to give me a Black Pearl. ??? Deneb will only be there if you forgave her. She will then give you the Black Pearl. I would suggest not letting her off if you are on the path of good, especially since whether she joins you or not affects your game. However, if forgiven, she will ask you to get a Golden Bough from Diaspola. Retrieve it for her and she will give you the Glass Pumpkin. She will also join your army if your reputation is low enough. If you still want Pumpkins but want to stay good, you can wander the mountains of Deneb's Garden looking for neutral encounters. ***************************************************************************** According to the FAQ, you say you need Debonair at the Kalban Peninsula, but you don't get him until Shangri-la. Help! No one said you had to go to the stages in the order of the chart in the back of the instructions. Simply skip Kalban for now, and come back to it with Debonair later on. ***************************************************************************** Also, I have a Pumpkin+, but no Pumpkin. The Pumpkin+ is a random item that can be found after defeating enemies. An easy way to find one (if you didn't let Deneb off) is to go to the town of Baljib in Deneb's Garden and get one. Return to the map, then go back to Baljib and get another one. You can go back again and again. As for the Pumpkins to use them on, you can find a neutral Pumpkin in the mountains of Deneb's Garden. Also if you have the Glass Pumpkin you can use it on a Witch and it will allow her to recruit Pumpkins. The Pumpkin can then be promoted to Halloween, which gets two "Pumpkin" attacks, compared to the Pumpkin's one. ***************************************************************************** Where do you find... No item is that hard to find. Just take an inexpensive flyer and fly to the shop in each stage until you find what you're looking for. Some of the hard to find shop items are: CHARM - City of Malano - 50 000 Goth CRYSTAL - Antanjyl - 36 000 Goth DOWSER - Ruined City - 25 000 Goth Allthough you shouldn't need the last two as they are both for finding hidden stuff and it's all already been found. See Towns and Treasures list. ***************************************************************************** Another question - Eaglemen or Ravenmen. Canopus for me has just been kickin. Now if the only difference is that he does Thunder to a Ravenman's Inferno, I'll keep him as is (may not have a choice). Is Ravenman *better*, just another option with another style attack, or what? I have Ravenmen as mentioned, and I don't see them as better fighters really. OK, IMHO the Ravenman isn't any better than a Eagleman. Ravenman has Inferno (good if your fighting a bunch of fire haters) and Eagleman has Thunder (good if your fighting those who despise Electricity). Ravenman is more immune to Fire and Black, than the Eagleman, and conversely the Eagleman has more resistance to Lightning and White than the Ravenman. The stats on both go up at the same rate though. ***************************************************************************** How come in my old game my leader has different attacks then he does in my new game? Its the way you answer your questions during the Tarot reading. 'Good' answers. Leader has 2 Banish(White) 1 Icecloud(Ice). 'Neutral' answers. Leader has 2 Slice(Physical) 1 Thunder(Lightning) ALL. 'Neutral' answers. Leader has 3 Slash(Physical) 1 Iainuki(Physical). 'Evil' answers. Leader has 2 Poison(Black) 1 Phantom(Black) ALL. Has anyone else found other types (I don't know if I can go through all the possible combinations)? Unsure if this has anything to do with the ending either. Help would be greatly appreciated. ***************************************************************************** How does Charisma work? Charisma is determined by whether or not the people in a certain unit like each other. Several Fighters and Knights in a unit will develop high Charisma ratings, as will several Amazons and a Valkyrie. If you want those high Alignment units, Charisma helps you get there more quickly, i.e., the higher your Charisma, the faster your Alignment rises. The best combinations are those units that have the same alignment range and those that naturally work well together (e.g. Dragon Masters and Dragons). A chart of character likablility will soon be available, perhaps in a future version of the FAQ. ***************************************************************************** So what are some good examples of groups? Here are just a few units that are pretty good: Gryphon (Front/Center), 3 Wizards (back) This is a high sky unit and works great for defending towns. You'll probably use it enough to drop the Ali. of the Wizards so they can become Mages. I suggest making two of these at the beginning of the game and using them throughout, and don't worry if they turn in to Juggernauts. You don't need high Ali. for this unit unless you plan to liberate with it. (But your rep will fall with continuous use.) 2 Octopi (Front/Left or Front/Right, Front/Center), one Cleric (Back behind the Octopus in the corner) This unit will work well as a sea liberator. I know, it sounds wierd, but try it. If you don't use them too much (just raise their Ali. enough) they'll turn into great liberators and they can navigate the rivers to the towns in a lot of stages. Lord (Back/Halfway Left), Cleric (Next to Lord), 3 Fighters (Front) This works really well if you don't level your Lord up too quickly. The Fighters will turn into Knights (I suggest using them in other units then, and turn some into Ninja and some into Samurai by leveling them down into Fighters and then back up). If you use the Knights elsewhere, replace them with Lans and Ashe, and another high Ali. Knight. Replace the Cleric with Aisha, if desired. This turns into a land liberator that can fend for itself if attacked. One Eagle Man (read the strategy first) Take one (or both) of the Hawk Men in Canopus' unit and give them each a White Magic weapon. Take them to the Pogrom Forest and have them kill Undeads, then harm the Wizard leading them. DON'T KILL THE WIZARD. Let the Wizard go back to a town and recruit more undeads. Kill them again and again until your level is too high to gain Ali. from it. You can repeat this in Island Avalon if necessary, just get the Hawk Men to a high enough level to become Eagle Men and get them 100 Ali. points. Make a separate unit with each and you have 2 perfect Low Sky liberators! DON'T do this if you can't get a defending unit to protect them. Cleric (Back/Center), 2 of any Golem (Front) This works better with a Shaman or Monk, but anyway. This is a PHYSICAL unit. Don't attack magic users with it! The Golems will get attacked, doing very little damage, and the Cleric can heal them completely. Here's a unit you'll never need to buy heals for! Do you have any suggestions? E-mail me with them. ***************************************************************************** What about the endings? These are a few checkpoints for the endings. Characters: Every character has a very important role in which ending you get. Meters: Reputation meter Charisma (Lord) Alignment (Lord) Stuff: the Twelve Zodiac Stones the Three Mystic Treasures (the Brunhild Sword, the Holy Grail and the Mystic Armband) For either gender, nine of the twelve endings are available. Note that some of the endings are "evil" as well as "good". Sorry, I don't have a description of all the endings, but am working on it.Be aware that some endings have certain scenes in common. My Ending: Lans and Warren discuss Lans' revenge of the death of King Gran, and toast your character. Lans and Warren both become MIA. Gilbert and Canopus say goodbye, Gilbert believing himself a traitor to Zenobia no matter what he did, and mention Gilbert and Yulia's love for each other. Yulia later appears looking for Gilbert, and finding out he left, decides to wait for his return. Canopus becomes Captain of the New Zenobian Beast Brigade. He meets a friend at Heim. Yulia becomes known as one of the finest singers in the land. Yushis and Fogel discuss Mizal, and Yushis becomes Head Angel due to her actions. She continues her teachings of the gods, and later becomes one herself. Fogel's curse is not yet lifted... Fenril wonders whether Rashidi is truly dead, and Slust tells her not to worry, then asks her to come back to his hall with him. Tristan gives the monarchy to your character, and discusses with Rauny about keeping the peace. Tristan becomes one of the most loyal supporters of the new King of Zenobia. Rauny marries Tristan, and becomes the Captain of the New Zenobian Army. Your character appears and speaks of working together and keeping the peace. And thus, a new kingdom is born on the Zetegenian Continent. The new rule is not one of power, but one of true heart and actions. This ending got the "Emperor" tarot with 100 Chaos Frame points. The male character was used to get it, all the Mystic Treasures were found, all of the characters except Deneb and Galf, and I found all 12 Zodiac Stones. My Second Ending: This was from when I was going for the Fireseal, playing as a Female Lord. Having collected only the Brunhild, and having ALI, CHA, and Reputation all at 100. I also missed Fogel, otherwise I got all of the good guys. Lans discusses with Rauny on how he feels to be able to walk in Zenobia Castle again. Rauny says that many lost their lives for this luxury. Meanwhile, Tristan announces his wedding to your character, and shares the idea that you should be the ruler instead of him. However, you object, saying the time for force is ended, and that your role in the world is over. I got 100 Chaos Frame and the Priestess Tarot. Chris Smith's Modest Ending: Lans and Warren are talking about how I would make a better King than Tristan, but Tristan has to be because he is heir. Then it says both Lans and Warren become MIA. Yushis is awarded the status of Head Angel, and later that of a god. She tells Fogel that she wishes she could have saved her sister Mizal (whoops). Fogel's curse isn't lifted. Fenril is worried that Rashidi will return, and is asked to go out for a drink by Slust. Tristan tells me that everybody would rather I be King than him. I tell him that he is heir, so he must be king. I also say that I must go north to Rodista to ward off their invasion. Rauny announces that she is marrying Tristan. They become king and queen. Then they set it up for a sequel by saying "the battle has just begun..." I got the "World" tarot card with 100 Chaos Frame points. Kum Ming Woo's Ending: Rauny is installed as the new ruler of Zenobia, although she tells you, the leader, that she thinks that you would probably make a better ruler than her. You reassure her that she'll do fine. The story goes on to say that Zenobia was once again peaceful and prosperous. No mention of Rodista and other troubles to the north, though. The tarot card I got was "Hierophant" (not positive about this). Chris Smith's First Ending: Tristan and Lans get together to talk about how great the kingdom is - except for it's leader. They decide something needs to be done. They confront