,'¯¯¯¯¯¯¯¯¯\                          _,¯¯¯¯¯¯¯¯¯¯¯¯/
    | _,-,     /¯                          \ ,----,   ,'¯
    |/  / /¯¯¯¯                             \) ,'¯    \
       / /                /|                 ,'        \
      / /       ____ ____/ |_   ____ ____   /  /¯¯¯¯\   )  /\ _,_ ___,
     / (        ¯)_ |  ,_}  _|/|  ,_)  __\ (  (      )  )¯¯  )   {    )
    (   \       /| || |  | | | | |   \ \   (  (      )  )|¯| | |¯| {) |
     \   \____/) (_)( |_/) |\| | |_/)_) )   \  \____/  / |_| | ( |  _/)
      \       / \__/\)__/|__/|_|\__/___/     \       _/\___  |\/  \__/
       \_____/      THE KNIGHT OF (( LODIS    \___,-'  /    /
                                   \)                 {,'¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Spoiler-free FAQ/Walkthrough by Shotgunnova (P Summers) | shotgunnova@gmail |
|_________________________________________________________|___________________|
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  I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
 II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

     Attack Elevation.................................................. ATKL
     Spears and Whips.................................................. SPRW
     Missile Attacks................................................... MSLA
     Knockback......................................................... KNBK
     Persuasion........................................................ PRSN
     Summon Spells..................................................... SMNS
     MP and SP......................................................... MNDS
     Terrain Change.................................................... TRRN
     Terrain Bonuses................................................... TRBN
     EXP & Leveling-up................................................. XLVL
     Status Abnormalities.............................................. STTS
     Element / Alignment............................................... LMNT
     Weapon Proficiency................................................ WPNF
     Mental Gauge...................................................... MTLG
     Character's Luck.................................................. CHRL
     Buried Treasure................................................... BRDT
     Quest Mode........................................................ QSTM
     Tips N Tricks .................................................... TPST

III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

     00) Start 'Er Up.................................................. WK00
     01) Lutra Islands................................................. WK01
     02) Scabellum..................................................... WK02
     03) Vespa......................................................... WK03
     04) Formido....................................................... WK04
     05) Ardea......................................................... WK05
     06) Urodela....................................................... WK06
     07) Bison ........................................... [Path A] ... WK7a
         Sufrir .......................................... [Path B] ... WK7b
     08) Arena ........................................................ WK08
     09) Rana ......................................................... WK09
     10) Solea ........................................................ WK10
     11) Aquila ....................................................... WK11
     12) Gryllus ....................................... [Optional] ... WK12
     13) Blete ......................................... [Optional] ... WK13
     14) Vespa [II] ................................................... WK14
     15) Belleza ....................................... [Optional] ... WK15
     16) Naja ......................................................... WK16
     17) Sotavento .................................................... WK17
     18) Haena ........................................................ WK18
     19) Gracula ....................................... [Optional] ... WK19
     20) Ostorea Preparations .......................... [Optional] ... WK20
     21) Ostorea West ................................................. WK21
     22) Ostorea South ................................................ WK22
     23) Ostorea Throne Room .......................................... WK23
     24) Ostorea Crypt ................................................ WK24
     25) Rebanada ...................................... [Optional] ... WK25
     26) Harmonia ..................................................... WK26
     27) Charadrius ................................................... WK27
     28) Angel's Headstone ............................................ WK28
     29) Hall of Corruption ........................................... WK29
     30) Garden of Memories ........................................... WK30
     31) Hall of Conviction ........................................... WK31
     32) Nether Region ................................................ WK32

 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

     Class Overview ................................................... CLSS
     Equipment List ................................................... EQPT
     Emblem Guide ..................................................... MBLM
     Spell/Skill Listing .............................................. SPLK
     Buried Treasures ................................................. BRTR
     Quest Mode ....................................................... QSTM
     Endings .......................................................... NDNG

  V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
 VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

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I. CONTROLS                                                              [CNTR]
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Button configs can't be changed. However, in-battle shortcuts can be made by
using the Options menu. By "extra information," it means that button can be
used to see extra info on stats, terrain, enemy information, and so on. It's
a real useful tool!
 ___________ _____________________________ _________________________________
| BUTTON    | NORMAL FUNCTION             | BATTLE FUNCTION                 |
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| D-Pad     | Used in navigating menus    | Used in navigating menus        |
| Start     | --------------------------- | Bring up suspend data option    |
| Select    | See extra information       | See extra information           |
| A-Button  | "Select" button for menus   | "Select" button for menus       |
| B-Button  | "Cancel" button for menus   | "Cancel" button for menus       |
| L-Button  | --------------------------- | Use battle-related shortcut     |
| R-Button  | Bring up world map menu     | Use battle-related shortcut     |
|___________|_____________________________|_________________________________|

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II. TH' BASICS                                                           [THBS]
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Most of this can be found in-game, but lots of people don't harness the hints
and such, so now it can be found here!

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    ATTACK ELEVATION                                               [ATKL]
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Elevation and weapon range dictates how advantageous a position can be for
the player. Spears and whips can reach two panels to attack an enemy, with
restrictions being 3s (steps) up and 4s down. Swords, rapiers, and other one
-handed weapons can only hit 2s (steps) up or 3s down.

This means if an enemy has a one-handed weapon and is attacked from 3s above
it, it won't be able to counterattack. Attacking from behind is another way
to 'ensure' that the enemy won't counterattack, although it can still BLOCK
the attack at times.

To see if an enemy can counterattack, select an enemy as a target to bring
up the stats menu where it shows the projected damage, Hit% and such. Look at
the the arrow between them. If it is blue, that unit's safe and the enemy is
not able to counterattack; if it's red, a counterattack is possible.

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    SPEARS AND WHIPS                                               [SPRW]
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Spears and whips are able to hit two panels from where they stand, thus being
able to hit up to two enemies (pierce through) and/or earn the Lancer emblem,
which is gained through hitting two enemies with one weapon attack.

Unlike one-handed weapons, their height restrictions aren't as poor, letting
them hit 3s (steps) up and 4s downward. They can still pierce two enemies even
at a slant, but only if both are within the 0-4s range. This is what the
tutorial means when it says "the range may change depending on the height."

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    MISSILE ATTACKS                                                [MSLA]
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Missile attacks (bows, crossbows) fire projectiles which have a certain range
set into them. Pretend that an Archer and a target are on even (0s) ground.
The archer attacks and the range is 4 panels. The set range ONLY applies to
flat elevation, despite what's displayed!

This means that a higher elevation, an archer can shoot outside its range due
to the projectile falling at a slant. Using the same example above, if the
archer moves onto a 1s panel and attacks an enemy on a 0s panel, it's range
will still be shown as 4 but it can shoot one more panel beyond, making the
actual range 5.

For enemies that can fly (Fairies, Hawkmen) and secure the highest positions
with ease, their range will be boosted to a high degree. The only problem with
shooting outside the range is that obstacles are NOT taken into account in the
displayed Hit%. If there is a pillar in between the target and shooter, it may
show 100% hit rate but it'll be 0% in actuality, y'dig?

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    KNOCKBACK                                                      [KNBK]
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Knockback (or recoil, as the game calls it) occurs when a unit is attacked in
such a way that it's displaced from its current position, moving to another
panel. Critical hits can make a unit move one space backwards, and shields're
capable of doing this at a much HIGHER rate but with much LESS damage.

Either way, knockback is a strategic maneuver that should be used with much
consideration. Y'see, recoiling characters can suffer extra damage if there is
an obstacle behind them and they bump into it; and, if knockback moves a unit
off a large height, such as the castle wall at Ostorea West, they can suffer
tremendous fall damage.

Units that can inherently fly do not suffer fall damage, just as characters
who are granted flight temporarily (through equipment) do not. However, units
that can Warp, such as ghosts or those with Warp Rings/Boots on, still CAN
suffer fall damage. Knocking people off walls may be rather cheap, but for a
game that basks in strategic maneuvers, equipping a shield can be worth that
extra weight.

Oh, and one more thing: characters cannot be recoiled onto spaces otherwise
untraversable to them. For instance, a Ninja can water-walk and would thus
be able to be recoiled onto Ocean panels, unlike soldiers which would simply
be 'knocked back'...just without moving.

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    PERSUASION                                                     [PRSN]
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Persuasion is another 'passive' way of defense, in which an ally unit tries
to recruit an enemy unit onto the team. If it's successful, that enemy unit
can become a permanent ally member (guest for that battle). However, if the
persuasion fails, a counterattack is suffered. Lowering the target's HP'll
increase the chance of inviting that unit into the ranks.

Ally units have easier times persuading if they are the same class as the
target. So, a Soldier can persuade enemy soldiers better than, say, a witch.
The 'Arbitration' emblem gives a bonus to future persuading, and the 'Vixen's
Whisper' emblem is obtained when an ally female unit recruits an enemy male
unit. A Vixen's Whisper is also needed to become a witch, by the way.

However, some units cannot be recruited no matter the odds stacked in one's
favor. Naturally, units marked with 'Leader' status (i.e. bosses) cannot be
recruited under any circumstances, nor can special enemies like:

 • Duke Knight         • Daemon          • Dark Angel       • Bandit
 • Dark Stalker        • Predator        • Hell Gigantes

I'm sure there are more non-playable characters, but the above ones are found
naturally in the game.

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    SUMMON SPELLS                                                  [SMNS]
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Summons are special spells that have high MP costs but attack multiple times
on multiple targets. However, their usage is better for single targets since
the damage is centralized on that one person. These magicks are special enough
that only some certain classes can use them. I'd call them by name, but to
preserve spoiler-free atmosphere, I'll just go by class:

• Sorceress      • High Priest     • Shaman        • Summoner     • Witch <3

The normal class 'Siren' can also use summons, and is restricted to females
only, so that's another option. You'll have to go through the paeans of class
ascension to get one, though. LICHES CANNOT SUMMON. Just thought I'd say that.

Oh, and one weird thing about summons. If a summon is used and there aren't
any enemies in range, it'll attack the summoner! Seriously, watch out!

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    MP AND SP                                                      [MNDS]
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MP and SP are the 'currency' by which abilities are used. Magic abilities and
summons use strictly MP, and those are restricted mostly to special units.
Some demi-human classes (Hawkman) and monsters use special skills, which is
where SP is used. Again, they ONLY use SP.

The dichotomy between MP and SP is this: MP can be recovered naturally or by
synthetic means (items), while SP can only be recovered naturally.

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    TERRAIN CHANGE                                                 [TRRN]
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Inclement weather can change the terrain, and this applies to quite a lot of
battle sites. There are two types, being rain and snow. Here's the lowdown.

• RAIN - Rain on its own doesn't affect anything; however, continuous rain
         in battlefields with bodies of water can rise 1s (step), washing out
         the previous dry land. Units that are in the water at this time will
         still be there, but if they are not a water-type creature, will have
         lowered attack power. This change is often temporary, as waterlines
         can recede eventually. When this happens, it happens between turns.
         Some terrain types, such as 'Plain', will undergo elemental changes
         at this time with any positive number gaining +5 resistance and the
         negative numbers losing 5 more resistance. Flooding can only happen
         once (1s) and no more.

• SNOW - Snow is a seasonal occurance and happens on most battlefields. Note
         that this CANNOT happen during battle. Instead of attack power being
         reduced, movement is reduced. Enemies that can fly, warp, or snow-
         -walk (thanks to Snow Boots) can bypass its effect. Indoor b'fields,
         ones with lava, and towns will often now reflect this change. This
         can be a problem for treasure-hunters, since terrain underneath is
         still the same, i.e. one has to melt and then burn Plain panels to
         check underneath. The problem is, when it's snowing, panels can be
         re-covered with snow again. This makes treasure-hunting in places
         like Ostorea an exercise in annoyance. Use global weather-affecting
         spells like Clear Day to make the sun come out.

One more cool thing about snow. If there is a light snowfall and the support
ability 'Summon Tempest' is used, it changes the weather into a venerable
blizzard!

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    TERRAIN BONUSES                                                [TRBN]
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Terrain bonuses result in better elemental defense if you're looking out in
that area, or can leave you with less defense against a certain element. To
find out the defenses in-game, hover the movement cursor over a piece of the
geography and it can tell its defenses in the upper-right corner. Also, use
the select button to see the name of the terrain. I won't list where all the
terrain types can be found, 'cause that'd just be overkill. Enjoy!
       _________________ ______ ______ ______ ______ ______ ______
      | NAME            | FIRE | WIND | ERTH | WATR | BANE | VIRT |
      |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|
      | Carpet          |      |  -10 |  +10 |      |      |      |
      | Channel         |  -10 |      |      |  +10 |      |      |
      | Gravel          |  +10 |  -10 |  +10 |  -10 |  +05 |  -05 |
      | Ground          |      |  -10 |  +10 |      |      |      |
      | Ice Field       |  -15 |      |      |  +15 |      |      |
      | Icy Swamp       |  -05 |  +05 |  -05 |  +05 |  +05 |  -05 |
      | Lava            |  +15 |      |      |  -10 |  +10 |  -10 |
      | Mold            |  -05 |  -05 |  +05 |  +05 |  +05 |  -05 |
      | Ocean           |  -10 |      |      |  +10 |      |      |
      | Plain           |  -10 |  +15 |  -15 |  +10 |  -10 |  +10 |
      | Plain           |  -05 |  +10 |  -10 |  +05 |  -05 |  +05 |
      | River/Lake      |  -10 |      |      |  +10 |      |      |
      | Rocks           |  +05 |  -10 |  +10 |  -05 |  +10 |  -10 |
      | Roof            |      |  -10 |  +10 |      |      |      |
      | Sand            |  +10 |      |      |  -10 |      |      |
      | Snowy Field     |  -10 |      |      |  +10 |  -05 |  +05 |
      | Snowy Pavement  |  -10 |      |      |  +10 |  -05 |  +05 |
      | Snowy Plain     |  -10 |      |      |  +10 |  -05 |  +05 |
      | Stone Floor     |      |  -10 |  +10 |      |      |      |
      | Stone Roof      |      |  -10 |  +10 |      |      |      |
      | Swamp           |  -10 |  +15 |  -15 |  +10 |  +05 |  -05 |
      | Tar             |  +15 |      |      |  -15 |  +15 |  -15 |
      | Wooden Floor    |      |  -10 |  +10 |      |      |      |
      |_________________|______|______|______|______|______|______|

       Rainy weather may further increase elemental boosts/weaknesses,
       and some patches may add/subtract 5 points. The above is usually
       what the tiles will be found as.

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    EXP & LEVELING-UP                                              [XLVL]
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EXP is gained through taking action in battle, whether it be using items,
attacking, or counterattacking. This applies to friend or foe, mind you. When
one hundred (100) experience is obtained on a unit, s/he will go a 'level-up'
and have augmented stats in accordance with their class. As levels increase,
attacking low-level units results in lower EXP, which forces more action vs.
harder units to gain better experience. The maximum level is fifty (50).

In addition, new special abilities (ones that use SP) can be obtained, unlike
normal human-type classes which never learn new class abilities. As stats rise
and certain quotas are met, magicks will broaden their range. Some start
at one target and raise to a plus-shaped (+) area that can hit five panels at
once, for instance.

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    STATUS ABNORMALITIES                                           [STTS]
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Status, or the current health of a unit, may change when support spells,
attack spells, or special abilities are used. Units marked as a 'Leader' are
immune to all status effects, and this includes Alphonse. The following can
be inflicted on everyone else:

• PETRIFY  - The unit turns to stone and can take no further action during the
             battle. A 'game over' occurs if all units become petrified, which
             is a rare occurance.

• PARALYZE - The character becomes temporarily incapacitated and cannot take
             action, nor can it counterattack. Since the unit's defenses are
             lowered, they also take damage much easier. It recovers naturally
             and may recover quickly or slowly, depending on a random chance.
             A character cannot recover DURING a phase, only in-between.

• SLEEP    - Sleeping is, as most games have it, temporarily incapacitating
             a character. A character cannot attack during this state and has
             lowered defensive/evasion capabilities. When damage is incurred,
             the unit wakes up, unlike paralysis which remains even if damage
             is taken. There's a relatively high chance of it wearing off on
             its own, too, at least in comparison to paralysis.

• CHARM    - Moves like Fascination can inflict this status, where an enemy
             unit (or ally, depending on who uses it) temporarily changes
             sides and attacks its friends. It generally has a short duration
             and can recover naturally, or after receiving damage.

• CONFUSE  - Confusion makes a character's brain fall out of whack, and acts
             like 'Charm' in a way. Unfortunately, the unit becomes out of
             control and attacks enemy and ally alike, often randomly, until
             it wears off or s/he receives damage.

• POISON   - Poison eats at a character's HP at the ally/enemy phase's start,
             and does not wear off naturally. Items or magic must be used to
             remove it.

• KO'd     - If a character's HP falls to zero (0), it will disappear from
             the battle. Guests and some storyline enemies cannot be KO'd,
             but for everyone else, they can 'die.' Only the Resurrection
             spell or Altars of Resurrection can bring them back to life.

Ending battle also removes all of these statuses. REMEMBER: If a unit ends
the battle KO'd, s/he will be gone FOREVER. This includes special allies!!

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    ELEMENTS & ALIGNMENT                                           [LMNT]
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All units, whether they friend or foe, have an elemental alignment with one
of six elements. They are Fire, Water, Earth, Wind, Virtue, and Bane. Opposed
elements (fire <-> water, earth <-> wind, virtue <-> bane) do more damage to
each other. Elements can be boosted in three ways:

• Weapon
• Equipment
• Battlefield Panels

Alignment, in the second sense, is the natural predisposition of the unit.
This is represented by three categories, ranging from good to bad:

                       Lawful -> Neutral -> Chaos

Although this probably won't come into play very much, some units have to
be of a certain alignment before they can undergo a class change. Use an Urn
of Chaos to move a unit once step closer toward 'Chaos,' and a Tomb of
Discipline to move one step back towards 'Lawful.'

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    WEAPON PROFICIENCY                                             [WPRF]
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Some classes have a built-in preference, and although the game doesn't tell
this overtly, fighting for awhile with different weapons may make it clear.
Fighting with these 'preferred' weapon types may make 'em perform better in
battle, and as far as I know, here is what they are:

• Soldier       - Swords           Anyway, these are the units that have the
• Archer        - Bows             ability to equip weapons. Their weapons
• Ninja         - Katana           preference is mostly based off of some
• Witch         - Stave/Wand       slight testing I've done and what they'll
• Valkyrie      - Spears           always appear with in game (99%), which
• Mermaid       - Spears           to me is indicative of what they prefer
• Dragoon       - Swords/Spears    to use. Ever see a Ninja with a Fan? No,
• Knight        - Swords           didn't think so.
• Angel Knight  - Rapier
• Fairy         - Bows             Even so, it's not exactly the most sound
• Cleric        - Stave/Wand       way to test, so if anyone knows formulae
• Priest        - Stave/Wand       regarding this, do send it in and I'll
• Lich          - Stave/Wand       stick it this section.
• Warlock       - Sword
• Swordmaster   - Sword/Katana     NOTE: If you choose 'Ideal Equip' from the
• Ghost         - Stave/Wand       unit's equipment screen, it usually leans
• Hawkman       - Hammer           towards the class' predisposition in this
• Summoner      - Wand             area, not necessarily best equips. Useless
• Shaman        - Wand             piece of info to be sure, but still...
• Sorceress     - Fan
• High Priest   - Rapiers
• Lesser Daemon - Axes
• Beast Tamer   - Whip
• Swordmaster   - Swords
• Wizard        - Stave/Wand
• Siren         - Fan
• Dragon Tamer  - Rapier

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    MENTAL GAUGE                                                   [MTLG]
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The Mental Gauge relates to a unit's mindset and directly influences whether
or not that unit performs well in battle. To find it, go to their status
screen in-battle (cannot do this out of battle!) and hit the select button
to see the individual data. Go to that rainbow-colored bar beneath the unit's
sprite to find the Support/Fear stat. It's set at '0' out-of-battle because
there is nothing to support/frighten it, but in-battle, this can fluctuate
from -2 to +2.

Obviously, the negatives indicate fear and lower that unit's performance. The
opposite increases the unit's performance, which is tantamount to more precise
attacks, better blocking/counterattacking, evasion, etc. Here are emblems
that can influence the gauges:

• CHARISMA           (+1 to ally gauges within three panels)
• CYCLE OF LIFE      (+1 to ally zombies within three panels)
• BLOOD REIGN        (-1 to gauge for non-undead foes within three panels)
• EXORCIST           (-1 to gauge for enemy zombies within three panels)
• RELIX'S EMBLEM     (Own gauge set at +2 permanently; males only)
• RIPPLE'S EMBLEM    (Own gauge set at +2 permanently; females only)
• GROZZ NUY'S EMBLEM (Own gauge set at +2 permanently; dragons only)

NOTE: See Emblems section for obtaining these!

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    CHARACTER'S LUCK                                               [CHRL]
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A.k.a. Biorhythm. A character's luck has some degree of influence on whether
or not s/he does well in battle. On the character status screen, inspect the
unit's name to find out their current fortune. This will tell how well their
biorhythm/luck is doing. If the fortune sounds good, they'll perform better
in battle; if it's downright bad, they'll probably do poorly despite what
they've got to work with.

To put it simply, it's a small governing force that can help or impair units.
This is associated with the passage of time, meaning as the months roll on a
unit's biorhythm will change. But, I really can't explain this very well past
that. Read Terence's Biorhythm FAQ for more information.

  http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_biorhythm.txt

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    BURIED TREASURE                                                [BRDT]
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Sometimes a buried treasure will be unearthed when a unit, friend or foe,
moves onto a certain panel. A random treasure will then be obtained, and I
believe luck/biorhythm factors into this. Either way, it can only be gotten
once and some rare items come about this way.

Sometimes an item will be under grass or snow, which prevents a unit from
getting the booty. Use a fire spell to burn the terrain and cleanse it of any
clutter in order to get to it. [Note that in snowfall, uncovered tiles can be
re-covered by the weather.]

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    QUEST MODE                                                     [QSTM]
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Sometimes after a storyline battle, you'll obtain a 'book' that won't appear
in the inventory. In actuality, this 'book' is a new map for the Quest Mode,
and allows a party to fight some enemy setups. This is useful for quite a few
reasons:

1) Build a party's level outside of the storyline mode
2) Earn treasures based on how fast you fulfill the winning conditions, and
   the time limit set to do so
3) Accumulate extra funds, which is awfully hard in the storyline

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    TIPS N TRICKS                                                  [TPST]
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Here's a list of tips (not covered in-depth above) that should help new and
old players alike. If a reader has a good tip to send in here, I'll put it
here if it's useful 'nough -- all credit, natch. Until then, all the rest are
just ones I've thought of randomly as I play.

• When using weapon attacks, positioning is key. Striking from behind gives
  the biggest chance of success and damage, not to mention the lowest chance
  of counterattacking/blocking. Striking head-on gives the opposite of the
  above, and isn't preferable in any situation save trying to get the Knight's
  Certificate emblem. Magic-users have the same situation to a degree, which
  can be important for summoners trying to hit high-AGL targets.

• In Quest Mode, petrification can be a good way to quickly eliminate units
  while still achieving the "kill all enemies" goal. It won't work on the
  leaders, and foes can still cure their comrades, but in certain situations,
  it may be preferable.

• Summons are powerful spells, but they work best when targeting only 1-2
  targets; any more than that dilutes the spell's damage by spreading it too
  thin to be significant. Naturally there are exceptions, particularly where
  foes have poor magic defense (like giants).

• Always scan the enemy ranks for classes or equipment you might want. A
  defeated enemy only drops 1 item; an invited enemy retains all equipment
  (if s/he survives battle). Some enemies, particularly beasts, may drop
  non-equipment items like a Tome of Discipline or Urn of Chaos; these can't
  be obtained if invited. This really doesn't matter though unless they're
  able to drop, say, a Snapdragon.

                                                   _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
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00) Start 'Er Up                                                         [WLKT]
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A few notes 'fore we begin:

• Like all tactics games, there are many avenues to win the battle so there
  is no reason to stick to the walkthrough 100% of the time. It's only a...
  suggestion for the most part. Don't beat yourself up if you don't have a
  certain class/emblem yet -- just go and get it!

• Enemy levels shown in the walkthrough are based on the author's (SGN's)
  party average. If you're lower/higher than what's projected, the average
  will change to reflect it. Bosses will usually be a couple levels ahead
  of that average, though. So why have it at all? To show what levels are
  acceptible to stand a good chance. (Guests will not level up to the party
  average, however).

• The winning objective is to defeat all enemies/the leader unless mentioned
  otherwise; the losing condition is always the death of the ally leader
  (Alphonse) unless stated otherwise. If these conditions change, the guide
  will mention 'em in someway.

• Enemy stats listed in each section are approximate, just as levels may be
  slightly off depending on one's team's own levels. The difference isn't as
  impacting as it would be in Tactics Ogre (SNES) though, so it shouldn't
  matter too much.

---

Two key players are introduced in this 'prologue' type section, being Rictor
Lasanti and Alphonse Loeher. Alphonse is the main character and can be named
whichever the player wishes, although the guide'll be using the default for
obvious purposes. A fortune-teller will talk to Alphonse and, per other Ogre
Battle games, this will influence some things later on.

=========================================
#01 - THE BEARER ASKS: Bear which burden?
=========================================

      ~ Resolve    (+0 Pts, Fire Element)
      ~ Truth      (-1 Pts, Wind Element)
      ~ Sacrifice  (+1 Pts, Earth Element)
      ~ Affection  (-1 Pts, Ice Element)

===========================================
#02 - THE WANDERER ASKS: Wander which path?
===========================================

      ~ Belief    (-1 Pts, Neutral alignment, Miracle emblem)
      ~ Freedom   (+0 Pts, Neutral alignment, Arbitration emblem)
      ~ Wealth    (+0 Pts, Lawful alignment, Embodiment of Desires emblem)
      ~ Longevity (+1 Pts, Chaotic alignment, Fist Fight emblem)

==========================================
#03 - THE BUILDER ASKS: Design which plan?
==========================================

      ~ Strife     (+1 Pts, Wind Element)
      ~ Wisdom     (+1 Pts, Ice Element)
      ~ Hatred     (+1 Pts, Fire Element)
      ~ Prosperity (+0 Pts, Earth Element)

======================================
#04 - THE SAGE ASKS: Swear which oath?
======================================

      ~ Purity   (-1 Pts, Lawful alignment)
      ~ Revenge  (+1 Pts, Chaotic alignment)
      ~ Victory  (+1 Pts, Neutral alignment)
      ~ Fruition (+0 Pts, Chaotic alignment)

==========================================
#05 - THE LEADER ASKS: Share which vision?
==========================================

      ~ Sadness (+0 Pts, Neutral alignment)
      ~ Mercy   (-1 Pts, Lawful alignment)
      ~ Bliss   (-1 Pts, Chaotic alignment)
      ~ Terror  (+1 Pts, Lawful alignment)

============================================
#06 - THE ALMIGHTY ASKS: Share which future?
============================================

      ~ Glory   (+1 Pts, Fire Icement)
      ~ Peace   (+0 Pts, Ice Element)
      ~ Change  (+0 Pts, Wind Element)
      ~ Control (-1 Pts, Earth Element)


The choices ultimately end up deciding Alphonse's starting characteristics,
and also his initial inventory and ally units.
    ___________ _____________ ___________________________ _____________
   | PT. TOTAL | TROOPS      | ITEMS                     | STAT BOOSTS |
   |¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|
   |  6 -> 4   | Ninja   [M] | Long Sword                | HP  +10     |
   |           | Archer  [F] | Cure Leaf x 20            | STR +10     |
   |           | Soldier [M] | Cure Seed x 2             | AGI +04     |
   |           | Soldier [F] | Altar of Resurrection x 3 |             |
   |-----------+-------------+---------------------------+-------------|
   |  3 -> 1   | Wizard  [F] | Cure Leaf x 20            | HP  +04     |
   |           | Archer  [M] | Magic Leaf x 2            | MP  +06     |
   |           | Soldier [M] | Altar of Resurrection x 3 | STR +04     |
   |           | Soldier [F] |                           | INT +04     |
   |           |             |                           | AGI +06     |
   |-----------+-------------+---------------------------+-------------|
   |  0 -> -3  | Cleric  [M] | Rapier                    | HP  +04     |
   |           | Ninja   [F] | Cure Leaf x 10            | MP  +04     |
   |           | Soldier [F] | Magic Leaf x 4            | STR +06     |
   |           | Soldier [M] | Altar of Resurrection x 3 | INT +06     |
   |           |             |                           | AGI +04     |
   |-----------+-------------+---------------------------+-------------|
   | -4 -> -6  | Wizard  [M] | Cure Leaf x 10            | MP  +10     |
   |           | Cleric  [F] | Magic Leaf x 6            | INT +10     |
   |           | Soldier [M] | Altar of Resurrection x 3 | AGI +04     |
   |           | Soldier [F] |                           |             |
   |___________|_____________|___________________________|_____________|

Is there any preferable choices to make in this section? Perhaps. Having Al
start with Arbitration can make early recruiting more than a pipe dream. The
rest of the emblems can't really compete at this stage, either. The units
received are up to the player's style.

Following, the ship sets sail, but not before running aground...encountering
some bandits.

