TACTICS OGRE: KNIGHT OF LODIS Version 3.1 Last Updated: 8/9/2002 Presented by bearsman6 The Guide to Questions We Know You Want to Ask, but Shouldn't... A Complete Guide >>>>>TABLE OF CONTENTS<<<<< I. Revision History II. Introduction to the Guide III. Back story... IV. Characters V. Game Controls VI. The Walkthrough! 1. Let it begin! 2. The chosen path... A 3. Chapter 2 (Path A) 4. Chapter 3 (Path A) 5. The chosen path... B 6. Chapter 2 (Path B) 7. Chapter 3 (Path B) 8. ENDINGS... **MAJOR SPOILERS** VII. Quest Mode VIII. Class Details IX. Emblems X. Items XI. Cheats XII. Misc. Questions XIII. Credits and Disclaimer ----------------------------------------------------------------------- --------I. Revision History, Because History is Good For You!---------- ----------------------------------------------------------------------- VERSION 1.0 (4/24/2002) - First version! Wow... this will take lots of work... - I am still missing... mostly everything. Just beginning some of the walkthrough segments, so bear with me... Oh wait, this version won't ever be posted. HAH! SCORE! VERSION 1.1 (4/30/2002) - Well, the progress has to start somewhere. Started adding characters, while also trying to learn more of their back stories... Not the most simple task, especially since the English version isn't even out yet... - Walkthrough now includes TWO WHOLE BATTLES! Whee... Now if only that was a good thing. I can tell this will take a _very_ long time. Still, any progress is good progress! - Still filling out the class section. Seems like that's all I'm doing of late: filling out. I can't call anything completed, because it isn't. Oi. VERSION 1.2 (5/1/2002) - Added a lot more to the character/class sections, including the new section dedicated to enemy-only classes. Finished, now, with all of the human classes... about time really. - Began reworking the beast classes, including more 'species' as well as complete descriptions and 'talents' sections. - Reformatted a few of the other sections, including some to the 'history of the series' introduction, but it was MAINLY a day spent on classes... VERSION 1.3 (5/2/2002) - Updated parts of the walkthrough, especially the battles previously "completed." Basically completed a few more battles, too. If only I could read what the dialogues were saying. - Realized that I really *don't* have to give complete commentaries on what happens after the battles... at least not in this version. So, from now on, the guide will likely be a bit more trimmed in those sections. It should work out for the best. - Hope to finish the class section (as finished as can be expected that is) today... some time. - Added a few extra categories for each class, so as to make the section more thorough... Movement type, a section of just commentary, etc. - Reformatted some more... Still trying to find something that is both appealing to the eye AND EASY TO READ/DIFFERENTIATE. This is, and has always been, the biggest challenge... blah.... VERSION 1.4 (5/6/2002) - Game was delayed, so it will be a while before this goes public... as in, longer than previously thought. Seems the new release date is the 9th... - Added lots of good stuff into the classes section. Mainly, put in level bonuses. This should take me lots of time to get around to... yay. - Also finalized third battle, thinking of adding another today. Maybe... - Getting pretty far in this translation, and it's still enthralling, despite the language barrier. The hard part is explaining some of the more complicated ideas, like persuasion. Tried that section today. Hah. Not happening... - Proceeded to the more tedious work on the emblem section. Working amazingly well so far, again, despite translation problems. Still, pretty nice. - As if that wasn't enough, added a bit more about persuasion, mostly to the "random questions" section of the guide. It fit there... sort of. (5/7/2002) - Not worthy of another version number, so... finished some minor work on emblems... mostly the appearance and complete descriptions. - Went through another battle, completing write-up (totalling... four...) VERSION 1.5 (5/10/2002) - GAME RELEASED (and bought)! Touched up character section, added few more detail, etc., while actually fixing some of the English translation deals... - Filled in a bit of the story, not to mention add a lot about some of the larger, key characters. This will be fun! - Redoing all of my walkthrough, since lots of things need a touch-up due to English translation differences. Also will help fill in gaps in story... - Retouching emblem and class sections for translation differences. - Filling in Quest Mode section with actual information (lol). - Completely redid the controls (thanks to the game's manual). The section now actually makes sense. O_o - Pulled the Emblems out into their own section (which should have been done long ago, I realize, but oh well)... VERSION 1.6 (5/11/2002) - <6 AM> Pulling an all-nighter due to work, so I might as well work on this... - Added a bit more to story, specifically surrounding some key characters and the second, third, third prime, and fourth battles... Yay. - Added section on items... specifically curatives and expendables. - Finished through fourth battle now... Still no sleep <10 AM> (5/12/2002) - Finished with current lists of items and spells... gave descriptions and uses along with other pertinent information. - Continuing with walkthrough, now up to another few battles. - Adding contributions (and credits) from others to provide alternate opinions. - Began Quest Mode walkthrough, but only did first level. Need to find more books to continue on... - Wrote up more for classes and items/spells. I must just be masochistic... VERSION 1.7 (5/13/2002) - Getting very close to submission... - Added lots more to items sections, especially thanks to goukei. ... correction, nearly COMPLETED items section. HUGE thanks to goukei ^_^ - Added a few more story battles to the walkthrough, and as always included the events between the battles, too. - Got up through The Choice of Urodela... Now the work will split along two paths... Yay. Twice as much to do -_-'' - Updated a few character sections, including Cybil. Finally filling it in. - It's Official... After this update, and this version is finished, it will be submitted... It's just nasty to think about, but necessary... Even in this state, the guide might help someone... or a lot of someones... VERSION 2.0 (5/14/2002) - Retooled the formatting, making it SOMEWHAT balanced on the edges... - Retouched character profiles from early segment. - Submitted! Now to get back to work! lol... - Added a few more items and spells/abilities. - With contributions from Landon, now 3/4 done with class level bonuses. - Continued walkthrough... Got a few more battles done on both paths... - Reformatted after seeing the posted FAQ on GameFAQs... It needed to have the edges more even... so I fixed it. - Proofreading now.. Gah, how this part of the process blows. Basically, though, it's giving me a little break from just straight gameplay... I DESPERATELY need that... VERSION 2.1 (5/15/2002) - Continuing work on the walkthrough... Added another few battles to the path with Cybil and Shiven. Yay. Chapter 2 shall now begin. - Compiled more info on hidded items (thanks to DeadSs' contribution) - Filled in more information about classes, spells, and items. - Generally just continued with the formatting flaws... I hate this part. - Done for the night... (1:30 AM on the 16th) VERSION 2.2 (5/16/2002) - Continuing where I left off, filling in Unique Classes thanks to some help from mikee83. Very nice, in-depth FAQ on special characters. - Continuing walkthrough... now a few battles further. - Added Battle 2 to Quest Mode. Yay for tediousness incarnate... - Added another huge chunk to the "hidden items" section, as well as a coordinate grid system. Whee... VERSION 2.3 (5/20/2002) - Slowing down due to current location (out of state) and inability to play the game currently. Still, lots of contributions have made this a much better guide, and more complete... - Added more spells (notable Bane and Virtue) to make list nearly complete. - Added a few more items that others found, either from Quest Mode or a Versus Game (yes, that's right... another thing to cover... later). - Answered quite a few emails, and hopefully a few more questions on the boards. If only this FAQ was as easy... - Updated a few character sections... namely Euphaire and Elrik. I still have lots to do there, however. - Added some ROUGH levels to walkthrough. When I have time, I'll go back and make them all pretty and such... Ugh. It will take me HOURS to do, however. - Also added a few more "game text" descriptions, both to spells and emblems... VERSION 2.4 (5/22/2002) - Finishing touches on a few walkthrough battles (A Path). - Added info for witch class, undead classes, and redid organization there... - Checked through and verified a few "hidden items" levels. - Slimmed down revision history a bit (Masvega would be proud...) - Updated the info on Deneb and fairies thanks to a contribution from an email by Austerity. Check those corrections out... (5/24/2002) - Added a few abilities discovered in recent battles. Also updated sections in spells, adding in "Summons" - Updated character info on Euphaire, as well as class data on her Shaman, along with the Dragon Zombie, Warlock, and Giant. VERSION 2.5 (5/25/2002) - Complete overhaul of hidden items section, mainly thanks to Terence, who put coordinates in system where (0,0) is BOTTOM corner of map. Very nice, and now COMPLETE! - Walkthrough progressing slowly... (5/26/2002) - Updated random questions section, mainly biorhythm and mental gauge Qs. - Added another few battles to Path A. No progress on Path B as of yet. - Fixed a few minor details, while adding new ones... - Corrected something in the "hidden items" section. (5/27/2002) - Added another battle, updating info on Giants, Elrik, and a few spells. - Also added the game text for a few emblems, updating that section. - Added the Summoner class to the 'Unique Classes' sub-section. - Thanks to a contribution, added a way for Alphonse to get the Archangel's Feather emblem! - Added info in two places about the Star Tiara ability... - Clarified info on Lubina and how to get her to join. VERSION 2.6 (5/28/2002) - Added questions to the end about Angel Knights, transmigration, and also the "Item Sets." - Continued walkthrough Path A... Just trying to flesh out what beyowulf contributed (some huge thanks go out to him!) - Revived the section on Quest Mode, including more details on Battle 2. - Updated the "Items" section to include new items, while also added the elemental properties to weapons. Yay. (5/30/2002) - Updated "Items" section again, included more items and reformatted a few of the sections alphabetically. - Started work again on Path B walkthrough (at a request). (6/6/2002 - 6/13/2002) - Added another few battles to Path B, finishing Path A with beyowulf's basic outlines and just filling in personality and format. - Updated some wrongs in the hidden items section (thanks Terence). - Added another question about Angel Knights to the 'random' section. - Added a few abilities, items, and random questions. - Validating hidden items as I go along. whee... VERSION 3.0 (7/2/2002) - Finally updated on sites again! Not yet finished with Path A, nor B, but getting much closer... - Updated 'item set' information. VERSION 3.1 (7/6/2002 - 8/9/2002) - Added three supplemental location-events at beginning of chapter 3. - Been adding battles to the B route lately... Still need to finish A... - Reformatted a LOT, to fit the screen better on GameFAQs. - Added more battles to Part A. - Updated the classes section, adding a few computer-only classes. - Lots of corrections, thanks to Tetra (again ^_^) ----------------------------------------------------------------------- II. Introduction to the Ogre Battle Saga: ----------------------------------------------------------------------- This FAQ is actually going to be a complete rundown of the major points this game has to offer. Why? Because it desperately needs one, especially to help people with absolutely no idea how to figure out their own tactics. This guide also should only be found on the following sites. Please note, if you find it elsewhere, please email me, since i will then need to contact someone about a little copyright problem. Thanks for your help. www.gamefaqs.com www.tacticsogre.com www.gamespot.com www.neoseeker.com www.cheathappens.com www.ign.com www.mmxt.cjb.net However, let me not digress. This FAQ is made for YOU. For anyone and everyone who has a question about the game, I hope to be able to provide some relief. But before we get straight into it, a few pieces of advice that apply to MANY questions: (1) THIS IS NOT THE SAME AS THE TACTICS OGRE FOR THE PLAYSTATION!! Please, do not ask this question again. It has been overdone. It was overdone two days after the game was released in English. Hell, it was overdone days BEFORE it was released. So, please note: all of the people answering questions ANYWHERE about this game are tired of answering that question. It is a completely different game. Related, yes, but a new and different game.... completely... 