my Lord and assasinate him (They actually think they could have beat me, ha!). Then it says that King Tristan and his rebels were remembered for a centuries to come, but noone knew of one rebel who was born and died in war (guess who). I got the "Hanged Man" tarot card with 89 Chaos Frame points. Bruce Donivan's Ending: Tristan tells Rauny about how he can now relax. Lans and Warren talk about the uprising to the north. Then it flashes ahead to two years later. Lans is dead and Warren is missing in action. Fenril tells Slust that he is worried about Rashidi returning and Slust asks Fenril for a drink. Canopus talks to Gibert before he leaves. Then Yulia asks where Gilbert went. Yulia is as interested in Gilbert as Canopus is in her. Finally, the Hero talks about how Zenobia will never be under evil rule again. Nick Lange's Ending: Lans ans Tristan are talking about how I'm worse than the Empress ever was. They decide to start a new revolution and are wondering about the whereabouts of Rauny the Paladin. I am eventually defeated. Michael Bollinger's Ending: Tristan is talking to Lans and they are asking how many of the originals are left, they said that only Rauny's group remained, they also said that my rule was worse the empires ever was. They got an army together and crushed me in less than a year (Yeah right my Lich would of wiped them clean *smile*) I finished the game in only 32 game days, and I got the "Death" Tarot. Met54DC@aol.com's Ending: Tristan and Lord(me) are talking about an uprising in the north. I am made general of Tristan's armies, and "I served him well and greatly increased the realm." Chariot card, 86 points. So how about any of your endings? email them to me for future updates (At least we've got quite a few of them). ***************************************************************************** So how do I get the best ending? There are an undetermined number of factors involved in getting the best ending. Also, there are three (or more) "best" endings. One for the modest, one for the power-hungry and one for the potential Mrs. Tristan. Here is a basic walkthrough of what you must do to get one of the best endings. Keep in mind you must get all positive hidden characters, get all the Zodiac Stones and as many special treasures as you can find. Castle of Warren ============ Get Lans at Zeletenia. Get Warren at Volzak. Sharom ===== Get the Star of Heroes in hidden Temple north of Base. Have Lans face off against Usar. Sharom District =========== Get Canopus at Bah'Wahl. Have Canopus face off against Gilbert at Parcival. Forgive Gibert and allow him to join. Pogrom Forest ========== Visit Para and get the Mercury. Bring Gem of Doun to Para to get Olden Orb. Lake Jannenia ========== Get Topaz at hidden Temple east of Allephal. Deneb's Garden =========== Do NOT forgive Deneb. Slums of Zenobia ============ Get Ashe at By'Roit. Hire Lyon at Anberg. Have Ashe confront Debonair at Zenobia. Get Key of Destiny at Kal Robs. Get Garnet at Temple between Base and Zenobia. Island Avalon ========== Get Aisha at the hidden Temple in the center. Have Aisha confront Gares at Amad. Get Emerald at hidden Temple in the center. Kastolatian Sea =========== Find the Brunhid Sword at northwestern hidden temple Diaspola ====== Get Posha at Somyul a Golden Beehive from the hidden Temple east of Pelegue and trade it to her for her Sentoul Demon. Spare Norn after defeating her at Diaspola. Get the Aquamarine at Ajan. Give the Ginger Cake to Posha at Somyul and get the Pearl. Kalbian Peninsula ============= Have Debonair fight Figaro and get the Durandal sword at Kalbia. Find the Chaos Gate. Valley of Kastro ============ Find Rauny at a Temple. Have Rauny confront Ares at Tash Ken. Find the Chaos Gate. Balmorian Ruins ============ Get the Bell of Light at Kalyao. Find Saradin at Temple west of Sel' Pasc. Have Saradin confront Albireo. Find the Chaos Gate. Muspelm ======= Fight and recruit Slust at Muspelm. Find the Peridot at a Temple. Find the Chaos Gate. Organa ===== Fight and recruit Fenril at Aulganna. Find the Chaos Gate. Get the Ginger Cake at southeast Temple. City of Malano =========== Recruit Tristan by taking your Lord to Bel Chel. Have Tristan confront Apros. Find the Ruby at Sanbelna. The Tundra ========= Have Yushis confront Mizal at Valhalla. Get Turquoise at the Temple on the northern central island. Antalia ===== Get Yushis at Temple in eastern central mountain cove. Find the Chaos Gate. Antanjyl ======= Destroy Galf and send him back to the Underworld. DO NOT let him join you. Shangrila ======= Have Tristan confront Gares at Shangril. Recruit Debonair at Shangrila after defeating Gares. Bring the Olden Orb, the Gem of Doun, and the Gem of Truth to Shangril to get the Tablet of Yaru. Find the Sapphire at the central hidden Temple. Fort Allamoot ========== Find the Chaos Gate. The Ruined City ============ Fight and recruit Fogel at Shiggult. Dalmuhd Desert ============ Visit Aliabard with the Mercury to get the Gem of Doun. Visit the Temple and get the Amethyst. The Ryhan Sea =========== Take the Gem of Doun and Olden Orb to Ramoto to get the Gem of Truth. Get the Topaz at a Temple. Fort Shulamana ========== Have Tristan confront Previa and get the Mystic Armband after the battle. Kulyn Shrine ========= Defeat Luvalon at Creun without running away or using Tarots, and return to Creun to get the Grail. City of Xanadu =========== Have Rauny confront Hikash at Xanadu. Zetegina ====== Visit Azuzau and speak with Gawain. Have Debonair fight Endora at Zeteginia. Temple Shalina =========== Have Debonair face off against Gares. Have Yushis, Saradin, Tristan, or the Lord confront Rashidi. That's it. if you have any other happenings that I have missed, E-mail me. ***************************************************************************** *2**ATTACK COLOR DESCRIPTIONS* You may have noticed that the enemy flashes a certain color after you hit them. Here's a list of what those colors mean: Green = Holy Black = Unholy Purple = Thunder Blue = Ice Red = Fire Yellow = Physical So, equip weapons on your fighters that will do the most damage to the enemy. Even if they don't get much of a STR bonus, they will still do more damage. ***************************************************************************** *3**CHARACTER MOVEMENT* -UNIT TYPES- HS - High Sky LS - Low Sky PL - Plains FT - Forest M - Mountain SF - Snowfield MH - Marsh SH - Shoals OC - Ocean CO - Coffin (as in the Vampire's coffin) Movement rates, higher number equals faster travel. TERRAIN HS LS PL FT M SF MH SH OC CO Shoals 6 5 1 1 1 1 4 7 5 1 Ocean 6 5 1 1 1 1 3 5 7 1 Reefs 6 5 1 1 1 1 6 4 3 1 Plains 7 6 5 4 3 4 4 3 2 1 Snowfield 7 6 4 3 3 6 3 1 1 1 Forest 7 6 4 6 5 5 3 1 1 1 Snowy Forest 7 6 3 5 3 5 2 1 1 1 Barren Land 7 6 3 5 5 4 2 1 1 1 Marsh 7 6 1 3 1 2 6 2 2 1 Mountain 6 5 2 3 5 3 1 1 1 1 Snowy Mt. (sm) 5 4 2 2 4 5 1 1 1 1 Snowy Mt. (L) 6 5 1 2 4 5 1 1 1 1 Volcano 5 4 1 2 5 1 1 1 1 1 Cliff 5 4 1 1 3 1 1 1 1 1 Desert 6 5 3 2 3 1 1 1 1 1 Road 7 6 6 6 6 6 4 3 2 2 Snowy Road 7 6 5 5 5 7 3 2 1 1 Sky 7 6 - - - - - - - - Castle Walls 5 1 - - - - - - - - Castle/Headquarters 5 4 6 5 4 4 3 3 3 3 ***************************************************************************** *4**SPECIAL ITEMS**** Nearly all of these items can be found on enemy units, but the chances of getting it aren't as great as some would like. ROTTEN PUMPKINS AND THE GLASS PUMPKIN Most players are smashed by Pumpkinheads when they take on Deneb the Witch in Deneb's Garden. You would be out of your gourd not to want a few of these magical warriors in your army. Pumpkinheads can be recruited only during neutral encounters throughout the game. An item called the Glass Pumpkin gives your Witch leaders the ability to recruit neutral Pumpkinheads in various towns in the game. Remember that the party in town must have a vacancy for the recruit. You can pick up the Glass Pumpkin if you forgave Deneb when you defeated her in her garden. After completing the area, return to Deneb's castle. She'll give you a Black Pearl in exchange for picking up an item called the Golden Bough. When you reach the district of Diaspola, be sure to buy items in the town of Raloshel. The merchants there sell the Golden Bough for 50,000 Goth, just about the same amount of money you make if you sell the Black Pearl. Deneb rewards you with the Glass Pumpkin when you return with the Golden Bough. You can get a Rotten Pumpkin (also known as a PUMPKIN+) in the town of Baljib. (You can only get Rotten Pumpkins in Baljib if you didn't forgive Deneb.) Also, Deneb may join you at this point in the game. UNDEAD STAFFS AND RINGS The Undead Ring is a versatile item useful for transforming monsters and humans into powerful animated corpses. Undead Rings are usually left behind by defeating enemy units. You can also trade a Dragon's Jewel for one at the Ruined City beyond the Chaos Gate. You can also trade the Book of the Dead with Badist a the Magician in Valna for an Undead Ring. The city of Valna is located in the land of Sharom. Create a wicked Zombie Dragon by using an Undead Ring on a Tiamat. Mages become Sorcerers when they obtain the Undead Staff. Undead Staffs are randomly found in the lands of Antanjyl, Diaspola and Antalia. In order to obtain a staff, you must have a Sentoul Demon (listed as DEMON in your inventory), and go see Borginine in the Diaspola Stage. A Sorcerer becomes a Lich when you use an Undead Ring on him. STONE OF DRAGOS Use the Stone of Dragos on a Beast Master to create a Dragoner. Speak to the Stupendous Wizard Borgnine in the city of Anglem in Diaspola. Anglem is located on the coastline in the upper right corner of this land. This Wizard possesses several valuable items in his inventory. He will attempt to buy your Sentoul Demon with cash or trade for an Undead Staff. Refuse both of these offers until he mentions the stone. You may revisit the wizard for a stone or staff at any future point in the game - just make sure you have a Sentoul Demon or Golden Beehive in your inventory. The shop in the town of Raloshel on the west cost of Diaspola sells beehives for 70,000 Goth. The Wizard Borgnine does not trade until Norn of Diaspola is defeated. FULL MOON STONE You can add a Tiger Man to your army when you obtain a Full Moon Stone. Tiger Men are suped up Werewolves (See the Class Specs for more info). Examine your Tiger Men units in the daylight hours and you'll find nothing but Beastmen. The nighttime sky invokes the lycanthropic powers of Tiger Men. The Full Moon Stone must be used as an item to recruit a Tiger man. These stones are randomly left behind by defeated enemy units or given to you by a Wizard in the town of Ochiwalo in the Fort Shulamana District. If you choose to visit the Wizard, be sure to include the Tome of Myths (also referred to as the FOLIO) in your inventory. This sacred book contains the records of the Myths of Gods. Revisit the town of Mislata in the District of Zetegina to claim the tome. BLOOD KISS A Blood Kiss transforms Knights into Vampyres. Like the Tiger Man, the Vampyre only comes out at night. Vampyres possess a unique attack called the "Life Suck". This attack both attacks enemies and heals the Vampyre at the same time. Find the item by defeating random enemies in Antanjyl and the Temple Shalina. The Blood Kiss must be used on a Knight - it is wasted on any other character. You may also find one in the town of Gyunpyol at Temple Shalina with a low reputation. ROYAL CROWN The Royal Crown (also known as CROWN) converts a normal Amazon into a Princess. The Princess is only slightly more powerful than an Amazon, but it's real power shows when you in make her a leader. When she is a leader, all other characters get an extra attack during every battle. After completing the land of Musplem, revisit the town of Chilfa and answer a question regarding elegance and beauty. Your answer doesn't matter, but your reputation meter may deny you the crown jewels. be sure to visit the town of Chilfa when you reputation level is more than half way up the meter. Also, you can find one at Pillary in the Temple Shalina stage, if you have a high reputation. THE TWELVE ZODIAC STONES **All the Stones are found at temples unless otherwise noted. Also, you must have the Tablet of Yaru to collect them.