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01) LUTRA ISLANDS                                                        [WK01]
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NOTE: Health values are approximate and often vary slightly more/less.

DIFFICULTY: 1/10                _____ _______________________
MAP ------: 13x11              |  HP | SPOILS                |
GOTH -----: -----              |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 1 Soldier [M]  | 130 | Leather Hat           |
            Lv. 1 Soldier [F]  | 130 | Healing Leaf          |
            Lv. 1 Soldier [M]  | 130 | Cup of Life           |
        [L] Lv. 3 Bandit  [M]  | 151 | Francisca             |
                               |-----+-----------------------'
GUESTS ---: Lv. 3 Rictor  [M]  | 173 |
            Lv. 2 Justin  [M]  | 140 |
            Lv. 2 Orson   [M]  | 116 |
            Lv. 2 Lara    [F]  | 139 |
                               |_____|

As far as I know, this battle is impossible to lose. All enemies will start
to target the leader (Stan the Bandit) if he's in range, while Rictor slings
Lightning Bow shots and Heals when necessary. He's got the party upkeep in
good hands, so this acts more like a tutorial battle, with hints being given
when the first action is taken, if an emblem is earned, when friends attack,
and so on. Just some tips for this rather easy battle:

• Protect your unit's back! Enemies naturally try to attack from the most
  advantageous position, and there is less chance of counterattacks and the
  attack being guarded if struck from behind. Alphonse should try to attack
  from behind as well. There's no sense worrying about allies in this stage,
  however, as all are "special" and can escape unscathed (due to a certain
  equippable) should their HP hit zero.

• The leader is Lv. 3, meaning any low-level unit that attacks him will get
  more experience than normal. Try to have Alphonse get a few hits in, 'cause
  most allies will be gunning for him as well. In comparison, Alphonse gets
  about 6 EXP for successfully attacking a Lv. 1 Unit; he'll get about 18ish
  for hitting Stan. This applies to counterattacks too, so retaliations can
  get help on this end (which is good since Al won't have enough movement to
  hit Stan until Turn 3). Dealing a killing blow to a higher-levelled unit
  gives roughly 200% bonus EXP.

• If an enemy is defeated, they'll often leave an 'item bag' behind. Should
  you see one, snag it! They often contain permanent stat-raising items or
  useful curative medicines. Enemies can take them as well, so try to improve
  the inventory if you find one. Note that bags laying around at the end of
  battle are RETAINED and added to the 'War Trophy' list -- it's not like
  Tactics Ogre (SNES) where there's fear of any spoils being left behind.

Some scenes later, Alphonse joins up with an ex-Rananculus Knight (Ivanna) and
they both head towards the nearby town of...

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02) SCABELLUM                                                            [WK02]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_02.png

Ivanna can give Alphonse a mini-tutorial on the elements if he wants here.

DIFFICULTY: 2/10           _____ _______________________
MAP ------: 18x16         |  HP | SPOILS                |
GOTH -----: -----         |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 2 Soldier | 139 | Stone of Swiftness    |
            Lv. 2 Soldier | 136 | Healing Leaf          |
            Lv. 2 Soldier | 136 | Short Bow             |
        [L] Lv. 3 Wizard  | 115 | Thunder Flare         |
                          |-----+-----------------------'
GUESTS ---: Lv. 3 Ivanna  | 141 |
            Lv. 3 Orson   | 121 |
            Lv. 4 Rictor  | 181 |
                          |_____|

• Unlike in Tactics Ogre, Knights can use low-level virtue spells, making
  Ivanna a decent healer early on. She'll often hang back and take care of
  Al's upkeep, letting him be more than a little reckless if he so desires.
  Note that guests won't obtain experience or emblems, so it's just as well
  she lets the protagonist get more of the experience.

• On Turn #3, Rictor and Orson show up in the eastern part of the map, which
  levels the playing field, not to mention adds another healer (although he
  mostly spams Lightning Bow due to his lame movement). Basically, these two
  may end up doing much of the dirty work!

• Other advice? Stay on terrain that gives penalties to lightning-type techs,
  such as Stone Floor or Ground. Oddly enough, being in the water doesn't
  give any lightning bonuses...although it won't matter too much here.

• There's a Dragon Shield buried at tile [15,2], in the eastern section near
  the barrels. It can't be gotten this early without a flying unit (fairy,
  hawkman) or water-walker (ninja).

By the way, at the [7, 12] coordinate, it's possible to unearth a Claymore or
Great Bow, so feel free to use Training for that purpose. NOTE: While most
maps can be replayed in Training, some are one-time-only and can't be -- it's
best to collect rarities when the chance is given. [This won't be applicable
for awhile, though.]

AFTERMATH
¯¯¯¯¯¯¯¯¯
After the battle, Rictor and Alphonse meet up and our dark-haired hero will
be given [3500 GOTH] to recruit some troops. On the world map, the Shop,
Organize, and Training options will now be possible. The units that were
decided back at the fortune-teller will now be in the party as well.

Other info at this time:

• Lutra, a southern map dot, is now open for fighting random enemies. It's
  not the same map as the game's first battle, though. They're good for
  experience, but don't forget to have your soon-to-be priest healing people,
  or people eating stat-boost items (like Crown of Intellect) for a leg-up on
  getting to those future classes.

• When hiring units, there's always male and female soldiers and a third type
  that varies. If hawkmen are available, definitely get one -- they can fly
  and are better than many early classes (like archers). However, don't buy
  any garbage units like the octopus, which sucks at land-battling. Now's a
  great time to start making Deneb, the unique witch from many Tactics Ogre
  games, too. [See her file in the class section for more info.] Just make
  sure any hawkmen invited are of the wind element, which gives 'em a bonus
  to their special ability come Lv10.

• A few soldiers are obtained automatically in accordance with how the
  fortune-telling section went way back when. If there's a ninja available,
  get that Dragon Shield by training in Scabellum! If y'can get a Claymore
  from the other treasure tiles, it can be a good way to get the Berserk
  emblem early on.

• Alphonse and any new male soldier should change to Beast Tamer, then back
  to whatever they were normally. The reason being that the class is available
  early but becomes permanently blocked once 5 animals are slain, which sucks
  for those who wanted to sample all classes. [Females can't be beast tamers,
  but can be dragon tamers instead, although the class isn't accessible this
  early. The same prevention strategy applies, though.]

Before heading to the next destination, outfit the party with the basic equips
that some may lack. If you need money, remember persuasion! Invite people into
the party at the end of battle, strip them of their equipment, and kick 'em to
the curb. Sell their basic junk to get some extra goth. Shields in particular
will benefit some fighter units, as well as anyone who can become a Knight
(for extra healing).

When ready, head north to the grassy knoll.

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03) VESPA                                                                [WK03]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_03.png

Wait, haven't I heard about a grassy knoll somewhere before...? Eek!

DIFFICULTY: 3/10           _____ _______________________
MAP ------: 14x18         |  HP | SPOILS                |
GOTH: ----: 500           |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 5 Bandit  | 164 | Stone of Swiftness    |
            Lv. 5 Bandit  | 163 | Cup of Life           |
            Lv. 5 Soldier | 163 | Healing Leaf          |
            Lv. 5 Soldier | 163 | Sword Emblem          |
            Lv. 5 Soldier | 167 | Healing Leaf          |
            Lv. 5 Soldier | 160 | Crown of Intellect    |
        [L] Lv. 6 Archer  | 142 | Great Bow             |
                          |-----+-----------------------'
GUESTS ---: Lv. 4 Ivanna  | 155 |
                          |_____|

• The most notable thing here is that no foes have magic-casting ability,
  so terrain won't factor in as much as previous or forthcoming stages (at
  least where elements are concerned). This means sticking together in a big
  group is actually advised, letting proximal units guard flanks/backsides,
  and also provide healing without trekking across the map.

• One soldier has a Long Sword, which can good to obtain through persuasion
  in lieu of digging up a Claymore at previous maps.

• Ivanna will heal if necessary but it's quite possible for one unit to get
  swamped by 4+ enemies and get in critical health. Make sure to have a good
  supply of healing items on-hand, and have any mage units keep their distance
  to avoid such a circumstance.

• Archers rely on high ground to gain the advantage -- their attack ranges
  decrease if they try to shoot higher than where they stand. Driving Cressida
  and any other archer downhill, by blocking off routes back uphill and by
  pushing them with shields (etc.), while taking the high ground oneself is
  always a good strategy.

Ivanna also reminds Alphonse that persuading enemy units is an alternative to
decapitating them, and keep that in mind if you find the forces a bit
overwhelming. Whittle their HP down and try to invite 'em with a person of
similar class.

AFTERMATH
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After making camp, the choice to let Ivanna join the troops permanently comes
up. Choose " Yes. Let's go together." to get her in the party; decline her
invitation by picking the alternative. She may or may not be the first actual
healer obtained, so it's always good to take her with. Just note that she's
a knight by storyline purposes; she doesn't have the requisite stats to _BE_
the class yet. Thus, if you change her from knight to something else, she
won't be able to change back until her stats are just right.

• [GLYCINIA SIGHTING #1] can now happen at Vespa, but only before going to
  Formido. She's a special fairy who happens to get in heapin' helpings of
  trouble quite often. Her equipment changes depending on when she's invited
  into the party, with her best stuff coming later, so inviting her now's
  not too useful. Her equipment now is Short Bow, Ice Chain, Dragon Gem, and
  Glass Pumpkin -- not too awesome. She always comes with a pumpkin, by the
  way. [This random battle appears 100% of the time at Vespa, so if y'don't
  want to do it, y'can't fight there until later!]

• It's possible to dig up a Glass Pumpkin in Vespa at tile [06,03], which is
  a good accessory to have. It's part of a special shop quest as well, so
  having it is a lot better than, say, throwing it away or selling it to the
  wrong vendor!

• Check to see if any females can become Dragon Tamers yet. This class is
  pretty useless unless you're going to have a dragoncentric party, but like
  it's "sister" class Beast Tamer, it's quite easy to get locked out of it
  without knowing. In this case, killing even one dragon prevents someone
  from using it! Change now, change back, and rest easy that the unit hasn't
  been prevented from the try-all-classes emblem...yet?

Head towards Formido when ready.

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04) FORMIDO                                                              [WK04]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_04.png

DIFFICULTY: 3.5/10         _____ _______________________
MAP ------: 13x13         |  HP | DROP:                 |
GOTH -----: 1500          |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 6 Soldier | 171 | Healing Leaf          |
            Lv. 6 Soldier | 170 | Cup of Life           |
            Lv. 6 Soldier | 165 | Sword Emblem          |
            Lv. 6 Archer  | 148 | Stone of Swiftness    |
            Lv. 6 Archer  | 139 | Crown of Intellect    |
            Lv. 6 Cleric  | 134 | Cleanse (S)           |
            Lv. 6 Wizard  | 129 | Crag Crush (S)        |
        [L] Lv. 8 Knight  | 180 | Chain Mail            |
                          |_____|_______________________|

This can be a fun map to play due to the height. Note that the leader is a
knight but doesn't know Heal -- sucker!

• Units travel downhill easily; going up can be quite difficulty for slower
  classes, however, like mages. Ninja, with their high movement rate, and
  hawkmen, who can fly over obstacles, are ridiculously useful on this map.

• Play opportunistically! A good example is using the shield's knockback
  coupled with the castle wall where most fighting takes place. Knocking a
  unit 11s will almost assuredly kill them, which can be a good way to get
  those pesky archers, wizards, or even Grimal out of the way. If they manage
  to live (depends on levels), then they're stuck below and can be picked off
  by ranged units.

• The wizard and cleric drop the Crag Crush and Cleanse spells, respectively,
  and neither is buyable at this time. Definitely don't slay Grimal until
  they're dead! [A hawkman archer can easily claim high ground here!]

• One odd thing I've seen is that the cleric seems to prioritize the leader's
  health over other comrades. If separated far enough, she may forego healing
  allies altogether and take the low route to get closer to Grimal. This is
  definitely stupid AI at work, and makes her a sitting duck. I guess they
  don't teach smarts in cleric school... [Don't have a dedicated healer yet?
  Try to invite her, then.]

• There is a Dragon Gem Sword buried at tile [12,12], the high corner opposite
  the origin [0,0]. It's quite annoying to get without using a ninja or
  hawkman, but it's managable. Unfortunately it's just a thrusting sword, but
  some classes -- like knights or dragon tamers -- have them as preferable
  weapons.

AFTERMATH
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Following some scenes, Alphonse will be in Cybil Alinda's employ, and the
route east to Ardea is now open.

• The Numida Chronology book obtained for defeating Formido can be accessed
  through the Quest Mode option. Here, the player can play a certain map and
  win prizes (for use in the main game) depending on the performance. It's a
  good way to get rare items, either for use or for extra cash. [N.C. has no
  usage fee, so there's no reason _not_ to try it a few times!]

• Shops have been updated with new items (Long Sword!) and area-effect magic,
  so outfit the team accordingly.

• Glycinia can still be recruited at Vespa at this time, but her equipment
  hasn't changed so there's no reason to pursue her yet. Her time will come...

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05) ARDEA                                                                [WK05]
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MAP: www.gamefaqs.com/gba/468482-tactics-ogre-the-knight-of-lodis/faqs/59966

Ugh, I hate the swamps!

DIFFICULTY: 3/10           _____ _______________________
MAP ------: 18x14         |  HP | DROP                  |
GOTH -----: 100           |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 7 Griffin | 178 | Cup of Life           |
            Lv. 7 Griffin | 177 | Savage Bugle          |
            Lv. 7 Hawkman | 166 | Sorceror's Cup        |
            Lv. 7 Hawkman | 161 | Sword Emblem          |
            Lv. 7 Hawmkan | 156 | Crown of Intellect    |
            Lv. 7 Fairy   | 122 | Stone of Swiftness    |
            Lv. 7 Fairy   | 117 | Healing Leaf          |
                          |-----+-----------------------'
GUESTS ---: Lv. 6 Cybil   | 155 |
                          |_____|

• This is a watery swamp, so characters with trudging/walking type movement
  will always lag behind, no matter how Cybil orders 'em not to. The water
  level will also rise 1s during rainstorms, making things even deeper! Only
  ninja and hawkmen will find navigation easy here.

• The enemies are all flying types, which means surround-and-pound strategies
  aren't that helpful, mages always have to watch their back, and they beat a
  fast retreat (making pursuing a pain). 100%-success spells, like Thunder
  Blade and Ice Field, are quite helpful here.

• Cybil's Thunder Blade skill can hit five panels thanks to her high INT, so
  she can quickly deteriorate clumped foes (like the hawkmen who advance
  first). Despite any formed strategy, it's likely she'll start murdering --
  don't let her rob everyone of experience!

• One hawkman drops a Sorceror's Cup, which permanently increases a unit's
  max MP. It's unlikely another foe will steal it, but err on the side of
  caution anyway. Also, two hawkmen have yet-unbuyable Chain Mail, if inviting
  them's an option...

• If one's leveled enough to make the enemies Lv10+, they'll have obtained
  their class-specific moves: Thunder Arrow (Hawkmen), Windstorm (Griffins).
  These can be quite annoying, especially the latter which may hit in a plus-
  -shaped AoE.

Either way, the recommended course of action is to stay at the land's end,
where everyone starts out. This way, when the water rises, everyone can still
manage to avoid the power-down effect of being in the stuff. Cybil is a guest,
so naturally she won't follow Alphonse's command -- use everyone else to plug
up the corner so that the flying-types can't sidle in and back-attack ya. Any
time you can force enemies to attack from the water, remember their defensive
powers will ALSO decrease! Human types should fight from the land always,
unless water-walking is enabled.

It's possible to just "rush" forward, using stepping stones as bases, but in
reality, this just sets up situations where the hawkmen can surround a unit;
or, the rising water level makes movement even harder (no preventative measure
available yet!). Going on the warpath from the get-go just exacerbates the
battle; let the foes seek your team out to make it all easier.

One of the Hawkmen drops a 'Sorceror's Cup,' which permanently increases a
unit's MP. Don't leave the battle without it...not like Cybil will let anyone
out of her Thunder Flare's sights. Don't let an enemy pick it up, though...

AFTERMATH
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Nothing too important. To Urodela!

• If one's obtained Deneb by now, the secret shop in Scabellum permanently
  opens (i.e. if she's killed or dismissed, it remains). It sells some rare
  items, like the candy equipment and certain accessories.

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06) URODELA                                                              [WK06]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_06.png

Lots of things happen under the cover of night... Any spare Claymores you have
should go to your Knights/Soldiers, since they can really flay some flesh off
the enemies ahead...

DIFFICULTY: 3/10         _____ _______________________
MAP ------: 13x11       |  HP | DROP:                 |
GOTH -----: 500         |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 7 Ninja | 154 | Sword Emblem          |
            Lv. 7 Ninja | 151 | Cup of Life           |
            Lv. 7 Ninja | 151 | Necklace of Resist    |
            Lv. 7 Ninja | 149 | Altar of Resurrection |
            Lv. 7 Ninja | 147 | Healing Seed          |
            Lv. 7 Witch | 140 | Magic Seed            |
        [L] Lv. 9 Ninja | 163 | Matzukaze             |
                        |-----+-----------------------'
GUESTS ---: Lv. 7 Cybil | 159 |
                        |_____|

• Ninja have high AGI and large movement areas, letting them encircle and
  gang up on weaker units. The best course of action is to hit them with a
  debilitating status effect (sleep, paralysis) and then gang up on THEM so
  they can't escape to heal -- a tactic that will start emerging as the game
  goes on. Non-projectile magic, like Thunder Blade and Crag Crush, never
  misses and is a good option, too.

• The Witch here can inflict charm (Fascination) and sleep (Slumber Mist), so
  taking her out makes the battle that much easier. She also has a so-far-
  -unbuyable Spell Robe, which might be worth inviting her for. Note that
  people emulating the game may run into the Fascination glitch, where if it's
  used successfully, the game simply freezes irreperably. This applies to
  Deneb's Temptation tech, too.

• One ninja has a Necklace of Resist, which turns her magical damage, both
  dealt and received, to zero (0). This is an excellent item for units that
  can't use magic, such as dragons or other beasts, so definitely kill her
  before the day's done. Since the boss Sitri rushes headlong into inevitable
  demise, it may be necessary to heal him to reach the far side.

• Treasure-wise, there's a 100%-drop Hyacinth Fan at the lone [3,13] pond
  tile, which can be quite damaging. In one game, my Lv9 earth-element ninja
  was doing 100 damage with it...and it's wind-elemental! All these can be
  obtained in Training, of course.

AFTERMATH
¯¯¯¯¯¯¯¯¯
After battle, Cybil and Alphonse discuss their options inside a fisherman's
shack. This is the part where the story splinters permanently into two paths,
as the answer to Cybil's question changes the allies you get later on, as
well as the special equipment that's available. When she asks, here is what
to say depending on what road you wish to travel:

Path A --> "I've no better ideas..."
Path B --> "It doesn't seem right."

Alphonse will head towards Bison, the "Paradise of the Beasts" if he is on
Path A; or, if he's on Path B, will choose to head west through Sufrir near
Solea.

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07) BISON                                                     [PATH A]   [WK7A]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_07a.png

The first battle on Path A goes west of Urodela to the "Paradise of Beasts,"
a swampy tract no one in their right mind would go through...

DIFFICULTY: 3.5/10              _____ _______________________
MAP ------: 13x19              |  HP | DROP                  |
GOTH -----: 100                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 10 Fairy       | 128 | Sword Emblem          |
            Lv. 10 Fairy       | 127 | Crown of Intellect    |
            Lv. 10 Hawkman     | 181 | Healing Seed          |
            Lv. 10 Hawkman     | 197 | Tower Shield          |
            Lv. 10 Hawkman     | 189 | Antidote              |
            Lv. 10 Blue Dragon | 218 | Coral Harp            |
            Lv. 10 Blue Dragon | 217 | Dragon Eyes           |
                               |_____|_______________________|

Unlike Sufrir on Path B, this map's quite boring and unfun to replay...

• The terrain here puts up more of a fight than the foes, with numerous
  water tiles to box in mages and swampy tiles that give movement penalties
  to just about everyone. Only floating/flying types will be free of the
  land's grip, making them great for surrounding or pursuits. On the flipside,
  the enemy dragons suffer penalties, too.

• It's not a bad idea to hang back near the starting point, forcing the foes
  to fight on dry ground. The reasons why this is helpful should be self-
  -explanitory.

• Don't fight in the water if possible -- one incurs attack/defense penalties.
  This also applies to enemies, too, making them easier to gang up on.

Defeating all the foes finishes the battle.

AFTERMATH
¯¯¯¯¯¯¯¯¯
Two things before the next fight.

• Shiven, Cybil's ninja helper, asks to join the party after beating Bison.
  Pick option A ("Sorry. I said to much.") to let him help, or the alternative
  to do the opposite. While he's a special character in a way, he's won't be
  particularly powerful as a ninja, so it may help to change classes now or
  later, if y'wanna use him. He does come with the rare Kagari-bi katana,
  though, so that's always a reason to let him join.

• Make sure to equip that Dragon Eyes accessory on an important unit, like a
  healer, since it prevents all status abnormalities. Remember that Alphonse's
  Leader designation already blocks negative statuses, so he won't need it.

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07) SUFRIR                                                    [PATH B]   [WK7B]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_07b.png

Instead of going through Rana, west of Urodela, on Path B, Alphonse and his
crew take the southern route through Sufrir, east of Solea. While passing
through Eleanor's church's area, she has a conversation with Al which has
future repercussions.

A: "Of course I'll be back."
B: "I make no promises..."

Answering correctly -- in this case, to fall in love with Eleanor -- will
result in a unique item (Circlet of Wisdom) later on. Answering incorrectly
results (later) in a crappy Orb or Warp Ring, neither of which is unique. So,
get those heartstrings snappin', folks. ^___^

Now, onto Sufrir...

DIFFICULTY: 4/10                   _____ _______________________
MAP ------: 11x18                 |  HP | DROP                  |
GOTH -----: 500                   |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 11 Earth Dragon   | 207 | Crown of Intellect    |
            Lv. 11 Earth Dragon   | 214 | Mirror of the Gods    |
            Lv. 11 Thunder Dragon | 220 | Cup of Life           |
            Lv. 11 Thunder Dragon | 225 | Sword Emblem          |
            Lv. 11 Gremlin        | 151 | Sorceror's Cup        |
            Lv. 11 Gremlin        | 153 | Stone of Swiftness    |
            Lv. 11 Gremlin        | 151 | Stone of Swiftness    |
                                  |-----+-----------------------'
GUESTS ---: Lv. 08 Archer [Orson] | 153 |
                                  |_____|

A rather fun battle in a replayable map.

• Dragons are a new foe. They get great HP and STR gains, plus have a great
  elemental breath attack that inflicts a status effect. As their INT grows,
  the breath changes from one panel to four (T-shaped AoE). Because they're
  quite powerful, it helps to use magic and ranged weapons to weaken 'em
  before the close-range fighters do the coup de grace.

• Gremlins, by contrast, are less imposing and are basically "evil fairies" --
  high AGI ensures physical attacks miss a lot, and as fliers, they can get
  up to typically unreachable nooks to rain down arrows. Like usual, there's
  three good ways to deal with 'em: (1) 100%-success magic (2) status effects
  that debilitate long enough for attackers to bring the smackdown (3) other
  fliers, like hawkmen, who can be good as pursuit units.

• Once the dragons' range have been identified, spread out if required, so
  that they can hit only one unit with their breath attacks. This helps
  immensely, particularly if they reach a weaker mage unit. Also, being the
  trudging type means they can't get up the cliffs -- any flying unit or
  good jumper can hide up there and take potshots!

• Make sure there's a dedicated healer with Cleanse about, as poison and
  paralysis aren't going to be the life of the party. Item healing can be
  done also, if needed.

• Although it's unlikely to be worthwhile, if the team's powerleveled enough
  that the Dragoon class is open, one of those can occasionally get an instant
  kill on dragons (weapon attack only). Not only is this a good elimination
  tactic but it makes getting the War God and Berserk emblems a cinch.

• Remember that any female who slays a dragon is permanently blocked from the
  Dragon Tamer class! If so-and-so hasn't sampled it yet, do so before battle
  so they're not completely screwed out of the "Ripple's Emblem"!

• Orson doesn't have a Transferring Stone equipped like most guests, so if
  he dies and isn't revived (Altar of Resurrection) before battle ends, he's
  permanently lost!

There's also an Ice Wand buried at the clifftop [11,16] tile, although a
flying unit will be required to get it this early.

AFTERMATH [SUFRIR]
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Picking "Sorry I doubted you" allows Orson to permanently join the troops,
while "I can't allow that" dismisses him. Arena is the next stop.

• Orson will be noticeably weaker than homegrown units, perhaps because he's
  got an archer build. Try to boost his STR, by the Centurion/Veteran Soldier
  emblems or Sword Emblem items, to make him more viable. If not, he'll be
  hitting 10-20 damage on most enemies...quite piddly.

• Shops have updated once again to allow a bit more items and spellbooks. Of
  particular interest is the Clear Sky ability, which is typically useless but
  can be quite worthwhile in the next map.

• [GLYCINIA SIGHTING #2] is now available at Sufrir, although like before,
  the main incentive for inviting her is to the rare equipment she comes with.
  She currently has a Dragon Gem Sword, Hard Leather, Cassowary Feather, and
  Glass Pumpkin -- not exactly worthwhile at this point.

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08) ARENA                                                   [PATH A/B]   [WK08]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_08a.png

DIFFICULTY: 3/10            _____ ____________________ ____________________
MAP ------: 14x12          |  HP | PATH A DROPS       | PATH B DROPS       |
GOTH -----: 200            |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 12 Archer  | 162 | Stone of Swiftness | ------------------ |
            Lv. 12 Archer  | 170 | Crown of Intellect | ------------------ |
            Lv. 12 Bandit  | 201 | Cup of Life        | ------------------ |
            Lv. 12 Bandit  | 204 | Armlet of Agility  | ------------------ |
            Lv. 12 Knight  | 196 | Tome of Discipline | ------------------ |
            Lv. 12 Knight  | 206 | Sword Emblem       | ------------------ |
        [L] Lv. 14 Cleric  | 175 | Robe of the Wise   | ------------------ |
            Lv. 12 Octopus | 231 | ------------------ | Urn of Chaos       |
            Lv. 12 Octopus | 231 | ------------------ | Cup of Life        |
            Lv. 12 Hawkman | 195 | ------------------ | Ice Shield         |
            Lv. 12 Hawkman | 199 | ------------------ | Healing Seed       |
            Lv. 12 Mermaid | 181 | ------------------ | Sword Emblem       |
            Lv. 12 Mermaid | 172 | ------------------ | Stone of Swiftness |
            Lv. 12 Mermaid | 177 | ------------------ | Crown of Intellect |
        [L] Lv. 14 Mermaid | 187 | ------------------ | Water Ring         |
                           |-----+--------------------|--------------------|
GUESTS ---: Lv. 09 Mermaid | 158 | Water Ring         | ------------------ |
                           |_____|____________________|____________________|

The map is played differently, depending on which path the player takes. On
Path A, a cleric and his cronies will be harassing a mermaid (Minerva), who
then becomes a guest that assists. [Her survival isn't imperative, however,
and if killed, she drops a Water Ring.] On Path B, Alphonse's team will fight
a bunch of mermaids and their aquatic friends, where the goal is to simply
slay everyone. Tips:

• Bringing someone with Clear Sky magic helps a lot in this fight, especially
  on Path B -- it robs the aquatic types of extra sea panels and lets wading
  units move around better (albeit slightly). However, on Path A, where one's
  ally is Minerva, flooding can actually help -- all foes get penalized in
  the water, and fortifying near the start is a boon to allies. [The weather
  often rains constantly, so there's often no reason to induce a storm via
  Summon Tempest/Coral Harp. Flooding typically occurs after the first turn!]

• [Path B:] Priority should be given to the mermaids who, at Lv10, have a
  sleep-inducing Lullaby technique that can be quite annoying (given how many
  there are). Only Minerva is likely to have enough INT to have the full panel
  effect, though, if there's any upside. Thunder Arrow & Strangling Tentacles
 (which may inflict confusion) are less important but still a threat.

• On either path, the starting point is the same and all entrances can be
  blocked to prevent trudging/wading units from entering, not to mention the
  "island" is safe from flooding. Fortifying here is a good idea on Path A,
  where all enemies get an attack/defense penalty (and Minerva is in her
  natural habitat), but works more as a preemptive strategy on Path B, where
  going into the water with slow units is a bad idea.

• Water units do better in their natural habitat, so the best circumstances
  have both them and the attacker on dry land. The opposite (both in water)
  is a situation to avoid, if possible. Bombarding them with ranged weapons
  and magic is always fine, though.

• This is one battle where it's easy to get enemies to clump together for
  area-effect magic. This happens naturally, but by making enemies waste their
  turns curing status effects, they move into a nice proximity as well. Note
  that enemies have "infinite" healing and restorative items, so this can go
  on for quite some time. [On Path A, status effects are a good way to make
  Damiel concentrate on alleviating them, rather than using Heal Plus.]

• [Path A:] Surrounding foes is a great idea, as Damiel (cleric) has the Heal
  Plus spell early, letting him heal many adjacent allies. If surrounded, he
  won't bother to help his comrade, though -- that would mean assisting the
  enemy.