100%... all of it and, if possible, even more. Thanks. (2) Play through the game with the Help Messages on for the first few battles. Think tutorial. Then, if you still have questions, check with the "Pumpkinhead Help" set of menus. They are, by far, the best introductory tools the game provides (unless you have the original Tactics Ogre: Let Us Cling Together). These 'Tutorial' aids will teach you basically all you need to know about navigating through menus, going through battles, and even attacking, guarding, class changes, etc. So, final thought: JUST USE THEM!! Save us the trouble of telling you something that is obviously found there. (3) Read through the instruction booklet. If you don't have one, then this doesn't apply to you. However, if you DO, and you don't read it, that is about as bad as ignoring the Tutorial. Both of those tools are very helpful to someone who has never played an Ogre Battle game before, and, honestly, they can teach you everything you know about the basic game (not the total game, but how to start, how to play, just not strategy). (4) To save yourself some time, get used to the Ctrl-F function -- FIND. All it requires is that you hold down the Ctrl key and hit F. A new window will appear where you can type in a word, a set of words, etc. and it will search the entire document for those words. This is VERY helpful on a long page (such as this, or other FAQs)... Just keep these basic lessons in mind, and now, let the learning begin! ----------------------------------------------------------------------- III. Only through knowledge of the past can you be prepared... ----------------------------------------------------------------------- Long ago, there was a time when strength ruled and evil held the world in its vile clutches... The age of Zeteginia... The story is set TWENTY-THREE years before the events of Ogre Battle 64 (Chapter 6 in the grand saga) and the original Tactics Ogre (Chapter 7), both of which occur at almost the same time. Its main focus will be on the island nation of Lodis as well as the enigmatic land of Ovis. A traditional antagonist that we all know and hate by now, Lodis is known in the other games as the Holy Lodis Empire, where the church seems to be the true behind any and all power that the nation has. The church itself is centered on the worship of St. Lodis, who we will learn more about later. Here is a general timeline, just to clarify a few of the dates... P.Y.227 The Zeteginian Empire, founding of the country P.Y.231 TO:tKoL P.Y.250 OB:MoBQ P.Y.251 the New Zenobian Kingdom, founding of the country Located northwest of Galicia, Lodis has been trying to "enlighten" its fellow men lately, using horribly brutal tactics. This has been continuing for nearly 15 years and has involved the conquering of many surrounding lands and converting them to its religion, Lodisism. Fun stuff, don't you agree? Anyway, the southern region of Ovis, Anser, initially resisted the changes and forced conversion, it has actually grown to flourish due to the trade with the mainland that Lodis provided. The northern region, Rananculus, which is surrounded by lots of mountains and rivers (effectively hampering communications and trade) accepted the subjugation without a fight. It is now settled mostly by the aristocrats or landed elite, with inhabitable land being a scarcity. ----------------------------------------------------------------------- IV. Getting to know your army: the players ----------------------------------------------------------------------- ALPHONSE LOEHER A member of the Empire's top unit of knights, the Order of the Sacred Flame at the quest's beginning, the 15-year-old Alphonse is only a new recruit. He began his military training at 12, however, and became a knight at 14, but this was the 'normal' path for the son of an aristocrat. He has trouble accepting his 'new' family name, and is constantly forced to deal with the problems within his family. Sent to Rananculus with his good friend, and commander, Rictor Lasanti supposedly to investigate an unusual occurrence and aid the southern territory of Anser, he doesn't know that this will begin a journey to forever change his path in life. Alphonse knows of war, but is still naiive. The good guy, and your main character, Alphonse just wants to bring justice to his island home of Ovis and figure out who he really is. Class: Soldier Description: A young man with blue/purple hair, light armor, and a blue sash. To Recruit: Begin a new game (Actual birthday: Tierra 22) Element: Varies Alignment: Varies Fortune: Idleness. Don't slack off too much. Remember your original purpose. Thoughts: Your basic hero, Alphonse has the potential to be one of the strongest fighters in the land. He starts off doing relatively well in the soldier class, which should tell you something right off the bat. He can be a damned fine fighter in ANY class, and that says a lot about him. RICTOR LASANTI A very proud, young, and strong swordsman, Rictor is also a friend to Alphonse. Though only recently appointed to a commanding position, he believes strongly in the goals of the Holy Lodis Empire, as well as their practices. At times, he is known to disagree with Alphonse, especially about matters of the aristocracy and the way things should be, but the two are still very close. Very capable in the realm of fencing, and by far no stranger with the foil, Rictor also has decent skill with magic, which he uses as an attack or curatively. Lone son to the Duke of Felis, the young Rictor doesn't quite know what his future will hold. Though he once dreamt of becoming a priest of Lodis, now his future is cloudy. Perhaps he will take the title of Duke after his father, and he seems to want Alphonse by his side in that event as an advisor. Class: High Priest Description: A young, blonde man in a blue cloak/tunic and hair tied back in a very proper manner behind his head. To Recruit: Take Path B in Urodela, after siege of Castle Ostorea Rictor will ask to join you. Birthday: Treva 6 Element: Earth Alignment: L Fortune: Thoughts: A man who knows how to kick ass, unfortunately Rictor doesn't seem to want to disobey orders, meaning that you won't get him. He has a great attack, though, which is a shame, since later on it's only directed at your people. Oh well... ELEANOR OLATO She first meets our hero, Alphonse, in the beginning of the game, lying on a beach and near dead courtesy of an arrow wound. Eleanor cares a lot about her new friend, but also wants to see him become something truly great, as she knows he can. Originally a nun, aiding Father Hamen of the church in Solea, her foster father, she truly is an innocent amongst warriors... She was an orphan who never knew her real parents. She was raised by step-parents in the town of Sotavento, after being found by a mermaid and delivered to them... Perhaps this is why she loves to be alone on the beach... hoping that her childhood playmate, that mermaid, might return... Her relationship with Alphonse Loeher began when she found him lying nearly dead upon a beach at the Church at Solea, but blossoms into much more. Though slowly, she eventually becomes an advisor, and confidant, for the young knight, a source of confidence and strength. What more could Eleanor and Alphonse become? Only time can tell. !!!SPOILER!!! Eleanor is the sister of Cybil, the sorceress! Class: Soldier Description: A young, blonde girl wearing a white dress, trimmed with blue and green. Also wearing a green ribbon in her hair. To Recruit: Finish Chapter 1 on Path A (Cybil's path). Birthday: Sombra 7 Element: Water Alignment: N Fortune: Endurance. Personal glory isn't everything. Think about what's important. Thoughts: Overall, not THAT bad... She comes equipped with a pearl necklace but no weapon. She's helpless for the first little while, but then she does get better. A natural warrior once she gets into it, you won't regret using her in your party at all! Final Note: If you get her INT above 170, she learns a special/super technique called Star Tiara. It's incredibly powerful (like an Orb), but is limited to one use per 'learning.' To relearn this spell, just level up or beat a Quest (or battle, or training fight). IVANNA BATRAAL The daughter of the previous Lord of Rananculus and an ex-member of the White Fang Troops, Ivanna knows how to fight, and she does it very well. She first meets Alphonse when he is rescued from the surf by Eleanor, after the first battle in the Lutra Islands. She later joins him on his mission in Ovis, seeing that his path may well be the one she needs to help uncover the truth of her father's death. Like Alphonse, she is a very capable Knight, dressed in red, and her determination to uncover the truth of the events from 15 years ago (when her father died, presumably by the hand of her uncle, Naris) only make her the more deadly. She escaped both her uncle and the White Fang Troops through the aid of her weapons instructor...Perhaps her most useful talent early on in the game is her ability to heal, but do not underestimate her prowess physically. Class: Knight Description: A raven-haired woman clad in red armor. To Recruit: Complete battle 3 (Vespa Hill) and Ivanna will ask to join you. Birthday: Deus 9 Element: Earth Alignment: L Fortune: Self-contempt. Ignore the small things. Forget about your worries. Thoughts: A very capable fighter, and a welcomed addition to your army, especially so early in the game. With the added bonus of being able to cast a healing spell (courtesty of her knight class), she is incredibly versitile. Keep her around and you won't regret it! FATHER HAMEN Over-protective and often deluded priest who looks over Eleanor as if she was his own daughter. He has cared for her since she was young, making sure that she learned her lessons while also watching out for her well being. He doesn't know about her past, but always looks toward her future. Though he means only for the best, his judgement is often clouded by bouts of selfish behavior and pride. ORSON LAMIES An archer who is traveling with Rictor and Alphonse on their mission in Ovis, Orson stays alongside Rictor. He joins and splits with Alphonse a number of times, but every time, he makes the most out of his experience and skill with the bow. A valuable warrior within Lodis' Army. Class: Archer Description: An old man wearing a green headband and blue clothes. To Recruit: Choose path B at Urodela, going in search of Rictor. During the next fight, Orson will offer to join you. Birthday: Deus 20 Element: Wind Alignment: L Fortune: Discontent. Things may seem rather ordinary, but your comrades will pull you through! Thoughts: Any person that comes as an archer is either insanely good to pull it off, or just crappy enough to fit the archer class. Orson is actually good enough to pull this class off. Scary, isn't it? NARIS BATRAAL Current Lord of Rananculus, Naris used to be the head knight of the White Fang Troops. He inherited the title of Lord from his brother, as the position has been in their family for generations. The uncle of Ivanna, his relationship with his neice is very shaky, especially since it is questionable concerning his involvement with the previous Lord's death. His intentions are unknown, but it is certain of his involvement in the continuation of the war between Rananculus and Anser. NICHART BRIFFAUT Current leader of the White Fang Troops and a knight of Rananculus, Nichart is striving to follow the orders issued down to him by Naris Batraal. A devoted knight in the midst of a war between two adjoining nations, Nichart just does what he is ordered to do, but he does it well. MALICIA BATRAAL A young, raven-haired woman. She hates her uncle, Naris Batraal, for reasons not quite known yet. She calls him arrogant and greedy (pretty accurate, really). Seemingly unknown to her, she is Naris' dead brother's daughter -- Ivanna's sister. She seems to have a very strong interest in Rictor Lasanti, romantic, and the two are engaged for marriage in the undisclosed future. We shall just have to see how that develops... ...Malicia Batraal died years ago, when she was 13 years old. BERNARD LASANTI Leader of the Knights of Felis during the Reformation 15 years ago, he was believed to have been present, with the Order of the Sacred Flame, to sign the treaty with the kingdoms of Ovis, or force their decision. Father to Rictor, Bernard also seems to have ties with Naris Batraal, Lord of Rananculus. GLYCINIA A fairy who decides to join Alphonse on his quest for justice after he saves her life from attackers. Normally from the forest that separates the two warring countries of Rananculus and Anser, Glycinia only left to search for her sister, Lubina, who ran away from the forest a while ago. (She thought it was boring there, go figure!) Although a fairy, Glycinia still has some decent items equipped, and seems to just show that fairies can TRY to pull their own weight. Class: Fairy Description: A fairy clad in a blue dress and with purple hair. To Recruit: Return to Vespa Hill after battle 3 and another battle will take place. Win this battle, while saving Glicina, and she will ask to join your troops. Birthday: Oceano 21 Element: Wind Alignment: L Fortune: Vivacity. Many opportunities to use your talents. Always do your best. Thoughts: Oi. You really can't expect that much from a fairy. I know this, but she is a special character. Wouldn't you expect that to make her at least a bit better? I would, but she isn't. Her only benefit is that she comes with a glass pumpkin and some other decent equipment. Blah. She learns a decent special talent after level 10, but by that time, you'll have far more capable fighters. LUBINA Another fairy, a friend to Glycinia, and, depending on your path, someone who might join with Alphonse. Hidden in a gremlin costume, Lubina ran away from her life, and Glycinia, to have fun. She got bored. That's it. The definition of a free spirit, Lubina and Glycinia have been best friends for longer than they can remember, and together make an incredible team (for fairies). Class: Fairy Description: A fairy, dressed in red and with purple hair. To Recruit: In Graculla (Volcano area), defeat every enemy EXCEPT the lone gremlin who won't attack your troops, named Lubinnia. Then, with Glycinia in your party, move Glycinia right beside the lone gremlin and Lubina will offer her services to join you! Birthday: Oceano 21 Element: Water Alignment: N Thoughts: Another fairy? I already have ONE... and I really don't want to have to take care of another... Gah. Oh well. Together the fairy duo has one decent attack, but that really isn't worth using them for. I guess they were just thrown in to increase the number of hidden characters. Useful for bragging rights... CYBIL ALINDA Another early member of the party, Cybil rescues Alphonse from a cell at Fort Formido. A war orphan sent to Galius at age 6 and educated to become a member of the Hand of the Pope, Cybil has dedicated her life to the Church, and is unafraid to show her strong will, overbearing personality, or incredible abilities in battle to further the Pope's cause. She, unlike Alphonse, is very in-touch with the current state of things, realizing how the Pope, the Duke, and more are all in a politically destructive conflict. She is sent to Ovis to retrieve its secret, and believes that the mermaids might hold the key. Cybil lost her hometown during the Reformation. Born and raised on the island, she joined Lodis out of faith, and because she had the skill. Her determination also played a large part in this, though. She was driven from her home after her parents were burned to death in front of her young eyes... Now unafraid to devastate her opponents with her wind-elemental magic, Cybil can be a good addition to any party. !!!SPOILER!!! Cybil is the older sister of Eleanor! Class: Sorceress Description: A strong, brunette wearing a long, purple dress. To Recruit: Choose path A at Urodela, then after the siege of Castle Ostorea she will offer to join you. Birthday: Preta 22 Element: Wind Alignment: N Fortune: Thoughts: A very good character, if only for her spells. She can devastate her enemies, and is immediately one of the strongest members of your army when she joins you. SHIVEN Second in command to Cybil and one of the few people she trusts, Shiven is skilled as both an assassin and in reconnaissance. Often used on intelligence missions of great importance, Shiven follows Cybil wherever she goes. When Cybil's path crosses with that of Alphonse, how will Shiven react, and will he join the young knight who he might not always agree with? Class: Ninja Description: A ninja-like character in gray pants, a blue headband, and strawberry blonde hair. To Recruit: Choose path A at Urodela, and after the fight at Bison, he appears and offers to join your troops. Birthday: Tierra 8 Element: Fire Alignment: C Fortune: Overconfidence. Don't overestimate yourself or you may get hurt. Decide carefully. Thoughts: Getting another ninja is never a bad thing, but when he also comes with a Kagari-bi and pre-equipped spell, it's that much sweeter. Shiven is a great addition to any team, especially due to his skills as a ninja. However, he can become an even greater Swordmaster if you build him up that way. Still, he loses his unique appearance outside of the ninja class, so I typically leave him there. ^_^ AERIAL The strongest mermaid warrior still alive, Aerial is one heck of a powder keg in terms of personality. She meets Alphonse and company at Rana, after he saved the life of another mermaid. Even after this, however, Aerial mistakes his intentions as purely greedy (which she views as how ALL humans are), and attacks you. After her defeat, and