** GARNET - the first Zodiac Stone, found in the Slums of Zenobia AMETHYST - the second Zodiac Stone, found in the Dahlmuhd Desert AQUAMARINE - the third Zodiac Stone, found in Diaspola, at Ajan DIAMOND - the fourth Zodiac Stone, found in the Ruined City EMERALD - the fifth Zodiac Stone, found in Island Avalon PEARL - the sixth Zodiac Stone, found in Diaspola. However, you must first go to Organa. In Organa, the man there will give you the Ginger Cake - take it to Somyul in Diaspola, the girl that you helped earlier will give you the Pearl. **This is a potential Screw-Over point, as if you didn't help the girl earlier in the game, you can NOT get the Pearl** RUBY - the seventh Zodiac Stone, found in Malano, at Sabelna PERIDOT - the eighth Zodiac Stone, found in Muspelm SAPPHIRE - the ninth Zodiac Stone, found in Sangrilla OPAL - the tenth Zodiac Stone, found in Lake Jannenia TOPAZ - the eleventh Zodiac Stone, found in the Ryhan Sea TURQUOISE - the final Zodiac Stone, found in the Tundra THE THREE MYSTIC TREASURES **These items are necessary for getting the best ending** THE BRUNHILD SWORD This item is found on the Kastolatian Sea at a temple on the far northwest island (only if you have a high reputation) THE HOLY GRAIL This item is found in the city of Creun (Shrine of Kulyn). You have to have a high reputation and decent alignment to recieve it. It is believe that fighting fairly (no running or using Tarots) against the boss General Luvalon Devas helps. (confirmation?) THE MYSTIC ARMBAND This item is found at Fort Shulamana. A high reputation is needed. Also, you must use Prince Tristan to defeat General Previa Devas. THE ITEMS NECESSARY TO GETTING THE TABLET OF YARU (nice title, eh?) MERCURY After finishing the Pogrom Forest, return to the hidden city Para (located in the northwest). If your reputation is high enough, A man will give you the Mercury (also known as SILVER). GEM OF DOUN After finishing the Dalmuhd Desert, return to Aliabard with the Mercury. A Wizard will give you the gem (listed as DOUN GEM). OLDEN ORB Once you have received the Gem of Doun, return to Para in the Pogrom Forest. You will then get the orb (listed as ORB). GEM OF TRUTH Bring both the Gem of Doun and the Olden Orb to Ramoto in the Rhyan Sea (after finishing the stage). You will receive the gem (listed as TRUE GEM). TABLET OF YARU Bring the Gem of Doun, the Olden Orb and and the Gem of Truth to Shangrila. Visit Fellana in the Palace. There, you have it! Now go out and collect those Zodiac Stones! ***************************************************************************** *5**TOWNS & TREASURE LIST**** **All directions are from the center of the map unless indicated otherwise.** Stage 1 - Castle of Warren -------------------------- Cities: Daskania, Roshfallian Temple Hidden Cities: Zeltenia - on the northeast island Treasure: on southern island - southwest of enemy castle Stage 2 - Sharom ---------------- Cities: Valna (shop), Abdella, Valikesh, Roshfallian Temple Hidden Cities: Ellery - on island north of center Fallsala - at end of southwest road Roshfallian Temple - on northeast island Treasure: on island in center Stage 3 - Sharom Disrict ------------------------ Cities: Vannu, Sagebard, Latingur (shop), Chang'ga, Bah'whal, Roshfallian Temple (2) Hidden Cities: Lenikan - south at end of road, near forest Roshfallian Temple - end of southwest road Treasure: clearing in northwest swamp just south of Bah'whal on largest island far southeast at end of mountain road Stage 4 - Pogrom Forest ----------------------- Cities: Lolaimia (shop), Rhodnia, Melanion, Acre, Vyer, Roshfallian Temple (3) Hidden Cities: Para - far northwest at end of peninsula Alagoyas - end of northern river (west bank) Treasure: clearing just east of central mountain center of eastern mountains Stage 5 - Lake Jannenia ----------------------- Cities: Antalya, Krasno Dale, Allephal, G'jiande (shop), Kaiselly, Roshfallian Temple Hidden Cities: Roshfallian Temple - far east at end of road Treasure: far northeast, just west of mountains Stage 6 - Deneb's Garden ------------------------ Cities: Talka, Baljib, Peltmont, Roseahne (shop), Roshfallian Temple Hidden Cities: Anquard - end of road leading to enemy castle Treasure: clearing in western mountains south of Anquard, in clearing of southern mountains Stage 7 - Slums of Zenobia -------------------------- Cities: Post Ina, By'roit (walled), Pruzen, Elrangen, Anberg, Fillia (shop) Roshfallian Temple (2) Hidden Cities: Palma Nova - end of eastern road, near mountains Kal Robs - far northwest, end of island road Roshfallian Temple - due west on forested island Treasure: near two trees just south of By'roit, along road between southwest and southeast mountains, at edge of map due north from enemy castle, on forested island southeast corner of northern mountains end of small northern peninsula end of large northern peninsula Stage 8 - Island Avalon ----------------------- Cities: Gontak (shop), Man'g, Taljin, Jisshian, Galyasa, Gelze, Rajin, Tomayang Roshfallian Temple (2) Hidden Cities: Roshfallian Temple - surrounded by 4 volcanoes, near center Treasure: far southeast, on largest island near southern face of southeast cliffs on western edge of northern most island Stage 9 - Kastolatian Sea ------------------------- Cities: Jabb, Ma'Askaz (shop), Mull Ro', Roshfallian Temple Hidden Cities: Pittokya - on largest northwest forested island Tokelau - on small island just west of visible Roshfallian Temple Malden - on small island just west of Ma'Askaz Pahpehte - on island due north of Malden Bipaoh - on far east island Fakarabh - just notheast of enemy castle Salay Go - on island east of Fakarabh Tongaleb - in center of mountains, at end of road Roshfallian Temple - on far southwest island, no trees Roshfallian Temple - on far northwest island, western tip * Treasure: None : (except Brunhild ) Stage 10 - Diaspola ------------------- Cities: Me'mak, Romorant, Pelegue, Raloshel (shop), Somyul, Rimorge, Roshfallian Temple (3) Hidden Cities: Anglem - Northeast, at end of northeast road Ajan - where dark mountains meet light ones, southwest of center Roshfallian Temple - just east of Pelegue, at end of road Treasure: just southeast of lone dark mountain just northwest of hidden Roshfallian temple, between two trees Stage 11 - Kalbian Peninsula ---------------------------- Cities: Entel Stad, Gallstad, Glyng'bry, Olesun (shop), Suntsubal, Tronheim, Bosetyn, Belgen, Drummen, Roshfallian Temple Hidden Cities: Zolmstein - on large island southeast of Olesun CHAOS GATE! - far northeast, in clearing on peninsula Treasure: on non-forested island southwest of Glyng'bry due north of enemy castle, between mountains far southeast, on island 2nd from right southeast of Gallstad, in clearing between mountains and river Stage 12 - Valley of Kastro --------------------------- Cities: Almalyk, Shaf' Zahbs, Yangully, Fuluhnze, Felgahnna, Allmata, Geral Abad (shop), Roshfallian Temple (4) Hidden Cities: CHAOS GATE! - in clearing of southeast mountains Treasure: in patch of desert just north of Allmata on desert island southeast of Geral Abad, just west of tree Stage 13 - Balmorian Ruins -------------------------- Cities: Sahnfan, Kannyate, Sel'pasc, Wallas, Shik'ahny (shop), Ayak Cho, Kolopuhn, Chinnchalta, Wan Kayo, Vaskallah, Roshfallian Temple (4) Hidden Cities: Kalayo - southwest, at end of southwest road CHAOS GATE! - on far northeast island, between two mountains Treasure: just northwest of Wan Kayo, in mountain clearing just northwest of Shik'ahny, between mountains and river at center of far northwest island just southwest of Wallas, between city and mountains Stage Alpha - Muspelm ------------------ Cities: Taudeni, Segejin, Insala (shop), Fidelin, Chilfa, Dannis, Roshfallian Temple (2) Hidden Cities: Roshfallian Temple - at east end of southern peninsula,near rocks CHAOS GATE! - on southeast island, just south o trees Treasure: on far northeast island, east of mountain on southeast island, just northeast of Chaos Gate on western island, south of mountain on western island, northwest of mountain Stage Beta - Organa ----------------- Cities: Mogand, Rugannah, Ohbia (shop), Wageel, Baldella, Elbul, Roshfallian Temple Hidden Cities: Denbi - southeast of mountain on large eastern island Albaminch - on forested eastern island between trees Moyare - on far northeast island, east of trees Roshfallian Temple - on small non-forested eastern island Roshfallian Temple - just west of small southeast island CHAOS GATE! - just north of Baldella in clearing Treasure: southwest of hidden southeast Temple, just north of two trees on small southeast island on northern island between trees Stage 14 - City of Malano ------------------------- Cities: Padova, Lobeeg, Labenna, Uhjine, Ajij, Monfalkone, Mon Bizoh, Bolon Ya, Mantova, Felala (shop), Bel Chel, Mons Nir, Roshfallian Temple (5) Hidden Cities: Sanbelnar - just northwest of southeast mountains Sharmony - far west, at end of western road Treasure: southeast of Ajij, in mountain clearing southwest of Uhjine, in mountain clearing south of road that goes nowhere, between forest and river southwest of Mon Bisoh on tiny island on southern island, just east of two trees northwest of Padova, between large river and mountains, in clearing just south of far western mountains, in forest clearing on southern island, near western tree just south of Mon Bisoh, at south end of peninsula south of Mons Nir, near northeast corner of lake, in clearing Stage 15 - Tundra ----------------- Cities: Kotz, Mallibahd, Nansen (shop), Shackleton, Maklin Tok, Ruskayah, Herald Coast, Syble, Mohnso, Endis Rohn, Intahi, Ells Wahs, Balleny, Roshfallian Temple (3) Hidden Cities: Roshfallian Temple - on southeast island in forest clearing Treasure: west of Ruskayah, just west of mountain, near sea south of Herald Coast on small peninsula on larger island west of Shackleton due north of Kotz, in clearing by 2 mountains, the sea, and 1 tree on island west of Valhalla, northern tip just northeast of Intahi due north of