• [Path A:] Cassini the Knight can't be invited, because his semi-significance
  as an acquaintance of Alphonse's prevents that. This happens at least once
  more later on; just an aside, mostly.

• This is just personal experience (on Path A), but I couldn't uncover any
  buried treasures during mandatory play. If this is the case for a reader,
  they should be available if Training's done there.

On Path A, defeating Damiel ends battle; on Path B, killing everyone does the
same thing. The latter has better regular enemy drops (Ice Shield) so don't
end battle prematurely -- get those things first!

AFTERMATH
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Nothing important. Onward!

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09) RANA                                                    [PATH A/B]   [WK09]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_09.png

DIFFICULTY: 4.5/10              _____ _______________________
MAP ------: 20x16              |  HP | DROP                  |
GOTH -----: 200                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 13 Octopus     | 237 | Cup of Life           |
            Lv. 13 Octopus     | 233 | Healing Seed          |
            Lv. 13 Fairy       | 134 | Stone of Swiftness    |
            Lv. 13 Fairy       | 142 | Cassowary Feather     |
            Lv. 13 Mermaid     | 192 | Sword Emblem          |
            Lv. 13 Mermaid     | 178 | Sorceror's Cup        |
            Lv. 13 Mermaid     | 191 | Crown of Intellect    |
        [L] Lv. 15 Mermaid     | 208 | 2000 Goth             |
                               |_____|_______________________|

• Like the previous battle, this map has a lot of water tiles and can be
  flooded during rainstorms (much to trudging units' chagrin). Thus, make
  sure someone has Clear Sky magic in order to change the weather, should it
  take a turn for the worst. [Unlike previous map, it doesn't start out
  rainy; pay attention for it later.]

• It's not a bad idea to wait on the starting island and make the enemies
  come to everyone, hopefully drawing them on dry land to surround-and-pound
  'em. Mermaids will almost certainly have Lullaby by this point (if they're
  at Lv10) and Aerial may have Cheer as well, although it probably won't see
  much use. They'll probably have bloomed into 5-panel (plus-shaped) AoEs,
  too, so try not to stand so close to minimize their effects.

• Due to the wideness between stepping stones, it's good to play this map with
  ninja and hawkmen, who can quickly reach the farther, drier cliff and use
  it as a base of operations. Mermaids are "snow-trudging" characters, so they
  can go one space up or two spaces down -- basically they suck at climbing
  rocky terrain, so they won't be as much of a problem with lots of space
  between.

• Remember that being in water (or on water, in ninjas' case) gives penalties
  to attack and defense, so any land-based unit -- which should be everyone
  unless an octopus or mermaid was recruited -- should try to attack from on
  land. The inverse is true, too: water units get attack/defense penalties on
  land. Area-effect magic doesn't matter too much on this end, though.

• Using status effects to make the mermaids waste their turns, or clump to-
  -gether, is a pretty fun strategy, and can buy precious time for getting
  into position. Just watch out for fairies, who'll use their long-range
  movement to quickly alleviate the statuses!

• There's an awesome Ice Blade buried at tile [16,01], and it's definitely
  worth seeking out here or during Training. Even if there's no water-type
  units to use it, it's still better than Claymores and Long Swords -- AND
  it's one-handed! Shields can be back in action for those Claymore users.

• Because this battle can be long -- not just due to terrain, but because of
  long attack animations -- it may be best to just cut through the crap and
  KO Aerial after the best spoils are obtained.

Battle ends when Aerial's KO'd or brought to critical health.

AFTERMATH
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• Upon reaching Arena, a conversation with Aerial can let her join the party.
  Answer "Alright" to allow her presence, or "I appreciate it, but..." to
  keep her out. It's true she won't be that useful in the plentiful land
  battles coming up, but at very least, she has some useful equipment to
  pass around on other allies.

After visiting Cybil in Urodela, it's time to pay another trip to Eleanor in
Solea...

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10) SOLEA                                                   [PATH A/B]   [WK10]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_10.png

DIFFICULTY: 4.5/10                 _____ _______________________
MAP ------: 21x12                 |  HP | DROP                  |
GOTH -----: 1000                  |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 13 Fire Dragon    | 235 | Cup of Life           |
            Lv. 13 Blue Dragon    | 232 | Dragon Eyes           |
            Lv. 13 Earth Dragon   | 240 | Altar of Resurrection |
            Lv. 13 Thunder Dragon | 240 | Sword Emblem          |
            Lv. 13 Archer         | 170 | Stone of Swiftness    |
            Lv. 13 Archer         | 178 | Sherwood Hat          |
        [L] Lv. 15 Dragoon        | 239 | Fafnir                |
                                  |-----+-----------------------'
GUESTS ---: Lv. 12 Soldier        | 213 |
                                  |_____|

After all the rainy battles, there's finally another land-based one. Whee!

• The map terrain plays into the allies' advantage: Alphonse starts atop the
  hill, and placed allies are on the steps leading there. Only Eleanor is
  begins away from there but will backpedal when given the chance. Because
  there's only two paths to the church's door, mages can rain destruction
  from up there without repercussion; or, waste foes' time as they endlessly
  pursue, by constantly keeping one's distance.

• Dragoons can occasionally get instant-kill physical attacks on dragons, so
  any allied dragons one may have should stay clear away -- no sense in
  wasting precious Altars of Resurrection on something that can be avoided,
  aye? Also, they have great defense so using magic or attacks boosted by
  Molten Blade (support magic) can work to great effect.

• Besides the mandatory Fafnir drop, two other great items can be found here:
  (1) the unique Sherwood Hat can only be obtained in this battle, and is part
  of the Sherwood equipment set (2) the Blue Dragon's "Dragon Eyes" accessory
  fortifies INT and prevents all abnormal statuses, an excellent addition
  for any unit who should always be fit for duty, like a healer. "Dragon Eyes"
  is not a unique accessory, but is still part of a Dragon equipment set that,
  when equipped, gives a unit a dragon breath attack of their element!

• A funny note is that a hawkman (or other flying unit) can alight to the
  church's roof and rain down arrows on pretty much anyone. Probably won't
  be too useful but it's still viable if battle's closer to the building than
  map's center.

• Remember that any female who kills a dragon is permanently blocked from the
  (albeit lame) Dragon Tamer class, and thus Ripple's Emblem. If y'haven't
  tried the class yet just to get around this circumstance, do so before
  battle. This'll be the last time it's mentioned on this path.

• One last caveat: the battle's objective isn't to defeat all foes or Karcist,
  but protect Eleanor. This means if her health bottoms out, it's game over!
  Always have someone waiting in the wing in case the dragons manage to get
  in some good hits! She typically won't get too far away from Alphonse's
  position, but y'never know... It doesn't help that she starts without a
  weapon.

AFTERMATH
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Following, Eleanor can join tag along (not as playable unit) by picking "OK.
Let's go together." instead of "If you're so serious...". As stated before,
picking the options that kindle a relationship with her will give a great
item down the line, so when in doubt, pick option A!

• Shops now carry better equipment, with some new spellbooks (Haste, Heal
  Plus) being ones that'll pay off bigtime in the future. Faith and Exorcism
  are also usable coming up but don't have to be bought now.

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11) AQUILA                                                  [PATH A/B]   [WK11]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_11.png

DIFFICULTY: 3/10               _____ _______________________
MAP ------: 17x15             |  HP | DROP                  |
GOTH -----: 200               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 14 Hawkman    | 224 | Sorceror's Cup        |
            Lv. 14 Hawkman    | 210 | Healing Seed          |
            Lv. 14 Cerberus   | 220 | Cup of Life           |
            Lv. 14 Red Dragon | 251 | Mirror of the Gods    |
            Lv. 14 Red Dragon | 240 | Sword Emblem          |
            Lv. 14 Gremlin    | 164 | Stone of Swiftness    |
            Lv. 14 Gremlin    | 160 | Crown of Intellect    |
                              |-----+-----------------------'
GUESTS ---: Lv. 13 Soldier    | 220 |
                              |_____|

One of the more simple mandatory battles, the allies start at the volcano's
highest corner with the enemies starting far below. There're lava rivulets to
use as natural borders and, better yet, nothing can land on 'em besides those
that float. Just a few helpful hints here:

• The terrain's gaps and lava rivulets ensure natural borders, with nothing
  able to cross them 'cept fliers and those who can jump the gaps. Obviously,
  standing at the border can prevent foes from leaping over, which is a good
  way to keep dragons at bay. Speaking of which, that Fafnir sword can see
  some good use here with its dragon-slaying bonus.

• Eleanor will almost assuredly go off on her own down the left border and
  try to scrap with some enemies. The Hawkmen and Gremlins may go after her,
  so try to send a Knight or someone with her to act as a healer. She WON'T
  heal herself in critical condition, so she's really using that Transferring
  Stone as a crutch.

• The "Grueza's Influence" support spell can help here, strengthening panels'
  water terrain bonuses and weakening fire ones. It only helps by +5, but when
  the monsters are either of fire alignment or have fire-elemental skills, you
  may find some use for it.

• The Cerberus monster makes its debut here, and has a fire-type Mesmerize
  attack that can inflict sleep. Make sure to have a healer on hand in case
  someone's caught napping.

• As shown previously in Sufrir, gremlins have fairylike agility and can
  move long distances, as well as float over lava. If y'wanna hit 'em, it's
  often best to use 100%-success magic.

• On the subject of rarities, the fiery Volcaetus spear is buried at [02,02]
  in the corner lava pool, and one Hawkman carries a Thunder Shield. Said
  shield can be obtained in Quest Mode but there's no reason to pass it up
  now, eh? Use someone good at invitation (Arbitration emblem?) for the deed.

AFTERMATH
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• Beating this map opens the "Epic of Tinea" book for Quest Mode. Unlike the
  first book, this one has an entry fee but the rewards are greater...if y'can
  set a reasonable goal and hit it spot-on!

During the scenes with Berevra, she poses a question to Alphonse about why
he wants the spear. If one wants to obtain the Circlet of Wisdom unique item
from Eleanor later, the 2nd (lower) option must be chosen. It's probably the
easiest step to screw up.

Following, the first chapter ends. Eleanor can join the party permanently
(pick "I misunderstood...") or left behind ("No, I can't allow that). She's
worth taking with, just for the fact she learns a unique skill, Star Tiara, at
170 INT -- it does global holy damage to all enemies and banishes undead
instantly. Pretty potent stuff, if she's raised right. There's a downside but
y'can cross that bridge when it arrives.

The mandatory map dot at Vespa is the next stop, but there's a optional quest
to visit Blete, a town burned down 15 years prior, and that takes place past
Gryllus.

• [GLYCINIA SIGHTING #3] now occurs at Aquila, where she carries a Short Bow,
  Peregrine Mail, Dragon Gem, and Glass Pumpkin. The special mail can be won
  in Quest Mode so don't bother recruiting her now, either.

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12) GRYLLUS                                    [OPTIONAL]   [PATH A/B]   [WK12]
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MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_gryllus.png

This is the forest where Rictor's team went through in their attempt to reach
Formido...and, well, we know how badly they got sent packing. Before one even
tries to take on this place, have a Cleric/Priest on-hand. Give them these
abilities:

• Heal Plus (heal 1-5 panels)
• Exorcism  (Instantly kill undead)
• Faith     (Instantly kill any undead waiting to be revived)

Greasy Boots also helps healers A LOT (lets them water-walk). One healer is
recommended, although two would be best -- if y'don't have a readymade cleric
on-hand, Eleanor fits the bill nicely, particularly since she's already immune
to status effects.

DIFFICULTY: 6/10                   _____ _______________________
MAP ------: 13x20                 |  HP | DROP                  |
GOTH -----: ?????                 |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 14 Ghost          | 184 | Undead units can't    |
            Lv. 14 Ghost          | 181 | drop items, as they   |
            Lv. 14 Undead Soldier | 188 | don't perish when HP  |
            Lv. 14 Undead Soldier | 186 | is depleted!          |
            Lv. 14 Undead Soldier | 185 |                       |
            Lv. 14 Undead Soldier | 185 |                       |
            Lv. 14 Undead Wizard  | 157 |                       |
            Lv. 14 Undead Wizard  | 158 |                       |
                                  |_____|_______________________|

Okay, you've decided to undertake this place. I wouldn't be lying if I said it
was one of the more annoying battles for two reasons, being that undead revive
automatically if left alone; and, that more undead enemies trickle into battle
after awhile. So, we'll need to work quick. Two healers makes this battle more
palatable, but with cost issues, one _should_ suffice. Here are the hints to
make this battle easier:

• The 'undead trick' where healing things do damage does not work in this
  game, sorry. It'll either heal 0 or have 0% chance of hitting, depending
  on what you use (or both!). However, item healing still has the inverse
  effect, so weaker units can simply sling a Healing Seed to deal mucho pain.
  In fact, for as degraded as the undead units' DEF is, item healing 'em to
  death may be the most viable strategy!

• Flying/teleporting units are great for this level, as they can quickly get
  into enemy territory, get surrounded, and escape, leaving the foes in a
  great Exorcism formation. This level may go very fast with successful mass
  exorcisms by this method.

• There is a river running through the entire map, cutting it in two. Ninja
  and those with Greasy Boots can make this thing a bit easier, but anyone
  else will probably get bogged down eventually. There's a ford spot upriver
  but that take awhile. No matter what, at all costs, DO NOT LET THE RIVER
  FLOOD! Have a Witch [etc.] use the 'Clear Sky' spell when it rains to ensure
  the battlefield remains unchanged beyond its normal capacity. It's just as
  well to bring Clear Sky and a non-status magic, since undead types are
  immune to status abnormalities!

• New enemies only enter battle when old ones have been eradicated. Thus, it
  is best to weaken many and kill on the same turn, getting the most out of
  Faith. This also helps the next turn, because undead can revive themselves
  1-3 turns after their semi-demise.

• To be honest, I found 'Faith' a lot more useful in this battle than any
  other spell. Exorcism works in a small 1-5 area panel, and with enemies
  'dying' all over the place, this eradicates them before they can rise up
  again. When an undead unit has its HP reduced to 0, they quit being able
  to register as a 'target,' thus making Exorcism unable to work on 'em.

• Only Ghosts can be persuaded; don't bother with the rest. Inviting a ghost
  doesn't count as a "death," so its presence won't be replaced with someone
  else. This can make cutting through this level a bit easier...although it's
  probably not necessary with a good cleric/priest setup.

• Eleanor learns the ability 'Star Tiara' at 170 INT. It's a Virtue spell w/
  60 ATK power backing it. Plus, it has the global (hit all) effect that can
  banish undead units. This means you can win the battle in one turn, if she
  knows it! Chances are she won't and you won't want to wait that long, but
  this is always an option.

• Killing an undead actually counts as a 'kill' even if they don't fully
  die! This means the dishonorable 'Gibe of the Fallen Angel' can be gotten
  accidentally, and the 'Blood Reign' emblem is easily obtained! Exorcising
  undead counts only as an 'exorcism kill,' not a regular one, meaning
  a crappy healer unit can get Centurion w/o getting Gibe of Fallen Angel!

• Enemy reinforcements always arrive after the allies' turn but before the
  enemies act. This means killing foes with counterattacks on their turn
  works into the allies' favor more than usual.

• A Glass Pumpkin is always buried at tile [5,7], deep in the river.

Anywho, the enemies all have HP less than their normal 'living' classes, so
the problem lies more in killing them off faster than they can regenerate. I
hope the tips above can help, 'cause if they don't...you may be joining the
dead soon. There are actually two ways to win the battle, though:

1) Destroy (eradicate) all enemies on map
2) Reduce all eight enemies' HP to 0, thus un-registering them as targets

AFTERMATH
¯¯¯¯¯¯¯¯¯
Blete is now available in the southeast.

• Replaying Gryllus typically gives a battle with a witch and some ghosts.
  The witch seems to drop a Sorceror's Cup (Max MP +5) with astounding
  frequency, making it a good map to replay and pad that stat, especially if
  one's aiming to get a Priest/Siren early.

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13) BLETE                                      [OPTIONAL]   [PATH A/B]   [WK13]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_blete.png

DIFFICULTY: 4/10                  _____ _______________________
MAP ------: 17x13                |  HP | DROP                  |
GOTH -----: -----                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 14 Warlock       | 215 | Sword Emblem          |
            Lv. 14 Undead Wizard | 160 | --------------------- |
            Lv. 14 Undead Wizard | 159 | --------------------- |
            Lv. 14 Dragon Zombie | 243 | --------------------- |
            Lv. 14 Undead Knight | 204 | --------------------- |
            Lv. 14 Undead Knight | 202 | --------------------- |
            Lv. 14 Undead Knight | 197 | --------------------- |
            Lv. 16 Shaman        | 172 | Salamander (Summon)   |
                                 |_____|_______________________|

• The leader Euphaire (Shaman) looks like a girl in pudgy overalls, but she
  hides fearsome abilities: Energy Transfer and the Salamander summon. The
  former gives one-fourth of her HP to another unit as MP, which weakens her
  but provides quick casting -- basically an early Fluid Magic spell. The
  latter inflicts repeated fire damage on its target(s), but unlike other
  games' summons, the damage isn't fixed on an area. This means summons work
  best when they target 1 person, as all hits are concentrated on him/her.
  Clumping together ensures Salamander doesn't reach its full potential.

• Speaking of magic, the Warlock has it as his support spell and will use it
  to feed gobs of MP to Euphaire (for summoning). It's best to either take
  him out early on, to break the cycle, or try to invite him. Fluid Magic's
  not available until Sotavento, making it an early spell worth obtaining.

• This is one of the few times when there's a Dragon Zombie present, and it's
  such a great unit, don't pass up this chance to invite one! Its Rotting
  Breath attack degrades equipment power (like an anti-Molten Blade) so they
  incur more damage.

• One pitfall here is that trudging mage units (witches, clerics, etc.) can
  get 'trapped' in-between houses, forcing them to go south and around if
  they want to rejoin the fray. Do this beforehand or you can pay for it
  later, especially since it cuts into Exorcism's range.

Defeating Euphaire finishes battle.

AFTERMATH
¯¯¯¯¯¯¯¯¯
Following, Euphaire can join the party ("Alright.") or be left behind ("I'm
afraid not."). The choices differ depending on if Elrik was invited at the
other optional map, Belleza, prior to this, but either way, option A lets
her into the fold. Either way, Euphaire is probably the first truly special
unit obtained -- her Shaman class can use two of any spell, attack or
otherwise, EXCEPT Virtue/Bane (although Necromancy is fine). She's quite a
gal and you'd have to be a fool to pass 'er up! Note that the Shaman class
replaces Siren in her lineup.

• If you invited the Dragon Zombie, give it the Necklace of Resist from back
  in Urodela -- this makes it impervious to magic! The only way it can die
  is by banishment and the maps where that's possible are few and far between.

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14) VESPA [II]                                              [PATH A/B]   [WK14]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_12.png

Ugh...not one of...th-th-THOSE!! Don't start without Cleanse and/or Purify!

DIFFICULTY: 3/10                _____ _______________________
MAP ------: 14x18              |  HP | DROP                  |
GOTH -----: 500                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 15 Griffin     | 242 | Stone of Swiftness    |
            Lv. 15 Griffin     | 241 | Crown of Intellect    |
            Lv. 15 Cockatrice  | 230 | Urn of Chaos          |
            Lv. 15 Cockatrice  | 228 | Tome of Discipline    |
            Lv. 15 Cerberus    | 229 | Wisdom Fruit          |
            Lv. 15 Cerberus    | 226 | Sword Emblem          |
            Lv. 15 Cerberus    | 225 | Cup of Life           |
        [L] Lv. 17 Beast Tamer | 224 | Beast Whip            |
                               |_____|_______________________|

• Surgat, the Beast Tamer leader, himself sucks, but mostly exists as an
  augment to his beastie friends -- anyone with three panels gets +2 on their
  mental gauge! Having the Blood Reign emblem kicks that down to +1, but
  either way, it ain't the end of the world.

• Cockatrices debut in this fight and are the first foes who can inflict that
  annoying status...petrification! Their AoE is T-shaped like normal breath
  attacks, and they can fly, making them the number one priorities in this
  battle. If yer not gonna invite one, turn it into KFC pronto!

• Monsters often don't pay attention to their comrades' upkeep, so using a
  lot of status effects can put the kibosh on their offensive strategy. It's
  not pretty when 7-8 monsters all use their special attacks on the same turn!
  Keep spread out to (hopefully) avoid a few people getting ganged up on.

• If Fluid Magic was picked up off the warlock in Blete, it can be used to
  continuously fuel Euphaire's summoning strategy. Just remember to target
  1-2 monsters per spell to avoid spreading the damage too thinly.

Surgat has a movement of 6.6 (!) and often rushes headlong towards his foes,
which sets up an easy surround-and-pound strategy. It's worth prolonging the
battle to get some of the better spoils (Urn of Chaos, Tome of Discipline,
Wisdom Fruit, Cup of Life) however.

AFTERMATH
¯¯¯¯¯¯¯¯¯
Naja is the new target, but a pitstop in Belleza is worth your time... Oh,
and Glycinia will now (re)appear at Vespa again. She'll have a Glass Pumpkin,
Cassowary Feather, Hard Leather, and the great Holy Comet (whip). If you're a
fan of that weapon, this may be right up your alley. She'll appear here until
you've passed the Haena stage.

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15) BELLEZA                                    [OPTIONAL]   [PATH A/B]   [WK15]
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MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_belleza.png

NOTE: If Euphaire is with you currently, you do NOT have to use her, despite
her appearing in the initial lineup!

DIFFICULTY: 4/10                _____ _______________________
MAP ------: 14x12              |  HP | DROP                  |
GOTH -----: -----              |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 15 Valkyrie    | 198 | Trident               |
            Lv. 15 Valkyrie    | 196 | Plumed Headband       |
            Lv. 15 Ninja       | 191 | Warp Shoes            |
            Lv. 15 Ninja       | 191 | Sword Emblem          |
            Lv. 15 Ninja       | 190 | Stone of Swiftness    |
            Lv. 15 Witch       | 179 | Spell Robe            |
            Lv. 15 Witch       | 176 | Pointy Hat            |
        [L] Lv. 17 Summoner    | 202 | Fenrir (Summon)       |
                               |_____|_______________________|
Let's muss up this harem!

• This battle's basically the same as Euphaire's invitation "test," except
  the terrain spires upward and is a hard climb for trudging classes. It's
  a good idea to use some ninja/hawkmen to quickly get into position.

• One ninja has Warp Shoes, which changes movement type to teleportation. It
  need not be said that it's a great addition to any trudging class, factoring
  out height in their movement equation.

• Speaking of which, slow-moving mages aren't going to get very far in this
  map. It's best to say towards the base and try to use whatever range is
  available to slap the ninja/valkyries around.

• Elrik stays mostly towards the top, dropping his Fenrir summon down on
  whoever's coming up. The battle in Blete was mostly flat ground so clumping
  together was a cinch; here, the ranks may be thinner and give the summon a
  bit more bite. Have Heal Plus (etc.) ready! [Naturally, taking out Elrik's
  Fluid Magic witch makes this fight ridiculously easier. Hawkmen should be
  able to get up there pretty quick.]

• Tile [0,11] contains a Snapdragon item, which can be used to turn a living
  character into a sword! Of course, doing this permamently loses the unit
  involved, so it's not to be taken lightly. See the Snapdragon section for
  more info on the subject. [This is the 1st location to find one, by the way]

• Taking out the Fluid Magic witch -- such as by getting a first-turn Ray of
  Paralysis and letting a hawkman beat on her -- basically prevents Elrik from
  summoning Fenrir. Instead, he'll use his special skill 'Summon Golem' when
  it becomes available, since it's MP cost is lower. It's also funny to see
  him wait turns to use it, only to have the golem blow up prematurely en
  route... :)

AFTERMATH
¯¯¯¯¯¯¯¯¯
Elrik can join afterwards, although the options change a bit depending on if
Euphaire was recruited (option A invites, option B dismisses). Is there any
reason to leave him behind? Not really. Summoners are basically male Shamans,
and he gets the same magic-equip pros/cons that Euphaire does, namely anything
is fair game except Virtue/Bane (sans Necromancy). Since he's water type, the
Fenrir summon is in good hands...

The next destination's Naja.

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16) NAJA                                                    [PATH A/B]   [WK16]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_13.png

DIFFICULTY: 3.5/10           _____ _______________________
MAP ------: 22x16           |  HP | DROP                  |
GOTH -----: 500             |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 16 Wizard   | 173 | Earth Wand            |
            Lv. 16 Wizard   | 172 | Ice Wand              |
            Lv. 16 Knight   | 234 | Earth Shield          |
            Lv. 16 Knight   | 234 | Sword Emblem          |
            Lv. 16 Soldier  | 248 | Stone of Swiftness    |
            Lv. 16 Cleric   | 185 | Cleanse (spell)       |
            Lv. 16 Witch    | 186 | Water Garb            |
        [L] Lv. 18 Siren    | 203 | Gnome (summon)        |
                            |_____|_______________________|

Grevis (Leader, Siren) has the Gnome summon so if you've done Belleza already,
you'll be familiar with how the surround-'n'-pound strategy works. The far-off
witch knows Fluid Magic and should be killed pronto, which is a double whammy
'cause she knows Ray of Paralysis as well. It helps that Grevis has no other
spells to fall back on, making her do nothing for turns on end. Other than
that, power in numbers! Summons' damage is diluted when a crowd's targeted,
and the enemy AI will almost always try to hit the most people.

Just a few more tidbits:

• The Cleric only has Heal Plus, so if you surround units one-by-one, she'll
  refrain from healing that person due to healing enemies as well. Also, by
  endangering the cleric's life -- such as sending a hawkman to back-attack
  her each turn -- she may prioritize her own health over comrades', making
  it easier to slay them. [Of course the knights can still heal, but those
  are single-serve.]

• Grevis' Caldia (fan) weapon may inflict Charm if it lands a hit. Attack from
  behind or long-range to avoid this incredibly annoying occurance.

• The leader is a fire-type using an earth-elemental summon. This mismatch'll
  mean it's not as powerful as it could be initially. But, if you wander onto
  panels that give earth boosts, it can do 20+ per hit or more. Stay on grass
  'Plain' tiles! Of course, each hit misses quite a lot, even on trudging
  low-AGI characters. ;)

• Speaking of which, any allied summon user can hedge their damage by hitting
  debilitated units (sleep, petrify, paralysis, etc.) as their evasion is
  always zero percent.

AFTERMATH
¯¯¯¯¯¯¯¯¯
Nothin' to speak of. Sotavento's right down the yellow brick road...

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17) SOTAVENTO                                               [PATH A/B]   [WK17]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_14.png

The boys are back in town!

DIFFICULTY: 4/10                _____ _______________________
MAP ------: 14x13              |  HP | DROP                  |
GOTH -----: 1000               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 17 Knight      | 245 | Sword Emblem          |
            Lv. 17 Knight      | 237 | Sword Emblem          |
            Lv. 17 Valkyrie    | 207 | Altar of Resurrection |
            Lv. 17 Valkyrie    | 200 | Stone of Swiftness    |
            Lv. 17 Valkyrie    | 200 | Stone of Swiftness    |
            Lv. 17 Priest      | 193 | Resurrection (spell)  |
            Lv. 19 Esquire     | 265 | 1000 Goth             |
                               |_____|_______________________|

Ah, town battles are always the most interesting. Nichart (leader, Esquire)
usually refrains from close-range fighting unless his AI is tipped off to a
low-HP ally, so he goes for Ice Javelin missiles quite a lot. The rest of the
crowd (valkyries, knights) will rush down to meet everyone while the Priest
holds back at midfield to dole out the curatives.

The witch here has no support role and often casts Fascination -- beware,
especially if you're playing on an emulator where it can freeze the game if
successful. Take her out ASAP! The other 'main mark' to look out for is the
Priest, which is handy with a Heal Plus. This one has the 'Resurrection'
spell, a one-of-a-kind ability and unique to Path A. Couple of other tidbits:

• The Priest won't use Heal Plus on an enemy if it's surrounded, due to the
  AI healing the player's allies. Those pesky knights will then have to fend
  for themselves! Also, the Priest never uses Resurrection, although this may
  have roots as a gameplay mechanism (repeatedly obtaining dropped items).
  It's not a bad idea to invite instead of slaying him, so one can have an
  extra priest for the upcoming party-dividing portion (two battles from now).

• There is a 'Snapdragon' item buried at [12,0] and is one of only four in the
  game. I won't go in-depth for what they do, but make sure that an ally unit
  claims it before an enemy stumbles upon it. (NOTE: You can get this in the
  training mode as well).

• Random asides: The witch has a Knight's Certificate. This isn't important,
  it's just a weird emblem for a mage class... Also, if Ivanna attacks the
  leader, there's a short scene talking about her disgraced knighthood.

If you're using Elrik/Deneb, Euphaire's Energy Transfer ability allows for
quick summoning, and this skirmish is pretty standard as a stalling battle.
When Nichart's defeated, he flees and tells Alphonse to follow him to Ostorea
Castle where he "won't leave in one piece."

AFTERMATH
¯¯¯¯¯¯¯¯¯
Once the reminiscing is done, Eleanor gives Alphonse her Pearl Necklace, which
prevents status effects on the wearer. [If one tried to remove it from her
earlier, she wouldn't allow it.] Unfortunately, Alphonse, as the Leader, is
immune to status effects like that so it should be put on someone else who's
vital to the frontline. Can't look a gift horse in the mouth! Additionally,
Fluid Magic and Full Heal can now be bought in every shop. Yayee!