a conference, however, she asks to join his cause, hoping to one day undestand how someone can love so deeply as to sacrifice the thing that means the most to them. Class: Mermaid Description: Mermaid with blue hair, golden horn-like ears, and a red lower body of a fish... To Recruit: Choose path A at Urodela, and after the long talk and battle at Rana, she offers to join you in a cutscene at Arena. However, she will NOT offer to join if Minerva died in the previous battle. Birthday: Branca 2 Element: Wind Alignment: N Fortune: A strong will. You will bear many hardships, but do not dwell on them. Thoughts: A typical mermaid. Unfortunately, that isn't a good thing. She's excellent in water combat situations, but on dry land Aerial just cannot hold her own against such other attackers (like Shiven). Still, what she lacks in physical skill she almost makes up for with her Lullaby and Cheer talents... almost. EUPHAIRE The talented daughter of Elrik, Euphaire was born with a gift, magically blessed beyond what most people dream of. However, this exceptional youth is plagued by the choices of her father. All too recently, Elrik forced the spirit of his departed wife, Euphaire's mother, into the body of the young shaman. She then ran into hiding, haunting the region of her old home. Euphaire decides to join Alphonse on his mission after he defeats her in a battle, thus freeing her of her mother's influence. A decent magical attacker, Euphaire also has the ability to heal her allies, but she must trade some of her own livelihood to do so. Class: Shaman Description: Another blonde girl in a blue and white dress, but also wearing a green hair band. To Recruit: Choose Path A in Urodela and ... Birthday: Ouro 11 Element: Fire Alignment: C Fortune: Slump. Relax and think things over. Sometimes it's better to wait. Thoughts: A decent character, with good offensive magic capabilities. What really makes Euphaire shine, however, is her unique ability, which allows her to transfer MP to another character... at the cost of her own HP. It is a great deal, though. It often allows for a huge tactical advantage, granting a summon spell your very first turn! ELRIK A very talented warlock who joins Alphonse early on, Elrik uses a doll to attack his foes when not conjuring powerful spells. Unusual for men of the age, Elrik can even call forth summons, to destroy his foes. Some people wonder how this mere man can conjure forth mighty golems from at a whim, but they never really last long enough to get an answer. Also of note, Elrik is the father of Euphaire, another strong ally. Unfortunately, there is a tragic story behind this powerful man. Long ago, he lost his beloved wife to death. Grieving her loss to an unhealthy degree, he summoned her spirit to return... into the body of his daughter, Euphaire. Too late, he now regrets the decision, but he is forced to live with it. In joining Alphonse's troops he hopes to make up for past mistakes, while righting things yet to come. Class: Summoner Description: A tall, blonde man wearing green shoes with white and blue robes. To Recruit: Choose Path A in Urodela, at the beginning of Chapter 2, he will offer to join after the Belleza (optional) battle. Birthday: Fogo 24 Element: Water Alignment: C Fortune: Misunderstanding. Be cautious. Good intentions may be misinterpreted. Thoughts: Too sweet for words. This man can do it all, literally. He can cast almost any spell in the game, including summons. He's one of the best natural mages in the game. Use him, and use him often. CIRVANTE A powerful sorcerer, known for researching problems and finding solutions. Twin to Lethe, together the twins make a formidably duo. Clad in all blue, including a cape and turban-like hat, this blonde-haired twin holds his own in any battle. Hired by Naris Batraal to research the Sacred Spear, Lonicolnis, particularly in the folklore of the island, his primary concern is to find and recover the spear. LETHE When we are first told of the sorcerer Lethe, she is away, thinking about something. Twin to Cirvante, she wears the exact same colors. Wow... SAIA Saia is definitely an interesting, complex character. A daemon from the underworld, he was actually drawn to Rebanada by the fallen angel, and the monstrosity that lived there, Rimmon. Class: Lesser Daemon Description: A gargoyle-looking demon with gray skin and green wings >;) To Recruit: After the battle at Rebanada with Rimmon (in Chapter 3), return to fight against Saia. Defeat him, then tell him that you fight for yourself and he will offer to join you. You cannot have Lobelia in your group and have Saia offer to join. Birthday: Sombra 16 Element: Bane Sex: -- Fortune: Misjudgement. Your actions may be for naught. Keep an eye on your enemies. Thoughts: LOBELIA Another interesting story, Lobelia was drawn by the power of the fallen angel to our plane. Class: Angel Knight Description: Just your ordinary girl... with a halo over her head... white wings on her back, and in a blue dress with blue shoes (which match!) To Recruit: At the beginning of Chapter 3, go to Ardea and Lobelia will ask to join you. You cannot have Saia in your group and have Lobelia offer to join. Birthday: Agua 14 Element: Virtue Thoughts: DENEB RHODE Class: Witch* Description: A young witch with brown hair, beautiful face, but clad in RED! To Recruit: (see cheats and tricks section!) Birthday: Varies Element: Varies Alignment: C - N Thoughts: Yes, it's official. Deneb has found her way into yet ANOTHER game of this series. However, in this one, she was actually toned down a little bit. Still a huge upgrade over the normal witch, Deneb can cast summon spells(!) as well as the normal support spells all witches use. She's definitely worth acquiring, especially seeing as how that can be done as early as Battle 3. Worth adding to any army! ----------------------------------------------------------------------- V. For those who've lost control, or never had it... ----------------------------------------------------------------------- Basic Controls: - L button - Shortcut function on the field map. In conjunction with A and/or B buttons can ease character selection. - R button - From any screen, displays Command Menu. Allows you to give orders to troops, access help screens, options screens, etc. General use button that brings up ANY menu bar. Love this button! - Control Pad - Move characters or icons around on the screen (duh). Use to select items, commands, characters, or position them. - Start button - Used to suspend data during a battle (save mid battle). Also used to display a character's status. - Select button - Used to display Help messages on any screen. In conjunction with A, can tell more about items, characters, abilities, or literally anything you would like to know more about. - A button - Used to scroll messages, confirm choices, etc. Your basic control button, along with B, this is the "positive" button. - B button - Used to cancel messages, cancel choices, etc. Your basic control button, along with A, this is tthe "negative" button. ----------------------------------------------------------------------- VI. All you must do is walk this path.... ----------------------------------------------------------------------- ------PART 1------ < < LET IT BEGIN! > > *** As the game begins, you are shown a scene where a young, dark-haired warrior is walking down the street, accompanied by an older, well-dressed knight. They carry on a conversation in the town's market, immediately showing off the vibrant color scheme the game will use, as well as the style of characters to expect. Near the base of the stairs, the conversation will veer off as a hooded fortune teller asks if you would like your fortune told. After a bit more dialogue between Rictor and the blue-haired knight, and a bit of concern from Rictor over your current state of being, he decides to leave you. The warrior then talks to the fortune teller (with a nice background score, might I add), who asks for your name and date of birth. "Six fates determine your path in life, whispering in the recesses of your mind... They take form and scream out, 'Let it begin!'" Ah, you thought you got off that easy? As with ALL of the Ogre Battle and Tactics Ogre games, the next step is the infamous "Questions." These will determine a lot about what happens to you, initially at least. As you might expect, these answers will be very important. >>Guide to the Questions<< I know there will be a few questions, so here you go. I'm going to outline what each answer to each question will actually do. Each answer will give you a specific point value, or lack thereof. Here's what each answer is worth, and what the points finally do: Question 1 (Knight) The Bearer asks: "Bear which burden?" Resolve = 0 points, Fire *Truth = -1 point, Wind Sacrifice = 1 point, Earth Affection = -1 point, Water Question 2 (Horse) The Wanderer asks: "Walk which path?" *Belief = -1 point, Neutral Freedom = 0 points, Neutral Wealth = 0 points, Lawful Longevity = 1 point, Chaotic Question 3 (Tower) The Builder asks: "Design which plan?" Strife = 1 point, Wind *Wisdom = 1 point, Water Hatred = -1 point, Fire Prosperity = 0 points, Earth Question 4 (Magician) The Sage asks: "Swear which oath?" *Purity = -1 point, Lawful Revenge = 1 point, Chaotic Victory = 1 point, Neutral Fuition = 0 points, Chaotic Question 5 (King) The Leader asks: "Share which vision?" *Sadness = 0 points, Neutral Mercy = -1 point, Lawful Bliss = -1 point, Chaotic Terror = 1 point, Lawful Question 6 (Queen) The Almighty asks: "Shape which future?" Glory = 1 point, Fire Peace = 0 points, Water *Change = 0 points, Wind Control = -1 point, Earth (*Indicates which I chose my first game...) Once the set of figures is complete, and the answers are given, the crystal ball vanishes. What you don't yet know, is that the points you just accumulated will go toward your later stats (for the hero), troops, and items! 6 to 4 points < Hero Stats > HP + 10, STR + 10, AGI + 4 < Troops > Ninja, Archer, 2 Soldiers < Items > Long sword, 20 cure leaves, 2 cure seeds, 3 altars of resurrection 3 to 1 point < Hero Stats > HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6 < Troops > Wizard, Archer, 2 Soldiers < Items > 20 Cure leaves, 2 magic leaves, 3 altars of resurrection **0 to -3 points < Hero Stats > HP + 4, MP + 6, STR + 4, INT + 4, AGI + 6 < Troops > Cleric, Ninja, 2 Soldiers < Items > Rapier, 10 cure leaves, 4 magic leaves, 3 altars of resurrection -4 to -6 points < Hero Stats > MP + 10, INT + 10, AGI + 4 < Troops > Wizard, Ninja, 2 Soldiers < Items > 10 cure leaves, 6 magic leaves, 3 altars of resurrection Begin the opening sequence! "A new day dawns, as roots dig deep into the earth and water flows from its source... Many years ago, the Lodis Empire began its imposition of Lodisism. Troops from Galius andvanced into the regions that resisted. It was more of an invasion than a reformation. Many conflicts erupted as these territories were conquered. But, some countries submitted and accepted Lodis' conditions. Although supervised by Lodis, they were able to maintain autonomy. The empire also pledged aid if problems were to arise. Some rulers chose to surrender to avoid pointless sacrifice. It was no surprised that they made that decision... ...although that did not stop small conflicts from occurring. However, compared to the rest of the era, it was a time of peace." Welcome to Tactics Ogre: the Knight of Lodis, an excerpt of the Ogre Battle Saga. Once again, we are taken to our hero, Alphonse, who we find on a docked ship. He's concerned about the weather, and insists that they won't make it to the island if it persists as it is. The ship is in need of repair, and it will take some time... Rictor, agrees to the delay, but admits that they've been drifting for so long that he's lost, and didn't expect the storms so soon. Then, a normal soldiern rushes in. Unfortunately, he brings with him some bad news.... "We're being attaced!" --- BATTLE 1: LUTRA ISLANDS --- Suggested Level: N/A **Enemy Units** L - Bandit (M) Soldiers (M) x 2 Soldier (F) **Friendly Units** Rictor (Guest), Orson (Guest), female Soldier (Guest), male Soldier (Guest) As it turns out, your enemies are mercenaries, hired specifically to give your group a warm welcome... Wonderful, isn't it? Still, it won't be too much of a pain... When the enemies get their first phase to move, Stan (the bandit leader) begins to badmouth Alphonse, calling him a kid. Obviously, we won't take that, so now we have some REAL incentive to kick his merc butt! However, Rictor, the voice of reason, tells us to calm down, right before Stan calls us chicken... Oh, he will die... painfully. In this battle, the only one you can control is Alphonse, so it's pretty much a piece of cake. All you really have to do is keep yourself alive. Now, of important note is that the two teams take TURNS in moving. Of course, your allies and Alphonse move first, but then, after their turns, all of the enemies move. It takes a bit of the strategy of TIMING out of the game. The battle ends when you kill the bandit, punk that he is. Victory Conditions: Defeat the Leader! War Trophies: 0 Goth, Francisca. ------------ After the battle is over, Alphonse has some words with Rictor. Giving a bit of history, Rictor explains that they were requested by the people of Anser, and it must have been Northern forces of Rananculus that sent such a loving welcome. Apparently, these two sectors have been at war for quite some time, and only a forest (though sizable) separates the two forces. In fact, this attitude and conflict has been going for hundreds of years... If that wasn't enough, you learn that your mission is basically one to hold steady the situation, and that your force is so small because Rictor's father didn't feel that it required the main force. Lovely, eh? Still, you always have the option to hire new soldiers, so in the end, the size of your force doesn't really matter. Rictor closes by saying he isn't very inspired by his father of late, especially since his stinginess after becoming Duke. Then, however, another bandit shows up out of nowhere with a bow in his hands. He aims his arrow carefully, then lets it fly. Alphonse, at the last second, manages to push Rictor out of the way, but takes the bolt square in the chest. He falls backward into the waters of below him... One of the knights of your company sneaks up behind the bandit, killing him, but the damage has been done. Rictor yells out for his company to find you, but Alphonse is too far gone. As the screen fades to black, all you hear is the whispering of the tides and the sound of Rictor yelling your name... The color arises again and you see two birds flying over a small church. A girl then walks out of the church and down toward the beach where we see... Alphonse! When next we see our hero, he is awakening in a bed inside a small room of the church. The girl who saved him from the surf greets him, and after a bit of small talk, she introduces herself as Eleanor. Explaining that you're in the church in Solea, she continues, saying that she's a nun, aiding the priest of the church. She then suggests that a mermaid might have saved you, especially after your own admission that you aren't much of a swimmer... Keep in mind the fact that there aren't many mermaids left... It will be vital later. Just then, a silver-haired, softspoken woman walks in, clad in red. The woman, Ivanna explains that she was once a soldier of