Mallibahd, just southeast of strange-looking peninsula Stage 16 - Antalia ------------------ Cities: Kelluman, Quetta, Ban, Bil'jand, Banbuhl (shop), Dauo Dahl, Shin Dahd, Shad Dobul Hidden Cities: Roshfallian Temple - center of eastern mountains, near river CHAOS GATE! - on western island, just north of mountain Treasure: in clearing at center of southern mountains on western island with one tree west of southern mountains, just north of several small rocks east of southern mountains, due north of two trees Stage 17 - Shangrila -------------------- Cities: Shellmat (shop), Ohlten, Montrosa, Grell Nish, Rusheln, Interaken, Nushtal, Montahn Hidden Cities: Roshfallian Temple - on center island, just north of single tree Treasure: southeast of Rusheln on island, just north of mountain just southwest of hidden temple, on peninsula southwest of Rusheln, in clearing just south of forest on southwest island, just west of rocks on northern island, just northeast of tree northeast of hidden temple, just south of river Stage Delta - Antanjyl ------------------- Cities: Inohongo (shop) Hidden Cities: Bossan - just south of far northeast island Yaunde - on island north of Bossan, just north of 5 trees Powant Noal - west of Yaunde, in clearing just south of forest Muahna - on second island west of Yaunde, no trees Oshong - southwest of Muahna, near coast, between 2 trees Gibbot - west of Oshong, just west of forest, just east of sea Kinshasha - on far northwest island, eastern peninsula Popan Court - south of Kinshasha, between forest and mountains Roshfallian Temple - southwest of Bossan, just south of tundra Roshfallian Temple - due south of Muahna, center of 3 mountains Roshfallian Temple - due south of Gibbot, on tundra/grass border Roshfallian Temple - due south of Popan Court, clearing w/2 trees Treasure: east of bend in southeast river, in forest clearing west of fork in southern river, in clearing just west of dense forest Stage 18 - Fort Allamoot ------------------------ Cities: Matagalp, Kmoya, Plinspor, El Rosar(shop), Esquinto, Laseive, Stun Cre, Belmoban, Minach T, Tekshiga, Balfaht, Killig A, Tolhyo, Rosfallian Temple (3) Hidden Cities: CHAOS GATE! - due south of Plinspor, surrounded by walls Heskelansa - east of Minach T, just east of small lake Pirallel - due northwest of Lasieve, in centre of desert penninsula Roshfallian Temple - in middle of southwest desert Roshfallian Temple - southeast of Plinspor, at end of peninsula Treasure: northeast of Matagalp, in clearing of fores, near river northeast of Belmoban, inbetween two mountains and a lake from the middle of the distance between Pirallel and eastern Temple, go north onto centre penninsula just south of Killig A, on first southern island Stage 19 - Dalmuhd Desert ---------------------------- Cities: Charabahaul, Majaira, Bandle R, Hilzabar (shop), Kahrngar, Konsh, Roshfallian Temple Hidden Cities: Sidabard - just west of western lake Aliabard - in northeastern part of desert, due east of 2 rocks Treasure: on center island southwest of Aliabard, just northeast of single rock southwest of enemy castle, just south of single tree southeast of Chabahaul, southwest of single rock Stage 20 - Ryhan Sea ---------------------- Cities: Raiyagam, Harmhella, Gafelt (shop), Uore Ai, Babaltz, Proana, Selam, Pulwatt, Ramoto, Jaubala, Dantcaste, Skauten, Roshfallian Temple (3) Hidden Cities: Roshfallian Temple - southeast of base, west of two trees Roshfallian Temple - on small island west of Raiyagam Treasure: just east of Raiyagam, just west of moutain north of Babaltz, just south of where shoals start west of Harmhella, in forest clearing northwest of Pulwatt, just north of mountain south of Harmhella, just southwest of bend in river east of Selam, in center of mountains Stage Gamma - Ruined City ---------------------------- Cities: Bujunbul, Muwanza, Mupan, Kalishin (shop), Dallu Sa, Alshabi, Macald, Roshfallian Temple (2) Hidden Cities: Molongo - on northeast island Lovenz - southeast of Shiggult, south of mountain, end of road Roshfallian Temple - due west of Dallu Sa, in clearing of four mountains Treasure: west of Kalishin, on peninsula southwest of Alshabi, on peninsula southeast of Alshabi, on peninsula Stage 21 - Fort Shulamana -------------------------- Cities: Reideber, Brawayo, Orappa, Preton, Habolone, Mafe Kin, Ochiwalo (shop), Okhanja, Roshfallian Temple (2) Hidden Cities: Roshfallian Temple - north of Habolone, in clearing of four mountains Treasure: just southwest of Roshfallian Temple, in clearing of two volcanoes and a mountain east of Shulamana, east of vertical stretch of river Stage 22 - Shrine of Kuyln --------------------------- Cities: Gwadorn, Angua, San Mart (shop) Hidden Cities: Lon Loques - on far southwest island Lastanshon - on small eastern island Grenadin - due west of San Mart, on northern tip of long island Maltinique - on northeastern island island with mountain, just southwest of mountain Roshfallian Temple - on island just north of Lon Loques Roshfallian Temple - on northwestern island Roshfallian Temple - on northeastern island, in clearing of forest Treasure: on western island, inbetween two trees on center island, in clearing between two mountains on small northeastern island on eastern island, just south of large mountains Stage 23 - City of Xanadu --------------------------- Cities: Sanbisen, Balgenia, Quaalash, Pillashc (shop), Alaqua, Pilles D, Patos De, Loudan, Pillabol, Ubelbahn, Pallakat, Anna Pol, Roshfallian Temple (2) Hidden Cities: Cellazool - due west of Pillashc, on coast of opposite shore Pessana - on southeast grass, on northeast shore of river Kolongo - north of Pessana, just west of bend in river Roshfallian Temple - due south of Balgenia, on coast of opposite shore Treasure: due south of Anna Pol, inbetween mountain and river in southeast mountain range, in clearing of three mountains southeast of Quaalash, in clearing of two mountains and river due east of Quaalash, in clearing of three mountains due east of southern Roshfallian Temple, north of two trees east of Patos De and south of Pilles D, inbetween four trees due east of Xanadu and north of Pilles D northwest of Loudan, just west of pointed section of path south of Patos De, in clearing of four mountains **From this point on, be very careful of what units you use for liberation. Highly aligned units should only be used to liberate towns with good feelings for the rebel cause. To liberate towns with mid or low feelings for the cause, adjust your units accordingly. You can find out the position the town has on this issue by clicking on it and looking beside the heart. Hidden cities and temples may be liberated normally. This is the only stage where you have to watch what you liberate. After you beat Hikash, you may liberate the towns normally.** Stage 24 - Zetengenia ---------------------- Cities: Almage, Ajudabya, Bregga, Albeyta, Shahat, Albunba, Shibulg, Haljaya (shop), Jijibran, Mattle, Dalna, Roshfallian Temple (2) Hidden Cities: El' Kedah - west of Dalna, just south of fork in river Arhomes - southwest of El' Kedah, on large island with two trees Mislata - west of El' Kedah, in clearing of four trees and grass Azuzau - west of Arhomes, south of forest Roshfallian Temple - east of Rashid, in clearing of three mountains Treasure: west of Shibulg, just south of mountains east of Dalna, just north of mountain, due south of larger island (of the two) Stage 25 - Temple Shalina -------------------------- Cities: Bol'ey, Elsmiya (shop), Kubandal, Hebiji, Urangel, Novas Ko, Kausauft, Gyunpyol, Pillary, Fanba, Suffon, Baffin, Issa Fil, Danji, Roshfallian Temple (3) Hidden Cities: Danji - east of Fanba, just south of mountain Hebliji - east of Danji, just south of mountains Azoreth - north of Danji, on same island, in clearing of two mountains and lake Roshfallian Temple - southwest of Bol' Ey, in clearing of two mountains and river Roshfallian Temple - south of Hebliji, on southern most snow covered island ***************************************************************************** *6**BOSS LIST**** **Missing stats for Bosses of "Dragon's Haven". I'll get around to it eventually, but it would be really helpful if one of you guys could finish it off for me. Once you face the Boss, intentionally lose to him. then click on his unit and click on him, personally. Most of the stats are right there. Thanks** SHAROM - Usar Level 5 Wildman HP: 120 STR: 76 AGI: 72 INT: 57 CHA: 57 ALI: 43 LUK: 59 PHYS: 48 FIRE: 43 ICE: 38 LGHT: 36 BLK: 46 WHT: 34 Troops: 2 Level 4 Wizards Confront with: Lans SHAROM DISTRICT - Gilbert Level 6 Beast Master HP: 120 STR: 79 AGI: 70 INT: 56 CHA: 53 ALI: 54 LUK: 46 PHYS: 44 FIRE: 28 ICE: 31 LGHT: 35 BLK: 46 WHT: 34 Troops: 2 Level 6 Wyrms Confront with: Canopus POGROM FOREST - Kapella Level 8 Grand Wizard HP: 116 STR: 63 AGI: 81 INT: 103 CHA: 57 ALI: 32 LUK: 48 PHYS: 24 FIRE: 34 ICE: 35 LGHT: 38 BLK: 51 WHT: 29 Troop: 3 Level 7 Imps JANNENIA - Sirius Level 7 Werewolf HP: 112 STR: 91 AGI: 92 INT: 70 CHA: 70 ALI: 48 LUK: 49 PHYS: 71 FIRE: 71 ICE: 77 LGHT: 78 BLK: 92 WHT: 11 Troops: 4 Level 6 Amazons DENEB'S GARDEN - Deneb Level 10 Witch HP: 125 STR: 74 AGI: 94 INT: 121 CHA: 59 ALI: 47 LUK: 68 PHYS: 25 FIRE: 30 ICE: 28 LGHT: 31 BLK: 48 WHT: 50 Troops: 4 Level 8 Pumpkins SLUMS OF ZENOBIA - Debonair Level 11 Zen Knight HP: 148 STR: 116 AGI: 122 INT: 104 CHA: 62 ALI: 82 LUK: 56 PHYS: 53 FIRE: 37 ICE: 43 LGHT: 39 BLK: 29 WHT: 72 Troops: 2 Level 9 Red Dragons Confront with: Ashe ISLAND AVALON - Gares Level 12 Dark prince HP: 162 STR: 124 AGI: 111 INT: 104 CHA: 59 ALI: 46 LUK: 57 PHYS: 54 FIRE: 46 ICE: 40 LGHT: 39 BLK: 55 WHT: 36 Troops: 2 Level 10 Black Dragons Confront with: Aisha KASTOLATIAN SEA - Porkyus Level 13 Nixie HP: 169 STR: 123 AGI: 127 INT: 141 CHA: 59 ALI: 63 LUK: 51 PHYS: 34 FIRE: 31 ICE: 60 LGHT: 23 BLK: 47 WHT: 62 Troops: 4 Level 10 Mermaids DIASPOLA - Norn Level 12 Shaman HP: 149 STR: 97 AGI: 123 INT: 134 CHA: 63 ALI: 53 PHYS: 28 FIRE: 27 ICE: 25 LGHT: 27 BLK: 18 WHT: 62 Troops: 2 Level 11 Titans KALBIAN PENINSULA - Figaro Level 15 Zen Knight HP: 167 STR: 140 AGI: 146 INT: 124 CHA: 61 ALI: 53 LUK: 59 PHYS: 58 FIRE: 45 ICE: 41 LGHT: 49 BLK: 55 WHT: 37 Troops: 2 Level 12 Black Dragons Confront with: Debonair VALLEY OF KASTRO - Ares Level 16 Raven HP: 215 STR: 142 AGI: 167 INT: 145 CHA: 56 ALI: 38 LUK: 62 PHYS: 40 FIRE: 70 ICE: 46 LGHT: 47 BLK: 69 WHT: 21 Troops: 2 Level 12 Ninjas, 2 Level 13 Ninjas Confront with: Rauny BALMORIAN RUINS - Albeleo Level 17 Doll Master HP: 158 STR: 102 AGI: 153 INT: 153 CHA: 62 ALI: 70 LUK: 48 PHYS: 26 FIRE: 47 ICE: 41 LGHT: 29 BLK: 21 WHT: 59 Troops: 1 Level 15 Stone Golem, 1 Level 14 Black Dragon Confront with: Saradin MUSPELM - Slust Level 17 Dragon Warrior HP: 198 STR: 149 AGI: 131 INT: 128 CHA: 62 ALI: 78 LUK: 60 PHYS: 70 FIRE: 56 ICE: 58 LGHT: 62 BLK: 50 WHT: 50 Troops: 2 Level 15 Gold Dragons ORGANA - Fenril Level 17 Dragon Warrior HP: 176 STR: 137 AGI: 139 INT: 140 CHA: 62 ALI: 75 LUK: 64 PHYS: 70 FIRE: 56 ICE: 58 LGHT: 62 BLK: 50 WHT: 50 Troops: 1 Level 13 Iron Golem CITY OF MALANO - Apros Level 18 Bandit HP: 221 STR: 123 AGI: 159 INT: 159 CHA: 51 ALI: 39 LUK: 49 PHYS: 29 FIRE: 46 ICE: 42 