March off to Haena, to the sound of war drums...

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18) HAENA                                                   [PATH A/B]   [WK18]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_15a.png
MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_15b.png

DIFFCULTY: 5/10                 _____ ____________________ __________________
MAP -----: 18x12               |  HP | PATH A DROPS       | PATH B DROPS     |
GOTH ----: 700 (1000 Path B)   |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES -: Lv. 19 Thun. Dragon | 281 | Sorceror's Cup     | ---------------- |
           Lv. 19 Swordmaster  | 219 | Teleport (Spell)   | ---------------- |
           Lv. 19 Swordmaster  | 221 | Crown of Intellect | ---------------- |
           Lv. 19 Ninja        | 203 | Yomogi-u           | ---------------- |
           Lv. 19 Ninja        | 210 | Thunder Chain      | ---------------- |
           Lv. 19 Archer       | 217 | Forest Boots       | ---------------- |
           Lv. 19 Archer       | 203 | Flame Leather      | ---------------- |
       [L] Lv. 21 Archer       | 229 | Thunder Bow        | ---------------- |
           Lv. 19 Dragon Tamer | 235 | ------------------ | Dragon Gem Sword |
           Lv. 19 Earth Dragon | 290 | ------------------ | Dragon Eyes      |
           Lv. 19 Dragoon      | 273 | ------------------ | Ice Blade        |
           Lv. 19 Dragoon      | 266 | ------------------ | Dragon Armor     |
           Lv. 19 Duke Knight  | 281 | ------------------ | Heavy Armor      |
           Lv. 19 Duke Knight  | 276 | ------------------ | Ice Shield       |
           Lv. 19 Duke Knight  | 270 | ------------------ | Winged Shoes     |
       [L] Lv. 21 Duke Knight  | 279 | ------------------ | Gram             |
                               |_____|____________________|__________________|

This hilly place is the site of the 15th battle, whose enemy lineups change
depending on the path taken back at Urodela. On Path A, the team faces off
against Orson and his band of weak-DEF units; on Path B, the opposition's
composed of DEF-heavy knight types, including Duke Knights [special foe-only
unit who get 2 spell slots.] Obviously, Path B's is innately harder, but
neither's pull-your-hair-out hard.

• [Path B] Most units are DEF-heavy, battle-hardened vets in addition to
  spells (Duke Knights) or possible instakill physical attacks versus dragons
  (Dragoons). Because of this, using summons -or- the surround-n'-pound
  strategy helps to quickly dispose of targets, preventing them from escaping
  to heal. Use Molten Blade, too, if able.

• If y'think the enemies will fall for the trick of advancing down to the
  lower plateau's base, think again -- they're smarter than that! That means
  a team must take the initiative in advancing since the foes simply idle
  around where they start otherwise.

• The terrain works against mage units here, and if they want to get into the
  map's middle -- where battle no doubt centralizes -- they've got to circle
  the lower plateau. Alternately, they can stay down below and trade safety
  for flexible spell range. [Jumpier units can leap right up the cliffside.]

• [Path B] Normally, undead units can be great distractions for the real
  threats, but here, Khodar can use Exorcism to banish them. The Necklace of
  Resist will stifle that threat but cripples most undead types...except
  Dragon Zombies. [Their skills aren't affected by the no-magic-damage rule.]

  On that subject, Dragon Zombies are the only dragons worth bringing to the
  fight -- with dragoons and their instakill physical attacks, they're
  ineffectual at best, liabilities at worst. [DZs get by with self-reviving
  trait, but still have horrible move and might not be worth bringing either.]

• Every unit here has a rare or yet-unbuyable drop, so it's worth slaying the
  entire team! Out of everything, only the Dragon Armor [Path B] and Forest
  Boots & Teleport spell [Path A] are truly unique, however. Basically, don't
  leave those treasure sacks laying around where an enemy can accidentally
  grab one. [Forest Boots can technically be obtained in Vs. Mode, but that's
  usually not viable for most players, so it's counted as unique in this
  walkthrough.]

Defeat Orson or Khodar to end the fight.

AFTERMATH
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Two maps now open: Ostorea Castle, the destination, and Gracula, an optional
dot on an eastern island. Like in Tactics Ogre (SNES), castles are home to
consecutive maps -- in this case, four! One has to prepare thoroughly before
committing, as there's no saving inside and it would be a shame to reach the
end and have to redo everything! Gracula is part of Glycinia's sidequest, so
if she's not invited yet, don't bother.

• Speaking of which, Glycinia now appears at Haena, with her penultimate
  setup: Ripple's Staff, Glass Pumpkin, Dragon Gem, Hard Leather. The player
  should make a choice at this time: should I invite Glycinia now and get
  the unique staff, or wait until later and get the best bow (Crescente)? The
  bow isn't unique because another can technically be obtained during the
  last set of dungeons via invitation, but there's no saving during then so
  it's not permanent. The deciding factors typically come down to the staff's
  item ability (casts Divine Radiance) and the Crescente being used with the
  special bow ability Lachesis, obtainable later.

Anyway, now's the time to prepare for Ostorea!

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19) GRACULA                                    [OPTIONAL]   [PATH A/B]   [WK19]
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MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_gracula.png

DIFFICULTY: 1/10 -or- 2/10     _____ ____________________ ____________________
MAP ------: 16x22             |  HP | DROP (w/o Glycin.) | (With Glycinia)    |
GOTH -----: 200               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 19 Gremlin    | 181 | Tome of Discipline | ------------------ |
           Lv. 19 Gremlin    | 185 | Sacrificial Doll   | ------------------ |
           Lv. 19 Gremlin    | 182 | Sacrificial Doll   | ------------------ |
           Lv. 19 Gremlin    | 187 | Sacrificial Doll   | ------------------ |
           Lv. 19 Gremlin    | 175 | Sword Emblem       | ------------------ |
           Lv. 19 Gremlin    | 180 | Sword Emblem       | ------------------ |
           Lv. 19 Gremlin    | 183 | Sacrificial Doll   | ------------------ |
           Lv. 19 Gremlin    | 179 | Sword Emblem       | ------------------ |
ENEMIES --: Lv. 19 Gremlin    | 181 | ------------------ | Great Bow          |
           Lv. 19 Gremlin    | 185 | ------------------ | Glass Pumpkin      |
           Lv. 19 Gremlin    | 182 | ------------------ | 1000 Goth          |
           Lv. 19 Red Dragon | 285 | ------------------ | Mirror of the Gods |
           Lv. 19 Red Dragon | 280 | ------------------ | Urn of Chaos       |
           Lv. 19 Cerberus   | 262 | ------------------ | Sword Emblem       |
           Lv. 19 Cerberus   | 253 | ------------------ | Cup of Life        |
           Lv. 19 Cockatrice | 258 | ------------------ | Tome of Discipline |
                             |_____|____________________|____________________|

There's nothing difficult about fighting a bunch of measly Gremlins, besides
the obvious pursuit in catching them. The terrain here is composed of lava
and ocean, a weird mish-mash you'll find nowhere else, so said pursuit can be
a bit annoying if it goes to extremes.

• The reason to play this map is part of Glycinia's quest. If she's been
  recruited, she'll have a quote about Lubina being around somewhere. Bring
  her along in battle and move adjacent to the gremlin "Lubinnya" to uncover
  Glycinia's incognito sister. Simply beat the map and Lubina can join the
  party, too. [NOTE: Lubina does not appear in the map if Glycinia hasn't
  been invited, and the event only happens when Gracula's first played, so
  the sis can be permanently missed.]

• Even without foreknowledge, it'd be easy to figure out where Lubina is --
  she's the only gremlin who doesn't attack at all, not to mention the alias
  is a dead giveaway. If murdered, she drops 1000 goth...but it shouldn't be
  worth it, you meanie!

• Note that battle ends when all foes are destroyed, not when Lubina's guise
  is revealed. It may be best to kill all regular enemies and let Glycinia
  do her unveiling act then -- this allows the fairies to safely finish
  battle without being targeted.

AFTERMATH
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If Lubina isn't invited at first, Glycinia will want to leave to escort her
back to "the forest," so both fairies can end up leaving here (worst-case
scenario). Is it worth getting Lubina anyway? Perhaps. She and her sis have a
double attack (i.e. move adjacent to one another) called Magic Missile that
does magic damage with a banishing effect. It self-damages too, expectedly.

Lubina joins with: Sherwood Bow, Hard Leather, Amulet

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20) OSTOREA PREPARATIONS                       [OPTIONAL]   [PATH A/B]   [WK20]
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This will be the hardest series (4) of fights you'll fight for awhile. The
first two will be fought with the troops SEPARATED, meaning you'll have to
divide 'em as they attack two fronts (like Bethla Garrison in FFT). Saving
is impossible until every last battle has been completed, which can make
this stretch of sword-clashing horribly annoying for people barely winning
by the skin on their teeth.

There is a trick, though. If your ranks are small enough to put everyone in
one battle, the other gate battle will be skipped completely. This is not a
recommended tactic as it misses items and, worse, the Atropos special skill
(if you take the Ostorea South route). This aside, the walkthrough's duty is
to go the 'normal' route that most will go.

Think about visiting Quest Mode to stock up on rare equipment and such -- it
can really help here.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

For those with few allies, or those who will just have a poor time splitting
the party up evenly, there's a way to 'pad' one side a bit: undead allies! No
enemies within Ostorea will be able to banish (i.e. completely irreversably
destroy) these types in the first three battles on Path A. Plus:

• They are immune to status effects
• Ghosts can teleport (no movement penalties)
• They automatically revive themselves with ample HP
• Ghosts can use nagging bane spells
• With Cursed Existence (revives w/ full HP), you'll never be short-handed

This is the most obvious way, since ghosts are the only undeads that are easy
to find. If you have not been to Blete yet (must clear Gryllus), there's one
more undead to get: a Dragon Zombie! These CAN have their status changed but
with a Necklace of Resist, be completely invincible in a sense. Their Rotting
Breath ability can also lowers equipment power. You may not want undeadies
after the first two battles, but they ARE a very good way to get troops that
are completely self-sufficient and need no real strategies.

Ghosts can only be encountered in Gryllus, though, and can't be hired by the
normal means. After clearing the forest (see strategy far above) just find a
few ghosts and invite 'em. The Arbitration ability helps to get the first;
ghosts persuade fellow ghosts easier, too. Just remember to invite ghosts who
start with the Enfeeble spell since it's not buyable and will be more useful
than, say, Brain Sap in the long run.

Cursed Existence is alright, but if you've got an Angel Knight, they're not
too bad a supplement. "Poignant Melody" allows them to return HP and MP/SP
to the above two classes, which normally are unable to be healed by normal
methods. One Angel Knight should suffice.

As always, this is just a RECOMMENDATION, but the possibilities are great if
you bring four or five ghosts into battle. It's really a flawless, near-cheap
strategy. =)

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

So, which allies should you send where? It's really up for grabs, but here's
a good guideline:

[OSTOREA WEST]                       [OSTOREA SOUTH]

 • Alphonse                           • Ally w/ Heal Plus
 • Knight w/ Heal                     • Priest
 • Knight w/ Heal                     • Knight/Swordmaster
 • Ally w/ summons                    • Knight/Swordmaster
 • Ally w/ Heal Plus                  • Ally w/ support spells
 • Ally w/ Hurdle Wall?               • Knight/Swordmaster
 • ?????                              • ?????
 • ?????                              • ?????

This is what I consider the 'essentials.' Hurdle Wall is useful here, unlike
most maps, because the castle wall is impassable except for flying/warping
units. Hurdle Wall ignores elevation and places a unit up above, allowing
a unit to ambush the archers. Fill in the "?????" blanks with units of your
choice, which I suggest ghosts/dragon zombies. >___>   Don't forget to bring
someone with fire-elemental spells if you want to find treasure -- snow will
be covering lots of spaces. NOTE: Use Teleport instead of Hurdle Wall if
you have it.

Equip a Necklace of Resist on those undeads and watch 'em rattle down the
street!

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Both gates are open at once, but Ostorea West can get tackled first. As long
as you know that sending troops to one makes those unavailable for the 2nd...
Onward, Lodis Soldiers!

NOTE: If you haven't revisited Rana to get the Zephyrus spear, that can help!

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21) OSTOREA WEST                                            [PATH A/B]   [WK21]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_16.png

DIFFICULTY: 7/10                _____ _______________________
MAP ------: 23x16              |  HP | DROP                  |
GOTH -----: 600                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 19 Archer      | 218 | Grincer Coat          |
            Lv. 19 Archer      | 215 | Stone of Swiftness    |
            Lv. 19 Warlock     | 242 | Sacred Ring           |
            Lv. 19 Duke Knight | 270 | Saint's Shield        |
            Lv. 19 Duke Knight | 274 | Sum Mannus            |
            Lv. 19 Hawkman     | 245 | Healing Salve         |
            Lv. 19 Hawkman     | 238 | Crown of Intellect    |
            Lv. 21 Swordmaster | 264 | Notos                 |
                               |_____|_______________________|

Ahh, one of the harder battles yet fought, and the harder of the two gate
battles. Margret (Leader, Swordmaster) has the Atropos spell and uses it to
inflict 100+ damage to a target, thus why anyone with even a regular heal
spell does good here. This also damages her, though, making her not so hard
of a target to bring down. Just make sure to keep mage units away 'cause she
may OHKO some of them, no joke. If you want to defeat everyone and get the
rare items, here's the 'order of operations':

1: Bring Down Duke Knights!
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These are the 'closest' technically, so the player'll probably tango with one
or two of these while trying to accomplish the first objective. They loiter
by the gate and don't stray until enemies approach; they're drawing you into
the archers' sights, y'see. Try to draw them into the water ('Channel' panels)
to reduce their defensive capabilities, 'cause they are pretty decent on that
end, and incapacitate them in some manner. Surround the one that knows Heal
Plus first because he won't cure himself at the expense of doing the same to
the allies; when he's gone, surround-'n'-pound the second Duke Knight. [Using
ghosts to surround helps since the terrain is hard on units without the
snow-walking ability.] These feats will net the Sum Mannus & Saint's Shield
rarities, both useful.

2: Slay the Hawkmen! And a Warlock?
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If you have Teleport, and you should if you're on Path A, sending in a lone
unit up on the castle wall makes little sense since these guys will gang up
on it. They're the only flying units, and have pretty crappy defense to boot.
Once they're dead, give the Swordmaster (or bowman) a clear target at the
enemies below. I gave my swordmaster Orson's Thunder Bow and it worked to
great effect. [Once they're gone, teleporting mage units to the upper wall is
an awesome tactic, though.]

NOTE: The warlock may be close enough to die. He's inconsequential in the
      grand scheme of the battle

3: March to the Archers!
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Archers stay up top on the wall, and gain tremendous range due to the height
of the dang thing. Hurdle Wall places a character up there but only if s/he's
standing adjacent; Teleport lets anyone teleport anywhere. Bows work horribly
when shooting at an uphill level, meaning a unit with a bow can get the upper
(no pun intended!) hand by getting on the even HIGHER spots (29s). Margret's
ability can't reach up there, so they'll be safe. Start plugging the archers
from there, and maybe that warlock, too, which isn't of any consequence to be
honest (Sacred Rings can be won in Quest Mode). Maybe persuade him for to get
an extra ally...? :D

That Grincer Coat is part of the 'Enchanted Hunting Wares' set, and although
it's very good, it's NOT one-of-a-kind. More can be won in Quest Mode, so if
you want to skip it, go ahead. Same goes for the Tundra Bow, which is /not/
dropped.

4: Death to Margret!
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NOTE: Margret doesn't seem to heal herself...?

With only Margret and maybe the warlock left, long-range attacks can really
pay off. Throughout the battle she'll keep her distance as long as allies are
not too close to the castle wall, and she often idles near the righthand-side
stairway. Use Teleport to get bowmen/Swordmasters in position for their long-
-range attacks, and use the unit with the highest HP/defense to eat Atropos'
damage. This weakens her as well, remember? Better yet, use an undead enemy
as bait to make her weaken herself. It's really ingenious.

If you want to find treasure on the map, make sure you do so before Margret
gets on your tail, 'cause she can't be Teleport-ed around. However, the spell
I just mentioned is good for evading her illustrious sword talents for awhile,
at least. In a snowstorm, panels can be turned into 'Snowy Plain' types so be
sure to bring a 'Clear Sky' spell to change the weather! (A 'Coral Harp has
the same effect as Clear Sky, remember).

Oh, and if you still don't have a leg-up, Margret's movement only has an up/
down ratio of 2:3, meaning you can stall her with undeads if you have some,
like I did here:

    http://img.photobucket.com/albums/v242/Shotgunnova/Margretmove.png

If she kills one, just use Cursed Existence to bring her back. Those undeads
are really expendible, but so lovable, too. =p

OTHER TIPS
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• If you want to be a badass, wait for an archer to stand on the outcropping
  of the castle wall and teleport a unit (or have an innately teleporting
  unit) onto the wall. Remember that hitting someone with a shield produces
  knockback? Doing that to an archer on the edge will send them off, killing
  them from the ridiculous fall damage. Another method how those "disposable"
  ghosts can earn their battle stripes!

• If you're looking for treasure, remember that snowfall will re-cover the
  burnt tiles. Make sure to use Clear Sky/Coral Harp to keep the weather
  clement (although besides the Phoenix Mail, the tiles are normal ones).
  And as a curio, summoning a tempest in snowy weather produces a snowstorm,
  so if you wanted to make some kind of silly flooding tactic, that ain't
  gonna fly.

• Bringing a swordmaster in with Molten Blade can pay off in spades just on
  counterattacks alone (particularly in the early going). Although, if it's
  between that and Teleport, go with the latter.

• Tile [20,5] is a crucial point for units ascending/descending the upper
  wall -- putting an ally here, prevents Margret from getting back up or
  keeps her up there, securing safe passage for ascending allies. It's not
  that feasable without teleporting/flying units, but can certainly be useful
  in the right situations.

AFTERMATH
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When Margret's defeated, she'll pass on her 'Atropos' special skill to one
human unit of the player's choice. It can be ANYONE in EITHER party that can
learn it -- there is no restriction besides the normal ones (monster units
cannot learn it, fr'instance). Alphonse is probably the best target, although
Ivanna, a Swordmaster, or such would be a prime candidate, too. Let me iterate
this in case you didn't catch it:

   YOU CAN ONLY LEARN THIS NOW AND HAVE ONE CHANCE TO TEACH IT TO SOMEBODY!

Note that anyone in your team can learn the ability -- including those not
in the battle party, such as those at the other gate (if you did it already)
-- provided they fulfill the requirements.

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22) OSTOREA SOUTH                                           [PATH A/B]   [WK22]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_17.png

DIFFICULTY: 4/10                _____ _________________________
MAP ------: 22x15              |  HP | DROP                    |
GOTH -----: 1400               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 20 Siren       | 202 | Cloak of Authority      |
            Lv. 20 Siren       | 201 | Caldia                  |
            Lv. 20 Witch       | 201 | Stone of Swiftness      |
            Lv. 20 Priest      | 201 | Divine Radiance (spell) |
            Lv. 20 Duke Knight | 280 | Healing Salve           |
            Lv. 20 Duke Knight | 268 | Firedrake Sword         |
            Lv. 20 Venefica    | 240 | 1000 Goth               |
        [L] Lv. 22 Esquire     | 298 | Osric's Spear           |
                               |_____|_________________________|

Defeating Nichart will end the battle, but there's SO much to do before then!
The Priest has the one-of-a-kind 'Divine Radiance' spell, a powerful offensive
VIRTUE spell for healers. The Venefic (Lethe) often ignores using Fluid Magic
on the priest if you mount the stairs from the right side, so that's what you
should do.

...But, before that, taking out those Duke Knights is well worth it. They're
the only physical fighters besides Nichart and can be a thorn in the side if
they're let run rampant. Surround-'n'-pound the one with a Heal spell and use
summons (Euphaire has Energy Transfer, remember) to take it out of the picture
before the Priest can heal it; which, if it's surrounded, she won't. Drawing
the Dukes towards the party is as easy as staying put for three turns. (NOTE:
If you're playing on an emulator, you'll want to kill that witch first since
Fascination can freeze up the game and make the player reset!). If you can
inflict paralysis/sleep, summons will never miss! Abuse Energy Transfer and
Fluid Magic to really drive the nearby enemies into the ground, stake-style.
This is an easy way to take out the sirens/witch appearing on either side of
the field. Lethe teleports out when her HP is depleted (no spoils).

Nichart's an agile opponent, doing 50+ often enough due to the terrain and
his weapon/innate element bonuses -- ice! Basically none of the panels give
a negative impact to water/ice, so standing on normal ground is good enough.
Surround him so he can only hit one ally with his two-panel attack, and chip
away. Be sure to keep a Heal Plus'r on-hand since he can really damage those
of the opposite element (or with crap defense). When his HP dips below 100,
he starts to heal. Interestingly enough, he's already got a 'Don Quixote'
emblem which gives him -10 INT. Laff!

Other things:

• There's a buried Leviathan Mail at tile [0,15], which is an isolated space
  covered by snow -- it'll require a flying or warping character to get it
  once the preparations are done. This can be won in Quest Mode, too, so no
  reason to get bent out of shape if y'can't get it.

When he's defeated, he drops an Osric's Spear and 1000 Goth, which must be a
kicker 'cause no one leaves behind two spoils in the game. The parties will
now rejoin into a solitary collective now, meaning the worst is over.

AFTERMATH
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The party rejoins to assault the throne room. Remember to equip the team with
new stuff once y'get there!

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23) OSTOREA THRONE ROOM                                     [PATH A/B]   [WK23]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_18.png

Hey, even those allies from the very first battle in the game are back! Kewl!

DIFFCLTY: 3/10                _____ __________________________
MAP     : 12x19              |  HP | DROPS                    |
GOTH    : 2500               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES : Lv. 20 Wizard      | 195 | Water Garb               |
          Lv. 20 Wizard      | 195 | Sorceror's Cup           |
          Lv. 20 Witch       | 204 | Petrifying Cloud (spell) |
          Lv. 20 Knight      | 259 | Dragon Helm              |
          Lv. 20 Knight      | 268 | Dragon Shield            |
          Lv. 20 Duke Knight | 280 | Warp Ring                |
          Lv. 20 Duke Knight | 282 | Sword Emblem             |
      [L] Lv. 22 High Priest | 294 | 1000 Goth                |
                             |_____|__________________________|

Although it may look a little grim, this battle's really not as hard as it
seems...if you want to just get on with it. The Witch has the one-of-a-kind
Petrifying Cloud spell, the male knight has the only Dragon Helm in the game,
and, of course, Rictor has the game's only virtue summon: Ignis Fatuus. These
(except for last, which is obtained automatically) are what should be sought
after. A Duke Knight has a Warp Ring, too, but that can be obtained in Quest
Mode. If you choose to go after it, though, it'll probably one of the last to
get gork'd.

Going after the mages first is recommended, as Atropos should be able to OHKO
them pretty easily...at most, two attacks. The Witch feeds MP through Fluid
Magic to Rictor -- a strategy we're all familiar with -- so taking her out is
very recommended, not to mention her petrification magic will be her prime
attack once /her/ MP gets higher. To boot, Rictor himself is an pushover; he
only carries a simple Heal spell, which while doing 100+, is no match for
Atropos. He's got decent magic defense, though, so physical attacks are the
best avenue o' destruction.

Collecting the other objects is harder, though. Because so many units have
single-serve healing capabilities, much damage has to be done per turn. Using
status effects is recommended (especially on the Duke Knight who warps around
and can't be surrounded) to waste opponent turns. There are no useful terrain
bonuses indoors, either... One at a time, surround-'n'-pound the units since
this is the only sure way to victory. Preface that strategy with a dose of
summoning for that extra boost of damage. Other things:

• The unit with the Dragon Helm is immune to dragon breath attacks, but this
  doesn't apply to the female knight with the Dragon Shield!

• [Path A] The Atropos-user can immediately start wreaking havoc by having
  someone teleport him/her to the enemy mages' area. Since the foes are so
  piddly, and the user isn't really in any life-threatening danger (at least
  until Ignis Fatuus becomes available), it's a good way to get a leg-up on
  the competition.

• Random aside: Lara and Justin can't be invited, probably because they have
  loyalty issues to Rictor. A similar situation happened back at Arena [Path
  A] too, if y'remember.

Defeat Rictor to end battle.

AFTERMATH
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Only one chamber left...

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24) OSTOREA CRYPT                                           [PATH A/B]   [WK24]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_19a.png
MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_19b.png

DFFCLTY: 4.5/10               _____ ____________________ ____________________
MAP ---: 17x14               |  HP | DROP               | PATH B DROPS       |
GOTH --: -----               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES: Lv. 23 Angel Knight | 270 | Needle of Light    | ------------------ |
         Lv. 23 Angel Knight | 266 | Earth Shield       | ------------------ |
         Lv. 23 Knight       | 280 | Healing Salve      | ------------------ |
         Lv. 23 Knight       | 277 | Warp Ring          | ------------------ |
         Lv. 23 Valkyrie     | 238 | Plumed Headband    | ------------------ |
         Lv. 23 Valkyrie     | 241 | Earth Javelin      | ------------------ |
         Lv. 23 Warlock      | 255 | Crown of Intellect | ------------------ |
     [L] Lv. 25 High Priest  | 302 | Ignis Fatuus       | ------------------ |
         Lv. 23 Duke Knight  | 303 | ------------------ | Laevateinn         |
         Lv. 23 Duke Knight  | 306 | ------------------ | Sword of Tiamat    |
         Lv. 23 Duke Knight  | 300 | ------------------ | Healing Salve      |
         Lv. 23 Duke Knight  | 294 | ------------------ | Sword Emblem       |
         Lv. 23 Knight       | 289 | ------------------ | Magic Salve        |
         Lv. 23 Knight       | 272 | ------------------ | Tome of Discipline |
         Lv. 23 Priest       | 232 | ------------------ | Reincarnation      |
     [L] Lv. 25 General      | 339 | ------------------ | Bloody Cleaver     |
                             |_____|____________________|____________________|

The chapter's nightcap battle can be quite a fun one! Naris Batraal himself
will take up arms on Path B, surrounding himself with some trusted allies.
Except for that guy he killed. He was a meanie. [Can you believe Naris is of
lawful alignment? What a crock!] On Path A, Rictor and his lackeys put up a
last stand...unfortunately, most of the units are DEF-weak meaning Alphonse's
powerhouse team should be able to steamroll 'em.

• [Path A] Like the previous fight, Teleport can quickly tip the scales in
  the allies' favor. Rictor's Ignis Fatuus spell is the main damage-dealer
  on his end, but slaying his Fluid-Magicking Warlock with Atropos puts the
  kibosh on that. [Warlocks have better DEF than normal mages, so one may
  need to use Molten Blade first.]

• [Path A] Obviously don't bring any undead units with unless you've got a
  plan to take out those Angel Knights and their Banish skill! Necklaces of
  Resist don't block skills, remember.

• [Path B] Naris has mammoth DEF/STR, a powerful weapon (Bloody Cleaver), and
  can use Ray of Paralysis to annoy everyone. Additionally, he's got a no-MP
  special ability "Hell's Gate" that may instantly slay the unit(s) it
  targets. He's no slouch, so make sure mages stay far, far away.

  The rest of the units are pretty average, just Duke Knights -- who should
  now be easy pickins with summons, Atropos, and Divine Radiance on the table
  -- and a few others. The priest will babysit Naris, so it helps to get her
  out of the way early in the battle to avoid her presence's prolonging
  effect. [She only has Heal Plus, though, so any surrounded unit will never
  get her powers' attention...!]

• There's a Ring of the Dead buried at tile [12,8], one of the few available
  in the game. It's part of the method to make a character a Lich, so don't
  leave this crypt without it!

Defeat Naris to end the battle.

AFTERMATH
¯¯¯¯¯¯¯¯¯
Once the crypt segment is done, the second chapter comes to a close. Ostorea
Castle is now in Alphonse's hands, which means it's open for Training and
the shop's available, too. Cybil and Rictor can now join permanently, on Path
A and Path B, respectively. [Pick the first option to accept, the other to
decline.] Cybil's basically a trumped-up siren with access to all spells but
virtue, while Rictor's a priest who can cast only (3) virtue spells but any
within that skillset. Neither special character can change class, however --
there's no substitution like with Euphaire's Siren and Elrik's Warlock jobs.

NOTE: Thunderbird and Ignis Fatuus are equipped to Cybil and Rictor,
      respectively. Not allowing them to join means the summon is permanently
      missed!

• Beating the Crypt earns the 'Cave Exploration' map for Quest Mode, which
  in turn opens up new item gain possibilities! See the appropriate section
  for more details.

• Sufrir or Bison, whichever wasn't accessible on the current path, will now
  be available in southern Anser. Shouldn't be too important but Sufrir's a
  good place to fight dragons, for instance.

• Shops have updated again, with new things like Snow Boots and Plate Mail
  available.

• Revisiting Solea gives a special scene with Eleanor, if she's still in the
  party, and she gives an item to Alphonse depending on previous answers he'd
  given her. The Circlet of Wisdom can be gotten on either path but only if
  certain answers were given during 3 (4 if on Path B) past conversations.
  See the equipment section for more info.