Rananculus, but now she has gone out on her own. Asking Eleanor to leave, Alphonse asks if Ivanna was a member of the White Fang Troops, "the cause of this island's troubles." Replying that that was 10 years ago, Ivanna, then gives you a glimmer of hope. She reports that there have been sightings of men in unfamiliar armor in Scabellum, suggesting that you head there to seek your friends. Also, she tells that there are no organized troops in the South... Interesting. When both of women leave, you are taken out to the world map. Now, unlike many RPGs, you only get to see a literal map with lots of lines and dots on it. The dots represent castles, towns, and strongholds. The lines are the possible roads between them. Your position is shown by the hand icon, and normally in blue. Blue icons are 'safe' havens, while a red one means that you will have to do something there. Now is a very good time to get accustomed to the menu system, though, so hit L. You will really need to know this button well, since it will do a LOT for you. Hitting L on the world map brings up the root menu. The first option is to SAVE your game (red arrow pointing toward a box). The second is to LOAD a game (both will be helpful). The third box is sort of like your tutorial. You get to take lessons from a cool pumpkinhead. ^_^ The fourth option is the OPTION menu. There you can control text speed along with a million other things. The final box is RESET the game. I suggest you just take my word on that. ^_^'' Normally, you would also have the option in the root menu to edit your party or train, but since you don't HAVE a party, and you're just getting started, the game doesn't think you really need that yet. So, now that you're a bit more used to gameplay, it's time to throw you to the wolves. Proceed to your next destination, Scabellum, shown in red on the map and let's "FIGHT IT OUT!" --- BATTLE 2: PORT SCABELLUM --- Suggested Level: 2-3 **Enemy Units** L - Wizard (F) Soldier (M) x 2 Soldier (F) **Friendly Units** Ivanna (Guest) ... later ... Rictor (Guest) Orson (Guest) Upon arriving at the port city of Scabellum, you notice that it's very quiet... A bit TOO quiet in fact. Before the battle actually starts, you'll be introduced to Mullin, the leader and generally evil wizard. Ivanna explains that she is likely a knight from Rananculus, a spellcaster (duh). However, you're presented with a choice now about elements. You can take advantage and question Ivanna about elements, or just go on with it. Either way, the battle will begin, and it doesn't look like Ivanna and Alphonse will get an easy time. Outnumbered, you will have to coordinate your attack well. Unfortunately for you, Ivanna has the guest AI, which means she is rather useless (except for healing). On the bright side, however, the two soldiers and the archer don't have that much offensive capability (your attacks do twice as much damage as theirs, easily), and they start relatively far away from you. Also, the AI for the siren seems rather... stupid... to be nice about it. She loves to move away from you without attacking. Yay for idiotic bosses! If all that weren't enough, at the beginning of your third turn, Rictor and Orson show up to help you out. The battle just became ridiculously easy, didn't it? Heh. You have to love it. Either way, don't slack off. The boss can still cast one of two rather devastating spells, so beware. Victory Conditions: Defeat the Leader! War Trophies: 0 Goth, Thunder Flare (attack spell), Stone of Swiftness, Healing Leaf, (one more from the archer I didn't get). ------------ After the battle, you have a long dialogue with Rictor. Apparentlly the Lord of Rananculus, Lord Batraal, is directly responsible for the actions of the White Fang Troops. The Batraals have ruled Rananculus for generations, and currently Naris Batraal resides in the throne. Rictor then unfolds his plan, which is basically to split up your forces for a while, with Alphonse going through Vespa Hill and acting like a flank from the west, while Rictor attacks from the southeast hoping to pinch on the White Fang Troops. Rictor then gives you 3500 Goth to further the cause! He says it's for supplies, but you might also want to consider hiring some extra help. Let's do that later. From now on, you can go through the main menu on the world map, which includes MORE than just the save, load, tutorial, reset that you had before this mission. From now on, you can train, shop (in towns), and even edit your units. Sweet! Also note, as of now you actually HAVE units. Refer to the "Fortuneteller's questions" mentioned earlier if you want to know what units you will get. Now, before you do anything else, get very accustomed to the edit screens, the shop system (where you can RECRUIT people... hint hint: *hawkman*!!!), and you might also want to equip some of the stuff you've won on one of your new friends. ^_^ Yes, when you check out your unit screen, you see that you've been assigned your own unit! Awesome, isn't it? --- BATTLE 3: VESPA HILLS --- Suggested Level: 3-4 **Enemy Units** L - archer (F) soldier (M) x 2 soldier (F) x 2 bandit x 2 **Friendly Units** Ivanna (Guest) party members (limit 8) When you first march into the Hills of Vespa, you're greeted by Cressida, an archer from Rananculus. However, she has a good reason to want you dead. She blames you (as a knight of Lodis) for the destruction of her village and the deaths of her parents, which all happened 15 years ago. Needless to say, she is a BIT upset. Her one quote that really stands out, however is in reference to Alphonse telling her that it was a long time ago: "It was a long time for the victor, but we still indure the painful memories... Words can't describe it." She then accuses you, and all people in Lodis, of being without remorse for what their ancestors did. How dare we repeat the same mistakes again? And then, in the final truth of the matter, she realizes that, in the end, the teachings of Lodis are just another way to subjugate the people. Now, we deserve to die... etc, etc, etc. This battle is another fairly open one. The level is long and sprawling, but without too many obstructions and obstacles. In fact, there are only a few shrubs and rocks on this plain, so it is a very simple map. Just a note to those keeping track: wide open maps normally mean little to no advantage can be gained by positioning alone. Still, if you manage to, you can hide your flank by sitting beside a rock and not allowing for back attacks that way. Introduced to you this battle is the idea of Persuading! As Ivanna tells you, each of your characters actually has the ability to 'persuade' an enemy to join your army. However, the process is a bit more complicated than just that, but I'll go into that later (in the random questions section). Allow me to give a few notes of caution here. The enemy party is surprisingly balanced, and unless you've gone out and bought some backup (which I do suggest you do, in the form of hawkment ^_^), you will be outnumbered. As before, the female soldiers use bows to strike at you from long distance, as does the archer (obviously). The two male soldiers both carry decent swords, too, so their attacks are going to be stronger than yours. Also, the two bandits pack axes, so be prepared to take some serious damage... As you defeat the Cressida, she has one last thing to say: "Never forget... You can fool yourself with your rationalizations, but eventuallym you'll suffer the consequences." How wise... This may come to haunt you in the future, don't you think? Victory Conditions: Defeat the Leader! War Trophies: 500 Goth, Great Bow, Healing Leaf x 2, Stone of Swiftness, Sword Emblem, Cup of Life, Crown of Intellect. ------------ After the battle, you see a small scene in camp. Alphonse is sitting by a fire when Ivanna comes out of her tent to discuss a few... matters of importance... Ivanna tells you that she used to not only be in the White Fang Troops, but she knows a great deal about them. They're the personal troops of the Lord of Rananculus. Ivanna also gives a glimmer of truth into her character... She left the Troops to learn about her father's death, and to avenge him. Her full name: Ivanna Batraal. She is a member of the ruling family of Rananculus and daughter of the Former Lord! This means that Naris is her uncle! Basically cutting out the 'blah blah blah' for those of you not interested in history (shame on you), you're given the choice to take Ivanna along. In other words, she finally joins you as a controllable member of your party (getting rid of that damned Guest AI). She starts as merely a strong knight, but don't sweat it, she can become so much more... Now, if you want some real fun, leave the battlesite and go down to the castle (either to buy supplies or something... just do it). Now, when you are good and ready, walk back up to Vespa Hill again. When you get there, you'll notice that "Fight it out" appears, as though it was another story battle. Well, hold on to your socks, boys and girls, it is! --- BATTLE 3s: VESPA HILLS II --- Suggested Level: 4-5 **Enemy Units** Griffin x 3 Gremlin x 2 Fairy x 2 **Friendly Units** Glycinia (Guest) party members (limit 8) **NOTE: From now on, the limit on the number of characters you can** **bring into any battle (not counting guests) will be 8.** Now, the entire premise behind this fight is that you've stumbled upon the poor, defenseless, and miserably small fairy who is about to get destroyed by all the bad creatures that just don't like her. < Sniffle > I feel for the girl, ya know? So we're gonna save her! Yah! Anyway, this battle is full of beasts, and as you will soon find out, they deal considerably more damage than your normal human characters would. Then, as if things needed to get worse, they can all fly as well. Wonderful, isn't it? So just prepare to cover your own backs, and let's get this battle under way! Now, assuming you have a hawkman, this battle will be much easier. They generally have a greater attack than your normal human warrior, and they also have larger movement. Also, if you have a ninja, they will come in VERY useful, since their greater movement range is also a great benefit. The easiest way to beat this battle, that I have found, is to just focus on the bigger enemies first. In other words, kill the griffins, then the gremlins, and then the fairies (unless you can get a fairy the first turn...). The griffins will do the most damage to you, so it might be a big help to get them out of the way first... (Still, the griffins aren't even that big a deal, since their level is as low as yours...) After that, the battle is smooth sailing. Also, if you have to, remember to use Ivanna to heal! It's a great ability, especially if you didn't get a cleric in your original army. Victory Conditions: Defeat All Enemies! War Trophies: 200 Goth, Cup of Life x 4, Stone of Swiftness x 4, ------------ After the battle you're treated to a small scene where Alphonse talks to Glycinia. Basically, she's thankful to you for saving her from all the evil beasties... Aren't you nice? She says that she comes from the forest, searching for her sister. After all that jibba-jabba, it all boils down to one thing: "Can I join you?" Though she is a fairy, she comes equipped with some decent armaments. I would suggest taking her, since you have nowhere near your maximum number of characters yet, and you can always take more. Besides, get her for he equipment if nothing else. ^_~ Just say "Yes!" Heh. Now, however, we get back to the normal swing of things. If you're anything like me, you are probably taking your sweet time in getting to the next stage, making sure that your army is balanced in levels. This is a good practice, and one which might just save your life later. You see, the enemies you face in any battle will be about the level of your highest character. Therefore, if you have someone just falling behind, you're really in trouble, unless you train them up to snuff. So now, head on out to face your next story battle! --- BATTLE 4: FORMIDO FORTRESS --- Suggested Level: 6-7 **Enemy Units** L - Knight (M) Soldier (M) x 3 Archer (M) Archer (F) Cleric (F) Wizard (M) **Friendly Units** party members (limit 8) Prelude Story: Before the battle begins, you'll be introduced to an imposing knight in purple-blue armor. He tells the knight to expect the Knights of Lodis, and then proceeds to deliver a few more orders. Most notably, he tells Grimal that HE hired the pirates to attack you earlier, and then orders Grimal to 'defend the fortress.' In other words, you've just been ordered to your death... again. Finally, when Grimal begins to speak again, we learn the identity of our tormentor: Nichart Briffaut himself! After Nichart insults Alphonse by calling him yount, who appears but our hero himself! Nichart laughs at you (mean bastard), refusing to withdraw to Naja, and leaves, telling Grimal that this fortress is vital to their movement in the South. If that weren't bad enough, Nichart then flatly says, "Shut up kid. I have no time for you." Someone deserves an ass kicking! Let the battle begin! Tactics: In this battle, the terrain is definitely not your friend. You begin in the lower right corner of the map, and immediately notice that you're going to have to climb both up hill and toward a fortress. Yay. Still, my advice is to take a hawkman (which you REALLY SHOULD HAVE RECRUITED BY NOW) and fly up toward the archers and wizard. They have the capacity to hurt you from a distance for good damage. Notably, the wizard has TWO spells, one earth elemental and one water. Be very careful of how you deal with him... He can be trouble after he charges enough MP. Also, don't underestimate the knight, or any of the soldiers actually. The soldier on the far right has a bow equipped, but they all have decent attack. Also, let's not forget the fact that they're equipped pretty well (all CPU- controlled enemies are). If you really want to have a bit of fun, try and persuade the wizard... That should ease the battle quite a bit... Tactically, you're not only at a disadvantage by terrain, but as soon as the battle starts, the computer sometimes sends a few soldiers and the wizard to flank you to your left. This can be a huge problem if you don't take care of it quickly. Either take out some archers, or the soldiers, but things WILL get ugly. After you take care of the distance attackers, the battle proceeds much more smoothly. If you need to, have Ivanna heal (a lot), or just use a cleric, if you've got one. If not, I seriously recommend levelling up a character until they meet the requirements. A cleric is _invaluable_ in the early stages... Victory Conditions: Defeat the Leader! War Trophies: 1500 Goth, Chain Mail, Healing Leaf, Crown of Intellect, Sword Emblem, Cup of Life, Crag Crush (spell), Cleanse (spell). Special Bonus: Numida Chronology. ------------ After the battle, you find a small green book, the Numida Chronology, lying on the battle field. This is your first book to allow you into Quest Mode, as the game explains: "Each text you acquire will open a new area in Quest Mode where you can explore/earn treasure." However, more on that in the Quest Mode section (after the Walkthrough)... Alphonse begins talking to Ivanna about whether she recognized the warrior. As it turns out, Grimal must have joined after she left. Either way, Alphonse is worried about Rictor, and decides that there's nothing more you can do unless you enter the fortress... You