LGHT: 29 BLK: 69 WHT: 21 Troops: 2 Level 16 Demons Confront with: Tristan or Rauny THE TUNDRA - Mizal Level 19 Seraphim HP: 184 STR: 139 AGI: 157 INT: 186 CHA: 70 ALI: 67 LUK: 50 PHYS: 35 FIRE: 45 ICE: 48 LGHT: 45 BLK: 17 WHT: 17 Troops: 2 Level 16 Ice Giants Confront with: Yushis ANTALIA - Omnicron Level 20 Necromancer HP: 168 STR: 115 AGI: 142 INT: 189 CHA: 60 ALI: 21 LUK: 45 PHYS: 28 FIRE: 36 ICE: 38 LGHT: 39 BLK: 59 WHT: 21 Troops: 2 Level 16 Evil Ones, 2 Level 19 Evil Ones ANTANJYL - Galf Level 18 Devil HP: 206 STR: 164 AGI: 153 INT: 177 CHA: 72 ALI: 15 LUK: 53 PHYS: 53 FIRE: 42 ICE: 52 LIGHTNING: 48 BLK: 86 WHT: 4 Troops: Level 16 Phantoms, 2 Level 17 Phantoms SHANGRILA - Gares Level 21 Dark Prince HP: 211 STR: 178 AGI: 156 INT: 149 CHA: 63 ALI: 36 LUK: 57 PHYS: 56 FIRE: 48 ICE: 42 LGHT: 41 BLK: 65 WHT: 26 Troops: 2 Level 18 Salamands Confront with: Tristan FORT ALLAMOOT - Castor Level 22 Gemini HP: 275 STR: 200 AGI: 154 INT: 120 CHA: 54 ALI: 40 LUK: 45 PHYS: 48 FIRE: 27 ICE: 35 LGHT: 39 BLK: 50 WHT: 30 Troops: None FORT ALLAMOOT - Polydeuces Level 22 Gemini HP:275 STR: 210 AGI: 147 INT: 132 CHA: 58 ALI: 60 LUK: 55 PHYS: 32 FIRE: 53 ICE: 45 LGHT: 41 BLK: 30 WHT: 50 Troops: None DALMUHD DESERT - Prochon Level 23 Ninja Master HP: 231 STR: 183 AGI: 216 INT: 187 CHA: 56 ALI: 22 LUK: 56 PHYS: 47 FIRE: 52 ICE: 46 LGHT: 45 BLK: 68 WHT: 2 Toops: 2 Level 22 Ninjas, 2 Level 21 Ninjas THE RYHAN SEA - Randals Level 24 Bandit HP: 282 STR: 153 AGI: 195 INT: 195 CHA: 59 ALI: 39 LUK: 45 PHYS: 28 FIRE: 47 ICE: 41 LGHT: 30 BLK: 51 WHT: 29 Troops: 2 Level 21 Evil Ones, 2 Level 20 Evil Ones RUINED CITY - Fogel Level 21 Dragon Warrior HP: 230 STR:177 AGI: 155 INT: 148 CHA: 58 ALI: 50 LUK: 63 PHYS: 70 FIRE: 56 ICE: 58 LGHT: 62 BLK: 50 WHT: 50 Troops: 1 Level 20 Tiamat FORT SHULAMANA - Previa Level 25 Zen Knight HP: 258 STR: 200 AGI: 206 INT: 174 CHA: 60 ALI: 34 LUK: 54 PHYS: 51 FIRE: 54 ICE: 43 LGHT: 27 BLK: 72 WHT: 52 Troops: 2 Level 21 Ravens, 2 Level 21 Devils Confront with: Tristan SHRINE OF KULYN - Luvalon Level 26 Zen knight HP; 276 STR: 206 AGI: 212 INT: 179 CHA: 65 ALI: 62 LUK: 51 PHYS: 68 FIRE: 24 ICE: 67 LGHT: 73 BLK: 63 WHT: 61 Toops: 4 level 22 Samurai CITY OF XANADU - Hikash Level 27 Warrior HP: 275 STR: 212 AGI: 185 INT: 181 CHA: 64 ALI: 72 LUK: 50 PHYS: 53 FIRE: 41 ICE: 46 LGHT: 40 BLK: 26 WHT: 54 Troops: 2 Level 22 Muses, 2 Level 23 Muses Confront with: Rauny ZETENGENIA - Empress Endora Level 28 Queen HP: 287 Troops: 2 Level 24 Evil Ones Confront with: Debonair or Lord TEMPLE SHALINA - Gares Level 26 Dark Prince HP: 242 Troops: 4 Level 24 Wraiths Confront with: Debonair TEMPLE SHALINA - Rashidi Level 29 Wiseman HP: 328 Troops: 2 Level 27 Evil Ones Confront with: Saradin, Yushis, Tristan or Lord TEMPLE SHALINA - Diablo Level 30 Diablo HP: 410 ***************************************************************************** *7**TAROT CARDS**** This is a guide of the tarot cards, their drawing power, and some strategic usesfor them. Name Bonus (What happens if you draw it after liberation) Power (what it does if you summon it in battle) Rating (On a scale from 1 to 3, one being the worst.) (Explanation of the best and worst uses of a card) *- These entries are opinions of me and me alone. You may have very different thoughts. Also, it should be noted that rating is taken from it's use IN BATTLE, not from the effect when it is drawn. Note that if any enemy dies due to damage from a Tarot Card, the experience goes to your Lord instead of the fighting Unit. Chariot Strength+2 Power: Summons Loki to attack enemies. Hits all enemies with a physical attack. Rating: 2 Strategic Use: This card is one of the most powerful attacking cards, second only to Devil and Judgment. It is best used to soften up a very powerful unit before attacking them, or to finish off a strong unit that you have already weakened. It should not be used to attack a weak unit... Wipe these out with normal attacks. Don't waste this card on a unit you know you can defeat easily. Also, it is a terrific card to draw when a World card has been drawn already. Death Reputation-2 Power: Summons Death himself to wipe out weak enemies. He kills enemies with less than half their life left. Rating: 1 Strategic Use: Death is a VERY powerful card if used properly, and also very rare to draw. Unlike most cards, I encourage you to use this to wipe weak but annoying units, because the troops will usually have less HP than the leader. This isn't a good card to use against strong units, because stronger units tend to have weak (HP-wise) leaders and strong troops. The only problem is that all the experience goes to the Lord. Devil Reputation-1 or 2 Power: Summons the demon Asmodeus, who uses a strong black magic attack on all foes. Personally, I think it has the best graphic effect of all cards. Rating: 3 Strategic Use: I like Devil, because it does the most raw damage of any card and affects all creatures equally, including those of low alignment. This card is very rare to draw, so when you get one, don't waste it on weak enemy units. It should only be used on extremely powerful units or the boss of the area. Later on in the game, however, Devil's use becomes less powerful as many bosses have high resistances to black magic. Emperor Charisma+2 Power: Gives all your characters one extra attack. Rating: 3 Strategic Use: Emperor is an extremely useful card. It is best used in units with characters with very powerful attacks that can only be used once like the Dollmage's Acid and the Samurai's Inuanki. If you already have plenty of attacks, don't use Emperor unless the battle is almost over and you are battling a strong enemy unit that's positively staggering, and you don't want to get away. Empress Charisma+1 Power: Recovers all characters to maximum Hit Points Rating: 2 Strategic Use: This is the better of the two cards that recover hit points. Use it to save any unit from obliteration by powers like Dollmage's Acid or attacks like Sorcerer's and Lich's Firewall. This is best used with a unit who has more than two characters near death. It shouldn't be used to heal less than that; use the items Cure or Heal instead. Fool Luck+1 Power: Causes all enemies except leader to flee Rating: 3 Strategic Use: This may be the best card in the game. Through it's use, you can defeat units that may have been impossible otherwise. It is best used on bosses or extremely powerful units ONLY... I cannot stress this enough. This is an absolute waste to use on non-boss units, unless the unit is extremely powerful. BTW, it doesn't work against Diablo. Fortune Reputation -3 to +3, depending on Alignment and Luck. Power: Causes all enemies to flee, but the stage boss' unit is immune to the effects of this card. Rating: 1 Strategic Use: This card isn't as good as it sounds. It prevents you from damaging an enemy unit... It just puts the fight off. There are very few uses for this card, including using it while traveling for speed and using it to save a damaged unit near a town from certain destruction.. Hanged Man Strength-1 Power: Lowers the defense of the enemy unit. Rating: 2 Strategic Use: This is an okay card, best used when a strong unit is battling a strong unit, or to destroy a weak unit at full strength you know would survive otherwise. Hermit Intelligence+1 or 2 Power: Summons Merlin to cast a lightning spell on all enemy troops. Rating: 2 Strategic use: This is an unremarkable attacking card. Like other attacking cards, it is best saved for the Boss' unit or for a very strong enemy unit. Hierophant Alignment+1 or 2 Power: Puts enemies to sleep. Stage Boss is immune. Rating: 2 Strategic Use: This card can save a weak unit from obliteration. It's a good ace to have up your sleeve. If you are battling a boss who is in the front row, use this to put his (or her) guardians asleep. Especially effective against Deneb. However, it loses its effectiveness when the unit you're fighting with has characters with multiple attacks against the entire unit (e.g. Sorcerers, Liches, Princesses, etc.) Judgment Maximum HP+2 Power: Powerful white magic attack which hits the enemies with a pulsating blast of White Energy. Rating: 3 Strategic Use: This is my favorite attack card, even more so than Devil. That is because of two things: First, it effects creatures of low alignment MORE, and most of the bosses are of low alignment. Second, it is effective even against those pesky Undead, who can only be hurt by White Magic weapons or the cleric's Healing. Justice Maximum HP+1 Power: Causes a blizzard Rating: 2 Strategic use: Justice is an unremarkable attack card. Since it's an ice attack, it's useful against enemies like Red Dragons who are weak against Ice. Otherwise, it's just another attack card without outstanding qualities. Lovers Reputation +2 Power: Summons Cupid, who shoots an arrow and causes enemies to attack each other. Rating: 2 Strategic use: This is a pretty good card. It's best used on units with many small creatures, because then there will be more attacks for you. Oddly, enemies often attack themselves, but rarely hit themselves. Magician Intellegence+1 Power: Causes a wall of fire to appear on foes. Rating: 2 Strategic Use: This is just another attack card. It's quite effective on enemies weak against fire. Otherwise, just take the usual advice. Moon Time changes to Midnight Power: Enemy rows switch. This lasts even after the end of the battle. Rating: 1 Strategic Use: Use this card with caution, for it may well cause your demise. It can be very useful, especially with units that have clerics in them, but you must be VERY careful or you may cause the enemies attacks to become stronger. Use it against Kapella (who has strong bodyguards), it doesn't work against any other boss. Also, enemies will have the same number of attacks they had in the row they were in before, but will now use the attack they use in their current row. (e.g. A Paladin in the back row is hit with a Moon card. He still has 1 Attack, but it is now Slice instead of Healing.) Enemy units go back to normal attacks according to their row after the battle (e.g. The Paladin in the previous example will have 3 Slice attacks the next time you fight him.) Priestess Alignment+1 Power: Heals all your characters by 50 HP. Rating: 2 Strategic Use: The less useful of the two Healing cards, this one only restores 50 HP instead of all you HP. However, it is still good for recuperating from enemies who use attacks like Fire Wall and Acid. Star Agility+1 Power: Increases your unit's agility. Rating: 2 Strategic Use: This card is more useful than it may sound. It both helps you hit those extra-agile baddies like Muses, and makes it so enemy attacks usually miss you. It is good against most enemy units. Strength Strength+1 Power: Increases your unit's Defense Rating: 1 Strategic Use: This card is not that good, because it doesn't improve your defense that much. Also, Star improves your defense more by not letting enemies hit you and also improves your attack. I suggest that you not take this card, when given the option. Sun Time changes to Noon Power: Damages ALL low-aligned characters, including yours. Rating: 1 Strategic Use: Use this