• Visiting Ardea gives the option to let Lobelia the Angel Knight join the
  party (pick option A). She comes with a Needle of Light, Cloak of Oath,
  Snow Boots, and an Amulet. Note that you cannot get Saia (at Rebanada's
  2nd battle) if she's currently in the party. However, dismissing her -- or
  using a Snapdragon on her, which is a popular choice -- is fine if you want
  Saia.

Two maps are open: Rebanada and Harmonia. The former is an optional map that
can be played twice (not consecutive battles); the latter is the compulsary
destination.

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25) REBANADA                                   [OPTIONAL]   [PATH A/B]   [WK25]
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MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_rebanada_1st.png

Dark and damp, this murky cave faces the northern Rananculus sea. And, once
inside, we learn that someone who went insane over his sister's illness still
wanders the shadows... Don't enter battle without the means to permanently
eliminate undead types (Exorcism, Faith, Banish, and/or Star Tiara).

DIFFICULTY: 3/10                  _____ _______________________
MAP ------: 16x13                |  HP | DROP                  |
GOTH -----: 200                  |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 25 Ghost         | 239 | --------------------- |
            Lv. 25 Ghost         | 239 | --------------------- |
            Lv. 25 Ghost         | 237 | --------------------- |
            Lv. 25 Undead Knight | 268 | --------------------- |
            Lv. 25 Undead Knight | 268 | --------------------- |
            Lv. 25 Dragon Zombie | 343 | --------------------- |
            Lv. 25 Dragon Zombie | 329 | --------------------- |
        [L] Lv. ?? (Unknown)     | 320 | Goblin Helm           |
                                 |_____|_______________________|

Obviously, since undead types don't 'die' there's no drops to be found. One
Dragon Zombie has a Necklace of Resist, however; persuade it to join and it
will bring it with. This battle's relatively simple on the normal front --
just use Exorcism/Faith and destroy the undeads as they approach.

Rimmon (Unknown, Leader) is a different story. His physical defense will be
higher than anything you've ever seen, topping in at 700+ even at these mid-
-ranged levels. In comparison, his magic defense and attack're horrible, with
the former being the main route of damage (Atropos can do below 50!). Because
His movement type is also snow-walking, which means he can go down two steps
or up one -- he's a fatty! If you can manage to get him up on a ledge, it's
really quite easy to make him take some fall damage. It's really a battle of
attrition when it gets down to it; just keep him away from the mages. His
two emblems (War God, Berserk) may aid him a bit here...

Oh, and there's a buried 'Tathlum' crossbow at the [15,02] panel. It's the
only one in the game, but can be gotten later, too. It's bane-elemental, so
that's appealing, yeah?

AFTERMATH [BATTLE #1]
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Defeating this map opens up a special event next time it's entered, where a
new character (Saia, Lesser Daemon) can be obtained. This goes hand in hand
with events relating to getting Lobelia, an Angel Knight. Only one can be
obtained (at least in original form), so you'll have to make the decision.
If you choose not to invite her, she gives a Seraph's Plume as a reward. =/

Visit Ardea and accept Lobelia's help to get her in the party; re-enter the
map to enter the battle below (remember, this is OPTIONAL)...

MAP: db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_rebanada_2nd.png

DIFFICULTY: 3/10                  _____ _______________________
MAP ------: 16x13                |  HP | DROP                  |
GOTH -----: 200                  |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 25 Vrtra         | 312 | Snapdragon            |
            Lv. 25 Vrtra         | 321 | Sword Emblem          |
            Lv. 25 Hawkman       | 284 | Ring of Flotation     |
            Lv. 25 Hawkman       | 287 | Earth Leather         |
            Lv. 25 Gorgon        | 258 | Flame Bow             |
            Lv. 25 Gorgon        | 263 | Rapture Rose          |
            Lv. 25 Gorgon        | 264 | Stone of Swiftness    |
            Lv. 27 Lesser Daemon | 299 | Earth Dragon Axe      |
                                 |_____|_______________________|

Out of all the new enemies, the Gorgons are probably the ones that need to
be defeated first. Their 'Evil Eye' spell inflicts petrification on allies
who do not have shields, and this is especially annoying because the ones
who don't carry shields often are mage types (bye, Cleanse). The other enemy
that's probably new is the Vrtra. They have normal breath attacks but inspire
fear (-1 to mental gauge) in those within a range of three. These are great
ones to persuade, if possible. The Vrtra nearest the party drops a Snapdragon
(finite item) upon defeat, so invite the OTHER one if you have to.

This is a regular old fight besides that, although the enemies may heal 100
damage instead of the normal 50. There's just no complex strategies to do
ever since Atropos came to town...

AFTERMATH [BATTLE #2]
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After defeating Saia, he'll pose a question to Alphonse.

"I fight for myself" -> Saia joins party (with Amulet, Chain Mail, Enfeeble)
"I fight for peace " -> Saia does not join party; obtain Ring of the Dead

If you get Saia, you CANNOT get Lobelia the Angel Knight. But, Saia is great
as a character who prefers axes and can use two minor bane spells. That Ring
of the Dead is useful, too, so choose wisely! It's possible to get Saia, take
all of his stuff, dismiss him, and still get Lobelia (this works vice versa
too, if you already got Lobelia).

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26) HARMONIA                                   [OPTIONAL]   [PATH A/B]   [WK26]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_20.png

Finally, some vindication. And two leaders, to boot! Make sure to put shields
on units to protect against petrification (or Amulet accessories)!

DIFFCLTY: 4.5/10           _____ _______________________
MAP     : 17x21           |  HP | DROP:                 |
GOTH    : 500             |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES : Lv. 25 Giant    | 341 | Snapdragon            |
          Lv. 25 Giant    | 346 | Wind Ring             |
          Lv. 25 Daemon   | 279 | Boreas                |
          Lv. 25 Daemon   | 282 | Ring of the Dead      |
          Lv. 25 Gorgon   | 259 | Sandstorm Bow         |
          Lv. 25 Gorgon   | 267 | Urn of Chaos          |
      [L] Lv. 27 Venefic  | 283 | Fiend's Grip (S)      |
      [L] Lv. 27 Venefica | 276 | Sugar Cane            |
                          |_____|_______________________|

Both Cirvante and Lethe (Venefic and Venefica, respectively) have to be done
in here to complete the objective. Because the entire field is designed just
for snow-walker types -- which your party won't be full of, I guarantee -- it
can be quite a nuisance for any trudging types. Thus, using warping / flying
types here is the best way to get around (and Teleport. Can't forget that).
At least snow-covered panels give slight plus-five bane resistance...

The two new units here are the Giant and Venefic. Giants get colossal growth
in the strength and physical defense departments, but end up having very poor
accuracy for their only skill 'Titan Crush.' It's got 90 ATK power but rarely
hits, thus making them a bit lop-sided (they can't equip weapons either). The
Venefic is like Lethe, but has the powerful Fiend's Grip AOE spell. Unlike
his 'sister' he can also use Summon Darkness to bring more undead human types
into battle.

Speaking of which, there's quite a few spoils worth seeking out. One daemon
has the unique Boreas axe, while two other enemies drop a Ring of the Dead &
Snapdragon, both available in finite quantities. If you're going to get three
drops, those are the ones to snag -- the others are available through other
avenues of gameplay.

Because both leaders are trudging types, it's incredibly easy to pick off the
enemies nearby. Fluid Magic and summons work on Turn 2, after all, and that's
without moving from the SW corner the party starts in. Some stray too close?
Just kick out Atropos. After about 5~6 turns, the leaders will be in range
to use their spells, so make sure Fiend's Grip is unable to hit more than a
few people at a time -- it's 55 ATK, the most powerful AOE one in the game!

One 'small' difference here, that you've seen before probably, is that enemy
units will start to heal 100 HP when in critical condition. Nothing big, but
if any Gorgon gets away from the pack, Evil Eye's unlimited range will come
into play. Teleport really rules the battlefield here, hands-down. Use it on
the unit who has Atropos and go to town. [Without Teleport, warping will have
to suffice.]

Order of operations? Take out Cirvante first to prevent more Daemons from
being summoned into battle. He's got decent defense so you'll have to gang
up on him or at least corral him (w/ Atropos) towards where the allies are.
After that (or during), the Gorgons have to go. No other enemy provides much
of a challenge, but boy, those bosses have 200+ AGI making physical accuracy
a bust for the most part. 100%-hitting spells will work well here, but not
that well due to magical defense.

So what to do? Attacking from behind gives the highest hit percentage, and
is basically the chink in their annoying armor. Stick him on a snow panel (so
he doesn't get a bane bonus) and use Atropos from behind a few times. Should
not be too hard to take him down if you get the advantageous positioning.

AFTERMATH
¯¯¯¯¯¯¯¯¯
Afterwards, the route creeps closer to the mountains. The base of the range
is at Charadrius...

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27) CHARADRIUS                                              [PATH A/B]   [WK26]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_21a.png
MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_21b.png

DFFCLTY: 4.5/10               _____ ____________________ ___________________
MAP ---: 14x19               |  HP | PATH A DROPS       | PATH B DROPS      |
GOTH --: 1000                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES: Lv. 27 Duke Knight  | 339 | Flame Shield       | ----------------- |
         Lv. 27 Duke Knight  | 333 | Freude Helm        | ----------------- |
         Lv. 27 Duke Knight  | 319 | Sum Mannus         | ----------------- |
         Lv. 27 Dragon Tamer | 297 | Amulet             | ----------------- |
         Lv. 27 Priest       | 249 | Crown of Intellect | ----------------- |
         Lv. 27 Priest       | 244 | Tome of Discipline | ----------------- |
         Lv. 27 Mushus       | 332 | Dragon Gem         | ----------------- |
     [L] Lv. 29 General      | 369 | Bloody Cleaver     | ----------------- |
         Lv. 27 Angel Knight | 306 | ------------------ | Needle of Light   |
         Lv. 27 Angel Knight | 288 | ------------------ | Nathalork Mail    |
         Lv. 27 Daemon       | 297 | ------------------ | Euros             |
         Lv. 27 Daemon       | 282 | ------------------ | Leviathan Mail    |
         Lv. 27 Vrtra        | 341 | ------------------ | Sword Emblem      |
         Lv. 27 Witch        | 238 | ------------------ | Time Flux (Spell) |
         Lv. 27 Wizard       | 227 | ------------------ | Earth Ring        |
     [L] Lv. 29 Sorceress    | 267 | ------------------ | Thunderbird (Su.) |
                             |_____|____________________|___________________|

On Path A, Naris Batraal and his cronies put up a last stand on the lake.
Naris has great attack and all-around defense, not to mention the harrowing
Hell's Gate skill (spearlike range) that can inflict sleep or outright death
on those it targets. He's not to be trifled with; keep mages far, far away!
The rest of the units aren't that hard, although this is the only time a
Mushus appears in mandatory play -- its +1 mental gauge to friendlies might
be enough reason to invite it!

The Path B version of Charadrius features an old friend turned betrayor, who
will have a cadre of evil beings to defeat. This will probably be the first
time an Angel Knight's seen (discounting Lobelia), and they can be formidable,
although a little underpowered for all their laurels. Since they can instantly
defeat undead creatures with their Banish skill, don't bring any of your fave
zombie types here or y'risk losing 'em forever! Other things:

• [Path A] This is the only time two priests are found, and they can back up
  Naris' evil ambitions! It's not a bad idea to Teleport the Atropos-user
  (or anyone with Clotho/Lachesis) behind them and start slaying! Note that
  one priest has Divine Radiance, one of only two obtainable in the game (and
  exclusive to Path A), so it's worth inviting her instead of the alternative,
  particularly if one didn't get Ripple's Staff as Glycinia.

• [Path A] This may just be a fluke, but man, I had more spoils stolen in
  this fight than the entire game combined. Those Duke Knights will often be
  able to move right into position in this respect, so if y'want their stuff
  -- most of which is rare but can be gotten in Quest Mode -- prepare ahead!

• [Path B] The cheap shot done pre-battle leaves Alphonse poisoned coming into
  the fight regardless of status prevention (which should be everything, since
  he's leader). Cure it early so it's not a nagging problem.

• [Path B] Hanging back towards the start draws the flying units (Vrtra, Angel
  Knights) forward, setting up their demise early in the fight. Remember that
  Vrtras give an automatic -1 Fear Gauge within three panels, so it's good to
  get them out of the way.

• [Path B] There are two particular unique items to obtain here, besides the
  mandatory Thunderbird summon: the Euros hammer and Time Flux spell. The
  latter is unique to Path B and by expending 25 MP, allows the target to have
  a second turn! Yes, that is insanely awesome, almost making up for not
  getting Teleport on this path.

• [Path B] Daemons' Summon Darkness ability lets them call undead types into
  battle, complicating things further. [However, they only do this when
  there's less than 8 allies available, and usually when their team's
  dwindling.] Defeating them early on can save hassle later.

Defeating the leader ends the battle.

AFTERMATH [PATH B]
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Immediately after, the fabled Longicolnis spear is obtained, the most powerful
of its type, too. It's necessary for one of the endings, so don't throw it
away or anything stoopid like that, eh?

• Glycinia finally settles at Charadrius for the rest of the game, and can
  be invited there after being saved. She carries a Crescente along with her
  usual stuff (Dragon Gem, Glass Pumpkin, Hard Leather).

Once Angel's Headstone is started, there's no leaving until the events are
all finished, so come prepared. It's not a bad idea to run through Quest Mode
and get great items/skills, or even just buy Firecrests from Pumpkinhead's
shop in Scabellum (as part of Deneb's quest).

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28) ANGEL'S HEADSTONE                                       [PATH A/B]   [WK28]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_22.png

DIFFICULTY: 3/10                  _____ _______________________
MAP ------: 23x13                |  HP | DROP                  |
GOTH -----: -----                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 29 Daemon        | 317 | Urn of Chaos          |
            Lv. 29 Undead Knight | 291 | --------------------- |
            Lv. 29 Undead Knight | 290 | --------------------- |
            Lv. 29 Undead Wizard | 199 | --------------------- |
            Lv. 29 Ghost         | 250 | --------------------- |
            Lv. 29 Ghost         | 251 | --------------------- |
            Lv. 29 Dragon Zombie | 349 | --------------------- |
        [L] Lv. 30 Lich          | 256 | --------------------- |
                                 |_____|_______________________|

It took awhile, but the game finally broke an enemy Lich out. Mycale (leader)
is an undead wizard transmigrated via a Ring of the Dead, giving him insane
defense of both types and three spell slots. He also brought some like-minded
cronies with...but none that know Fluid Magic, unfortunately for him!

• Besides the leader and Daemon, everyone's undead and can be eliminated via
  normal means. However, the Dragon Zombie has a Necklace of Resist, making
  his only achilles' heel Banish (Angel Knight) or Star Tiara (Eleanor). And
  although the boss is undead, he isn't subject to any instakill methods like
  the others -- no liches are, even ally ones. It's a good idea to take out
  the Daemon early so he can't call any other zombies in via Summon Darkness.

• If y'want buried treasures, they're all buried under snow, so bring someone
  with non-summon fire magic.

• The left hand "stairway" by the abyss tiles can't be bypassed by trudging
  characters, which can be a problem if stronger units warped/flew ahead to
  corner Mycale. Keep the battle local, if possible, or go all the way around
  (ugh).

• If Mycale ends up curing 100 HP each turn, and no one has the strength to
  do more than that, even when ganging up, use Time Flux to give an extra turn
  to the strongest character! Even Mycale can't smooth over two Atropos hits
  a turn, for instance!

Overall, the lich's presence does little to disguise the normality of this
battle, which is probably less stressful than the one at Gryllus. Because no
enemy drops anything important, including the boss, it's not a bad idea to
just gun for him -- surround-n'-pound and all that.

AFTERMATH
¯¯¯¯¯¯¯¯¯
Like at Ostorea, Alphonse is determined to split the team again: one party
goes to the Hall of Corruption, the other the Garden of Memories. Those going
to the latter should bring a good healer and status-inflictor, while the
former should get units with shields (blocks petrify) and another healer.
If y'haven't been using Rictor, now's a good time to let him quit warming the
bench. [Also, whichever map is picked first, Alphonse has to be the leader of
it!]

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29) HALL OF CORRUPTION                                      [PATH A/B]   [WK29]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_23.png

DIFFICULTY: 3/10                _____ _______________________
MAP ------: 15x21              |  HP | DROP                  |
GOTH -----: -----              |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 29 Dark Angel  | 302 | Healing Essence       |
            Lv. 29 Dark Angel  | 317 | Angel Fruit           |
            Lv. 29 Gorgon      | 290 | Crown of Intellect    |
            Lv. 29 Gorgon      | 284 | Crown of Intellect    |
            Lv. 29 Swordmaster | 289 | Stone of Swiftness    |
            Lv. 29 Swordmaster | 292 | Spirit Fruit          |
            Lv. 29 Vrtra       | 368 | Sword Emblem          |
        [L] Lv. 31 Daemon      | 317 | --------------------- |
                               |_____|_______________________|

Probably the easier of the two battles, this is the one that should get only
a few awesome units with some others to pad the ranks (ghosts?). Remember to
bring everyone with a shield to prevent the gorgons' Evil Eye attack! They'll
try to "snipe" the party with it and it's rather annoying. Other things:

• Undead units are recommended highly for this fight because, unlike their
  holy counterparts, Dark Angels don't get any special skills like Banish to
  heckle the ranks; instead, they get a few slots to use an assortment of
  magics. [Dragon Zombies can't use shields however, so they're not that great
  to bring here.]

• The foes' drops in this level are pretty much crap, with only the Healing
  Essence being of any real use. Because of this, it's not a bad idea to just
  skip the foreplay and kill the boss first thing, getting this level over
  with. [However, a few foes do have rare items equipped, like the Robe of
  Abyss, so inviting them's still an option.]

Battle ends when Rahouart's slain.

AFTERMATH
¯¯¯¯¯¯¯¯¯
The units that weren't picked for this battle can then proceed to do the
other route's (or vice versa).

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30) GARDEN OF MEMORIES                                      [PATH A/B]   [WK30]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_24.png

DIFFICULTY: 4/10                 _____ _______________________
MAP ------: 18x18               |  HP | DROP                  |
GOTH -----: -----               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 29 Daemon       | 302 | Cup of Life           |
            Lv. 29 Daemon       | 310 | Sword Emblem          |
            Lv. 29 Giant        | 380 | Altar of Resurrection |
            Lv. 29 Warlock      | 315 | Amulet                |
            Lv. 29 Warlock      | 306 | Healing Essence       |
            Lv. 29 Angel Knight | 321 | Spirit Fruit          |
            Lv. 29 Angel Knight | 321 | Sorceror's Cup        |
        [L] Lv. 31 Angel Knight | 323 | --------------------- |
                                |_____|_______________________|

This battle's only harder than the Hall of Corruption by a hairbreadth,
really. The leader Judecca (Angel Knight) is the target to defeat here, and
he makes it rather easy, flying down to the fray without much hesitation.
Other things of note:

• The enemies here all carry decent-to-rare equipment and while their drops
  are nothing spectacular, it can be worth it to invite them in the party.
  Of particular interest is the Angel Knight with a Crescente longbow, which
  is the best type in the game. Most of the other rarities can be obtained
  via Quest Mode, luckily. [NOTE: Crescente can't be permanently obtained in
  this matter, as it's not saved following the dungeon's end. This applies to
  all curios obtained during Angel's Headstone events, actually.]

• Don't bring undead units to this fight 'less you want them eradicated via
  Banish. Avoiding this scenario should be reflexive by now, hopefully.

• The snowy landscape can be rather hard on trudging characters, so if there
  isn't a lot of Snow Boots to pass around, and flying/warping isn't an
  option, do the next-best thing: stick in a group for mass healing purposes.

• The enemies here can be wily, able to pop into range to attack or retreat
  to heal 100 health -- such tactics prolong battle quite a lot. Because of
  this, make sure to use debilitating attacks (paralysis/petrify work best)
  to make summons' accuracy 100%!

• Remember to use the Divine Radiance spell if you get in a bind! It does
  ridiculously powerful percentage-based damage, and while it won't work on
  the leader or debilitated foes, it can be great for taking foes out in a
  flash. Time Flux helps since its success rate's rather mediocre.

• Bringing Saia to this fight gives a special dialogue between him and the
  leader...it's kinda funny.

AFTERMATH
¯¯¯¯¯¯¯¯¯
The paths rejoin in order to assault Shaher's resting place...

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31) HALL OF CONVICTION                                      [PATH A/B]   [WK31]
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NOTE: The units used in this battle have to be used in the final, so choose
wisely and don't forget to keep everyone alive! Fatalities leave one quite
short-handed coming up...

DIFFICULTY: 6/10                 _____ _______________________
MAP ------: 22x14               |  HP | DROP                  |
GOTH -----: -----               |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 29 Angel Knight | 303 | Healing Salve         |
            Lv. 29 Angel Knight | 315 | Healing Essence       |
            Lv. 29 Daemon       | 302 | Crown of Intellect    |
            Lv. 29 Daemon       | 300 | Orb                   |
            Lv. 29 Daemon       | 306 | Revive Stone          |
            Lv. 29 Dark Angel   | 321 | Angel Fruit           |
            Lv. 29 Dark Angel   | 326 | Spirit Fruit          |
        [L] Lv. 31 Fallen Angel | 454 | Anbicion              |
                                |_____|_______________________|

This should be an interesting fight. Shaher himself takes up arms here and
he's quite formidable, indeed. He has three abilities: (1) Ice Requiem, a 30-
-SP, 50-power, water-type global skill that damages all his foes and may add
sleep (2) Anbicion, a 90-power, single-target, virtue-elemental spell that
just does damage (3) Descent, a bane-type spell that summons another ally to
battle when his cronies' numbers start dwindling. Summoned units are either
Dark Angels or Angel Knights.

Other things about this battle:

• If you've been going straight for the boss' jugular recently, that tactic
  blows here -- there's a lot of flighty foes that can quickly muck up that
  strategy. It's best to take it slow and pick off the nearest foes (daemons)
  and work forward, killing the angel types as they come. Shaher will get in
  some annoying Ice Requiems en route, even with Teleport, so have the allies
  ready to Heal Plus. [One reason why it's good to clump together.]

• Speaking of which, any important units should have accessories that guard
  against status abnormalities (priests, for instance). Remember that Alphonse
  is immune to them automatically as Leader, so he doesn't need one.

• Descent is used when Shaher's ranks start depleting, and there's two things
  about this: (1) petrified units still count towards his side, so if they're
  far enough away from the others, they can become deadweight in the allies'
  favor (2) killing foes fast enough forces Shaher to Descent each turn, an
  easy way to make him waste time. Divine Radiance can help slay foes quickly
  in this manner.

  Note that Descent-summoned units act immediately, meaning the petrify-and-
  -leave-to-rot strategy can backfire, as the foe almost always cures the
  comrade upon action. In the late battle, it's best to kill each unit
  summoned, keeping Shaher using Descent, rather than petrifying or whatnot.

• Like most angel types, if put in a life-threatening condition, Shaher will
  fly far away and heal (if his allies don't do it for him!) If on Path B,
  pairing Time Flux with Atropos -- or other skills learned in Quest Mode --
  can be a great help. Just make sure to attack from behind if possible, as
  he'll counterattack for ~70 damage and that's about how much self-damage
  is incurred usually. [This doesn't count Firecrests or the like.]

• Allies summoned by Descent either drop Angel Fruits (fully restore HP/MP)
  or Altars of Resurrection, for Dark Angels and Angel Knights, respectively.
  Prolonging battle to get a few extra Angel Fruits isn't a bad idea, really.

Shaher's defenses are quite good, and even with a double turn of Atropos,
it's likely to only knock off 120-150. Because of this, it's best to slowly
weaken him, forcing him to Descent all the while, and when he's almost in
critical HP, do a huge strike against him: Atropos and other skills, summons,
regular attacks, etc. With some strategizing and a li'l luck, he should fall.

AFTERMATH
¯¯¯¯¯¯¯¯¯
The next battle starts immediately, using the same units that participated in
this one. Make sure everyone has a shield!

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32) NETHER REGION                                           [PATH A/B]   [WK32]
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MAP: http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_26.png

DIFFICULTY: 7/10                  _____ ______________________
MAP ------: 11x11                |  HP | DROP                 |
GOTH -----: -----                |¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
ENEMIES --: Lv. 30 Hell Gigantes | 415 | -------------------- |
            Lv. 30 Hell Gigantes | 418 | -------------------- |
            Lv. 30 Dark Stalker  | 260 | -------------------- |
            Lv. 30 Dark Stalker  | 265 | -------------------- |
        [L] Lv. 32 Sacred Demon  | 617 | -------------------- |
                                 |_____|______________________|

The immobile final boss picks a corner to take root in, and from there, the
remaining allies will have to advance and take him out. Two new foes are
introduced here: Dark Stalkers and Hell Gigantes. The former are basically
evil ninja, except they're easily killed, while the latter are "evil giants,"
who are a bit harder to slay. They're not that important in the long run
besides nagging the foes. Shaher has four (!) attacks he uses:

• DAY OF RECKONING: [Global] This skill inflicts status effects on all the
  allies...or, rather, those without shields! Make sure everyone has a shield
  or is immune to status changes before coming into battle, and render this
  attack harmless all-around.

• APOCALYPSE: [Single] One target is struck by a bolt of negative energy. It
  hurts, but since it's single-target, it's easily smoothed over. Definitely
  one of the better attacks to be struck with, if there's such a thing. [PWR:
  90]

• CATACLYSM: [Global] Hits all units for about 100 damage and gives knockback,
  annoyingly. The thing about this skill is that it hits even the foes, doing
  some of the allies' work for 'em. [PWR: 60]

• DESCENT: [Single] This was seen in the previous battle as a technique for
  summoning another ally into battle. However, in this case, it summons up to
  FOUR allies who act immediately! [Predators, similar to evil dragoons, can
  also be summoned in this way.] Max enemy limit: 4.

• SHEAR: [Adjacent] This ability isn't in his file, but he has it. This is
  only used when there's an ally within one panel of his -- Shaher viciously
  swipes at 'em to cause damage. Normally this would be an alright event but
  it DOESN'T count as his action for that turn! Avoid this needless damage
  by not getting close to him; or, getting close and Time Fluxing out after.

FIRST OFF, Shaher cannot be damaged until he's struck with the Longicolnis
spear -- this breaks his barrier and allows him to be damaged by normal types
of abilities.

Regarding enemies, it's highly suggested to just ignore Hell Gigantes and
Dark Stalkers. Despite their stats, they typically suck and end up as a mere
nuisance instead of a real threat. However, when Descent is used, it can bring
a "Predator" into battle. These shouldn't be much of a threat, but they come
with a Brionac spear which has an instant death effect -- definitely take them
out immediately if one appears! [If left alone, Cataclysm will probably take
foes out itself, making it a double-edged sword.]

Basically, with preparation, two of Shaher's attacks can be non-issues. The
best setup for this fight is to make a "blockade" of allies two spaces away,
with one behind the middle person to make a T-shape -- this is for healing
purposes. [Since HP values are the same from the previous fight, it's best not
to wait until advancing to take care of upkeep, however.] The formation leaves
one person out but serves its basic purpose: preventing foes from approaching
to heal, and even "barricading" weaker units in.

Now, Shaher has pretty good defenses, so it pays to strike from long range:
this means Clotho, summons, 100% magic, and especially ENFEEBLE! Yes, that
measly little bane spell is ridiculously powerful in this battle. Why? Because
it ignores defense and does consistant damage. The wonderful thing is that
there's no need to gimp one's offense to bring in ghosts (etc.) to use it --
it's the item effect of the Bloody Cleaver! That means on Path A, the person
holding it can be Time Flux'd to use it twice a turn.

SUMMARY: Enfeeble will be the single-most damaging attack in this fight, so
anyone with it or the Bloody Cleaver should be on offense; everyone else
heals HP/MP and attacks the remaining foes. Baiting Shaher into using Descent
is often as simple as eliminating half the foes.

And of course, HEAL EVERYONE (HEAL PLUS) EVERY TURN IF YOU LIKE LIVING! :)

Aside: Shaher is an aquatic type in this battle...which is good, since your
team's deep-six him! Ahahaha...water humor.