find it in shambles. It looks as though they messily scrambled to remove what things of value they could before you took it. As Alphonse heads toward the window, a young sorceress casts Slumber Mist on him, putting him to sleep. As the screen fades to black, you're left wondering the fate of our hero. Luckily for us, the screen arises moments later, but only to find Alphonse chained to a wall in a very dirty dungeon cell. "...I guess I was a little careless." You think? Heh. These villains never think to clean, do they? Oh well. Still, as he awakens, Alphonse is joined by Nichart and the sorceress. Nichart loves to mock Alphonse, who struggles to free himself, but to no avail. He, like us, has to sit through this boring questioning, of course not telling anything. Then, as though things couldn't get worse, Nichart decides it will be fun to WHIP the poor boy, hoping to loosen his tongue. Yay and stuff. Needless to say, Alphonse eventually passes out, and as the screen fades to black, the sorceress slips him a potion to make him talk... Awakening again, Alphonse's cell has now been flooded, but just up to his chest... for now. This boy is going through a lot, don't ya think? Anyway, a mysterious woman in a purple dress eventually appears. As is customary, they have an incredibly long dialogue, including such events as how at high tide you will DIE. She then tells you that she needs you, or more honestly a soldier, but Alphonse will do. If you cooperate, she will FREE you. I think you just got a sweet deal. Lucky bum. The woman tells you her name is Cybil Alinda and that she enjoyed watching you fight today... Interesting. She also summons a servant, Shiven, to report the current state of some situation, likely the one you will be aiding with. He says that a force has retreated to the north, and that Rictor's troops, supposedly attacking from the south entered the Forest of Gryllus, but then retreated to Scabellum. There is no explanation as to why... Cybil sends him back to HQ to pass on his information, and then tells you to rest... You'll be crossing the Meleagris Mountains at dawn. Without further reasons, she leaves. Now, as that scene finally comes to a close, you are returned to the world map. If you decide to move to the next location, you will have to travel over Vespa. This time, however, you'll be taken to a scene from inside the throne room of Ostorea Castle where Naris Batraal, Ivanna's father and also the head of the governing body of Ovis, and a Young Sorceress are in conference... The sorceress reports the situation to Naris, who then inquires about Rictor. This is when you learn a little bit of the back story to what actually happened 15 years ago. As it turns out, 15 years ago the forces of Lodis stormed the village of Blete, a town of "worshippers of nature" according to Naris. That was the scene in the introduction... The forces of Lodis burned down the village as a warning to others that might resist. Nearly all of the villagers escaped to the forest, however, thinking they were safe. As if only to prove their point, Lodis' forces then set the forest itself ablaze. According to myth, the souls of those burnt to death still wander the forest... You then get a bit of an inkling as to the true purpose of Lodis in this region when Naris mysteriously refers to some 'it' that he's looking for. Then, Naris is told of your escape, and unphased inquires about someone named Malicia. When the scene finishes, you can FINALLY continue on to your next area, Ardea! --- BATTLE 5: LAKE ARDEA --- Suggested Level: 7-8 **Enemy Units** Hawkman x 3 Griffin x 2 Fairy x 2 **Friendly Units** Cybil (Guest) party members (limit 8) By far the most difficult battle so far, as the screen brightens, you will note that nearly ALL of the terrain is covered by water. This will be a test of strategy. Be ready! [Tactics Contributed by Haunter12O, but edited slightly to fit my style] The enemies usually take a defensive stance to begin with, since they have the low ground. However, on the second turn they'll start moving toward you. Cybil is very good as she can do upwards of 80 damage to either a single enemy or a group of enemies with her spells, just don't get her in enemy hitting range =). You'll actually have a pretty hard time with this battle due to your accuracy and movement slightly decreasing due to water penalties. All the enemies can fly, so it won't bother their movement. The fairies will stay in the back and fire arrows at you, while the griffins and hawk men get in your attack range. I would suggest you don't surround a group of bunched up enemies because (1)you probably have a low chance of hitting them, and (2)Cybil won't use her spells on them since it might hit allies in the range. You should have some new classes by now, so try not to have more than two generic soldiers (change their classes, duh!) and if you can't, have them be at least a high enough level so that they will deal decent damage to your enemies. Stay alive and do your best! [/Haunter12O's section] Most of what Haunter says is VERY good advice, and wise counselling. However, one thing I have found to be a fairly effective strategy is to head toward the larger land mass to the right of your initial position. On the second turn, when the enemies begin to charge you, your troops will by then have reached solid ground again, and won't be at quite so large a disadvantage. Another thing to think about is whether you'd rather attack from behind and in water, or from on land, risking a counter. In the water, your characters will suffer a rather significant stat reduction, which might sway your thinking. Oh well, just more to mull over during the battle. ^_^ Victory Conditions: Defeat all enemies! War Trophies: xxx Goth, Heal Leaf, Crown of Intellect, Stone of Swiftness, Cup of Life, Sword Emblem, Crown of Intellect, Sorcerer's Cup, Savage Bugle. ------------ After that battle, Alphonse confronts Cybil alone, on the lake's edge. Basically, Alphonse just wants to know what exactly is going on, where they're headed, what they're doing, etc. This is when Cybil reveals a bit more about herself: she serves the Church of Lodis, and she's carrying the Mark of the Pope. Now that she has your attention, she explains that you're headed to the west, to the Tinea region, sometimes called the "Paradise of the Beasts." In further detail, you're going northwest to Urodela Cape at the foot of the Meleagris Mountains. Cutting through the rest of it, you're going there to search for a mermaid. Yielding yet another hint, she tells the story from an old manuscript, saying: "Beams of light from the Sacred Spear, wielded by a beautiful mermaid sent hundreds of soldiers to their graves..." She is on the island, and has been for a while, searching for such a spear. Unfortunately, your group from Lodis, along with others, are after it. Just then, Shiven reappears from his mission, telling you both that armed soldiers, likely of Rananculus, have already arrived at Urodela Cape ahead of you. Your new plan will involve driving away the soldiers so the locals will aid you... Violent, but plausible... I like it! Before heading back to the map, Alphonse seems to make another connection about the true face of the Church of Lodis... to which Cybil only replies, "...It's better that you don't know." She then walks off after a few more words... After making whatever preparations you want to do (which might include some serious purchasing in the local shop!), make your way over to Urodela, where your next story battle awaits! --- BATTLE 6: CAPE URODELA --- Suggested Level: 9-11 **Enemy Units** L - Ninja (M) Ninja (M) x 3 Ninja (F) x 2 Witch **Friendly Units** Cybil (Guest) party members (limit 8) Prelude Story: Before the battle, you see a small dialogue between Cybil and Alphonse, mostly dealing with your unfortunate timing. Apparently, Cybil really didn't want to get to Urodela after sunset... And soon you will see why. As the characters leap out of the shadows, you will notice that most of them are ninjas. This should automatically tell you that they are (1) fast and (2) going to have some serious long-range attacks. The black ninja and leader, Sitri, tells you that the mermaids' spear is a treasure of the Batraal family, so of course they won't just let you have it. Sitri then continues to ramble on about how his family was killed by Lodis, etc, etc, etc... He has a lot of pent up rage. ^_~ I say we just put him, and all of his groupies, out of their misery! Tactics: Ouch, you have another tactical nightmare ahead of you. You're climbing up a hill, again, and, as always, your adversaries have the advantage over you in terms of terrain. Since almost all of the enemies have some form of long range attack, I would suggest closing the gap between yourself and them as QUICKLY as possible. As you might have noticed with your own experience with ninjas, their spells and shurikens tend to deal more damage than their swords... Oh, final note here: some ninjas in this level equipped bows... Watch for the long range attacks. Next off, you have to worry about the witch. Once she charges up enough MP, she can, and will, start unleashing status affecting spells upon your party. As if that wasn't bad enough, her INT is high enough that her Slumber Mist affects 5 squares... Ugh. Just stay out of her range, if at all possible. When you finally decide to kill off the leader (hopefully after killing all his compatriots to get their items), he dies with a call to his lost love on his lips. Pathetic... Victory Conditions: Defeat the Leader! War Trophies: 500 Goth, Matsukaze, Healing Seed, Altar of Resurrection, Cup of Life, Sword Emblem, Magic Seed, Necklace of Resistance. ------------ After the battle, Rictor and Orson show up. They're astounded to see you are in Urodela, and actually seem pleased to see you. However, Alphonse by now is a little bit wiser to the workings of Lodis, and asks about Rictor, how he came to be there, and what his goals are. You're told about how the undead from the Forest of Gryllus attacked and wounded lots of his soldiers, how he retreated, and lots of other things you had actually already heard from Cybil and Shiven. Then, Alphonse asks the big question: "What exactly are they looking for, and what is your true mission?" To this, Rictor only dodges the question, saying he's glad you're safe... Ugh. How predictably political. He merely says to talk to him later. Finally, it seems, Alphonse has seen the truth. Enjoy this little cinema on your own, because from now on, Alphonse has his destiny in his own hands! After Cybil and Alphonse have had their little confrontation with Rictor, you now understand how dispicable Rictor truly can be. He is really just blinded by position, and ambition... It's sad that Alphonse didn't see it sooner. Cybil and Alphonse hold a meeting in a small shed, discussing the current situation. You learn that you need to find a boat, then head down to the Rana Sea to find the mermaids' sanctuary. Your goal is, as it will be for a while, to find the Sacred Spear. Unfortunately, Alphonse still has his mind on Rictor, and makes up some excuse about sailing in the rain. To this, Cybil merely responds that he needs to take responsibility for his actions. Wise words... "You can't have freedom without bearing the responsibility." "Choosing not to decide is still a choice." After that little pep talk, you're given a brief lecture by some fisherman who basically tells you that the mermaids, and the sea, are not to be taken lightly. He believes the mermaids are monsters... Bleh. He does give ONE useful piece of advice though. If you want to meet the mermaids, capture one. When she calls for help, just follow them to the sanctuary. Guess what we get to do... WRONG! You finally get a choice. And now, this is a HUGE choice. A: "I've no better ideas..." B: "It doesn't seem right." Will you follow her plan just to follow it, or will you go off and be a 'hero?' It's crunch time kiddies, and NEITHER answer is "better" than the other. What will you choose? ______________________________________________________________________________ ------PART 2------ < < THE CHOSEN PATH: A > > "I've no better ideas..." For the time being, yoiu've chosen answer A. It seems to match his style at the moment, and I know that I'll just replay the game and choose B. So, now that you've passed your first branch of destiny, let's continue... Basically, from now on, you're looking for a way to prevent this, but since you don't know exactly what to do, you just promise that you'll try and find some way. Your next scene is Alphonse talking with Ivanna, mostly about the weather. It doesn't bode well for our hero-to-be. You'll head toward the Rana Sea, through Bison, but you aren't sure what to expect. At least you won't be tracked, or expected... Finally, you get a little dialogue telling a bit more about who Ivanna is, and you see that she believes in both Alphonse and what he will do... Awwww... Touching. But enough of that. Time to get going! As you notice when you return to the world map screen, a new path has opened up for you west of Urodela, leading to Bison. --- BATTLE 7A: BISON SWAMP --- Suggested Level: 10-11 **Enemy Units** Blue Dragon x 2 Hawkman x 3 Fairy x 2 **Friendly Units** party members (limit 8) This battle is fought entirely over a swamp. There are only a few outlying panels of relative stability and safety. My strategy here was almost always to let the beasts come to me. Sure, the hawkmen and dragons hit hard, but with a priest, Ivanna, and Alphonse as a knight, that's 3 healers. Besides, you also deal out better damage from more solid ground. On the enemy's first turn, they will likely just full-out charge your party. Unlike us, they don't have any tactics worth mentioning, except full frontal assault. This makes them easy targets for sniping action, either with a bow- equipped character, or just with magic. Take your pick. On the second turn, after you've damaged the beasts decently, and they've finally closed the gap with your characters, it's time to take a bit of a punishing. See, they all hit rather hard (well, except for the fairies which CAN'T hit hard), and they tend to enjoy doing just that. Have a healer or two ready, and just bear with the battle. Eventually, without healers, the opposing force will die off. That's about all it takes in this battle: endurance. With one healer, or two, this battle is a snap. Just outlast your opponents and you'll finish with no problem. Victory Conditions: Defeat All Enemies! War Trophies: 100 Goth, Tower Shield, Healing Seed, Antidote, Coral Harp, Dragon Eyes, Crown of Intellect, Sword Emblem. ------------ After the battle, a familiar voice catches up with Alphonse. As it turns out, it's Shiven (the messenger that Cybil relied upon so much). Basically, Cybil didn't quite trust us, so she sent Shiven along to babysit and watch over us. How nice of her, or at least that's what Alphonse believes at first. However, it's all good, because now you get another character! --- BATTLE 8A: ARENA COAST --- Suggested Level: 14-15 **Enemy Units** L - Damiel (Cleric - M) Cassini (Knight - M) Lendanto (Bandit - M) Archer (M) x 2 Knight (M) Bandit (M) **Friendly Units** Minerva (Guest) Alphonse Ivanna 6 party members Prelude Story: Before the battle, you have a scene between Alphonse and Ivanna, commenting on the situation, and how close they are to the Sea. However, Ivanna spots something a bit out of place... a