ONLY with a unit that has very high-aligned characters. I have seen characters with 60 alignment take 25 points of damage from this. It is a rather dangerous card and you should only use it if you're sure it's safe. It's best quality is that it also nails undead. Most of the bosses are immune to this, however. Temperance Reputation+2 Power: Removes all status-changing ailments Rating: 2 Strategic Use: This is a very useful card against enemies like witches who have status-changing attacks that work on everyone. It is also fairly common to draw. These factors combined make it an extremely useful card, even against weaker units. Tower Alignment-1 or 2 Power: Causes an earthquake to harm enemies. Rating: 1 Strategic Use: This card gets it's low rating from three factors. First, it is only a moderately powerful attack card. Second, it is very rare to draw. Third, it lowers your alignment. If not for the second and third factors, it would be a fair card, but because of them it is a bad one. This card is completely ineffective with all flying creatures. World Tarot cards drawn for the rest of the stage affect all units Power: Characters become immune to magic Rating: 2 Strategic Use: World is a card best hoarded, because it is a near necessity against certain bosses. Save it for when you meet bosses that are Doll Masters, Sorcerers, Lichs, etc., because they all have incredibly powerful magic. Again, this is not a card to be used in battle except with bosses. When you get it, keep it. It's best quality is the effect that it has when drawn. Draw this, then draw a Chariot! Also, as a general note, I'd like to add that Tarot cards drawn depend somewhat on the Alignment and Charisma of the unit drawing them. An evil unit composed of Ninjas and Black dragons is likely to draw Death or Devil. Likewise, a high-aligned unit is more likely to get a Judgment or Sun. ***************************************************************************** *8**SPECIAL CHARACTERS**** This list is of all the special characters that you can get (i.e. not neutral or ones you recruit according to your leader) If you have a problem recruiting someone, but you have fulfilled all the requirements, check your Army Size under the Edit Units. If it is 96 or above, you have too many characters. Try erasing some and go back to the town the special character is in. If you're playing the good guy, KEEP the Star of Heroes, because without you'll miss out on many of the very good characters. Lans (Knight) In hidden city Zeltenia (on northeast island) of first stage Warren (Wizard) The boss of the first stage, he will join you after you defeat Canopus (Eagleman) This might be confusing: In Sharom District, liberate Chang'ga, the hidden Temple (west of boss' castle) and Bah'Wahl (in that order). Then return to the hidden temple to get the Wings of Victory (if your rep is high enough, you must also liberate all the other towns and temples except Parcival), and return to Bah' Wahl. Gilbert (Beastman) The boss of Sharom District. He will join you if you defeat him with Canopus' unit. Deneb (Witch) The boss of Deneb's Garden. Forgive her, then return to her castle and she will ask you to get her the Golden Bough (bought in Diaspola). When you return with it she will join you (but only if your rep is LOW enough). Ashe (Knight) In the Slums of Zenobia, use a flying unit to liberate the walled city By' Roit. Lyon (Beastman) In the Slums of Zenobia, once you liberate Anberg you can hire him for 20k. However, if you can wait until after finishing the stage, you can hire him for 5k. Aisha (Shaman) There is a hidden Temple in the Island Avalon. It is located in the center of the mountains. She will only join you if you have a high rep. (Note: Some people have said Aisha can start out with low ALI, so be careful.) Rauny (Muse) In the Kastro Valley, she's found in a Temple south of Geral Ab. You need a high rep. (Note: This is the 'paladin' that the towns talk about in that stage) Norn (Shaman) The boss of Diaspola. Spare her life, and if your rep is high enough she will join you. Slust (Dragoon) The boss of Muspelm. He will join you if you have both a high rep, alignment, and the Star of Heroes. Fenril (Dragoon) The boss of Organa. She will join you if your rep and alignment are high enough, and if you have the Star of Heroes. Saradin (Mage) Must have the HEROSTAR. First visit the Temple west of Kannyate. Then find the hidden city of Kaylao (at the end of the road southwest of Shik' Ahn). Here you will receive the Bell of Light. You will only get the Bell if you have the Star of Heroes and have all the towns and temples liberated except Balmoa. Return to the Temple and use the Bell on the statue. Tristan (General) He's in the city of Bel Chel. You either need a high rep or the Key of Destiny (Found in the Slums of Zenobia at Kal Robs after finishing the stage). You must also send your Lord's unit to Bel Chel if you want him to join you. Yushis (Cherubim) In Antalia. In a hidden temple (in clearing of mountains southwest of Dauo Dah, near the fork in the river). You need both a high rep and alignment. Galf (Devil) Boss of Ananjyl. You must give him the Brunhild sword (BAD IDEA), and if you rep is LOW enough, he will join you. Debonair (General) You must have Norn in your party for him to join you. He is held captive in Shangrila. Fogel (Dragoon) Boss of the Ruined City. You need both a high rep, alignment, and the Star of Heroes. ***************************************************************************** *9**CHARACTER CLASSES**** EXPLANATION OF CHARACTER STATISTICS For numbers of the pattern A+B, A is the base value and a random amount centered on B is gained during each level up. HP - The character's hit points. If you're unfamiliar with the term, this is how much damage a character can take before dying. STR - Strength. This affects how much damage the character's physical attacks can do and also lessens the damage received from the same. AGI - Agility. Hit accuracy when attacking an opponent, dodging attacks, and speed of action all depend on this. INT - Intelligence. Effectiveness with Magic. CHA - Charisma. ALI - Good or Evil. This and Charisma affect the character's options in changing classes. LUK - Luck. This affects dodging and the like. COST - The cost, per day, of using this character. TYPE - The terrain type this character prefers. Characters move faster and fight better in terrain they're more suited towards. The number in parentheses is the relative size of the character. A squad's terrain type, as far as movement is concerned, is the same as that of it's largest (highest number) character. SIZE - Large or Small. There is room for up to five small creatures in a Unit. A large creature takes up space equivalent to two small ones. FRONT - The character's attack type from the front rank of a formation. BACK - The character's attack from the back rank. ALL - Attacks all enemies. PHYSICAL - The character's defensive strength against physical attacks, which includes weapons, blows, anything which is based on force. FIRE, COLD, LIGHTNING - Defensive strength versus elemental attacks. BLACK, WHITE - Black attacks include any evil magic and the physical of some evil creatures. White attacks are generally restricted to the attacks and magic of the Shamans, Angel and Faeries. RECRUITS - Only characters which are capable of being unit leaders will have this section listed. These are the units the character can recruit in towns. Recruits are always two levels lower than the leader recruiting them. ----- FIGHTER FAMILY ----- Fighter HP 77+5 Type - Plains (3) Physical 44 Str 45+2 Size - Small Fire 36 Agi 47+2 Cost - 100+20 Cold 40 Int 40+1 Front - Slash (2) Lightning 34 Cha 46 Back - Slash (1) Black 40 Ali 50 White 40 Luk 45 Knight (Fighter Level 5+ Cha 50+ Ali 50+) HP 76+5 Type - Plains (3) Physical 47 Str 49+3 Size - Small Fire 39 Agi 52+2 Cost - 600+90 Cold 43 Int 44+1 Front - Slash (2) Lightning 37 Cha 55 Back - Slash (1) Black 34 Ali 62 - Recruits - White 46 Luk 50 Fighter Paladin (Knight Level 15+ Cha 60+ Ali 70+) HP 67+6 Type - Plains (4) Physica 53 Str 56+3 Size - Small Fire 41 Agi 56+2 Cost - 1100+170 Cold 46 Int 45+2 Front - Slice (3) Lightning 40 Cha 62 Back - Healing (1)* Black 26 Ali 78 - Recruits - White 54 Luk 50 Knight, Cleric * Healing can also be used to destroy undead. Vampyre (Knight Item: Blood Kiss) HP 45+4 Type - Forest (4) Physical 82 Str 42+3 Size - Small Fire 78 Agi 45+2 Cost - 1600+250 Cold 85 Int 61+4 Front - Lifesuck (2)* Lightning 48 Cha 50 Back - Charm (2)* Black 80 Ali 19 - Recruits - White 10 Luk 62 Werewolf * Lifesuck drains an opponents life and heals the vampyre. Charm confuses an opponent, forcing them to attack their friends, like Lovers Tarot but only on a single opponent Coffin (Vampyre during day) HP 45+4 Type - Dungeon (0) Physical 100 Str 42+3 Size - Small Fire 100 Agi 45+2 Cost - 1600+250 Cold 100 Int 61+4 Front - Sleeping (1) Lightning 100 Cha 50 Back - Sleeping (1) Black 100 Ali 19 - Recruits - White 100 Luk 62 Werewolf Wild Man (Fighter Level 6+ Cha 50+ Ali 0-49) HP 71+6 Type - Plains (3) Physical 48 Str 52+3 Size - Small Fire 43 Agi 53+2 Cost - 400+50 Cold 38 Int 41+1 Front - Smash (2) Lightning 36 Cha 54 Back - Smash (1) Black 46 Ali 41 - Recruits - White 34 Luk 54 Fighter Evil One (Wild Man Level 16+ Cha 60+ Ali 0-30) HP 74+6 Type - Plains (4) Physical 54 Str 58+3 Size - Small Fire 46 Agi 57+2 Cost - 900+130 Cold 40 Int 42+2 Front - Chop (2) Lightning 39 Cha 58 Back - Fireball (2)* Black 55 Ali 23 - Recruits - White 25 Luk 62 Wild Man, Wizard * Ranged attack. Hit the enemy with a ball of fire. Beastman (Fighter Level 5+ Cha 50+ Ali 25-65) HP 85+5 Type - Plains (3) Physical 44 Str 51+3 Size - Small Fire 28 Agi 47+2 Cost - 350+50 Cold 31 Int 38+1 Front - Whip (2) Lightning 35 Cha 50 Back - Whip (2) Black 46 Ali 45 - Recruits - White 34 Luk 43 Fighter, Hell Hound Beast Master (Beastman Level 12+ Cha 60+ Ali 10-50) HP 79+5 Type - Plains (3) Physical 48 Str 53+4 Size - Small Fire 27 Agi 49+2 Cost - 850+130 Cold 35 Int 36+1 Front - Whip (2) Lightning 39 Cha 56 Back - Whip (2) Black 55 Ali 33 - Recruits - White 25 Luk 46 Cerberus, Cockatrice, Wyrm Dragoner (Beast Master Item: Stone of Dragos) HP 83+4 Type - Plains (3) Physical 43 Str 48+3 Size - Small Fire 26 Agi 51+2 Cost - 1370+200 Cold 54 Int 49+2 Front - Slice (2) Lightning 40 Cha 55 Back - Slice (2) Black 40 Ali 50 - Recruits - White 40 Luk 58 Dragon, Wyvern Dragon Master (Dragoner Level 20+ CHA 65+ ALI 40-60) HP 85+3 Type - Plains (3) Physical 45 Str 52+3 Size - Small Fire 22 Agi 53+3 Cost - 2000+250 Cold 58 Int 51+2 Front - Slice (2) Lightning 47 Cha 63 Back - Ice Field (2)* Black 40 Ali 50 - Recruits - White 40 Luk 65 Red Dragon, Silver Dragon, Black Dragon * Ranged cold attack Doll Mage (Fighter Level 5+ Cha 50+ Ali 30 - 70) HP 78+3 Type - Plains (2) Physical 28 Str 40+1 Size - Small Fire 44 Agi 54+2 Cost - 850+160 Cold 39 Int 53+3 Front - Doll (2) Lightning 27 Cha 52 Back - Acid (1)* ALL Black 37 Ali 53 - Recruits - White 43 Luk 47 Golem * Creates corrosive clouds of gas which attack an entire squad. This is considered a physical attack. Doll Master (Doll Mage