AFTERMATH
¯¯¯¯¯¯¯¯¯
The final battle is finalized! Following the credits, the obtained ending
plays -- which one is found is based off certain choices made (see Ending
section for details). Also, post-ending, the game autosaves over the last
save with the Angel's Headstone items, like the Anbicion, so the player can
keep playing. Angel's Headstone is accessible again, if one wants to tackle
it again.
         _________          _______    _______  _        ______   _
         \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
            ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
            | |   | (___) || (__      | (__    |   \ | || |   ) || |
            | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
            | |   | (   ) || (        | (      | | \   || |   ) |(_)
            | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _
            )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

                                                     _______________________
_____________________________________________________/ IV. APPENDICES [APND] |_
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CLASS OVERVIEW                                                           [CLSS]
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Before the in-depth stuff, here's a quick chart of the prerequisite stats &
emblems for the "main" classes and dragons, which are set apart from the rest
because animals (beasts) cannot change classes. This information won't be
included in the in-depth portions for overlap reasons, so eat it up, y'all!
________________ _____ ______________________________ ______________________
| CLASS          | SEX | HP   MP   STR  INT  AGI  ALI | EMBLEM               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Angel Knight   | MF- | 215  66   89   81   88   L-- | Archangel's Feather  |
| Archer         | MF- | ---  ---  ---  ---  37   --- | -------------------- |
| Beast Tamer    | M-- | 142  ---  ---  ---  34   --- | -------------------- |
| Blue Dragon    | --D | ---  ---  ---  ---  ---  --- | -------------------- |
| Cleric         | MF- | ---  18   ---  28   ---  LN- | -------------------- |
| Dragon Tamer   | -F- | 142  12   ---  ---  ---  --- | -------------------- |
| Dragon Zombie  | --D | ---  ---  ---  ---  ---  --- | -------------------- |
| Dragoon        | M-- | 215  ---  109  ---  ---  -NC | Dragon's Scale       |
| Earth Dragon   | --D | ---  ---  ---  ---  ---  --- | -------------------- |
| Ghost          | MF- | ---  ---  ---  ---  ---  --- | -------------------- |
| Knight         | MF- | ---  ---  51   ---  53   --- | Knight's Certificate |
| Lich           | MF- | ---  118  ---  134  ---  --C | -------------------- |
| Mushus         | --D | 259  ---  130  ---  69   L-- | -------------------- |
| Naga           | --D | 259  ---  130  ---  69   -N- | -------------------- |
| Ninja          | MF- | ---  ---  36   ---  37   --- | -------------------- |
| Priest         | MF- | ---  76   ---  96   ---  LN  | Heavenly Spirit      |
| Red Dragon     | --D | ---  ---  ---  ---  ---  --- | -------------------- |
| Siren          | -F- | ---  60   ---  60   ---  --- | Philosopher's Stone  |
| Swordmaster    | M-- | ---  ---  95   ---  111  --- | Book of Initiation   |
| Thunder Dragon | --D | ---  ---  ---  ---  ---  --- | -------------------- |
| Valkyrie       | -F- | ---  ---  48   41   ---  LN- | Lancer               |
| Vrtra          | --D | 259  ---  130  ---  69   --C | -------------------- |
| Warlock        | M-- | ---  78   90   76   ---  LN- | The Pen & the Sword  |
| Witch          | -F- | ---  38   ---  35   ---  -NC | Vixen's Whisper      |
| Wizard         | MF- | ---  16   ---  26   ---  -NC | -------------------- |
|________________|_____|______________________________|______________________|

NOTES:

- PATK, PDF, MATK, MDF aren't listed -- they're based off stats that are.

- Movement ratings are based off units I tested, but fluctuate a bit. However
  the whole number matters more than the decimals, meaning 5.1 and 5.9 MOV
  will still give only 5 panels in-battle

- Stat gains usually have a base value that fluctuates 20% on either side,
  meaning 80% or 120%. I rounded up when calculating.

- Remember that entering a map from different locations may cause the enemy
  formations to differ. Advancing the chapters has this effect, too. For
  instance, in Chapter 2, one can find witches in Gryllus; in Chapter 3,
  those are replaced by sirens.

- There WILL be spoilers beyond, naturally.


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| ANGEL KNIGHT                                            [ELEMENT: Virtue]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 215 HP, 66 MP, 81 INT, 88 AGL, Lawful ALI
| HP  : 5 ~ 8 | EMBLEM: Archangel's Feather
| SP  : 2 ~ 4 | EQUIPS: Thrusting Sword, Shield, Heavy Mail, Helmets
| STR : 4 ~ 6 | SKILLS: Poignant Melody, Banish
| INT : 4 ~ 6 | MAGICS: ---
| AGL : 5 ~ 7 | MOVMNT: 7.x [Flying/Wading]
|_____________| UNIQUE: No

Angel Knights are human units with flight capabilities, plus two great skills
to their name. Poignant Melody (Virtue; 20 SP, RNG 6, AOE 1-5) is one of the
only ways to make undead units recover HP/MP/SP, while Banish (Virtue; 25 SP,
RNG 7, AOE 1-5) has the main purpose of eradicating the undead instantly.
They're one of the few classes of the Virtue element, making them rather
special in that regard.

Getting Angel Knights can be a bit harder. The first step is obtaining the
Archangel's Feather emblem by "dying" and being brought back to life, either
through an Altar of Resurrection or the Resurrection spell. This must be done
during battle; units remain dead permanently if battle finishes when they're
still KO'd. The 2nd and final step is transmigrating, done by dying AGAIN --
there is a certain chance of automatically changing into the class if all
prerequisites have been filled. The higher the unit's biorhythm, the higher
the chance of transmigration.

Two notes about this process:

- The character must be LAWFUL to start out with, THEN change to Angel Knight
- Special characters who turn into Angel Knights are considered "dead" for
  storyline purposes, so keep that in mind.

Lobelia is the only "special" Angel Knight who can join, obtainable by
visiting Ardea after clearing Ostorea Castle events. She asks to join here
(if Saia is not in the party) and gives a Seraph's Plume if her company is
refused. If the event plays while Saia is in the party, she gives advice and
leaves without doing anything.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #19: Ostorea Crypt [Path A]
 • Battle #21: Charadrius [Path B]
 • Battle #24: Garden of Memories [Path A/B]
 • Battle #25: Hall of Conviction [Path A/B]

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| ARCHER                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 37 AGL
| HP  : 6 ~ 7 | EMBLEM: ---
| MP  : 2 ~ 4 | EQUIPS: Bowgun/Longbow/Light Armor/Boots/Light Headgear
| STR : 3 ~ 5 | SKILLS: ---
| INT : 3 ~ 4 | MAGICS: ---
| AGL : 5 ~ 7 | MOVMNT: 7.x [Walking/Wading]
|_____________| UNIQUE: No

Archers are one of the first classes available, and once longbows start to be
available, a bit better. Their AGL growth is decent but they're mostly for
physical supporting as they can't use any magic. Their movement range is very
good and coupled with teleportation equipment, they can quickly get out of
harm's way and to the high ground. Like all longbows, the higher up a unit
becomes, the larger range one gets. Give one the Lachesis spell and things'll
be hunky dory.

The downside to this class is that they have weak counters (semi-fixable with
Fist Fight emblem), aren't that powerful innately, and are quickly outclassed
by stronger units. For instance, a Swordmaster with a bow would be better in
almost any category, while a Hawkman with a bow would suffice on that same
end, plus it has a special ability. I believe Archers' damage formulae factor
in SPD or AGL.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #01: Lutra Islands [Guest]
 • Battle #03: Vespa
 • Battle #04: Formido
 • Battle #08: Arena [Path A]
 • Battle #10: Solea [Path A/B]
 • Battle #15: Haena [Path A]
 • Battle #16: Ostorea West [Path A/B]
 • Randomized: Ardea, Lutra, Naja

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| BANDIT                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: Don Quixote, Embodiment of Desires
| MP  : ----- | EQUIPS: Axes, Swords, Light Armor, Helmets
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: ---
| AGL : ----- | MOVMNT: 5.x [Walking/Semi-Aquatic]
|_____________| UNIQUE: Yes [Enemy-Only]

This enemy-only class only inhabits two seaside maps in the game, which is
why they are of the rarer "Semi-Aquatic" movement type. They specialize in
axes but will appear with upgraded armor & swords toward the late game. As
they have no spell slots and aren't particularly difficult, they pose little
challenge in general. All enemies of this class have the "Don Quixote" and
"Embodiment of Desires" emblems but have no other slots.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #01: Lutra Islands
 • Battle #03: Vespa
 • Randomized: Arena, Lutra

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| BEAST TAMER                                    [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 142 HP, 34 STR, No more than 1 beast killed
| HP  : 5 ~ 7 | EMBLEM: ---
| MP  : 2 ~ 2 | EQUIPS: Whips, Light Armor, Light Headwear, Boots
| STR : 4 ~ 6 | SKILLS: ---
| INT : 3 ~ 4 | MAGICS: ---
| AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Wading]
|_____________| UNIQUE: No

Roughly the male-only equivalent of the Dragon Tamer, Beast Tamers are useful
for teams with lots of beast units...but not too much else, since they can't
use magic. Beast units are classified as non-demonic, non-dragon, non-humans,
meaning anything from a Griffon to Cerberus but discounting demihumans like
Hawkmen and Fairies. The power up surfaces in a +1 mental gauge to monsters
within three panels, which helps them fight better. All in all, not too
different from the similar unit from Ogre Battle 64.

This unit is also known for having a drawback to its usage, being that as
soon as so-and-so kills 2 beast-type monsters, he can't become this class.
The long-term effect is it prevents the class from getting the Relix's Emblem
(permanent +2 mental gauge), so it's wise to experience the class as soon as
possible -- which is just changing into it and then changing back.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #12: Vespa [Path A/B]
 • Randomized: Ardea, Arena

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| BLUE DRAGON                                              [ELEMENT: Water]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~ 8 | SKILLS: Cold Breath
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
|_____________| UNIQUE: No

A basic dragon of the water element, this creature excels at STR & HP gains,
as well as having a skill that matches its element. Cold Breath (Water; 20 SP,
AOE 1-4) has the ability to put its targets to sleep sometimes, which is one
of the worst of the dragon abilities. To expound, all enemies have infinite
"Spirit Fruit" that alleviate statuses, and since sleep is the worst of the
inconveniences possible, there's no accolades to give. It doesn't help that
the breath attacks themselves do lame damage, often in the mid double digits.

To change a dragon into another basic type, a Mirror of the Gods must be used
on it. So, if a dragon wants to become water-elemental, the mirror must be
used by a unit that's already water-elemental. Note that Virtue/Bane elements
cannot be transferred to a dragon in this way.

NOTE: Blue Dragons can't get the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #07: Bison [Path A]
 • Battle #10: Solea [Path A/B]
 • Randomized: Bison, Charadrius, Haena, Harmonia

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| CERBERUS                                       [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~ 8 | EMBLEM: ---
| MP  : 3 ~ 4 | EQUIPS: Accessories
| STR : 5 ~ 7 | SKILLS: Mesmerize [Lv. 10]
| INT : 4 ~ 6 | MAGICS: ---
| AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
|_____________| UNIQUE: No

The cerberus is a multi-headed, fire-elemental dog that appears in a select
few maps. Their main attack Mesmerize is basically the same as a Red Dragon's
Fire Breath, except it inflicts sleep instead of confusion. Because of their
scarcity and inability to chance classes, the class isn't that useful outside
of theme parties.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #11: Aquila [Path A/B]
 • Battle #12: Vespa [Path A/B]
 • Optional -: Gracula [Path A/B]
 • Randomized: Aquila

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| CLERIC                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 18 MP, 28 INT, L/N ALI
| HP  : 4 ~ 6 | EMBLEM: ---
| MP  : 4 ~ 6 | EQUIPS: Robes
| STR : 5 ~ 7 | SKILLS: ---
| INT : 6 ~ 8 | MAGICS: x3 Virtue [non-summon, plus a few exceptions]
| AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: No

In a strategy games, any healing unit will be beneficial; luckily, Clerics're
available from the get-go. These healers specialize in Virtue-type spells --
HP restoration ones in particular -- and are crucial for certain levels like
Gryllus. Because they never lose their usefulness throughout the game, they
are often at equal level as Alphonse (the most-used unit) due to all the
healing possible.

The class' magic abilities are somewhat restricted, through. They can't use
the Ignus Fatuus summon, Divine Radiance, the awesome Resurrection, or (for
some reason) the Tranquillize spell. Everything else, from Heal to Exorcism
to Full Heal, is fair game.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #04: Formido
 • Battle #08: Arena [Path A]
 • Battle #13: Naja [Path A/B]


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| COCKATRICE                                     [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| MP  : 3 ~ 4 | EQUIPS: Accessories
| STR : 3 ~ 5 | SKILLS: Petrifying Breath [Lv. 10]
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 4 ~ 6 | MOVMNT: 4.x [Flying/Wading]
|_____________| UNIQUE: No

If you've played an RPG before, you probably already know of this bird and
already fear its power! They're pretty pathetic until they learn their only
technique Petrifying Breath (25 SP, AOE 1-4) which, as the name implies, can
petrify its targets. Like all breath attacks, its AOE turns from 1 to 4 by
increasing INT. It can fly as well, which means terrain penalties don't get
in the way. However, the downside is mostly the petrification itself: those
enemies affected don't drop items! Although they get pushed to the side in
the face of the Gorgons' incredible Evil Eye skill, they're beast-type and
fit into thematic parties as such. Make sure to prioritize when facing them
and go for the jugular before all else!

NOTE: These birds can't get the following emblems: Exorcist, The Pen and the
      Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight, The Cycle of Life, or any
      race-specific one.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #12: Vespa [Path A/B]
 • Optional -: Gracula [Path A/B]
 • Randomized: Ardea, Aquila, Gracula, Harmonia

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| DAEMON                                                    [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: ---
| MP  : ----- | EQUIPS: Axes, Hammers, Heavy Armor
| STR : ----- | SKILLS: Summon Darkness
| INT : ----- | MAGICS: x2 Any
| AGL : ----- | MOVMNT: 6.x [Snow-Walking/Wading]
|_____________| UNIQUE: Yes

Daemons are a special enemy-only class that appears towards the endgame.
They're not particularly difficult but carry powerful weapons, as well as
owning the Summon Darkness (Bane) ability, which can suck another Gorgon or
Daemon into battle. Their HP growth is decent and they're used as tanks,
simple as. Expect to see late-game versions carrying the Fiend's Grip spell,
too.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #20: Harmonia [Path A/B]
 • Battle #22: Angel's Headstone [Path A/B]
 • Battle #23: Hall of Corruption [Path A/B]
 • Battle #24: Garden of Memories [Path A/B]
 • Battle #25: Hall of Conviction [Path A/B]

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| DARK ANGEL                                                [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: Gibe of Fallen Angel
| MP  : ----- | EQUIPS: Thrusting Swords, Bows, Light Armor
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: x3 Any [often Support types]
| AGL : ----- | MOVMNT: 5.x [Flying/Wading]
|_____________| UNIQUE: Yes [Enemy-Only]

Dark Angels are the equivalent of evil Angel Knights, and they're not much
different except for trading in virtue skills for three magic slots. Since
they only appear in a couple battles, and their spells are fixed, they don't
get to show off their stuff too much.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #23: Hall of Corruption [Path A/B]
 • Battle #25: Hall of Conviction [Path A/B]

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| DARK STALKER                                              [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: Blood Reign, Sniper
| MP  : ----- | EQUIPS: Swords, Armor, Armlets
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: ---
| AGL : ----- | MOVMNT: 8.x [Acrobatic/Water-Walking]
|_____________| UNIQUE: Yes [Enemy-Only]

Best described as an "evil ninja" with ridiculous base movement, this class
mostly serves to annoy the party when facing off against the last boss. Good
thing anyone with half-decent DEF takes little damage from their attacks!
They're quite easy to defeat, just like their playable counterparts.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #26: Nether Region [Path A/B]

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| DRAGON TAMER                                   [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 140 HP, 14 MP, 1 or fewer dragons killed
| HP  : 5 ~ 7 | EMBLEM: ---
| MP  : 3 ~ 4 | EQUIPS: Thrusting Sword, Shield, Light Armor, Light Headwear
| STR : 3 ~ 5 | SKILLS: ---
| INT : 3 ~ 5 | MAGICS: x1 Elemental [projectile-type only, non-Virtue/Bane]
| AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Semi-Aquatic]
|_____________| UNIQUE: No

Arguably one of the more useless specialty classes, Dragon Tamers are open
to females only. They use thrusting swords and light armor, and can use a
single projectile spell (Fireball, Acid Vapor, etc.) to some effect. Their
main purpose is giving +1 to allied dragons' mental gauges if they're within
three panels. This helps dragon units perform better in battle, but that's
the only thing going for this class.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #15: Haena [Path B]
 • Battle #21: Charadrius [Path A]
 • Randomized: Bison, Harmonia

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| DRAGON ZOMBIE                                             [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: Use 'Necromancy' on defeated dragon enemy
| HP  : 6 ~10 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~ 8 | SKILLS: Rotten Breath
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 3 ~ 4 | MOVMNT: 3.x [Trudging/Wading]
|_____________| UNIQUE: No

Dragon Zombies are great to have, but are thwarted by a two main things: the
horrible innate move and movement type, and how often they appear. On the
first point, 3.9 is pretty crappy on flat ground, and with elevation
factored in, it's far less stellar. One of the accessories it equips should
be some kind that changes its movement to teleporting (such as Warp Ring).
The other point is that Dragon Zombies rarely appear in-game for capture,
and finding Necromancy in Quest Mode can be a pain as well -- it's just all-
-around scarcity.

However, they're one of my favorite units because they're undead (which has
a long-lasting trait to it) and do well as attackers. They're a bit weaker
than their elemental counterparts, but Rotten Breath (Bane; 20 SP; AOE 1-4)
has a chance of reducing all the target's equipment's stats, which makes it
easier to do damage. Naturally, this attack is cut off at the knees when it
faces enemies who have no equipment (primarily animals). Did I mention their
physical attacks can inflict Poison sometimes? No? They do.

NOTE: Dragon Zombies can't get the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #22: Angel's Headstone [Path A/B]
 • Optional -: Blete [Path A/B]
 • Optional -: Rebanada [Path A/B] - 1st Battle

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| DRAGOON                                        [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 215 HP, 109 STR, 94 AGL, N/C ALI
| HP  : 6 ~ 8 | EMBLEM: Dragon's Scale
| MP  : 2 ~ 2 | EQUIPS: Spears, Heavy Armor, Helmets
| STR : 5 ~ 7 | SKILLS: ---
| INT : 3 ~ 4 | MAGICS: x1 Elemental [projectile only, non-Virtue/Bane]
| AGL : 4 ~ 6 | MOVMNT: 7.x [Walking/Wading]
|_____________| UNIQUE: No

Unlike Ogre Battle 64, there's little rigamarole in order to obtain this
beefy class. They excel mostly at DEF but are great sword- and spear-handlers
as well. Like some other fighting classes, they can use a single elemental
projectile spell (Fireball, Acid Vapor, etc.) but don't excel on this end.
Their special ability is being able to sometimes instantly KO dragons, which
they do by throwing their sword in the air and slashing. This is great on its
own, but it also earns the Berserk emblem with ease. Some people like to
knock this class in comparison to Liches or Swordmasters, but it can hold its
own easily...just don't use it for its magic capabilities...

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #10: Solea [Path A/B]
 • Battle #15: Haena [Path B]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| DUKE KNIGHT                                    [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: Charisma, Knight's Certificate
| MP  : ----- | EQUIPS: Swords, Heavy Armor, Helmets
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: x3 Healing/Offensive
| AGL : ----- | MOVMNT: 5.x [Walking/Wading]
|_____________| UNIQUE: Yes [Enemy-Only]

One of the special units that serves the Duke of Rananculus, this enemy-only
class is well-acquainted with spells and attacks. Their HP growth is pretty
good and they can become quite an annoyance in later chapters since they're
always decked out with special equipment. They have three slots for healing
and offensive spells (Heal Plus, Crag Crush, etc.) but usually carry one into
battle, at least as far as my observations have shown. All have the Charisma
and Knight's Certificate emblems innately.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #15: Haena [Path B]
 • Battle #16: Ostorea West [Path A/B]
 • Battle #17: Ostorea South [Path A/B]
 • Battle #18: Ostorea Throne Room [Path A/B]
 • Battle #19: Ostorea Crypt [Path B]
 • Battle #21: Charadrius [Path A]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| EARTH DRAGON                                             [ELEMENT: Earth]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~ 8 | SKILLS: Poison Breath [Lv. 5]
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
|_____________| UNIQUE: No

A basic dragon of the earth element, this creature excels at STR & HP gains,
as well as having a skill that matches its element. Poison Breath (Earth; 20
SP, AOE 1-4) has the ability sometimes poison its targets, which makes it
better than Cold Breath but worse than Thunder Breath -- middle of the pack,
status-wise. Like all normal dragons, its movement is typically poor to
offset its "tank" build, and it's not well-suited to environments with large
height differentials.

To change a dragon into another basic type, a Mirror of the Gods must be used
on it. So, if a dragon wants to become earth-elemental, the mirror must be
used by a unit that's already earth-elemental. Note that Virtue/Bane elements
cannot be transferred to a dragon in this way.

NOTE: Earth Dragons can't get the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #07: Sufrir [Path B]
 • Battle #10: Solea [Path A/B]
 • Battle #15: Haena [Path B]
 • Randomized: Ardea, Charadrius, Sufrir

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| ESQUIRE                                                  [ELEMENT: Water]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: Knight's Certificate
| MP  : ----- | EQUIPS: Spears, Heavy Armor
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: x1 Projectile [non-Virtue/Bane]
| AGL : ----- | MOVMNT: 6.x [Walking/Wading]
|_____________| UNIQUE: Yes [Enemy-Only]

A special class used only by Nichart, this class is very good HP- and STR-wise
and decent in everything else. Because his INT isn't that good, his projectile
magic attacks are easily tolerable. There's not much to say about him since
he only appears twice in-battle, but he's definitely formidable. Keep mages
away from his spear!

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #14: Sotavento [Path A/B]
 • Battle #17: Ostorea South [Path A/B]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| FAIRY                                          [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 3 ~ 4 | EMBLEM: ---
| SP  : 5 ~ 7 | EQUIPS: Bows, Robes, Boots, Helmets
| STR : 3 ~ 4 | SKILLS: Fairy's Kiss, Fairy's Embrance, Magic Missile
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 6 ~10 | MOVMNT: 7.x [Flying/Floating]
|_____________| UNIQUE: No

Fairies are tiny floating units with little battle prowess, but they get
insane agility and movement, not to mention some rather cool special skills
that can make them worth keeping around (...maybe). Fairy's Kiss (learned at
Lv10) refreshes a unit's status and heals HP numbering the user's level;
Fairy's Embrace (learned at Lv15) gives the target a second turn, not unlike
the unique Time Flux spell. Finally, Magic Missile (learned at Lv20) does
straight virtue damage.

Normal fairies aren't much to worry about, but Glycinia is a special fairy
that can be stumbled upon constantly. Throughout the game, as long as she
hasn't been encountered, she appears at certain places with different item
setups. Glycinia is necessary to get the character Lubina in Chapter 2-3,
also.

- Battle #03-07a/b -----------> Vespa
- Battle #07a/b-11 -----------> Bison or Sufrir (whichever's available)
- Battle #11-12 --------------> Aquila
- Battle #12-15a/b -----------> Vespa
- Battle #15a/b-21a/b --------> Haena
- Battle #21a/b-22 -----------> Lutra

It's advised to put off getting her until Haena or Lutra, where she can come
with the rare Ripple's Staff and Crescente longbow, respectively. Getting her
early has little payoff since her equipment's pretty lame.

Note: Because fairies can't change class, they can't get Gibe of Fallen Angel,
      The Cycle of Life, or Ripple's Emblem.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #05: Ardea
 • Battle #07: Bison [Path A]
 • Battle #09: Rana [Path A/B]
 • Optional -: Gracula [Path A/B] -- Only if Glycinia's been invited
 • Randomized: Ardea, Arena, Bison, Naja

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| GENERAL                                                   [ELEMENT: Fire]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: See below
| MP  : ----- | EQUIPS: Axes, Heavy Armor, Boots
| STR : ----- | SKILLS: Hell's Gate
| INT : ----- | MAGICS: x3 Supportive
| AGL : ----- | MOVMNT: 6.x [Snow-Walking?/Wading]
|_____________| UNIQUE: Yes [Enemy-Only]

Naris Batraal's class is exceptional indeed, having a special ability that
can kill targets instantly and owning a Blood Cleaver, a special unbreakable
weapon that can cast Enfeeble on a target. He also has a slew of emblems to
his name: Centurion, War God, Knight's Certificate, Lucky Soldier, Mark of
Valor, Veteran Soldier. To boot, his mental gauge is permanently fixed at +2.
His HP and STR are incredible, while his other stats are, at worst, decent.
Very formidable and not to be trifled with.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #19: Ostorea Crypt [Path B]
 • Battle #21: Charadrius [Path A]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| GHOST                                                     [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: Use 'Necromancy' on defeated unit
| HP  : 4 ~ 6 | EMBLEM: ---
| MP  : 4 ~ 6 | EQUIPS: Wands, Robes + Can't use Boots
| STR : 3 ~ 5 | SKILLS: ---
| INT : 5 ~ 7 | MAGICS: x3 Bane [except Fiend's Grip]
| AGL : 3 ~ 5 | MOVMNT: 7.3 [Teleporting/Floating]
|_____________| UNIQUE: No

Ghosts aren't one of the best classes in the game strength-wise, but when it
comes to durability and fortitude, these guys have staying power. This is due
to a few things: they're undead and revive infinitely, they can teleport and
float to avoid terrain effects, and use annoying bane spells that drain HP &
MP. The "Cursed Existence" spell can raise all defeated ghostly units (this
includes Dragon Zombies) automatically, which means anyone who fancies the
idea of an undead army will find the upkeep is very easy.

Like all undead units, the only weakness is being eradicated completely. This
applies almost primarily to Angel Knights, whose Banish spell has that effect.
The good news is they appear mostly toward the endgame stages, so 'til then,
feel free to use ghosts to pad the army (particularly for Ostorea chapters,
if you're short on allies).

NOTE: Special characters turned into ghosts via Necromancy are considered to
      be 'dead' storywise, for all intents and purposes. Obviously don't do
      this without knowing the consequences.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #22: Angel's Headstone [Path A/B]
 • Optional -: Gryllus [Path A/B]
 • Optional -: Rebanada [Path A/B]
 • Randomized: Gracula, Gryllus, Rebanada, Sufrir

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| GIANT                                          [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 7 ~11 | EMBLEM: ---
| SP  : 3 ~ 4 | EQUIPS: Accessories
| STR : 6 ~10 | SKILLS: Titan Crush [Lv. 10]
| INT : 2 ~ 2 | MAGICS: ---
| AGL : 3 ~ 5 | MOVMNT: 4.x [Snow-Walking/Wading]
|_____________| UNIQUE: No

Giants appear towards the end of the game, and are basically the embodiment
of meat-headed units specializing in brute strength. Their attack and defense
are typically good but their magic defense redlines hard, letting them get
walloped whenever they appear. Its Titan Crush ability has one of the highest
base powers (90) in the game but it's so inaccurate that it's more of a con
than a pro. Many people raise giants, not as an awesomely useful unit, but as
a snapdragon candidate.

NOTE: Giants can't get the following emblems: Exorcist, The Pen and the
      Sword, Gibe of Fallen Angel, Lancer, Berserk, Vixen's Whisper or Broken
      Heart, Sniper, Fist Fight, The Cycle of Life, or any race-specific one.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #20: Harmonia [Path A/B]
 • Battle #24: Garden of Memories [Path A/B]
 • Randomized: Charadrius, Harmonia

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| GORGON                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 5 ~ 7 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Bows, Spears, Mail
| STR : 4 ~ 6 | SKILLS: Evil Eye
| INT : 5 ~ 7 | MAGICS: ---
| AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: No

Although some demihumans are useful for attacking (Hawkmen, primarily), if
there is one unit who typifies how good they can be, it's the Gorgon. Why?
The Evil Eye ability (Bane; 30 SP) which can petrify any enemy without a
shield. Its range is unlimited, which doesn't mean a "global" effect, just
that it extends all the way across the screen. The diagram describes the
range, with the [G] being the gorgon and the [X] being the panels affected
in the direction she looks.

              [X]     ...and so on. Think of it as a breath attack that only
           [X][X]     gets larger as it goes. There are some downsides to
        [X][X][X]     this incredible ability, though. It can petrify allies
  [G][X][X][X][X]     as well as enemies, petrified enemies don't leave
        [X][X][X]     battle spoils, and it can STILL miss even under the
           [X][X]     most opportune of circumstances. Obviously a shield'll
              [X]     rend the attack useless (this tactic comes into play
                      for another skill in the game) so always equip one!

Gorgons also have a natural immunity to petrification, another thing that
sets 'em apart from normal monsters.

NOTE: Gorgon's cannot get Gibe of Fallen Angel, The Cycle of Life, or any
      race-specific emblem.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #20: Harmonia [Path A/B]
 • Battle #21: Charadrius [Path A]
 • Battle #23: Hall of Corruption [Path A/B]
 • Optional -: Rebanada [Path A/B]
 • Randomized: Rebanada, Sufrir

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| GREMLIN                                                   [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 3 ~ 5 | EMBLEM: ---
| SP  : 5 ~ 7 | EQUIPS: Bows, Heavy/Light Armor
| STR : 3 ~ 5 | SKILLS: Fairy's Kiss [Lv. 10], Fairy's Embrace [Lv. 15]
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 6 ~ 8 | MOVMNT: 7.x [Flying/Floating]
|_____________| UNIQUE: No

If fairies represent the forces of good, these guys are their polar opposite.
Of similar stature and weapon affinities, they can't use any spells but have
two abilities instead. Fairy's Kiss (Bane; 15 SP, RNG 1, AOE 1) will do small
damage and confuse its target, while Fairy's Embrace (Bane; 25 SP, RNG 1,
AOE 1) damages & petrifies its target. These enemies actually have decent HP
growth and fairy-like evasion, which makes them semi-useful as ally archers
and very annoying as enemies. However, since their SP skills are close-range,
they don't get used to often on Alphonse's crew.