boat flying the flag of Felis. You decide it can't be Rictor, so who is it? Going in for a closer look, all of a sudden Alphonse gets the "bad vibe" feeling going on. No sooner do you look up than you see a Robed Man, a knight, and a bandit all crouching over a lone mermaid. However, they all seem disgusted by the creature. Poor thing is basically being tortured, all because of the RUMORS of what her kind does! We won't stand for that! However, after a bit more dialogue, we get a big shock. Damiel (the Cleric) iss waiting for orders from "Commander Lasanti!" Could Rictor really be so cruel as to be behind this?! I say it's time to find out! (Especially since Lendanto the Bandit thinks the mermaid looks appetising O_o) Alphonse steps out into sight, calling out all of his ex-teammates. They all seem to love him as much as they love the mermaid. How could Alphonse ever bear to put up with them at all? Still, it's time for battle, so the pansies call out reinforcements. Typical... Just before the battle really begins, however, you learn one piece of information that is interesting. According to the records, Alphonse is "already dead." Is THAT how the justified his leaving the Order of the Sacred Flame? That's it. No one calls ME dead!! Fight it out! Tactics: This entire battle is geared toward taking down Damiel, however, it is by NO means an easy task. With lots of backup, as well as the Heal Plus spell (which will hit 5 squares), it will be pretty hard to kill ANYONE this battle, unless you're very good at ganging up. In that one tactic lies the key to this battle. Your first turn or so, you'll only be closing the gap between the two forces, and basically crossing the river. However, you'll be taking decent cover fire from the archers, so fast characters (or fliers) are valuable assets. This is a great time to give Shiven a trial run. ^_^ If the fact that you'll be a sitting duck in the river after your first turn wasn't enough, just look at who's waiting for you on the other side. Yay. Get ready to feel the burn, because those knights and bandits pack a _serious_ punch. Just weather the damage, and take a cleric or priest in with you, and you'll be fine. Just remember, however, that the enemies also have a healer this round, so you have to FINISH an opponent, or they'll just be healed. To top matters off, you have to PROTECT THE MERMAID. Now, as long as she's in the water, that really isn't that hard a thing to do. Amazingly, she is as decent in the water as you are out of it. Cool, eh? Still, you have to make sure that you heal her, otherwise Minerva won't survive, and you'll fail... Ugh... Just hold your own, eventually taking down Damiel, and you'll have faced one of the longer battles... Oh, and you'll have protected the mermaid, too. Aren't you nice? Before the fool dies, Damiel can only wonder how he lost to you again... Heh. Good old Alphonse must have been his "rival," or that's what HE thought. Too bad, really. Alphonse was ALWAYS out of his league. Victory Conditions: Defeat the Leader War Trophies: 1000 Goth, Robe of the Wise, Cup of Life, Sword Emblem, Tome of Discipline, Crown of Intellect, Armlet of Agility, Stone of Swiftness. ------------ After the end of the battle, you get a scene where Alphonse comforts Minerva, making sure she's ok. Why he just lets her go, I don't really know, but I suppose he isn't really into Cybil's plan... He had the perfect opportunity. Anyway, on we go! Continuing north, we head toward Rana, and hopefully some mermaids... --- BATTLE 9A: RANA SEA --- Suggested Level: 15-16 **Enemy Units** **Friendly Units** 8 Party Members Prelude Story: As Alphonse finally approaches the coast, he sees that it's unlikely that you'll be able to cross by boat. However, that's the least of your problems! The camera whips to your right where, out of nowhere, 4 mermaids, 2 fairies, and 2 octopi have just appeared. The leader, Aerial seems disgusted... How dare she call US vulgar?! Did she even see the other losers we just beat down? Anyway, she basically wants to know why we're on their turf... but it's unlikely that she will like our answer. Aerial makes it blatantly obvious that we're not welcome... Alphonse, however, tries to talk with the bloodthristy mermaid. Boy is he smart or what? (Actually, I think it's more masochistic) He tries reasoning with them, saying that he doesn't want to fight, but Aerial will have none of it. She blames US for the wounding of Minerva!! How rude! So, guess what that means for you and me? Yep! Battle time... Fight it out! (Small note: Aerial loves to brag... or at least just inject a bit of fear with the, "I am the strongest of our kind" speech, but she isn't all that bad...) Tactics: Lovely, once again, you're outmatched in terms of terrain advantage. Not only do all of your opponents LOVE the water, but they also have the higher ground at the battle's start. Kind of makes you wonder, "Why me," doesn't it? Still, let's continue... This is one of the few battles where I even considered using my fairy, since her floating ability would help a lot... But then I thought better of it. I just used my ninjas instead >;) Basically, you want either flyers or ninjas who can move freely regardless of the water. Then, you want some heavy hitters to take the landed routes, hopefully taking care of the mermaids and occasional octopus you'll meet on the way. Once you get to the higher ground, though, this battle becomes cake. Therefore, I suggest you start your troops as far over to the right as you can, and just make a mad dash for the natural bridge-thing. Another thing to notice, or else figure out on your own (painfully) later is that all the mermaids have SPEARS equipped. That means that you need to stagger your troops when you close in on the enemy. Otherwise, you'll be giving them an easy way to damage two of your characters at one time... That's a very bad thing. They don't need any help killing you. Well, maybe the octopi and fairies do, but still... I finished this battle in X turns, which is actually way over my average. Now, I might have been a bit under leveled, or it could just be that every beast I fought had insanely high HP, but still... It will take a while to beat this battle. Just stick with it, and you'll be rewarded. Unlike all the bosses before her, you don't actually have to take Aerial down to 0 HP. Instead, just get her to under 10 or 15 and she will give up... As her "last breath," she asks forgiveness of some Lady Chloeri Victory Conditions: Defeat the Leader! War Trophies: 2200 Goth, , Stone of Swiftness, Sword Emblem, Cassowary Feather, Cup of Life, Crown of Intellect, Healing Seed, Sorcerer's Cup. ------------ After the battle, however, you notice a VERY unusual scene. For once, the victim is asking to die... I mean, when was the last time you heard any sane person shout "Kill me now!!!"? The whole hitch, however, is that Aerial just doesn't want to reveal the location of the sanctuary, especially not to humans. That would be the ultimate disgrace, and the only one she will not bear. Alphonse acts like a hero again, promising not to kill her. Predictable? I think so. Then, he insists with his original claim, that he merely wants to speak with the leader of the mermaids. Aerial mistakes this generosity as a display of pity, but Alphonse sets her straight, saying he just wants to do this peacefully... only to be insulted for being soft. (Do we see a pattern yet? Alphonse acts like a softy, then gets slammed for it... By now, wouldn't he have learned??) Just then, however, a normal mermaid swims up and says the leader agrees to meet with you. O_O Aerial is in a state of denial. You're to be treated like a guest, so behave! ^_^ You're taken before a beautiful blonde mermaid, Chloeri, the leader of the mermaids (in that region of the ocean). Alphonse now tells her of his mission, about his vow to Cybil, and how he is searching for the Sacred Spear. When she hears this, Chloeri begins to rant about the short lifespan of a human, and how easily they make mistakes. What is her point? We shall soon see. "Forgetting permits hope to return and strength to be rebuilt." After a bit more small talk, Alphonse asks to hear the story of the Sacred Spear. Now, pay attention little ones... This is important! ******Interlude: Story of the Sacred Spear****** 400 years ago, mermaids lived peacefully around this island. That changed when people arrived. They burned forests and built villages. Conflicts erupted that disturbed our quiet ocean. The quarreling never ceased and finally a battle began for control of the island. I took up arms alongside my fellow mermaids. Mermaid Soldier: Commander, the humans have already entered the southern sea. Mermaid Leader: "If I surrender, do you think the war will end?" Soldier: "No. Even with your life in their hands, they'd continue to attack. They are blood-thirsty goblins. They think everything in this world is theirs for the taking. Why?! Why does God allow such creatures to exist on this earth?" "Don't do anything rash. We'll stand by you and protect this ocean." Leader: "Chloeri, that kind of thinking will get us nowhere. What will remain when the fighting is over? Instead, we must find a way to survive." Chloeri (Soldier): "Are you saying that we should let hte humans win, that we should endure that kind of humiliation?" "God! Do you only side with humans? It is we who are the soul of the sea. As such, we will eventually become one again with the water and wind. Are we so insignificant? Answer me!!! Is there no place for us on this earth? Will you turn your back on us and let us fade from existance?" Later, when I returned from battle, our leader was gone, but instead I found a spear. It was a beautiful black spear, bestowed upon us by God. It threw out thunder and lightning, and could pierce metal armor. The war started anew, and ten years passed... Soldier 2: "We can't find it anywhere." Chloeri: "Look once more." "I doubt any human could have entered this sanctuary. Who took the spear from here, then? And why?" Soldier 2: "Has someone betrayed us? They may have conspired with the humans." Chloeri: "Impossible... Why would anyone want to risk their life for the enemy?! Our leader sacrificed herself for our sake. The spear is the key to our victory!" Soldier 3: "...We're being attacked!!!" Chloeri: "Protect our ocean! I'll be right there..." During the lengthy war, there was a mermaid who fell in love with a human. But, such love was forbidden. She hoped that hostilities would subside if the war ended, so, one night, she entered the sanctuary and stole the Sacred Spear for her loved one. ******End Interlude****** Long and drawn out, I know, but it's worth reading in full, and I typed it up just for you, so READ IT ALL!! ~_~ Basically, after losing the spear, the mermaids couldn't hold out any longer, and they were forced to escape to the west where they have lived, protected by nature, for so long. Long story short, "we don't have the Spear any more." So, being naturally inquisitive, Alphonse asks about what happened to the mermaid who fell in love with the human. Unfortunately, Chloeri doesn't know. Wonderful. On a bright note, it was never heard from that the humans found the spear, so it might still be safe. Your only clue is a feeling Chloeri has... that the mermaid who stole the spear is still alive and can lead you to it. Her name is Berevra, and she had golden scales... Chloeri's sister. ((Dun Dun DUNNNNNNNNN!)) After a LITTLE more dialogue, you're off, with a mermaid guide, to Urodela. You have someone to speak to there *cough*Cybil*cough*. However, backtracking over Arena, you run into a little cinema. As it turns out, Aerial isn't quite through with you yet. This time, though, she's much more understanding, and is actually trying to figure out how the Chloeri's sister could care so much for someone as to sacrifice her own kind... Then, she THANKS you for saving Minerva! "I think I misjudged you." No, you think? Then, as if to just make it official (hey, any character with this much development is important), she says: "I'm going with you." And that, as they say, is that. With one more small threat, you're on your way again with a new ally. Arriving at Urodela, you go back to where you left Cybil in the storage facility, and you report your findings. Apologizing for the amount of time you took, you ask about Berevra, to which Cybil has no specific information. Wonderful. It's sort of funny, though. You're looking for a mermaid, with golden scales, who loves a human and wields a divine weapon of God... and no one knows anything. Heh. After more talking and telling of events passed, Cybil inquires why Alphonse is even still here. Basically, you don't have anywhere else to go: "They don't mean anything to me anymore." Following that comment, Alphonse has a veyr deep realization about his own character, and seems to already be trying to fix it. Our little hero is all growing up on us! ^_^ Then, of course, Cybil has some further words of wisdom, but we've already gone into enough detail on that... Long convo short: Cybil says, "We are now equals, and I'll help you if you need it." Cool. Time to go looking for our golden mermaid... Which is when Alphonse remembers the story that Eleanor once told him, when you first met her... "It was a long time ago, but one i saw a beautiful mermaid. Her whole body was covered in gold..." That MUST be Berevra! It's time we headed to Solea (and Eleanor ^_~). Maybe we'll find something there... Now, you encounter a scene when you move, the area DIRECTLY after Arena and on the way back to talk to Cybil. You encounter a fairy that has a Dowsing Rod. She has 2 Blue Dragons and a Dragon tamer with her... As far as I know, it is IMPOSSIBLE to persuade her without the persuasion + emblem, but you can still get the Dowsing Rod as her drop treasure. Just FYI. --- BATTLE 10A: SOLEA BEACH --- Suggested Level: 15-16 **Enemy Units** L - Dragoon (Karcist) Archer (F) x 2 Thunder Dragon Blue Dragon Red Dragon Earth Dragon **Friendly Units** Eleanor (Guest) Alphonse 7 Party Members Prelude Story: When you arrive at Solea, it's late at night, but for some reason, Eleanor is still up, and Alphonse finds her standing by the ocean. She's surprised to see you, too, so she asks about what's going on... What you couldn't see, but Alphonse asks about, is that Eleanor is bleeding. Being the kind hero (and maybe more ^_~), you take care of her and listen. When the screen rises again, Alphonse is asking about Father Hamen, because apparently he hit her, or caused her to bleed somehow. Still, as with most victims, Eleanor says it was her fault... She didn't do what she was supposed to do, or something. Then there's a dialogue about how long you'll stay, where you tell Eleanor that you're no longer a knight, about Cybil and your current situation. Then, as if to cut right to it, you ask about the golden mermaid she told you about long ago. However, that was the wrong move... Insulted, Eleanor says she has nothing to tell you. You came only to ask about that mermaid (heartless!!). You're using her, and saying so, she storms out of the room. Then, as if things couldnt get worse, Cybil tells you that the White Fang Troops have arrived. Great... Outside, Eleanor is met by a dragoon (Karcist), two archers, and a few dragons. Confronted, they say that they want her to speak to Commander Briffaut. Then, they try to abduct her! This is when Alphonse shows up and yells for them to