Level 14+ Cha 60+ Ali 50-80) HP 78+3 Type - Plains (2) Physical 26 Str 38+1 Size - Small Fire 47 Agi 57+2 Cost - 1280+190 Cold 41 Int 57+3 Front - Puppet (2) Lightning 29 Cha 58 Back - Acid (2)* ALL Black 21 Ali 69 - Recruits - White 59 Luk 42 Rock Golem * The Acid affects the entire enemy squad. This counts as a physical attack. Ninja (Fighter Level 6+ Ali 0-49) HP 76+4 Type - Forest (3) Physical 45 Str 46+3 Size - Small Fire 50 Agi 50+3 Cost - 500+110 Cold 44 Int 50+2 Front - Shuriken (3) Lightning 43 Cha 47 Back - Ninjutsu (2)* Black 43 Ali 38 White 37 Luk 48 * Ninjutsu attack types are fire, lightning, and rain (cold). Ninja Master (Ninja Level 15+ Cha 60+ Ali 0-30) HP 77+5 Type - Forest (4) Physical 47 Str 51+3 Size - Small Fire 52 Agi 52+4 Cost - 1300+190 Cold 46 Int 55+3 Front - Shuriken (3) Lightning 45 Cha 56 Back - Ninjutsu (1)* ALL Black 68 Ali 22 - Recruits - White 2 Luk 56 Ninja * ninjutsu attacks the entire enemy squad with fire, lightning, or cold Wizard (Fighter Level 4+ Cha 50+ Ali 10 - 60) HP 86+2 Type - Plains (2) Physical 20 Str 37+1 Size - Small Fire 32 Agi 51+1 Cost - 400+70 Cold 32 Int 45+4 Front - Punch (2) Lightning 37 Cha 50 Back - Magic (2)* Black 45 Ali 45 - Recruits - White 35 Luk 50 Giant, Hellhound * Spells available are Fireball, Lightning, Nightmare (Black), Tornado (physical), and Ice Field Mage (Wizard Level 10+ CHA 60+ ALI 10-35) HP 81+2 Type - Plains (2) Physical 24 Str 38+1 Size - Small Fire 34 Agi 49+1 Cost - 800+150 Cold 35 Int 45+4 Front - Punch (2) Lightning 38 Cha 55 Back - Magic (1)* ALL Black 51 Ali 35 - Recruits - White 29 Luk 48 Giant, Cerberus, Imp * Magic attacks a whole squad with either Fire, Cold, Lightning, Black, Physical attack types Sorcerer (Mage Item: Undead Staff) HP 73+3 Type - Plains (2) Physical 28 Str 39+1 Size - Small Fire 36 Agi 47+1 Cost - 1200+180 Cold 38 Int 55+4 Front - Magic (2) Lightning 39 Cha 60 Back - Magic (2)* ALL Black 59 Ali 21 - Recruits - White 21 Luk 45 Skeleton, Ghost (Any place) * Magic attacks a whole squad with either Fire, Cold, Lightning, Black, Physical attack types Lich (Sorcerer, Item: Undead Ring) HP 88+2 Type - Plains (2) Physical 100 Str 35+1 Size - Small Fire 100 Agi 46+2 Cost - 1900+250 Cold 100 Int 59+4 Front - Cold Eye (3) Lightning 68 Cha 62 Back - Magic (3)* ALL Black 100 Ali 9 - Recruits - White 10 Luk 42 Wraith, Phantom (Any place) * Magic attacks a whole squad with either Fire, Cold, Lightning, Black, Physical attack types Samurai (Fighter Level 7+ Cha 50+ Ali 50+) HP 86+5 Type - Plains (3) Physical 46 Str 50+3 Size - Small Fire 32 Agi 54+2 Cost - 700+100 Cold 37 Int 51+2 Front - Slice (2) Lightning 34 Cha 56 Back - Iainuki (1)* Black 39 Ali 61 - Recruits - White 51 Luk 47 Fighter * Physical ranged attack, the blow is so powerful that the Samurai himself takes some of the damage Samurai Master (Samurai Level 15+ Cha 60+ Ali 70+) HP 96+5 Type - Plains (4) Physical 52 Str 55+3 Size - Small Fire 34 Agi 59+2 Cost - 1200+180 Cold 35 Int 54+2 Front - Slice (3) Lightning 37 Cha 64 Back - Iainuki (1)* Black 21 Ali 79 - Recruits - White 69 Luk 54 Samurai, Ninja * ranged physical attack, the blow is so powerful that the Samurai himself takes some of the damage ----- LYCANTHROPES ----- Lycanthropes are men during the day and half-men half-animal during the night. Their night forms are much more powerul than their day forms. Beastman (Werewolf's or Tiger Man's form during the day) HP Varies Type - Plains (3) Physical 44 Str Varies Size - Small Fire 36 Agi Varies Cost - Varies Cold 40 Int Varies Front - Slash (1) Lightning 34 Cha Varies Back - Slash (1) Black 40 Ali Varies White 40 Luk Varies Werewolf (Fighter Item: Werewolf Virus) HP 79+6 Type - Mountains (4) Physical 71 Str 53+3 Size - Small Fire 72 Agi 54+3 Cost - 380+80 Cold 77 Int 44+1 Front - Smash (3) Lightning 78 Cha 31 Back - Smash (3) Black 92 Ali 38 White 11 Luk 49 Tiger Man (?? Item: Full-Moon Stone) HP 77+6 Type - Forest (4) Physical 74 Str 59+4 Size - Small Fire 76 Agi 58+3 Cost - 720+120 Cold 71 Int 45+1 Front - Smash (2) Lightning 75 Cha 28 Back - Smash (2) Black 94 Ali 36 White 14 Luk 52 ----- FAERIES ----- Faeries are small, winged people. These creatures can help your armies very much. Faerie HP 48+3 Type - Low Sky (1) Physical 30 Str 38+2 Size - Small Fire 20 Agi 52+4 Cost - 100+70 Cold 23 Int 49+4 Front - Slap (2)* Lightning 28 Cha 25 Back - Kiss (1)* Black 40 Ali 50 White 50 Luk 62 * The Slap can destroy undead. Kiss enhances the attack capability of one of your units for the duration of the skirmish. Pixie (Faerie Level 10+ ALI 30-70) HP 56+3 Type - Low Sky (1) Physical 32 Str 43+2 Size - Small Fire 28 Agi 57+5 Cost - 400+170 Cold 25 Int 53+4 Front - Slap (2) Lightning 26 Cha 37 Back - Kiss (1) Black 40 Ali 55 White 55 Luk 65 Sylph (Pixie Level 20+ ALI 40-80) HP 64+4 Type - Low Sky (1) Physical 35 Str 40+3 Size - Small Fire 36 Agi 63+5 Cost - 700+250 Cold 27 Int 47+4 Front - Slap (2) Lightning 22 Cha 49 Back - Missile (1)* ALL Black 30 Ali 60 White 60 Luk 68 * Missile is also White and damages the entire enemy squad. ----- AMAZON FAMILY ----- Like fighters they can change between classes as they please so long as they meet the Cha and Ali requirements. Amazon HP 83+4 Type - Forest (3) Physical 38 Str 42+2 Size - Small Fire 32 Agi 50+3 Cost - 100+30 Cold 36 Int 52+2 Front - Arrow (1) Lightning 43 Cha 46 Back - Arrow (2) Black 38 Ali 50 White 42 Luk 48 Valkyrie (Amazon Level 5+ Cha 50+ Ali 35+) HP 81+4 Type - Forest (3) Physical 42 Str 45+2 Size - Small Fire 34 Agi 52+3 Cost - 620+80 Cold 44 Int 54+3 Front - Chop (2) Lightning 52 Cha 53 Back - Bolt (2)* Black 32 Ali 54 - Recruits - White 48 Luk 52 Amazon * Ranged. Slams a bolt of lightning down on an opponent. Muse (Valkyrie Level 15+ Cha 60+ Ali 70+) HP 76+4 Type - Snow (4) Physical 46 Str 48+3 Size - Small Fire 38 Agi 55+3 Cost - 1350+210 Cold 52 Int 56+3 Front - Chop (2) Lightning 60 Cha 62 Back - Thunder (2)* ALL Black 15 Ali 75 - Recruits - White 65 Luk 64 Valkyrie * Attack a whole squad with a lightning storm. Witch (Amazon Level 5+ Cha 50+ Ali 0-65) HP 80+3 Type - Plains (2) Physical 25 Str 38+1 Size - Small Fire 30 Agi 49+2 Cost - 510+70 Cold 28 Int 58+4 Front - Slap (2) Lightning 31 Cha 53 Back - Stun (2)* Black 48 Ali 47 - Recruits - White 50 Luk 67 Hell Hound, (Pumpkin)* * Attacks an entire squad with paralyzation. Also, you can get an item which empowers a witch (only) with the ability to recruit Pumpkinheads. Cleric (Amazon Level 4+ Cha 50+ Ali 50+) HP 87+4 Type - Plains (2) Physical 24 Str 41+2 Size - Small Fire 23 Agi 54+1 Cost - 200+60 Cold 21 Int 52+3 Front - Ankh (2)* Lightning 25 Cha 57 Back - Healing (2)* Black 25 Ali 65 - Recruits - White 55 Luk 49 Amazon * Both of these can destroy undead. Shaman (Cleric Level 10+ Cha 65+ Ali 65+) HP 83+4 Type - Plains (2) Physical 28 Str 43+2 Size - Small Fire 27 Agi 57+2 Cost - 450+100 Cold 25 Int 58+4 Front - Cross (2)* Lightning 27 Cha 64 Back - Healing (3)* Black 18 Ali 76 - Recruits - White 62 Luk 53 Cleric, Angel * Both of these can destroy undead. Monk (Shaman Level 18+ Cha 73+ Ali 73+) HP 74+4 Type - Plains (2) Physical 32 Str 45+2 Size - Small Fire 31 Agi 61+2 Cost - 700+110 Cold 29 Int 61+4 Front - Cross (2)* Lightning 29 Cha 68 Back - Healing+ (2)* ALL Black 10 Ali 87 - Recruits - White 70 Luk 56 Knight, Shaman, Cherubim * These can both destroy undead. Healing Plus heals the whole squad. Princess (Amazon Item: Royal Crown) HP 70+2 Type - Plains (3) Physical 27 Str 37+1 Size - Small Fire 21 Agi 48+2 Cost - 2000+250 Cold 22 Int 57+4 Front - StarDust (2)* Lightning 25 Cha 72 Back - StarLight (1)* ALL Black 20 Ali 81 - Recruits - White 65 Luk 63 Angel, Faerie * If she's the leader, all members of the squad get an extra attack, including herself. Starlight attacks a whole squad with White. ------ DRAGONS ------- Dragons can follow one of three paths - good (Silver), neutral (Red), and evil (Black). Once you choose a path you cannot change back. Expensive magicians if you ask me, but the best Dragon of each kind will make a strong front-liner in a pinch. They can give you half-decent magic while protecting your unit against all kick/punch attacks rather nicely. Dragon HP 93+8 Type - Plains (6) Physical 52 Str 60+4 Size - Large Fire 50 Agi 37+2 Cost - 850+100 Cold 46 Int 42+1 Front - Bite (2) Lightning 47 Cha 40 Back - Fire (2) Black 44 Ali 50 White 44 Luk 50 Red Dragon (Dragon Level 7+ Ali 35-65) HP 91+9 Type - Mountains (7) Physical 54 Str 62+4 Size - Large Fire 58 Agi 40+2 Cost - 1100+15 Cold 44 Int 44+2 Front - Bite (2) Lightning 60 Cha 50 Back - Fire (2) Black 44 Ali 50 White 44 Luk 50 Red Dragon II (Red Dragon Level 16+ Ali 36-65) HP 87+10 Type - Mountains (8) Physical 59 Str 67+4 Size - Large Fire 67 Agi 43+3 Cost - 1350+200 Cold 25 Int 48+3 Front - Bite (2) Lightning 63 Cha 53 Back - Fire (2) Black 48 Ali 50 White 48 Luk 53 Salamand (Red Dragon II Level 23+ ALI 35-65) HP 80+11 Type - Mountains (8) Physical 62 Str 61+5 Size - Large Fire 86 Agi 47+3 Cost - 1700+250 Cold 11 Int 44+4 Front - Fire (2) Lightning 67 Cha 57 Back - Nova (2)* Black 51 Ali 50 White 51 Luk 56 * Bathe the entire enemy squad in intense light and heat. This is a fire attack. Silver Dragon (Dragon Level 7+ Ali 65+) HP 95+9 Type - Snow (7) Physical 53 Str 64+4 Size - Large Fire 58 Agi 38+2 Cost - 1400+160 Cold 60 Int 46+2 Front - Bite (2) Lightning 64 Cha 52 Back - Cold (2) Black 37 Ali 71 White 66 Luk 50 Gold Dragon (Silver Dragon Level 17+ Ali 65+) HP 90+10 Type - Snow (8) Physical 57 Str 69+4 Size - Large Fire 23 Agi 41+3 Cost - 1650+230 Cold 69 Int 50+3 Front - Bite (2) Lightning 66 Cha 62 Back - Cold (2) Black 27 Ali 77 White 71 Luk 51 Platinum Dragon (Gold Dragon Level 24+ ALI 65+) HP 83+11 Type - Snow (8) Physical 61 Str 63+5 Size - Large Fire 11 Agi 45+3 Cost - 2000+250 Cold 88 Int 46+4 Front - Cold (2) Lightning 69 Cha 67 Back - Ice Cloud (2)* ALL Black 17 Ali 82 White 76 Luk 53 * Freeze the water in the opponents' bodies. This attacks a whole squad. Black Dragon (Dragon Level 7+ Ali 0-35) HP 97+9 Type - Plains (7) Physical 55 Str 65+4 Size - Large Fire 49 Agi 36+2 Cost - 1300+150 Cold 51 Int 43+2 Front - Bite (2) Lightning 69 Cha 48 Back - Acid (2) Black 64 Ali 29 White 35 Luk 50 Tiamat (Black Dragon Level 15+ Ali 0-35) HP 86+10 Type - Plains (8) Physical 59 Str 70+4 Size - Large Fire 53 Agi 39+3 Cost - 1550+210 Cold 54 Int 47+3 Front - Acid (2) Lightning 76 Cha 51 Back - EvilDead (2)* ALL Black 69 Ali 23 White 30 Luk 48 * Attack the opposing squad with evil power. A Black attack. Zombie Dragon (Tiamat Item: Undead Ring) HP 78+11 Type - Swamps (8) Physical 73 Str 64+5 Size - Large Fire 79 Agi 43+4 Cost - 1900+250 Cold 78 Int 53+3 Front - Acid (2) Lightning 86 Cha 47 Back - Rot (2) Black 83 Ali 0 White 15 Luk 63 * Ranged attack. Cover an opponent in corrosive saliva. This is a Black attack. ----- WYRMS ----- Wyrms are the largest Flyers in the game. Wyrm HP 92+8 Type - Sky (6) Physical 45 Str 58+4 Size - Large Fire 47 Agi 47+3 Cost - 850+170 Cold 39 Int 31+1 Front - Tail (2) Lightning 38 Cha 30 Back - Tail (2) Black 48 Ali 42 White 32 Luk 47 Wyvern (Wyrm Level 13+ Ali 0-55) HP 89+9 Type - Sky (7) Physical 49 Str 63+4 Size - Large Fire 53 Agi 51+3 Cost - 