NOTE: Gremlins cannot get the Gibe of Fallen Angel, Vixen's Whisper/Broken
      Heart, The Cycle of Life, or any race-specific emblem.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #07: Sufrir [Path B]
 • Battle #11: Aquila [Path A/B]
 • Optional -: Gracula [Path A/B]
 • Randomized: Aquila, Gryllus, Sufrir

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| GRIFFIN                                        [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| SP  : 3 ~ 4 | EQUIPS: Accessories
| STR : 3 ~ 5 | SKILLS: Windstorm
| INT : 4 ~ 6 | MAGICS: ---
| AGL : 3 ~ 5 | MOVMNT: 5.x [Flying/Wading]
|_____________| UNIQUE: No

Griffins are flying beasts that appear almost everywhere, making them easy
to find should one want to recruit 'em. At Lv10, they get the Windstorm
ability [Wind; 40 PWR, Range 7, AoE 1-5] that lets 'em drop a magical tornado
on an enemy. Unfortunately, this class is too generic to be of much use in
the long run -- dragons like the Vrtra or Dragon Zombie have more staying
power.

NOTE: Griffins can't get the following emblems: Exorcist, The Pen and the
      Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight, The Cycle of Life, or any
      race-specific emblem.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #05: Ardea
 • Battle #12: Vespa [Path A/B]
 • Randomized: Ardea, Arena, Aquila, Bison, Charadrius, Gracula, Haena, Lutra

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| HAWKMAN                                        [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~ 8 | EMBLEM: ---
| SP  : 2 ~ 2 | EQUIPS: Hammers, Heavy Armor, Helmets
| STR : 5 ~ 7 | SKILLS: Thunder Arrow [Lv. 10]
| INT : 3 ~ 4 | MAGICS: ---
| AGL : 4 ~ 6 | MOVMNT: 8.x [Flying/Wading]
|_____________| UNIQUE: No

Hawkmen are one of the game's demi-human classes, and are obtainable fairly
early into the game, whether hired and raised from scratch or encountered in
the wild. Their most defining feature is their wings, which unlike Cockatrice
units, can actually be used for flying. They're best with hammers or longbows,
but can handle themselves with sword types as well. Their special skill
Thunder Arrow (Wind; 15 SP, RNG 7, AOE 1) plays off their long-ranged skills,
and isn't so shabby -- it is, however, STR-based which makes it even better.
Like all demi-humans, Hawkmen can collect most emblems but can't change their
class. Gender-wise, they're always male.

NOTE: Hawkmen can't obtain Gibe of Fallen Angel, The Cycle of Life, or Relix's
      Emblem, for obvious reasons.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #05: Ardea
 • Battle #07: Bison [Path A]
 • Battle #08: Arena [Path B]
 • Battle #11: Aquila [Path A/B]
 • Battle #16: Ostorea West [Path A/B]
 • Optional -: Rebanada [Path A/B] -- 2nd Battle
 • Randomized: Ardea, Arena, Aquila, Bison, Gracula, Lutra

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| HELL GIGANTES                                             [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: Blood Reign, Berserk
| MP  : ----- | EQUIPS: Armlets
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: ---
| AGL : ----- | MOVMNT: 4.x [Trudging/Wading]
|_____________| UNIQUE: Yes [Enemy-Only]

Best described as an "evil giant," this beefcake appears only in the final
battle in the game. Unlike his counterpart, this one gets more HP and STR
at the expense of a usable skill, making it quite useless and not even that
powerful (against a team with decent DEF). Overall, it's a waste of time.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #26: Nether Region [Path A/B]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| HIGH PRIEST                                             [Element: Virtue]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 5 ~ 7 | EMBLEM: Heavenly Spirit
| MP  : 5 ~ 7 | EQUIPS: Thrusting Sword, Robes
| STR : 4 ~ 6 | SKILLS: ---
| INT : 4 ~ 6 | MAGICS: x3 Virtue [any]
| AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: Yes

Rictor Lasanti is the only High Priest in the game, obtainable on "Path B"
from Urodela. He's like a typical generic Priest, able to use any Virtue
spell in the game. This gives him a large versitility, not to mention it's
always good to get a free Priest character. His stat growth is rather even
and adequate for fighting or magic usage. Besides Deneb and Euphaire, he's
the only one able to use the Ignis Fatuus summon (which works better since he
is of the same element).

The raging debate is whether Cybil or Rictor is the best specialty mage. The
former gets access to more spells, including the best Fiend's Grip, but can't
use Virtue types; Rictor only has access to Virtue types, but this includes
some of the most useful in the game, like Resurrection and Divine Radiance.
Stat-wise, Cybil gets better MP and INT growth while Rictor gets better HP
and STR (they're even in other areas). In this case, it's more wise to judge
which path to take on the whole rather than just the person obtained.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #01: Lutra Islands [Guest]
 • Battle #02: Scabellum [Guest]
 • Battle #18: Ostorea Throne Room [Path A/B]
 • Battle #19: Ostorea Crypt [Path A]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| KNIGHT                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 51 STR, 53 AGL, L/N ALI
| HP  : 6 ~ 8 | EMBLEM: Knight's Certificate
| MP  : 3 ~ 4 | EQUIPS: Swords, Thrusting Swords, Heavy Armor
| STR : 5 ~ 7 | SKILLS: ---
| INT : 3 ~ 5 | MAGICS: x1 Virtue [Heal, Cleanse, Lightning Bow]
| AGL : 4 ~ 6 | MOVMNT: 6.x [Walking/Wading]
|_____________| UNIQUE: No

Knights are one of the most durable classes in the game, and one of the only
physically-inclined units to have Virtue-spell healing capabilities. They're
obtained fairly early into the game, and until it's possible to switch to
Swordmasters, it's always good to keep someone as one in a pinch. Because
they're so useful and "even" in their fields, it's not surprising that the
opposition employs a few of them.

Because the best swords in the game are normal type, it's usually recommended
to abstain from thrusting types (which aren't that good anyway).

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #04: Formido
 • Battle #08: Arena [Path A]
 • Battle #13: Naja [Path A/B]
 • Battle #14: Sotavento [Path A/B]
 • Battle #18: Ostorea Throne Room [Path A/B]
 • Battle #19: Ostorea Crypt [Path A/B]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| LESSER DAEMON                                             [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: Let him join at Rebanada II (Lobelia cannot be with)
| HP  : 6 ~ 8 | EMBLEM: ---
| MP  : 3 ~ 5 | EQUIPS: Axes/Hammers
| STR : 4 ~ 6 | SKILLS: ---
| INT : 4 ~ 6 | MAGICS: x2 Bane [except Fiend's Grip]
| AGL : 4 ~ 6 | MOVMNT: 6.x [Snow-walking/Wading]
|_____________| UNIQUE: Yes

Saia is the only Lesser Daemon in the game. After defeating Ostorea Castle's
events, visit Rebanada and complete the optional battle. Thereafter, return
once more and Saia will be there. Defeat him and the option to have him join
is given -- agree to get him, disagree to get a Ring of the Dead (a finite
item used for Lich class, mind you). The only caveat is that if Lobelia has
already been invited, and is still considered 'alive', he can't enter the
party. This counts for likewise, too.

As his description states, this class is about as smart as a human and there
isn't much to differentiate the two besides the predisposition for axes and
hammers.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Optional -: Rebanada [Path A/B] -- 2nd Battle

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| LICH                                                      [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 118 MP, 134 INT, Chaotic ALI
| HP  : 4 ~ 6 | EMBLEM: ---
| MP  : 6 ~ 8 | EQUIPS: Wands, Robes
| STR : 2 ~ 2 | SKILLS: ---
| INT : 6 ~ 8 | MAGICS: x3 Elemental [non-summon, non-Virtue]
| AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: Semi

Liches are the most powerful mages in the game, able to use the best spell
(Fiend's Grip) and any non-summon elemental magic. And as a surprise upset,
they have GREAT DEF/MDEF, putting any other mage to shame. To obtain one
of these hellions, equip a Ring of the Dead to a unit and die in battle (it
must be for real; training doesn't count!) to automatically resurrect as the
undead mage, assuming all prerequisites are met. The rings are destroyed when
the transmigration occurs, however -- because of that, I'd classify them as
semi-unique since the accessory needed is in finite quantity.

One more great thing about the Lich: even though it's technically undead,
its battle classification is like a normal unit. In layman's terms, it means
Banish, Exorcism, and other nasty spells don't work. On the flipside, it's
subject to normal KO conditions and must be revived with Resurrection or an
altar. Other notes:

- Units who become liches are considered "dead" for storyline purposes
- Units who become liches cannot change to any other class ever again!

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #22: Angel's Headstone [Path A/B]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| MERMAID                                       [ELEMENT: Non-Virtue/Bane]   /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 5 ~ 7 | EMBLEM: ---
| SP  : 4 ~ 6 | EQUIPS: Spears, Light Armor, Light Headgear [no footwear]
| STR : 3 ~ 5 | SKILLS: Lullaby [Lv. 10], Cheer [Lv. 15]
| INT : 4 ~ 6 | MAGICS: ----
| AGL : 4 ~ 6 | MOVMNT: 5.x [Snow-Trudging/Aquatic]
|_____________| UNIQUE: No

The only other class well-suited to water movement inherently besides octopi,
these half-human, half-fish units can actually put up a decent fight if given
a chance. Naturally they do better in coastal maps -- Rana, Arena, Gracula --
but these are in short supply and out-of-the-way normally. Lullaby (Wind; 15
SP, RNG 6, AOE 1-5) can inflict mass sleep on enemy groups, while Cheer (Wind;
22 SP, RNG 5, AOE 1) will increase a unit's AGI a lot. And although it's not
that important, because the game's maps take place in the Winter Campaign,
the rare "Snow-Trudging" type is a bit more well-suited for those battles.
This class can't equip footwear for obvious reasons.

Aerial is a special mermaid who can join the party following the battle at
Arena. There's little special about her except the portrait, but she does
come with an Eye of the Basilisk and Thunder Chain, which is reason enough
to invite her.

NOTE: Mermaids can't get Gibe of Fallen Angel, The Cycle of Life, or Ripple's
      Emblem, for obvious reasons.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #08: Arena [Path B]
 • Battle #09: Rana [Path A/B]
 • Randomized: Arena

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| MUSHUS                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 259 HP, 130 STR, 69 AGL, Lawful ALI
| HP  : 7 ~11 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~10 | SKILLS: Breath attack (depending on element)
| INT : 4 ~ 6 | MAGICS: ---
| AGL : 3 ~ 5 | MOVMNT: 5.x [Snow-Trudging/Wading]
|_____________| UNIQUE: No

A Mushus is a silvery dragon of the rare snow-trudging variety (works better
on snow). It has wings but is classified as flightless, meaning one can
simply surround and gang up on it should the need arise. Like the Vrtra, it
has an effect on mental gauges, this time a +1 to allied units. Other than
that, its single breath attack is based off its element. Oddly enough, it's
seen in mandatory combat only once.

NOTE: A mushus can't get any of the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #21: Charadrius [Path A]
 • Randomized: Harmonia

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| NAGA                                          [ELEMENT: Non-Virtue/Bane]   /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 259 HP, 130 STR, 69 AGL, Neutral ALI
| HP  : 7 ~11 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~10 | SKILLS: Breath attack (based on element)
| INT : 4 ~ 6 | MAGICS: ---
| AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Aquatic]
|_____________| UNIQUE: No

Like the ham in a Mushus-Vrtra sandwich, Naga represents the middle ground,
a compromise on the abilities. And, like all compromises, they end up decent
but without a special trait. While they are expected to have a breath attack
based off its element, and the aquatic type is special among the dragons,
it has no affect on the mental gauges like the other two upgraded dragons
(not counting Dragon Zombie here). Since levels with bodies of water aren't
in abundance, this may just become a pitstop before changing to the Vrtra or
Mushus class. The one true saving grace to this class is its DEF growth, the
best among the dragons and rivalling even most human units. Aesthetically,
it may be the best also, but no one's counting that...

NOTE: Nagas can't get any of the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Randomized: Arena

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| NINJA                                          [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 36 STR, 37 AGL
| HP  : 4 ~ 6 | EMBLEM: ---
| MP  : 3 ~ 4 | EQUIPS: Katana, Light Armor
| STR : 3 ~ 5 | SKILLS: Shuriken Barrage
| INT : 3 ~ 5 | MAGICS: x1 elemental projectile/area [Fireball, Firestorm, etc]
| AGL : 6 ~ 8 | MOVMNT: 9.x [Acrobatic/Water-walking]
|_____________| UNIQUE: No

Ninja are one of the best classes to get early, not because they dominate with
their strength (mediocre compared to classes like Knights or Swordmasters),
but because they have great AGL and movement, plus can use projectile magic.
Shuriken Barrage is a long-range physical attack that usually does paltry
damage to armored classes, but it makes a difference for mage types.

The other cool thing about Ninja is that they're one of the few classes who
can water-walk, meaning their movement isn't impeded on water tiles even if
their ATK/DEF decreases a bit (although it may not be noticeable if attacked
by someone who is waist-deep). They're masters of terrain movement and not too
bad in a pinch, either -- evasion's pretty decent. The only special ninja who
can join is Shiven on the Path A route, but he only carries a semi-rare katana
and has a unique portrait.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #06: Urodela
 • Battle #15: Haena [Path A]
 • Optional -: Belleza [Path A/B]
 • Randomized: Bison, Naja

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| OCTOPUS                                        [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| SP  : 1 ~ 2 | EQUIPS: Accessories
| STR : 5 ~ 7 | SKILLS: Strangling Tentacles [Lv. 10]
| INT : 3 ~ 4 | MAGICS: ---
| AGL : 3 ~ 4 | MOVMNT: 3.x [Trudging/Aquatic]
|_____________| UNIQUE: No

Octopi are another one of the water-dwelling creatures who excel at ocean
maps and less so on land. They get fantastic HP growth and decent strength,
but really aren't that spectacular besides. Their Strangling Tentacles skill
(25 SP, AOE 2) is competent though, and has a fixed chance of inflicting
Confusion...which is usually doesn't. Still, for a theme party or just for
a lark, these guys can be fun to have around.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #08: Arena [Path B]
 • Battle #09: Rana [Path A/B]
 • Randomized: Arena, Lutra

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| PREDATOR                                                  [ELEMENT: Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: War God, Knight's Certificate, Blood Reign
| MP  : ----- | EQUIPS: Brionac, Black Armor
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: ---
| AGL : ----- | MOVMNT: 6.0
|_____________| UNIQUE: Yes [Enemy-Only]

Essentially an "evil dragoon," this killer isn't known for his skill per se,
but rather his equipment choice. Predators come with the Brionac spear which
carries a chance of instant death, making it quite a nuisance in the final
battle should it work. On the flipside, this class only makes an appearance
via the Descent skill so it's quite possible no debut's made at all.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #26: Nether Region [Path A/B]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| PRIEST                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 76 MP, 96 INT, Lawful/Neutral ALI
| HP  : 4 ~ 6 | EMBLEM: Heavenly Spirit
| MP  : 5 ~ 7 | EQUIPS: Hammers, Robes
| STR : 3 ~ 5 | SKILLS: ---
| INT : 5 ~ 7 | MAGICS: x3 Virtue (except Ignus Fatuus)
| AGL : 3 ~ 5 | MOVMNT: 5.x [Walking/Wading]
|_____________| UNIQUE: No

Priests are one of the most dignified classes in the game, and are able to use
any non-summon Virtue spell, and are the only generic units who can use the
lauded Resurrection and Divine Radiance spells. The most prominent downside to
the class isn't even about the class itself: it's unlocking it!

To become a priest, a unit must not have the 'Gibe of Fallen Angel' emblem
awarded to clergymen who slay living beings. Killing three units with normal
attacks earns it, and prevents further development -- oops! The upside to
this, if any, is that undead enemies don't count towards the dishonorable
emblem, so using Faith/Exorcism is perfectly fine. It's amazing how many
people end up having their first cleric(s) shut out of this class because
they can't stop their warring ways past the switch-over.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #14: Sotavento [PATH A/B]
 • Battle #17: Ostorea South [PATH A/B]

 Because the main draw to this class _IS_ the Resurrection spell, it's worth
 noting that the only one in the game is carried by the enemy Priest fought
 at Sotavento. It will always drop the spell upon death, but many people will
 opt to invite the guy into the party. Similarly, the only Divine Radiance
 spellbook in the game is carried by the priest at Ostorea South.

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| RED DRAGON                                    [ELEMENT: Non-Virtue/Bane]   /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~ 8 | SKILLS: Fire Breath [Lv. 5]
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
|_____________| UNIQUE: No

A basic dragon of the fire element, this creature excels at STR & HP gains,
as well as having a skill that matches its element. Fire Breath (Fire; 20 SP,
AOE 1-4) has the ability to confuse its targets sometimes, which makes it one
of the better statuses dragons can inflict. Like all of the normal elemental
dragons, their movement is typically substandard.

To change a dragon into another basic type, a Mirror of the Gods must be used
on it. So, if a dragon wants to become fire-elemental, the mirror must be
used by a unit that's already fire-elemental. Note that Virtue/Bane elements
cannot be transferred to a dragon in this way.

NOTE: Red Dragons can't get the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #10: Solea [Path A/B]
 • Battle #11: Aquila [Path A/B]
 • Optional -: Gracula [Path A/B] -- Only if Glycinia's been invited
 • Randomized: Aquila, Gracula

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| SHAMAN                                        [ELEMENT: Non-Virtue/Bane]   /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 3 ~ 5 | EMBLEM: Philosopher's Stone
| MP  : 6 ~ 8 | EQUIPS: Wands, Robes
| STR : 3 ~ 5 | SKILLS: Energy Transfer
| INT : 6 ~ 8 | MAGICS: x2 Elemental [see stipulations below]
| AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
|_____________| UNIQUE: Yes

Although the class has a prerequisite (54 MP, 70 INT, Philosopher's Stone),
it's unique to Euphaire and she won't have to bother reaching the quotas. In
short, this class is the first truly special unit that can be obtained, and
it's one of the best. Euphaire can use any normal elemental magic and any
summon; she's barred from other Virtue/Bane spells, except Necromancy.
Basically, she's like a suped-up Siren with a spell slot exchanged for a
unique skill. In fact, this class replaces Siren on her status menu.

The crown jewel of Euphaire's skills though, arguably, is the Energy Transfer
skill, which is an early self-damaging form of the Fluid Magic spell. This
allows her to expend one-fourth of her HP and instantly give that same amount
to an ally's MP. It's inferior to Fluid Magic but since she can't use that
ability, it's a tiny workaround. The most obvious way to flaunt this ability
is to pick a summon-capable unit (can't pick herself), give them MP, have
someone heal her, then unleash the summon on an unsuspecting unit.

NOTE: Euphaire can't obtain The Cycle of Life or Ripple's Emblem.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Optional -: Blete [Path A/B]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| SIREN                                         [ELEMENT: Non-Virtue/Bane]   /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 60 MP, 60 INT
| HP  : 4 ~ 6 | EMBLEM: Philosopher's Stone
| MP  : 6 ~ 8 | EQUIPS: Fans, Robes
| STR : 3 ~ 4 | SKILLS: ---
| INT : 6 ~ 8 | MAGICS: x3
| AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
|_____________| UNIQUE: No

The female-only spellcasters are a step up from wizards in basically every
way, which is the main reason to raise female wizards into this class. They
are the only generic class who can use summons, and to supplement that, all
normal attack magics are available as well. There's not much else to tell,
except if one wants to catch a "wild Siren," they don't appear in too many
places.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #13: Naja [Path A/B]
 • Battle #17: Ostorea South [Path A/B]
 • Randomized: Charadrius, Gryllus, Haena

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| SOLDIER                                        [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| MP  : 2 ~ 4 | EQUIPS: Sword, Thrusting Sword, Shield, Light Armor/Headgear
| STR : 3 ~ 5 | SKILLS: ---
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 4 ~ 6 | MOVMNT: 6.x [Walking/Wading]
|_____________| UNIQUE: No

Soldiers are the "building blocks" of all classes, meaning everyone has that
option available at all times, no exceptions. Although the stats are evenly
distributed, it's better to get a unit on the track to a specialty, which is
why there's little reason to keep a person as this class. In addition, this
is the only human class that can be recruited (bought) from shops, with more
money payed to start with higher levels. Since this is such a basic class,
expect to see them all throughout the game.

Eleanor, a special character who has no definitive class, starts as a Soldier
when she first joins. Unlike characters who are special because they have a
bit of dialogue in the story or a unique portrait, Eleanor has the unique
skill "Star Tiara" first learned at 170 INT. It'a a virtue-element spell that
affects all foes on the field, which damages and eradicates any undead types.
The downside is that she can only use it once per battle -- UNLESS she gains
a level during battle, which lets her use it once more.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #01: Lutra Islands
 • Battle #02: Scabellum
 • Battle #03: Vespa
 • Battle #04: Formido
 • Battle #13: Naja
 • Randomized: Ardea, Gryllus, Naja, Vespa

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| SORCERESS                                      [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: Only obtainable on Path A
| HP  : 4 ~ 6 | EMBLEM: Philosopher's Stone
| MP  : 6 ~ 8 | EQUIPS: Fan, Robes
| STR : 3 ~ 5 | SKILLS: ---
| INT : 6 ~ 8 | MAGICS: x3 Any [including summons but no Virtue-types]
| AGL : 4 ~ 6 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: Yes

Simply put, the Sorceress class (Cybil) is one of the best spellcasters in
the game, available only on the Path A route. They have three magic slots and
can cast anything, including summons, but are barred from any virtue-element
spells -- so no Ignus Fatuus, Divine Radiance, etc. -- and certain bane
spells (like Cursed Existence, Enfeeble, Necromancy, etc.) However, spells
like Fluid Magic and Fiend's Grip are fine. A small downside, but a great
ally to have nonetheless.

The raging debate is whether Cybil or Rictor is the best specialty mage. The
former gets access to more spells, including the best Fiend's Grip, but can't
use Virtue types; Rictor only has access to Virtue types, but this includes
some of the most useful in the game, like Resurrection and Divine Radiance.
Stat-wise, Cybil gets better MP and INT growth while Rictor gets better HP
and STR (they're even in other areas). In this case, it's more wise to judge
which path to take on the whole rather than just the person obtained.

Note: Because she can't change classes, Cybil can't get Gibe of Fallen Angel,
      The Cycle of Life, or Ripple's Emblem.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #05: Ardea [Guest]
 • Battle #06: Urodela [Guest]
 • Battle #21: Charadrius [Path B]

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| SUMMONER                                                 [ELEMENT: Earth]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 63 MP, 100 STR, 88 INT / Invite him at Belleza
| HP  : 5 ~ 7 | EMBLEM: The Pen and the Sword
| MP  : 4 ~ 6 | EQUIPS: Wands, Thrusting Swords, Shields, Light Armor/Headgear
| STR : 4 ~ 6 | SKILLS: Summon Golem
| INT : 5 ~ 7 | MAGICS: x2 Elemental [including summons; else non-Virtue/Bane]
| AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
|_____________| UNIQUE: Yes

Elrik is the second truly special character that can be obtained, and like
his daughter Euphaire, is a great spellcaster. In fact, she mimics his form:
access to all spells (including Necromancy) and summons but no other Virtue
and Bane magic. His special ability is Summon Golem (Earth; 20 MP, 7 RNG,
AOE 1) which makes a tiny doll kamikaze on an enemy. The cool thing about
this ability is that the doll runs to the enemy, and if the ground is too
rocky or unstable, it detonates prematurely. Besides being the source of the
Fenrir summon, it's notable that Elrik's good with weapons too -- not that
much of a surprise, considering this class replaces the Warlock job, also
known for its versatility.

NOTE: Elrik can't obtain The Cycle of Life or Relix's Emblem.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Optional -: Belleza [Path A/B]

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| SWORDMASTER                                    [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 95 STR, 111 AGL, Book of Initiation
| HP  : 5 ~ 7 | EMBLEM: Book of Initiation
| MP  : 3 ~ 4 | EQUIPS: Swords, Katanas, Light Armor, Boots
| STR : 4 ~ 6 | SKILLS: Pelting Fury, Swallow's Daze
| INT : 3 ~ 4 | MAGICS: x1 Support
| AGL : 5 ~ 7 | MOVMNT: 7.x [Walking/Wading]
|_____________| UNIQUE: No

When it comes to the generic male-only classes, there can only be one true
champion, and this is it. First, they're monsters in battle, having great STR
and HP gains. Pelting Fury (RNG 7, AOE 1) is a long-range physical attack and
is better than the ninja's Shuriken Barrage; Swallow's Daze (RNG 1, AOE 1) is
an attack made with katanas, which may paralyze the target. In addition, the
magic slot allows for a support spell, such as Time Flux, Fluid Magic, or
Teleport -- the good stuff! Finally, Swordmasters make great targets for
learning special skills like Atropos or Clotho. Since they're owners of some
exceptional base movement as well, they put most male classes to shame. The
downsides are minor: it's a male-only class that can't use healing spells.

Later in the game, there is a special female Swordmaster who is basically
the same, but is Snow-Walking type and has the 'Atropos' skill.'

NOTE: Swordmaster also refers to the female boss Margret in Battle #16. She's
      of the same class and knows the Atropos skill, although her movement
      type is more map-appropriate (Snow-Walking). Defeating her allows one
      to claim Atropos for themself.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #15: Haena [Path A]
 • Battle #16: Ostorea West [Path A/B]
 • Battle #23: Hall of Corruption [Path A/B]

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| THUNDER DRAGON                                            [ELEMENT: Wind]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : 6 ~10 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~ 8 | SKILLS: Thunder Breath
| INT : 3 ~ 5 | MAGICS: ---
| AGL : 3 ~ 4 | MOVMNT: 4.x [Trudging/Wading]
|_____________| UNIQUE: No

A basic dragon of the wind element, this creature excels at STR & HP gains,
as well as having a skill that matches its element. Thunder Breath (Wind; 20
SP, AOE 1-4) has the ability sometimes paralyze its targets, making it the
best breath attack of all the elemental dragons. However, like its brethren,
its movement is typically poor and not suited well to maps with large and/or
varied heights.

To change a dragon into another basic type, a Mirror of the Gods must be used
on it. So, if a dragon wants to become wind-elemental, the mirror must be
used by a unit that's already wind-elemental. Note that Virtue/Bane elements
cannot be transferred to a dragon in this way.

NOTE: Thunder Dragons can't get the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #07: Sufrir [Path B]
 • Battle #10: Solea [Path A/B]
 • Battle #15: Haena [Path A/B]
 • Randomized: Harmonia, Sufrir, Vespa

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| UNDEAD KNIGHT, UNDEAD WIZARD, UNDEAD SOLDIER   [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: ---
| MP  : ----- | EQUIPS: Whatever their normal class has
| STR : ----- | SKILLS: ---
| INT : ----- | MAGICS: Whatever their normal class has
| AGL : ----- | MOVMNT: Whatever their normal class has
|_____________| UNIQUE: Yes [Enemy-Only]

Although technically unique because the player can never get them, these
undead units are worth talking about, I s'pose. They are identical to their
normal counterparts -- as far as skills, movement, and equip types go -- but
their first attacks now can poison (sometimes). All normal undead-related
effects apply: they will auto-revive eventually, can only truly be killed by
eradication-type skills, and never have the chance to drop items. There are
a few cool things about these classes, though: all are stripped of emblem
slots (except for Knight's Certificate) and Knights will never have virtue
spells equipped.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Optional -: Gryllus [Path A/B]
 • Randomized: Gryllus, Rebanada

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| VALKYRIE                                      [ELEMENT: Non-Virtue/Bane]   /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 48 STR, 41 INT, L/N ALI
| HP  : 5 ~ 7 | EMBLEM: Lancer
| MP  : 2 ~ 2 | EQUIPS: Spears, Light Armor, Light Headwear
| STR : 4 ~ 6 | SKILLS: ---
| INT : 4 ~ 6 | MAGICS: x2 Elemental [non-Virtue/Bane]
| AGL : 4 ~ 6 | MOVMNT: 7.x [Snow-Walking/Semi-Aquatic]
|_____________| UNIQUE: No

Valkyrie are a balanced female-only class, and the versatility shows: not
only can they attack and use magic that isn't restricted to projectiles,
but they get two rare movement types, allowing them to fight better than
most in land or sea. Additionally, they give +1 mental gauge to male units
within three spaces. That's about the extent of their uniqueness though.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #14: Sotavento [Path A/B]
 • Battle #19: Ostorea Crypt [Path A]
 • Optional -: Belleza [Path A/B]
 • Randomized: Bison, Naja

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| VENEFIC, VENEFICA                                  [ELEMENT: Earth, Wind]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: ---
| HP  : ----- | EMBLEM: Gibe of Fallen Angel, Philosopher's Stone, Vixen's Wh.
| MP  : ----- | EQUIPS: Wands, Robes
| STR : ----- | SKILLS: Summon Darkness [Venefic-only]
| INT : ----- | MAGICS: x2 Supportive/Bane
| AGL : ----- | MOVMNT: 6.x [Trudging/Wading]
|_____________| UNIQUE: Yes

Two special bosses toward the end of the game, they're basically the same
class, just of different genders. They're exceptionally gifted at sorcery,
and one even has the Fiend's Grip spell in-battle. Summon Darkness (Bane) is
a special skill with no MP cost that teleports a new monster into battle,
often a Gorgon or Daemon. [As for their class name, it's appropriately named
after the archaic term for poisoning.]