stop. Basically, he uses the overdone line, "you'll have to go through me first," to which the dragoon just laughs and says OK. Oh boy, this is gonna get nasty... Tactics: This battle introduces you to a new, and devastatingly powerful, class: the dragoon. Do not underestimate Karcist. He has the ability to do some major damage to ANYONE, and his level is normally around 19 or 20. Also, since the goal of the battle is to protect Eleanor, you have to think about it as "Defeat all Enemies" with a handicap. My first suggestion is to bum rush a few of the dragons, before they get enough SP charged to hit you with their breath attacks. Then, take out the archers. (I hate snipers!!) Still, the entire time, you need to know exactly where Karcist is, because a dragoon is always bad news (when an opponent). Keep a healer handy; you'll need one. Victory Conditions: Protect Eleanor! War Trophies: 1000 Goth, Sherwood Hat, Sword Emblem, Cup of Life, Dragom Eyes, Altar of Resurrection, Stone of Swiftness, Fafnir! ------------ Just before you kill the bastard, the dragoon asks you if Eleanor is worth protecting. Is she worth making Briffaut your enemy? Of course, you know the RIGHT answer, but does Alphonse? As he dies (and leaves you the Fafnir), Alphonse goes to check up on Eleanor... who still seems upset at you. Next, you see a scene where Alphonse and Eleanor get a little bit of a heart to heart talk... About time. As it turns out, Cybil helped clear a few things up, so you're not in hot water any more. Cool of her, I say. As it turns out, Eleanor actually knows Berevra, and more imporantly, she knows where the golden mermaid is! She shows you a necklace that Berevra gave to Eleanor, and we learn a bit more about Eleanor's character. She then tells you where Berevra went all those years ago... but only after you tell her that you're going to go alone, that you care for her well being. One of the more interesting sequences, however, comes when you say, "Don't worry, Eleanor. I'll come back. I promise..." Eleanor doesn't take that the right way, though. She won't stay, waiting for you again. She won't go through it all again. In other words, "I want to be with you..." Now, you're given another IMPORTANT choice. Do you take her with you, or do you continue to be a jerk and reject her? I'm sorry, but even I'm not mean enough to say no to her. I mean, she is OBVIOUSLY the love interest, so why not? ^_~ Still, here is the choice: A: "OK. Let's go together." B: "If you are so serious..." Do me a favor... Don't choose B. If you do, I won't have any specifics for you, so you might be a bit out of luck if it changes the ending too much... Sooo, without further ado, we just got another party member! Not only do you take Eleanor with you, though, but she insists that you teach her how to fight. In other words, she's going to be a good, strong, and versitile character. Now, take it back out to the world map and let's check out how things stand! As you'll notice, a new area has appeared (Aquila) just to the East of the fortress of Formido. Guess where you're going? Yep! Now, what makes me a bit ill is that, despite that whole conversation, and the emphasis placed on Eleanor coming with you, she isn't a controllable member of your team yet. Ugh. Oh well, prepare for the next battle and walk over to Aquila. FIGHT IT OUT!! --- BATTLE 11A: AQUILA VOLCANO --- Suggested Level: 17-19 **Enemy Units** Hawkman x 2 Gremlin x 2 Red Dragon x 2 Cerberus **Friendly Units** Eleanor (Guest) Alphonse 7 Party Members Prelude Story: When you arrive at the volcano, Alphonse and Eleanor have a small dialogue about the fact that they are PASSING THROUGH A VOLCANO. You know, I'm with Alphonse here... It sounds _really_ insane. Still, Eleanor asserts that it is necessary, as it's the shortest route. Tactics: The most imporant thing to notice about this level is all the LAVA. Lava is an awful thing to have on a map, since no one can walk over it unless they float. Therefore, the gremlins have a huge advantage in that respect, but otherwise, they still suck. Don't worry too much about them, as they are merely minor annoyances. On a positive note, you're tactically in good standing (beside the lava), especially since you have the higher ground on the volcano. All you have to do is worry about the people who can close the gap on you quickly (any flying enemy). The real enemies to concern yourself with in this battle are the dragons, especially since by the time the two forces clash, they will likely be ready to hit someone with their fire breath attacks. This will be bad news if you're not ready for it. Also, as usual the hawkmen are serious threats, since they have strong attack as well as flight, so they can come right at you immediately. In this battle, you'll also be introduced to the Cerberus unit. With above-average attack, but sub-average movement, they're very similar to the dragons. Beware when they get close, but you will have some time to prepare for that. Basically, I suggest taking out the hawkmen first, which should be rather easy seeing as they will bum-rush you. Then, focus on the cerberus, with that annoyingly effective mesmerize... After they're all gone, the dragons, with their insanely high HP and all, are ready to get their butts handed to them. Who are we to say no? Then, finally, the annoying gremlins (who are just one SMALL step above fairies in usefulness). Still, if your team is strong enough, you might be able to take out the gremlins before the dragons even reach you. In that case, by all means take them out. No gremlins deserve to live for too long. Victory Conditions: Defeat All Enemies! War Trophies: 200 Goth, Healing Seed, Sorcerer's Cup, Crown of Intellect, Cup of Life, Mirror of the Gods, Sword Emblem, Stone of Swiftness. Special Trophy: EPIC OF TINEA... ------------ After the battle, Eleanor is overlooking a cliff, and she knows that somewhere near there is where the golden mermaid went. "East of Aquila, where the mid- summer sun warms the ocean." However, just then a very familiar voice chimes in... demanding for you to hand over Eleanor! As it turns out, Rictor followed you!! Well, more specifically, Father Hamen asked him to find Eleanor... Damnit. It was all in good intentions, but this is very bad. Then, Father Hamen himself appears, validating everything that Rictor has been saying. Doh. To make matters a bit worse, he accuses Alphonse of subverting her, saying that we must have said something to bring her along with us. He just out and assumes we're the bad guys! How rude of him! The only thing you can do is to ... ask her. Then, that bastard Hamen starts talking trash about you. He says that it was a bad idea to save your life from the surf. Oh, I'm really starting to hate this guy... First hurting Eleanor, now this? To further my point, Hamen won't accept Eleanor's answer: "I'm not coming back to the church." Then all hell breaks loose (or it SHOULD). Father Hamen smacks Eleanor. Somehow, until this point, Alphonse remains motionless throughout this act. What kind of father figure is this man? He loves her more than anyone? That's bull, I say. Finally, Alphonse approaches Hamen and gives him a piece of his mind... only to be lectured, then commanded to "give my Eleanor back to me." This man is so clueless, it's almost funny. Even after all the dialogue, though, Hamen is as determined as ever. He will not let this reckless youth take his beloved daughter from him. He asks Rictor to take Eleanor FOR HIM. Oh no he did not. Rictor seems to reassess you now, though. He realizes just how knowledgeable you are of the situation. Furthermore, he seems to understand just how determined you are, but unsure about on what PATH you lie. You learn a bit of useful knowledge from this talk, though: - The Sacred Spear is called the Longicolnis... (Why did they have to name it so horribly?) and it was created from the horn of a fallen angel! - It has actually pierced the Sacred Demon. - Rictor's actual mission, the entire time on the island, was to find the spear. He just withheld that information from you... Now for the real shocker... - Berevra is Eleanor's MOTHER!! O_o Just then, a soldier approaches Eleanor, and Alphonse cries out. After some bragging from Rictor, a second soldier approaches him and swings a sword at him. Then, as if the situation needed no more excitement, Eleanor screams... A tear drops from her face and all of a sudden, a purple-pink bubble envelops her. All three foes are affected, blinking momentarily, and then collapsing (presumably asleep). Alphonse walks over to the now frightened Eleanor whose necklace, it seems, is blinking. What power is this? Eleanor doesn't even complete a sentence before Rictor stands again and two more soldires appear, ready for battle. As Eleanor and Alphonse are backed up against the cliff, one question is all that's needed: "Can you swim?" The answer isn't really important, as both jump off the cliff and into the water below anyway. When the screen rises again, you see them both in a cave, safe, and with a mermaid! It gets better though, as the mermaid is GOLDEN... Berevra! She thanks you for protecting Eleanor, but denies what Rictor says about her being Eleanor's mother. She then proceeds to tell you her history. (You all can read it for yourselves =Þ) One bit worth noting: she witnessed the burning of the town 10 years ago... This was also when she found Eleanor, as a crying baby, wrapped in a blanket. After yet MORE talk of history and origins, the issue of the Sacred Spear is brought to light, and you're asked why you desire it. This is yet ANOTHER important choice, as its answer may well determine how things END for you. A: "I seek its power." B: "Because of a promise." Now, if you're honest, you'll choose B. I did, so that's how this guide is going to be written. Still, if you want to be a powerhungry bum, choose A. I don't know what happens, so let me know when you do. ^_~ After you choose *B*, Alphonse gives a little shpeal about his promise, and about how he trusts Cybil. He also goes on about how the world is, how the island is, and why he can't let anyone have it outside of those he trusts. After hearing all of this, you're told that it's hidden in a small shrine at a beach, just north of your current location... You're only getting it, though, because you cared enough for Eleanor to protect her. Awwww ^_^ Guess where we're going? Just not before we deliver one final message. After all that, Alphonse tells Berevra that she can finally go home. This is such good news that Berevra actually cries, thanking her sister for being so kind. It is quite a touching scene... and it's also the end of the first chapter. Congratulations, you've made it this far! ------PART 3------ < < CHAPTER 2 (Path A) > > Introdution: Rictor Lasanti, visiting as a representative of Felis, announced in the month of Oceano that the White Fang Troops of Rananculus had withdrawn from Anser. Although the plans of the Batraals and their troops were never discovered, since they had retreated, the issuea was assumed to have been resolved. For the time being, the Order of the Sacred Flame was station in Scabellum, preparing to return to Felis. Meanwhile, after meeting the golden mermaid, Berevra, Alphonse and Eleanor rejoined Cybil. Alphonse and the others were stationed at Formido, the former stronghold of the troops of Rananculus, resesarching the history of the spear. The Batraals have a long history on this island. They rose to power after the war with the mermaids and relocated to the northern part of the island. It would come as no surprised if their heirs of the Batraals knew of the Sacred Spear. The island's stormy season was quickly coming to an end, and it would soon be replaced by calmer autumn weather. We first rejoin our hero in a meeting with Cybil a few advisors. As it turns out, Rictor is moving north with a few subordinates, headed toward Naja. The scout also reports that the rest of his troops not travelling with him will return to Felis when the next boat arrives... What this indicates, Cybil says, is that he is now acting on his own... and that Felis was also looking for the spear (duh). After a bit more talk of politics (which I never really enjoyed anyway), you learn that a war might start between Felis and the Church over this spear, if it's put into the wrong hands. To further the depth of all the scheming, it's now very possible that the Duke of Felis was in league with with Lord of Rananculus. Otherwise, how could Felis have ordered so many troops to the island to "quell the rebellion?" The whole situation reeks of politics and lies. Ugh. But then again, all of this is guesstimation (though rather good guesstimation, might I add). From Ivanna, we learn that one of the Batraals of old was actually the Lucius who Berevra fell in love with! Wow, the twists the family trees have around here. O_o To just emphasize the Batraal way, though, he wasn't talked about much. 'Lucius' was seen as a coward for condemning war... A few final notes: - Some survivors are currently living in Blete again (the town that was burned down 10 years ago, during the Reformation). - There's a skilled magician living in the ruins north of Tinea. (Hint HINT: special character who might join you!) As it stands, you're headed north, supposedly after Rictor, and not very well- informed, but that's just the way it's going to be. Let's see if we can't stop in on that magician to see what's up, shall we? We're moving out! One last cinema awaits us, though, before we can go. We catch up to Eleanor and Alphonse, talking about the plans for movement. Apparently, Eleanor isn't too crazy about going through the Naja Forest. She just says that Rananculus, and the territory north of the forest, is VERY different. You don't know the half of it, yet. Think snow... lots of snow.... Still, THIS whole conversation just boils down to ANOTHER question, one that we've heard all too often. "Can I come with you still?" Of course, choose option A, which allows her to join you, and you'll FINALLY get to control Eleanor. Yay. When you take it back out to the world map, though, you notice something new. All of a sudden, you have a CHOICE of where to go! You can go to any of three locations... But I'm going to have to do this one way... From Formido, you now have the choice of going either south to Gryllus or west to Vespa (which is your next 'official' destination, designated by the blinking red pole). *I* Chose to go south first, since I will have to pass through Vespa later anyway. I suggest you do the same... The other path that opened up was to Belleza, north of Ardea, but since we can't get there now, let's just leave that in the back of our minds for a bit later. For now, head toward Gryllus, but beware. It might be useful to buy a virtue spell or two in preparation for killing undead... (hint hint: buy Exorcism or Faith) ---BATTLE 12A: GRYLLUS FOREST --- Suggested Level: 19-20 **Enemy Units** Ghost x 2 Undead Soldier (M) x 2 Undead Soldier (F) x 2 Undead Wizard (M) x 2 **Friendly Units** Party Members (limit 8) This is what you call an OPTIONAL battle. It isn't required, and yet it's a very good idea to go through it. Trust me. Still, it's also quite difficult, and not for obvious reasons. You shall see what I mean, though... Just before the battle begins, you get a hint as to why things will be nasty in this forsaken place as Alphonse comments about the souls of the dead gathering here. Then he hints