1700+210 Cold 35 Int 36+1 Front - Tail (2) Lightning 42 Cha 37 Back - Fire (2) Black 50 Ali 30 White 20 Luk 49 ----- PUMPKINS ----- You can get pumpkins by using the Glass Pumpkin on a witch, or finding a neutral one. Pumpkin HP 98+3 Type - Forest (2) Physical 33 Str 45+2 Size - Small Fire 11 Agi 45+2 Cost - 100+20 Cold 37 Int 31+1 Front - Pumpkin (1)* Lightning 34 Cha 0 Back - Pumpkin (1)* Black 45 Ali 45 White 38 Luk 72 * The Pumpkin attack reduces the target's current hit points by half. Halloween (Pumpkin Item: Rotten Pumpkin) HP 88+4 Type - Forest (2) Physical 60 Str 50+3 Size - Small Fire 37 Agi 48+3 Cost - 100+50 Cold 56 Int 37+2 Front - Pumpkin (2)* Lightning 64 Cha 0 Back - Pumpkin (2)* Black 69 Ali 18 White 22 Luk 82 ---- GIANTS ---- Giant HP 89+7 Type - Plains (5) Physical 48 Str 54+3 Size - Large Fire 42 Agi 40+2 Cost - 200+60 Cold 37 Int 30+2 Front - Club (3) Lightning 41 Cha 33 Back - Club (2) Black 40 Ali 50 White 40 Luk 44 Fire Giant (Giant Level 10+ Ali 50-80) HP 84+8 Type - Snowfield (5) Physical 52 Str 57+4 Size - Large Fire 15 Agi 38+3 Cost - 750+130 Cold 80 Int 37+2 Front - Club (3) Lightning 54 Cha 38 Back - Fire Bolt (2) Black 35 Ali 70 White 60 Luk 48 Titan (Giant Level 15+ Ali 70+) HP 85+8 Type - Plains (5) Physical 54 Str 62+4 Size - Large Fire 47 Agi 45+3 Cost - 920+190 Cold 39 Int 40+3 Front - Club (3) Lightning 52 Cha 47 Back - Gale (2) ALL Black 15 Ali 75 White 80 Luk 41 Ice Giant (Giant Level 8+ Ali 0-40) HP 75+8 Type - Mountains (5) Physical 57 Str 59+4 Size - Large Fire 80 Agi 49+3 Cost - 630+110 Cold 15 Int 36+2 Front - Club (3) Lightning 37 Cha 36 Back - Ice Bolt (2) Black 54 Ali 27 White 32 Luk 47 ---- DOGGIES ---- Hellhound HP 87+6 Type - Mountains (5) Physical 46 Str 51+3 Size - Large Fire 49 Agi 59+3 Cost - 100+30 Cold 40 Int 32+3 Front - Smash (3) Lightning 37 Cha 17 Back - Fire (2) Black 58 Ali 44 White 22 Luk 51 Cerberus (Hellhound Level 13 Ali 0-60) HP 83+7 Type - Mountains (5) Physical 51 Str 56+4 Size - Large Fire 52 Agi 62+4 Cost - 570+100 Cold 40 Int 48+4 Front - Smash (3) Lightning 36 Cha 23 Back - Charm (2)* Black 65 Ali 30 White 15 Luk 53 * Charms an enemy like the Stun spell. This can be substituted for Fire on occasion. ---- OCTOPUS ---- Octopus HP 78+9 Type - Ocean (8) Physical 64 Str 51+3 Size - Large Fire 54 Agi 38+2 Cost - 300+50 Cold 53 Int 47+1 Front - Tentacle (4) Lightning 20 Cha 20 Back - Tentacle (2) Black 50 Ali 50 White 50 Luk 50 Kraken (Octopus Level 12+ Ali 55+) HP 86+10 Type - Ocean (8) Physical 67 Str 57+4 Size - Large Fire 59 Agi 47+2 Cost - 700+110 Cold 58 Int 50+1 Front - Tentacle (4) Lightning 17 Cha 20 Back - Maelstrom(2)*ALL Black 43 Ali 57 White 57 Luk 50 * Maelstrom is a giant whirlpool which attacks the entire enemy squad. It counts as a physical attack, but can only be used in the water. Otherwise its 2 Tentacle attacks. ----- BIRDMEN ----- Hawkman HP 87+5 Type - Low Sky (4) Physical 39 Str 45+2 Size - Small Fire 36 Agi 55+3 Cost - 400+90 Cold 40 Int 52+1 Front - Club (2) Lightning 44 Cha 40 Back - Club (1) Black 40 Ali 50 White 40 Luk 42 Eagleman (Hawkman Level 10+ Cha 50+ Ali 45+) HP 86+6 Type - Low Sky (4) Physical 42 Str 49+2 Size - Small Fire 39 Agi 60+4 Cost - 700+140 Cold 43 Int 58+2 Front - Club (2) Lightning 80 Cha 60 Back - Thunder (1) Black 34 Ali 66 - Recruits - White 56 Luk 56 Hawkman, Gryphon Ravenman (Eagleman Level 12+ Cha 50+ Ali 0-55) HP 95+6 Type - Low Sky (4) Physical 40 Str 52+2 Size - Small Fire 70 Agi 62+4 Cost - 800+120 Cold 46 Int 55+2 Front - Club (2) Lightning 47 Cha 55 Back - Inferno (1) Black 69 Ali 31 - Recruits - White 21 Luk 48 Hawkman, Gryphon ---- DEMONS ---- Imp HP 68+5 Type - Low Sky (3) Physical 44 Str 45+2 Size - Small Fire 37 Agi 45+2 Cost - 300+60 Cold 44 Int 48+3 Front - Chop (2)* Lightning 38 Cha 50 Back - Nightmare (1)* Black 55 Ali 25 - Recruits - White 35 Luk 48 Wizard * These are both Black attacks. Nightmare is ranged. Demon (Imp Level 10+ Cha 50+ Ali 0-40) HP 69+6 Type - Low Sky (3) Physical 47 Str 49+3 Size - Small Fire 40 Agi 48+3 Cost - 800+140 Cold 49 Int 53+3 Front - Chop (2)* Lightning 44 Cha 60 Back - Nightmare (2)* Black 65 Ali 15 - Recruits - White 25 Luk 52 Wizard, Imp * These are both Black attacks. Nightmare is ranged. Devil (Demon Level 20+ CHA 50+ ALI 0-25) HP 70+6 Type - Low Sky (4) Physical 53 Str 56+3 Size - Small Fire 42 Agi 51+3 Cost - 1300+220 Cold 52 Int 58+4 Front - Chop (2)* Lightning 48 Cha 70 Back - Meteor (1)* Black 86 Ali 5 - Recruits - White 4 Luk 55 Mage, Demon * Chop is Black. Meteor drops a huge meteor on the opposing squad. This is considered a Black attack. -----GRYPHONS ----- Gryphon HP 80+7 Type - Sky (5) Physical 43 Str 50+2 Size - Large Fire 33 Agi 58+4 Cost - 200+50 Cold 48 Int 37+1 Front - Charge (2) Lightning 53 Cha 30 Back - Gale (1)* Black 55 Ali 45 White 35 Luk 53 * A powerful sweep of air which attacks the entire enemy squad. Counts as a physical attack. Cockatris (Gryphon Level 9+ Ali 0-60) HP 74+6 Type - Sky (5) Physical 46 Str 54+3 Size - Large Fire 37 Agi 63+4 Cost - 890+80 Cold 53 Int 42+1 Front - Charge (2) Lightning 57 Cha 40 Back - Petrify (2)* Black 64 Ali 36 White 26 Luk 55 * Petrify is a physical attack that also turns an opponent to stone for the duration of the battle. ---- ANGELS ---- Angel HP 70+4 Type - Low Sky (2) Physical 27 Str 40+2 Size - Small Fire 39 Agi 43+2 Cost - 300+50 Cold 40 Int 50+3 Front - Halo (1)* Lightning 37 Cha 50 Back - Banish (1)* Black 35 Ali 65 - Recruits - White 55 Luk 50 Faerie * These are both White attacks. Banish is ranged. Cherubim (Angel Level 11+ Cha 55+ Ali 60+) HP 71+4 Type - Low Sky (2) Physical 31 Str 45+2 Size - Small Fire 42 Agi 46+2 Cost - 800+130 Cold 44 Int 55+4 Front - Halo (2)* Lightning 41 Cha 60 Back - Banish (2)* Black 24 Ali 76 - Recruits - White 66 Luk 54 Angel, Faerie * These are both White attacks. Banish is ranged. Seraphim (Cherubim Level 22+ CHA 60+ ALI 80+) HP 76+4 Type - Low Sky (2) Physical 35 Str 49+2 Size - Small Fire 45 Agi 49+3 Cost - 1300+210 Cold 48 Int 60+4 Front - Halo (2)* Lightning 45 Cha 70 Back - Jihad (1)* ALL Black 17 Ali 87 - Recruits - White 77 Luk 57 Cherubim, Faerie * These are both White attacks. Jihad attacks an entire unit. ---- MERMAIDS ---- Mermaid HP 93+5 Type - Water (2) Physical 29 Str 49+2 Size - Small Fire 26 Agi 52+2 Cost - 900+130 Cold 52 Int 51+3 Front - Stab (2) Lightning 21 Cha 53 Back - Blizzard (1) Black 43 Ali 57 - Recruits - White 48 Luk 44 Mermaid, Octopus Nixie (Mermaid Level 11+ Cha 50+ Ali 50+) HP 85+5 Type - Water (2) Physical 34 Str 51+3 Size - Small Fire 31 Agi 55+3 Cost - 1150+210 Cold 60 Int 57+4 Front - Trident (2) Lightning 23 Cha 57 Back - Blizzard (1)* ALL Black 47 Ali 74 - Recruits - White 62 Luk 41 Mermaid, Octopus * Shower the enemy squad with hail. --- GOLEMS --- Really useless creatures if you ask me. Too few HP for Golem. HP 45+2 Type - Plains (5) Physical 69 Str 56+4 Size - Large Fire 38 Agi 31+1 Cost - 100+20 Cold 63 Int 30+2 Front - Punch (3) Lightning 61 Cha 20 Back - Punch (2) Black 55 Ali 50 White 43 Luk 39 Rock Golem HP 53+2 Type - Mountains (5) Physical 73 Str 60+4 Size - Large Fire 74 Agi 32+1 Cost - 600+70 Cold 67 Int 30+2 Front - Punch (3) Lightning 63 Cha 30 Back - Punch (2) Black 53 Ali 55 White 47 Luk 40 Iron Golem HP 67+2 Type - Plains (5) Physical 82 Str 63+4 Size - Large Fire 41 Agi 33+2 Cost - 1700+180 Cold 81 Int 30+2 Front - Punch (3) Lightning 72 Cha 48 Back - Punch (2) Black 63 Ali 73 White 90 Luk 45 ---- UNDEAD ---- All undead are almost completely IMMUNE to everything except for White attacks and healing spells, which destroy them. Skeleton HP 0 +0 Type - Plains (3) Physical -- Str 43+3 Size - Small Fire -- Agi 42+2 Cost - 100+20 Cold -- Int 32+1 Front - Slash (2)* Lightning -- Cha 0 Back - Slash (1)* Black -- Ali 0 White -- Luk 55 * This is an Black physical attack. Wraith HP 0 +0 Type - Plains (3) Physical -- Str 51+4 Size - Small Fire -- Agi 49+2 Cost - 350+50 Cold -- Int 44+1 Front - Slash (3)* Lightning -- Cha 0 Back - Slash (2)* Black -- Ali 0 White -- Luk 55 * This is an Black physical attack. Ghost HP 0 +0 Type - Low Sky (2) Physical -- Str 35+2 Size - Small Fire -- Agi 57+3 Cost - 100+20 Cold -- Int 50+4 Front - Curse (1)* Lightning -- Cha 0 Back - Nightmare (2)* Black -- Ali 0 White -- Luk 48 * These are both Black attacks. Nightmare, like as the wizard spell, is ranged. Phantom HP 0 +0 Type - Low Sky (2) Physical -- Str 45+2 Size - Small Fire -- Agi 62+3 Cost - 200+40 Cold. -- Int 53+4 Front - Curse (2)* Lightning -- Cha 0 Back - Nightmare (3)* Black -- Ali 0 White -- Luk 50 * These are both Black attacks. Nightmare, like as the wizard spell, is ranged. ***************************************************************************** *10**NEUTRAL ENCOUNTERS LIST**** Still working on it. There are only about 3 different types of netural monsters in an area, give or take a few. Sadly, I lost a lot of the e-mail sent to me in a crash. I also cleared out the first 13 as most of them were an unconfirmed list. If you know of any neutral encounters, send location, level, type, and terrain to dannisan@mindspring.com Syntax: Level # Character Terrain The Castle of Warren ? ??? ??? ? ??? ??? ? ??? ??? The Borders of Sharom ? ??? ??? ? ??? ??? ? ??? ??? Sharom District ? ??? ??? ? ??? ??? ? ??? ??? Pogrom Forest ? ??? ??? ? ??? ??? ? ??? ??? Lake Jannenia ? ??? ??? ? ??? ??? ? ??? ??? Deneb's Garden ? ??? ??? ? ??? ??? ? ??? ??? Slums of Zenobia ? ??? ??? ? ??? ??? ? ??? ??? Island Avalon ? ??? ??? ? ??? ??? ? ??? ??? Kastolatian Sea ? ??? ??? ? ??? ??? ? ??? ??? Diaspola ? ??? ??? ? ??? ??? ? ??? ??? Kalbian Peninsula ? ??? ??? ? ??? ??? ? ??? ??? Valley of Kastro ? ??? ??? ? ??? ??? ? ??? ??? Balmorian Ruins ? ??? ??? ? ??? ??? ? ??? ??? Musplem ? ??? ??? ? ??? ??? ? ??? ??? Organa ? ??? ??? ? ??? ??? ? ??? ??? City of Manalo ? ??? ??? ? ??? ??? ? ??? ??? The Tundra ? ??? ??? ? ??? ??? ? ??? ??? Antalia ? ??? ??? ? ??? ??? ? ??? ??? Shangril ? ??? ??? ? ??? ??? ? ??? ??? Fort Allamoot 18 Tiamat Desert ? ??? ??? ? ??? ??? Ruined City 19 Tiamat Mountain 20 Gold Dr. Mountain ? ??? ??? Dalmuhd Desert 18 Fire Giant Shallow Water ? ??? ??? ? ??? ??? The Ryhan Sea ? Nixie Shallow Water ? ??? ??? ? ??? ??? Fort Shulaman ? ??? ??? ? ??? ??? ? ??? ??? Kulyn Shrine 23 Kraken Deep Water ? ??? ??? ? ??? ??? City of Xanadu ? ??? ??? ? ??? ??? ? ??? ??? Zetegina ? ??? ??? ? ??? ??? ? ??? ??? Temple Shalina 25 Ice Giant Snowfield ? ??? ??? ? ??? ??? ***************************************************************************** *11**CHEATS(Playing by the Extended rules!)**** Right now I know of only 2 cheats so this is a small section. They're more like easter eggs, however. * Entering FIRESEAL as you name lets you start at Dragons Haven with a bunch of characters around the 15th level, including a Vampire and a Lich. Your characters are determined by the tarots you pick (pick good and get Seraphim and Paladins. Pick bad and get Mages and Evil Ones) * Entering MUSIC/ON as you name brings you to a music test screen to listen to all the music, no real value other than an "oh neat" once. Well that's it for this version, so if you having anything to add that I missed just mail at dannisan@mindspring.com Have fun.