at something: you can't afford to stay long... Figure it out (if you don't now, you will later). Tactics: Many of the little undead buggers you encounter will have bows equipped, so be ready to deal with mid-range attacks. Also, the ghosts can teleport, which means that nothing you can do will be able to "trap" them in a spot. Back attacks galore from them should be expected. On a brighter note, the river running through the battle field will slow down all the normal undead enemies, leaving you plenty of time (normally) to deal with the ghosts and first soldiers. However, the wizards do get pretty into it once their magic charges. The real challenge of this battle comes in the form of RESURRECTION. If you take too long after felling one undead, it will revive itself a few turns later, giving you fits (let me assure you). The best way to beat this level is to weaken all the opponents you can without killing them. Then, all in one turn, do a "blitzkrieg" style attack, killing everything. (Or re-killing if you wish... get it? ghosts...) Oh, and if you didn't listen to me before, the Exorcism spell would do WONDERS if you have it... When the battle finally ends, you see a few lines by Alphonse, and then get your cheesy reward... Victory Conditions: Defeat All Enemies! War Trophies: 100 Goth. (Definitely not worth what we just did...) ------------ Well, again, you have the choice to go to another 'out of the way' battle, in Blete, or to head on to Vespa, again. As I will ALWAYS suggest, go to the optional battle. These normally yeild good results, though last time was a definite fluke... FIGHT IT OUT!! --- BATTLE 13A: BLETE RUINS --- [Rough outline contributed by beyowulf] Suggested Level: 20-21 **Enemy Units** Euphaire Warlock Undead Knight x 3 Undead Wizard x 2 Zombie Dragon **Friendly Units** Party Members (limit 8) Prelude: As you enter the field of battle, you're met by a proud young spellcaster, Euphaire. She seems a bit surprised that we've gone through the forest of Gryllus unharmed, but she plans to make up for that. Wonderful, isn't she? Then, Alphonse has one of those killer lines that makes you want to just die laughing. "...You smell like... death. Are you... alive?" Heh. Funny enough, though, it is a good question. You see, Euphaire actually has the soul of her dead mother inside her (long story). She, however, just returns that he has the smell of blood on him as well. Finally, someone who doesn't assume we're rookies, fresh for a beating. Anyway, she's freaky, Alphonse is getting impatient, and the battle begins. Let's do it! Tactics: First off, I want to point out that Euphaire has the Salamander summon spell, and the wizards have Firestorm and Ice Field. To make the magical fun all the more enjoyable, the Warlock has Flow Magic, which is used either to charge up the magic of Euphaire (think SUMMON) or the other wizards (which hit multiple targets). Also Euphaire can charge up the wizards as well, leaving the warlock to charge her up, and then ALL be able to cast Salamander and a various ensemble of quite painful spells their next turn. Be prepared to get hit HARD quickly. Needless to say, play this one defensively. You start off at a rather large terrain disadvantage, having to climb up the fortress to Euphaire and her wizards. My suggestion for party building would be, "think flight." If you don't have the flight, get speed. Ninjas and hawkmen will do wonders on this relatively small field. Another good addition to this battle, as I always say, is a priest. You will need all the healing you can get (so you might want a knight, too). As I said earlier, you will take damage, so prepare adequately for it. Finally, I suggest taking a few strong elemental magicians. Euphaire and several of her other associates are of the Fire element, so a Water wizard or siren would be good. Basically, just go after Euphaire (or if you want the treasures, don't). In all likelihood, you will want to take down the Knights first, while trying to stay away from the Dragon Zombie. Then, focus all your forces on the warlock and wizards. They're very capable of dealing huge damage to your party. If during any part of the battle, you really are on the ropes, change all of your character strategies toward attacking Euphaire. She loves to use Energy Transfer, which takes some of her HP, so she will be weakened. This isn't that hard a battle, but it can take some time... Victory Conditions: Defeat the Leader! War Trophies: 0 Goth, Salamander (Summon), Sword Emblem ------------ After the battle, you get a dialogue between Euphaire, Ivanna, and Alphonse. Basically, her mother's spirit left her body (the puff of smoke) and now she is normal again. To make things even better, she offers to join you for all your troubles! She asks to go with you to see her father, but still, it's another great ally to add to your forces. Say yes before you do anything crazy! The next day, you see Eleanor and Alphonse walking through Blete, the town she was born in. Not much to look at, is it? "If something is forgotten, is it like it never existed?" This is what prompts Alphonse to think of his father, who he had allowed to fade from his thoughts. He doesn't remember him well, nor does he really choose to remember him at all, but some day he will... oh yes, he will. Now, however, it's time to proceed to Vespa (again) so that we can get back on the track for story progression. --- BATTLE 14A: VESPA HILLS III --- [Rough outline contributed by beyowulf] Suggested Level: 21-22 **Enemy Units** L - Beastmaster (Surgat) Cerberus x 3 Griffin x 2 Cockatrice x 2 **Friendly Units** Party Members (limit 8) Prelude: When you get to Vespa Hills, another poor fool tries to hinder your progress. The beast master is basically just a merc, hired by either Rananculus (or maybe Rictor) solely to keep you back in Anser. He brought quite a few beasts with him, so be prepared. Tactics: This is a deceptively hard battle. Why? Well the beastmaster will occasionally lend support to the beasts, but also because of the beasts special abilities themselves. The Cerberus can use a fire breath attack that can cause sleep while damaging multipe enemies in a 4-panel T shape. Likewise the Cokatrices can petrify multiple enemies in the same way (4 panel AOE). To make matters ever worse, the Griffins also have a special attack, which can damage multiple enemies, but it's also *long_range*. The petrification is especially annoying, since it will put a charcter out of the battle, unless you cure them. Either bring a cleric/priest with 'Cleanse', or a fairy with the status cure special ability. You will take pretty good damage this fight, unless you're of high enough level (as suggested). My best suggestion is to focus on taking out the death chickens before they gather enough SP to hit you with Petrifying Breath. This will take one of your characters out of the fight for good (unless you cure with an item or Cleanse). It's also a good idea to take out the hellhounds, since they can put people to sleep. The griffins and beast master are of little threat, since they only deal physical damage... Pretty simply put, this battle isn't that hard. Just keep someone around who can heal status ailments, or can heal (one or both works just as well), and you'll breeze through it. Victory Conditions: Defeat the Leader! War Trophies: 500 Goth, Beast Whip, Urn of Chaos, Tome of Discipline, Sword Emblem, Stone of Swiftness, Wisdom Fruit, Cup of Life, Crown of Intellect. ------------ After the battle, you see Alphonse issue some quick orders to the troops, emphasizing both the need for speed and to stick together. You're then taken to Naja Forest, where you see a scene with Rictor (who is accompanied by two knights). Rictor meets up with a "Mysterious Girl" with short blue hair, who he apparently knows and calls Malicia. However, when he approaches her, she runs off into the forest. --- BATTLE 15A: BELLEZA --- [Rough outline contributed by beyowulf] Suggested Level: 21-22 **Enemy Units** L - Elrik Ninja (F) x 3 Valkerie x 2 Witch x 2 **Friendly Units** Euphaire (suggested) Other Party Members (limit 7) Prelude: Surprisingly enough, the prelude here is rather short. Basically, you're given a small glimpse at the fact that Elrik and Euphaire have LOTS of business to discuss, but no more than that, really. Elrik says that he knows mistakes were made, and that he must correct them. Unfortunately for our team, he thinks the only way to do this is to kill poor Euphaire. Quite a loving father, isn't he? Tactics: Somewhat easier than your previous battles, your main concern will be with the enemy leader, Elrik. The ninjas will rush you while the rest tend to pull back and defend Elrik. The ninjas should be easily dealt with, primarily due to their lower defense. Elrik will be on a higher elvation than you, and he uses the Fenrir (water) summon! It might take a while to get to him, especially with most of his troops deployed in his defense, but bear with the attack... Flying units, ninjas,and valkeries will be very handy here. He has a Golem summon, but it's really more of a normal attack, as it doesn't hit but one character (though with a range of 7 and decent power, it is still impressive). It appears as though Euphaire is one of the primary targets in this battle, which does make sense if you think about it. Still, just be cognicent that most of the long-range attackers will aim for her. Another VERY noteworthy problem with this battle is that you cannot allow it to drag on too long. As your scouting should have shown you, Elrik has TWO summon abilities at his disposal. One, Fenrir, is similar to the Salamander spell you already have, while the other, Summon Golem, is only a single-target style attack, with only one very powerful summon attacker. Elrik _will_ cast at least two summons in this battle, one on each of the second and third turn (much thanks to the witches who use fluid magic for the bum). However, its up to you whether he will cast another after that. My strongest advice is to take out the WITCHES FIRST. Without them, Elrik loses an extra 20 MP each turn. In other words, he can't summon every turn. Similarly, keep Euphaire and a priest in your ranks, allong with whoever has the Salamander summon, so you can fight fire with fire. After your second phase, Elrik taunts Euphaire a little bit, but only then do we get the impression that he still mistakes her for her mother. He says that she doesn't belong here... thinking that she's still undead. Now this is starting to make more sense... Anyway, the battle shouldn't take too long after the witches are gone, and after that, your priest will be lazy for lack of work. Still, it is worth your effort to keep one with you, just for the Salamander-per-turn advantage. It took me 4 turns to kill every enemy and collect every treasure. If you aren't intereseted in that, it should take maybe 3. Good luck! Victory Conditions: Defeat the Leader! War Trophies: 0 Goth, Fenrir (Summon), Sword Emblem, Warp Shoes(!), Stone of Swiftness, Spell Robe, Pointy Hat, Plumed Headband, Trident. ------------ After the battle, Elrik converses with both Euphaire and Alphonse (well, it's more like Alphonse just observes the other two). Elrik says we have the right to kill him, but asks if Euphaire is upset with him. When Euphaire responds innocently and inquires about what he means, calling him "Father," it finally dawns on Elrik that she is no longer possessed. He has his little girl back again... After another bit of conversation, where you learn that he was experimenting with a spell of spiritual transference, he states that, "It's futuile to keep the souls of the dead in this world." No, really? A bit more touching dialogue follows, and blah blah blah... ...Elrik offers to join you. THIS is why this OPTIONAL battle is so worth your effort! (Like you didn't see it coming though) Take note, for almost ALL optional battles are VERY worthwhile in the long run. Don't be too quick to progress the story. Note: the next "story progression" battle is always marked with a RED POLE. ** All other battles before that will be optional, and it is my strong ** suggestion that you visit these BEFORE proceeding. Interesting note, after battle, in the shop here, you can recruit Giants. I myself didn't as I was short of cash, but it will be interesting to see what they can do, later... Further notes: Fairies are now decently useful. Their first special ability cures any abnormal status, and their second gives a character an extra turn. Decent, but not worth bringing a fairy into battle for... --- BATTLE 16A: NAJA FOREST --- [Rough outline contributed by beyowulf] Suggested Level: 22-23 **Enemy Units** L - Siren (Grevis) Wizard (F) x 2 Knight (F) x 2 Cleric (F) Soldier (F) Witch **Friendly Units** Party Members (limit 8) Prelude: When you arrive at Naja, you're greeted by a Siren, Grevis, who apparently has some history with Alphonse. As it turns out, she's now with Rictor, and her orders are, prepare to be shocked, to kill you! Wow, we didn't see that one coming. < Sighs > As predicted, though, Rictor went to meet the Lord of Rananculus, and he left these troops behind under Grevis knowing full well you would follow him. In short, we walked into an ambush. Still, we expected nothing less. Let's do this! Tactics: Unfortunately, there isn't much to help you in this level. You have scattered trees, a river, and a little bit of terrain height variance, but generally, this is a simple map. As always, you start at a slightly lower altitude, but in this fight that won't be of too much concern. Still, it is a rather large map, and the clash between the armies will take some time... (normally on the second or third player phase) Now, on to the major concerns. Grevis packs some major firepower, but it's all in the form of ONE SPELL. Yep, you've probably guessed it by now, but she also carries a summon: Gnome. Also, if you scan the rest of her units (as you should every battle), you'll see that she has a witch (which WILL do fluid magic the second turn, readying Grevis for the 35 MP Gnome). As with all of the Summon fights, take out that witch first, if you'd like the battle to be greatly shortened. Since the troops here are all female, if you have the inclination (and a few male characters of corresponding classes), this would be an especially good time to be persuading enemies. The knights themselves have decent equipment. Platemail and Earth Shields to be exact (the latter of which you get as a war trophy). The wizards only have (that are worth mentioning) their wands and their spells. You get the Earth and Ice Wands as war trophies, so unless you want to persuade just for spells... Still, you might consider persuading the Witch, since you could really use a good Fluid Magic spell... Euphaire is good and all, but having another magic juicer would be great! Victory Conditions: Defeat the Leader! War Trophies: 500 Goth, Gnome (Summon), Earth Shield, Earth Wand, Ice Wand, Cleanse (Spell), Sword Emblem, Water Garb. ------------ In her dying breath, Grevis comments on your strength and wonders why you didn't join Rictor. Then we are taken to a scene in Ostorea Castle. Rictor appears before both Lord Naris Batraal and Nichart. It seems Nichart is a bit worried about Rictor, but Naris doesn't seem to fear him. He points out that Rictor only came with a few body guards... commenting that "He has no inkling of the spear's true power." As it turns out, Naris is willing to cooperate wi