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #17: Ostorea South [Path A/B] -- Venefica Only
 • Battle #20: Harmonia [Path A/B]

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| VRTRA                                            Element: Non-Bane/Virtue  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 259 HP, 130 STR, 69 AGL, Chaotic ALI
| HP  : 7 ~11 | EMBLEM: ---
| SP  : 3 ~ 5 | EQUIPS: Accessories
| STR : 6 ~10 | SKILLS: Breath attack (depending on element)
| INT : 4 ~ 6 | MAGICS: ---
| AGL : 3 ~ 5 | MOVMNT: 5.2 [Flying/Wading]
|_____________| UNIQUE: NO

Vrtra are dangerous-looking black dragons whose breath attack depends on what
element they are (earth types have Poison Breath, and so on). In addition to
the expected skill, they also impose a -1 Mental Gauge penalty on any enemy
within three panels. They're also the only dragon type that can fly, which
places them a cut above their trudging brethren. As far as dragons go, this
is definitely the one to be.

Also of note on a general level, Vrtra found in random battles often drop an
'Urn of Chaos' item which moves a unit's alignment one notch towards Chaotic.
These are normally obtained through storyline battle spoils, buried items,
or Quest Mode -- this can actually be an easier way to find 'em in general.
Not foolproof, but hey...

NOTE: Vrtras can't get any of the following emblems: Exorcist, The Pen and
      the Sword, Gibe of Fallen Angel, Lancer, Berserk, Arbitration, Vixen's
      Whisper/Broken Heart, Sniper, Fist Fight.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #21: Charadrius [Path B]
 • Battle #23: Hall of Corruption [Path A/B]
 • Optional -: Rebanada [Path A/B] -- 2nd Battle
 • Randomized: Sufrir

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| WARLOCK                                        [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 78 MP, 90 STR, 76 INT, L/N ALI
| HP  : 5 ~ 7 | EMBLEM: The Pen and the Sword
| MP  : 4 ~ 6 | EQUIPS: Sword, Light Armor, Footwear
| STR : 4 ~ 6 | SKILLS: Barren Soul
| INT : 4 ~ 6 | MAGICS: x2 Supportive [non-Virtue; no Necromancy]
| AGL : 4 ~ 6 | MOVMNT: 5.x [Walking/Wading]
|_____________| UNIQUE: No

Warlocks are the equivalent of male witches, except they're better physical
attackers. They can use two supportive/impairing skills (example: Petrifying
Cloud, Teleport) like their female counterpart. To give even more versitility
in attacking, their unique ability Barren Soul (25 MP, RNG 1, AOE 1) inflicts
damage of the element the opponent is weak against. So, for earth elements,
the sword that materializes will be wind element. If a Swordmaster isn't
available, these might be a good consolation class.

The main difference between this and the Witch class -- besides what's been
stated -- is they have better movement.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #16: Ostorea West [Path A/B]
 • Battle #19: Ostorea Crypt [Path A]
 • Battle #24: Garden of Memories [Path A/B]
 • Optional -: Blete [Path A/B]
 • Randomized: Naja, Rebanada

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| WITCH                                          [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 38 MP, 35 INT, N/C ALI
| HP  : 4 ~ 6 | EMBLEM: Vixen's Whisper
| MP  : 5 ~ 7 | EQUIPS: Wands, Robes
| STR : 3 ~ 4 | SKILLS: Fascination
| INT : 3 ~ 5 | MAGICS: x2 Supportive [non-Virtue, non-Bane except Fluid Magic]
| AGL : 5 ~ 7 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: No

Like their male counterpart in the Warlock, Witches are best as supportive
units. They have two slots for annoying magic like Ray of Paralysis or Fluid
Magic, while their special skill Fascination (Bane; 15 MP, RNG 7, AOE 1-5)
can inflict mass Charm on hapless units -- capped at around 50% chance, I
believe. Either way, it's a decent unit to have but is mostly a stepping
stone on the way to Siren, which is where the real spellcasting is at for
females. Notable for being one of the first units who can use Fluid Magic,
which gives a lot of MP to a target for very little cost to self.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #06: Urodela
 • Battle #13: Naja [Path A/B]
 • Battle #14: Sotavento [Path A/B]
 • Battle #17: Ostorea South [Path A/B]
 • Battle #18: Ostorea Throne Room [Path A/B]
 • Battle #21: Charadrius [Path B]
 • Optional -: Belleza [Path A/B]
 • Randomized: Ardea, Haena

It's worth mentioning that the witch at Charadrius [Path B] drops the unique
spell Time Flux, which gives a character a second turn. It arrives late but
it's ridiculously awesome for plinking away at high-defense targets.

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| WITCH <3                                       [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 38 MP, 35 INT, N/C INT
| HP  : 4 ~ 6 | EMBLEM: Vixen's Whisper
| MP  : 5 ~ 7 | EQUIPS: Wands, Robes
| STR : 3 ~ 4 | SKILLS: Temptation
| INT : 5 ~ 7 | MAGICS: x2 Elemental - See below
| AGL : 5 ~ 7 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: Yes, technically

The "Witch <3" class is specific to Deneb, a recurring character throughout
the Ogre Battle series. She has two magic slots, can use any summon, and has
access to any spell normally available to generic witches (supportive magic
like Ray of Paralysis, Zoshonel's Influence, Petrifying Cloud, Faith, etc.).
Her awesome Temptation skill (15 MP, 7 Range, AOE 1-5) is a souped-up version
of Fascination, and has a higher chance of charming the target (up to 99%
instead of 49%). For those playing on emulators, this skill has been known to
freeze the game, oddly.

Now, to get Deneb, there is a specific order of operations. Note that if she
dies or is used in a Snapdragon, another can be created with this same
process. However, once Deneb changes to her specialty class, she can't change
to any others!

1) Create a generic female soldier of any element
2) Give her the name "Deneb" just as it's written here
3) In battle, earn the Vixen's Whisper emblem so she can become a witch
4) Change her into a witch to become the specialty class

Some complain when they try to get her, and this is usually due to:

• Her name is misspelled or not capitalized properly
• Her alignment is Lawful; she must be anything but Lawful to change over
• In the Japanese version only, Deneb MUST be fire-elemental

Once Deneb is in the party, if the player tries to shop in Scabellum, there
will be a specialty store run by Pumpkinhead available. It sells candy-type
equipment (which all belongs to a set) and, after selling 5 Glass Pumpkins,
the best item in the game can be bought for a whopping 32000 goth: Firecrest!
It heavily increases all defenses and resistances...and costs no movement
penalty!

The game can give the player four special summoners in the game (Euphaire,
Elrik, Cybil, Rictor) but none are earth-elemental, leaving the Gnome summon
mismatched whenever it's used. It's not a bad idea to make Deneb that very
type instead of giving it to an earth-type siren, for instance.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • None! Deneb's special class is player-created only.

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/
| WIZARD                                         [ELEMENT: Non-Virtue/Bane]  /
|___________________________________________________________________________/
| STAT GROWTH |
|             | PREREQ: 16 MP, 26 INT, N/C ALI
| HP  : 4 ~ 6 | EMBLEM: ---
| MP  : 5 ~ 7 | EQUIPS: Wands, Robes
| STR : 3 ~ 4 | SKILLS: ---
| INT : 5 ~ 7 | MAGICS: x3 Elemental [non-supportive, non-Virtue/Bane]
| AGL : 3 ~ 5 | MOVMNT: 5.x [Trudging/Wading]
|_____________| UNIQUE: No

Their name alone probably conjures up images of magic usage! Wizards are a
class available to either sex and uses low-level elemental spells, ranking it
as the lowest available mage type. They can only use offensive spells such
as Crag Crush and Firestorm, and are barred from supportive (Ray of Paralysis,
etc.) and Virtue/Bane types. As their INT goes up, some of their spells' AOE
increases (from 1 to 5) in a plus-shaped formation. It's always good to have
a few of these mages in the early going. Later, they can be changed to Sirens
and Liches, or swapped out entirely for special classes, like Euphaire/Cybil.

IN-GAME APPEARANCES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 • Battle #02: Scabellum
 • Battle #04: Formido
 • Battle #13: Naja [Path A/B]
 • Battle #18: Ostorea Throne Room [Path A/B]
 • Randomized: Charadrius, Lutra, Naja

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT LIST                                                           [EQPT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01) Swords ............................................................ EG01
02) Bows .............................................................. EG02
03) Spears ............................................................ EG03
04) Staves/Wands ...................................................... EG04
05) Hammers/Flails .................................................... EG05
06) Shields ........................................................... EG06
07) Katanas/Axes ...................................................... EG07
08) Whips/Fans ........................................................ EG08
09) Helms ............................................................. EG09
10) Armor ............................................................. EG10
11) Accessories ....................................................... EG11

_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 01) Swords                                           [EG01] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--------
Anbicion
--------

"One-handed weapon (Virtue). Sacred sword that King Anbicion received in a
covenant with God.

AGI: +5
PWR: +68
VIRT RES: -5
BANE RES: +15
EFFECT: Anbicion
MOVE: -0.4
SELL: Can't Sell
GET: Clear Angel's Headstone - Hall of Conviction [Path A]

--------
Answerer
--------

"One-handed weapon (Bane). Assassin sword whose name means 'to answer.'

PWR: +68
SELL: 1900 G
GET: Versus Mode Only

-------
Balmung
-------

"Two-handed weapon. Attack power up VS dragons. Dragonslayer created
from the claws of the dragon Fafnir."

PWR: +64
MOVE: -0.7
SELL: 1560 G
GET: Can be won in Quest Mode

--------
Claymore
--------

"A large, two-handed sword with a V-shaped hilt. A ring is attached
to the hilt."

PWR: +48
MOVE: -0.6
SELL: 600 G
GET: All shops after clearing Sotavento [1200 G]
  : Can be unearthed as a buried treasure
  : Common equip for knight-type characters [obtain via invitation]

----------------
Dragon Gem Sword
----------------

"One-handed weapon. Dragon Handling effect. Sword with jeweled hilt adorned
with a dragon's gem. Enables communication with dragons."

PWR: +48
MOVE: -0.4
SELL: 440 G
GET: Initially equipped to Glycinia [Sufrir -- Path B]
  : Dragon Tamer at Haena [Path B]
  : Obtain in Quest Mode

-----
Estoc
-----

"One-handed weapon. Slender thrusting sword with a knuckle guard on the hilt
to protect the user's hand."

PWR: +40
SELL: 320 G
GET: All shops after clearing Urodela [640 G]
  : Possible buried treasure

------
Fafnir
------

"One-handed weapon. Attack power up VS dragons. Used by Sigurd to
defeat the dragon Fafnir."

PWR: +58
MOVE: -0.5
SELL: 800 G
GET: Clear Battle in Solea
  : Warlock at Garden of Memories [Path A/B; Invite]

---------------
Firedrake Sword
---------------

"One-handed flaming sword (Fire)."

PWR: +56
WATR RES: +5
MOVE: -0.5
SELL: 720 G
GET: Warlock at Ostorea West [Path A/B; Invite]
  : Duke Knight at Ostorea South [Path A/B]
  : Can be won in Quest Mode

---------
Fragarach
---------

"Two-handed weapon (Bane). Sword with a cross-shaped hilt whose
name means 'revenge'. 1 of 4 Netherworld Weapons."

PWR: +75
VIRT RES: +5
BANE RES: -5
SELL: 1900 G
GET: Versus Mode Only

----
Gram
----

"One-handed weapon (Earth). Elven sword that shines because of its
unique forging."

PWR: +58
WIND RES: +5
MOVE: +0.0
SELL: 1125 G
GET: Clear battle at Haena [Path B]

---------
Ice Blade
---------

"One-handed frozen sword (Water)."

PWR: +52
FIRE RES: +5
MOVE: -0.5
SELL: 720 G
GET: Dragoon at Haena [Path B]
  : Buried treasure at Rana [Path A/B]

---------
Inca Rose
---------

"One-handed weapon (Fire). Thrusting sword known as the 'Rose
of the Desert'."

PWR: +52
WATR RES: +5
MOVE: +0.0
SELL: 550 G
GET: Rictor's initial weapon [Path B]

----------
Laevateinn
----------

"Two-handed weapon (Fire). Flaming sword of Surt, destined to
consume the world in fire."

PWR: +60
WATR RES: +5
MOVE: -0.5
SELL: 1560 G
GET: Duke Knight in Ostorea Crypt [Path A]

----------
Long Sword
----------

"One-handed weapon. A large hacking sword."

PWR: +40
MOVE: -0.5
SELL: 350 G
GET: All shops carry after Formido [700 G]

---------------
Needle of Light
---------------

"One-handed weapon (Virtue). Thrusting sword that draws on sacred energy and
light."

PWR: +60
BANE RES: +5
MOVE: -0.2
SELL: 720 G
GET: Angel Knight in Ostorea Crypt [Path A]
  : Angel Knight in Charadrius [Path B]
  : Initially equipped to Lobelia
  : Can be won in Quest Mode

-----
Notos
-----

"Two-handed WPN (Wind). Double-edged sword of Notos, god of the South Wind. 1
of 4 Relics of Wind."

PWR: +62
ERTH RES: +5
MOVE: -0.6
SELL: 1560 G
GET: Clear Battle at Ostorea West

-------
Oracion
-------

"Rumored to allow communication with the gods. Banish Effect. 1 of
4 Divine Armaments."

TYPE: One-handed
PWR: 71
INT: +8
EFFECT: Banish
BANE RESIST: +5
MOVE: -0.6
SELL: 2000 G
GET: Can be won in Quest Mode

-------------
Peridot Sword
-------------

"One-handed cold peridot sword (Water)."

PWR: +0
FIRE RES: +5
GET: Can be won in Quest Mode

-----------
Short Sword
-----------

"One-handed weapon. Power 30. Good sword for beginners."

PWR: +30
MOVE: +0.0
SELL: 180 G
GET: All shops carry from game's beginning

----------
Snapdragon
----------

PWR: +85                                     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
STR: One-half of snapped ally's base STR  -.-| TIP: Use stat-boosting items |
INT: One-half of snapped ally's base INT   | | before snapping to increase  |
AGI: One-fifth of snapped ally's base AGI -' | residual bonuses!            |
MOVE: -0.2                                   |______________________________|
SELL: n/a (can't be sold)
GET : Have an ally use a Snapdragon item in-battle

To obtain a Snapdragon, have a unit use a Snapdragon item in-battle. This
PERMANENTLY transforms them into a one-handed sword that gives bonuses based
off their original base stats (STR, INT, AGI only). Naturally the bonuses are
higher if a Lv50 character uses it, instead of a Lv01 person. All Snapdragons
are named after the character who was sacrificed -- there is no "Snapdragon"
sword technically unless you name a homegrown character Snapdragon. :p

Additionally, depending on the class "snapped," the sword is imbued with a
special characteristic.

• ANGEL KNIGHT: +1 Mental Gauge to nearby allies
• BEAST TAMER : +1 Mental Gauge to nearby beasts
• DRAGON TAMER: +1 Mental Gauge to nearby dragons
• DRAGOON     : Gives bonus when attacking dragon-type enemies
• FAIRY       : Luck increases
• GORGON      : Prevents petrification
• KNIGHT      : Prevents Fear (Mental Gauge can't go lower than 0)
• LICH        : +1 Mental Gauge to nearby zombie types
• SWORDMASTER : Gives an Instant Death effect to sword
• PRIEST      : Prevents Instant Death (i.e. Hell's Gate skill)
• VALKYRIE    : +1 Mental Gauge to nearby male units

There are only four Snapdragons that can be obtained in the game (2 buried in
Belleza & Sotavento; 2 dropped at Rebanada's 2nd battle and Harmonia). Thus,
there's no room for screwing around!

The stat bonuses should dictate which class gets the Snapdragon, also. If the
person sacrificed gave a huge INT bonus, why not give it to your Lich or
Siren?

----------
Sum Mannus
----------

"One-handed lightning sword (Wind)."

PWR: +54
ERTH RES: +5
MOVE: -0.5
SELL: 720 G
GET: Duke Knight at Ostorea West [Path A/B]
    Duke Knight at Charadrius [Path A]

---------------
Sword of Tiamat
---------------

"Two-handed weapon. Attack power up VS dragons. Dragonslayer created
from the fangs of Tiamat."

PWR: +60
MOVE: -0.6
SELL: 1125 G
GET: Duke Knight in Ostorea Crypt [Path B]

_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 02) Bows                                             [EG02] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-------
Bow Gun
-------

"One-handed weapon for missile attack. Short-range, accurate wooden
bow."

AGI: +1
PWR: +30
Range: 6
SELL: 270 G
GET: All shops stock after Formido [540 G]

-------------
Composite Bow
-------------

"Two-handed weapon for missile attack. Composite bow reinforced by
flexible metal."

AGI: +1
PWR: +44
Range: 7
MOVE: -0.5
SELL: 640 G
GET: All shops stock after Solea [1280 G]

---------
Crescente
---------

"Two-handed missile weapon (Virtue). Crescent bow once used by a
lovestruck girl to send a love letter to the stars."

AGI: +8
PWR: +60
Range: 7
BANE RES: +5
EFFECT: Paralysis
MOVE: +0.0
SELL: 1560 G
GET: Initially equipped on Glycinia [If you get her at Charadrius]
  : Angel Knight at Garden of Memories [Path A/B; Invite]
  : Can be won through Quest Mode

Note that the Crescent won during the final dungeon can't be permanently
saved; anything gotten in that final dungeon, save the Oracion and such, can't
actually.

---------
Flame Bow
---------

"Two-handed missile weapon (Fire). Arrows so fast they burst into
flame."

PWR: +62
Range: 6
WATR RES: +5
MOVE: -0.6
SELL: 720 G
GET: Gorgon at Rebanada [Path A/B, Battle 2; Invite]
  : Can be won in Quest Mode

---------
Great Bow
---------

"Two-handed missile weapon. Yak horn bow."

PWR: +35
Range: 5
MOVE: -0.3
SELL: 500
GET: Archer at Vespa [Path A/B]
  : Possible buried treasure
  : All shops stock after Urodela

-------------
Sandstorm Bow
-------------

"Two-handed weapon for missile attack (Earth). Bow passed on from the
time the ancient kingdom Habiram sank into the desert."

PWR: +48
Range: 6
WIND RES: +5
MOVE: -0.5
SELL: 720 G
GET: Gorgon at Harmonia [Path A/B]
    Can be won through Quest Mode

------------
Sherwood Bow
------------

"Two-handed missile weapon. Mysterious bow that masks the bowman's
presence, leaving targets offguard. 1 of 4 Enchanted Hunting Wares.
PWR up VS beasts & dragons."

PWR: +54
Range: 7
MOVE: -0.5
SELL: 1425 G
GET: Lubina's initial weapon
  : Can be won through Quest Mode

---------
Short Bow
---------

"One-handed weapon for missile attack. Wooden bow. Not very powerful,
but lightweight."

PWR: +20
Range: 5
MOVE: +0.0
SELL:
GET: All shops stock from game's beginning

-------
Tathlum
-------

"Two-handed weapon for missile attack (Bane). Magic Stone whose name
means 'Light Speed.' 1 of 4 Netherworld Weapons.

AGI: +1
PWR: +44
RANGE: 7
VIRT RES: +5
SELL: 1900 G
GET: Buried Treasure in Rebanada [Path A/B]

-----------
Thunder Bow
-----------

"Two-handed weapon for missile attack (Wind). Bow of Thor, god of
thunder."

PWR: +50
Range: 6
ERTH RES: +5
GET: Archer at Haena [Path A]

----------
Tundra Bow
----------

"Two-handed missile weapon. Bow found in a pillar of ice. Freezes
foes instantly."

PWR: +54
Range: 6
FIRE RES: +5
GET: Initially equipped to Glycinia [Path A; If recruited at Bison]
  : Archer at Ostorea West [Path A/B]
  : Can be won through Quest Mode

_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 03) Spears                                           [EG03] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-------
Brionac
-------

"Two-handed piercing WPN (Bane). 1 of 4 Netherworld Weapons. Can sometimes
cause Instant Death.

PWR: +62
VIRT RES: +5
MOVE: -0.7
SELL: 1900 G
GET: Can be won through Quest Mode

-------------
Earth Javelin
-------------

"Two-handed piercing WPN (Earth). Spear that draws power from the
Earth."

PWR: +68
WIND RES: +5
MOVE:
SELL: 810 G
GET: Valkyrie in Ostorea Crypt [Path A]

-----------
Longicolnis
-----------

"Two-handed piercing weapon (Virtue). Black spear created from the
horn of the fallen angel. It can pierce the skin of the Sacred
Demon."

PWR: +74
VIRT RES: +5
BANE RES: +5
MOVE: +0.0
SELL: Can't Sell
GET: Clear Charadrius [Path A/B]

-------------
Osric's Spear
-------------

"Two-handed piercing WPN (Water). King Zamora's ice spear."

PWR: +66
MOVE: -0.6
SELL: 810 G
GET: Clear battle at Ostorea South [Path A/B]

----
Pike
----

"Two-handed weapon. Piercing. Metal spear with high attack power
despite its slenderness."

PWR: +42
MOVE: -0.4
SELL: 380 G
GET: All shops stock after Urodela [760 G]

-------
Trident
-------

"Two-handed weapon. Spear with 3-pronged tip. Piercing."

AGI: +3
PWR: +55
MOVE: -0.3
SELL: 550 G
GET: Aerial's initial equip
  : Valkyrie in Belleza [Path A/B]
  : All shops stock after Sotavento

--------
Zephyrus
--------

"Two-handed piercing WPN (Wind). Spear of Zephyrus, god of the West
Wind, which never misses. 1 of 4 Relics of the Wind."

PWR: +70
ERTH RES: +5
MOVE: -0.6
SELL: 1560 G
GET: Scene in Rana after meeting with Berevra at Aquila [Path A/B]

---------
Volcaetus
---------

"Two-handed piercing WPN (Fire). Spear retrieved from the once active
volcano, Mt. Aquila."

PWR: +64
WATER RES: +5
SELL: 810
GET: Buried treasure at Aquila
  : Can be won through Quest Mode
_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 04) Staves & Wands                                   [EG04] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-----------
Dowsing Rod
-----------

"One-handed weapon. It senses the number of hidden treasures on the
stage and deals corresponding damage."

PWR: +0
MOVE: +0.0
SELL: 50 G
GET: Can be won through Quest Mode

----------
Earth Wand
----------

"One-handed weapon (Earth). Staff that draws on the spiritual power
of the Earth.

INT: +18
PWR: +26
WIND RES: +5
EFFECT: Crag Crush (fixed chance of breaking)
SELL: 600 G
GET: Witch in Naja [Path A/B]
    Can be won in Quest Mode

---------
Fire Wand
---------

"One-handed weapon (Fire). Magical staff that Firebird, the spirit of fire, is
sealed in."

INT: +17
PWR: +26
WATR RES: +5
EFFECT: Firestorm (fixed chance of breaking)
MOVE: -0.1
SELL: 600 G
GET: Euphaire's initial weapon
  : Can be won in Quest Mode

--------
Ice Wand
--------

"One-handed weapon (Water). Magic staff that Ice King Horribus is
sealed in."

INT: +20
PWR: +20
FIRE RES: +5
EFFECT: Ice Field (fixed chance of breaking)
MOVE: -0.1
SELL: 600 G
GET: Buried treasure at Sufrir
  : Elrik's initial weapon
  : Witch in Naja [Path A/B]
  : Can be won in Quest Mode

---------
Kerykeion
---------

"One-handed weapon (Bane). Staff of the god Hermes, decorated with
entwined serpents."

INT: +28
PWR: +32
VIRT RES: +4
EFFECT: Dark Quest
SELL: 600 G
GET: Can be won through Quest Mode

--------------
Ripple's Staff
--------------

"One-handed weapon (Virtue). Staff of the witch Ripple, harvesting
the power of the stars.

INT: +30
PWR: +28
BANE RES: +5
EFFECT: Shining (fixed chance of breaking)
SELL: 600 G
GET: Initially equipped to Glycinia [if invited at Haena]
  : Prize in Vs. Mode

----------------
Scipplay's Staff
----------------

"One-handed weapon. Staff made from the wood of the Scipplay Cypress."

INT: +10
PWR: +20
MOVE: +0.0
SELL: 135 G
GET: All shops stock from game's beginning

----------
Sugar Cane
----------

"One-handed weapon. Sweet candy cane, decorated with red and white
food coloring, that tickles the minds and tastebuds of small children.
Be careful not to gain too much weight!"

PWR: +16
MOVE: +0.0
SELL: 1100 G
GET: Clear Harmonia [Path A/B]

_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 05) Hammers & Flails                                 [EG05] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

-----
Euros
-----

"Two-handed weapon (Wind). Hammer with the power of Euros, god of
the East Wind. 1 of 4 Relics of Wind."

PWR: +62
ERTH RES: +5
MOVE: -0.5
SELL: 1560 G
GET: Daemon at Charadrius [Path B]

-----------
Flame Flail
-----------

"Two-handed chain flail. Emits heat/light."

PWR: +60
WATR RES: +5
GET: Priest at Charadrius [Path A; Invite]
  : Can be won through Quest Mode

-----------
Halt Hammer
-----------

"One-handed weapon. Stone-crushing hammer."

PWR: +40
MOVE: -0.2
SELL: 360
GET: All shops stock it after Urodela.

---------------
Hammer of Tears
---------------

"Two-handed weapon (Water). Stunning hammer formed from a tear of
Basque, god of the sea."

PWR: +62
FIRE RES: +5
MOVE: -0.5
SELL: 1425 G
GET: Can be won through Quest Mode

-------------
Mystic Hammer
-------------

"Two-handed weapon (Virtue). Sacred hammer with the 10 commandments
of Filarhh, the sun god, inscribed upon it."

PWR: +62
BANE RES: +5
SELL: ????
GET: Gameshark Only?

--------
Sanscion
--------

"Two-handed hammer (Earth). Used by Galf, overlord of the Netherworld."

PWR: +76
EFFECT: Confusion
SELL: ????
GET: Prize in Vs. Mode

_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 06) Shields                                          [EG06] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

----------------
Chocolate Shield
----------------

"One-handed shield made from sugar and cocoa beans. Careful,
those of you with a sweet tooth!"

SPLL DEF: +5
PHYS DEF: +10
PHYS RES: +15
SELL: 1100 G
GET: Pumpkinhead's Shop in Scabellum [2200 G]

-----------
Dark Shield
-----------

"One-handed shield stained with the blood of fallen foes (Bane).

SPLL DEF: +15
PHYS DEF: +20
PHYS RES: +25
VIRT RES: +20
MOVE: -0.7
SELL: 1250
GET: Prize in Vs. Mode

-------------
Dragon Shield
-------------

"One-handed shield of layered dragon scales. DEF up VS dragons. When
equipped, user is transformed into a dragon."

SPLL DEF: +5
PHYS RES: +20
PHYS DEF: +20
MOVE: -0.5
SELL: 1250 G
GET: Buried treasure at Scabellum
  : Knight at Ostorea Throne Room
  : Can be won through Quest Mode

------------
Earth Shield
------------

"One-handed shield of Dryad, the forest nymph (Earth)."

SPLL DEF: +10
PHYS DEF: +20
PHYS RES: +25
WIND RES: +20
MOVE: -0.6
SELL: 1250 G
GET: Knight in Naja [Path A/B]
  : Angel Knight in Ostorea Crypt [Path A]
  : Can be won through Quest Mode

------------
Flame Shield
------------

"One-handed shield forged by the fire djinn, Efreet (Fire)."

SPLL DEF: +10
PHYS DEF: +20
PHYS RES: +25
WATR RES: +20
MOVE: -0.6
SELL: 1250 G
GET: Duke Knight at Charadrius [Path A]
  : Angel Knight at Garden of Memories [Path A/B; Invite]
  : Can be won through Quest Mode

----------
Ice Shield
----------

"One-handed shield of the frost giant, Firbolg (Water)."

SPLL DEF: +10
PHYS DEF: +20
PHYS RES: +25
FIRE RES: +20
MOVE: -0.6
SELL: 1250 G
GET: Hawkman at Arena [Path B]
  : Duke Knight at Haena [Path B]
  : Can be won through Quest Mode

--------------
Saint's Shield
--------------

"One-handed shield protected by Oberon (Virtue). 1 of 4 Divine
Armaments."

SPLL DEF: +15
PHYS DEF: +20
PHYS RES: +25
BANE RES: +20
MOVE: +0.0
SELL: 1250 G
GET: Duke Knight at Ostorea West
  : Can be won in Quest Mode

--------------
Thunder Shield
--------------

"One-handed shield of the thunder beast, Nue (Wind)."

SPLL DEF: +10
PHYS DEF: +20
PHYS RES: +25
ERTH RES: +20
SELL: 1250 G
GET: Hawkman in Aquila [Path A/B]
  : Can be won in Quest Mode

------------
Tower Shield
------------

"One-handed rectangular shield. High defensive power, but slows
movement."

SPLL DEF: +5
PHYS RES: +10
PHYS DEF: +15
MOVE: -0.1
SELL: 325 G
GET: All shops stock from game's beginning [650 G]

_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 07) Katanas & Axes                                   [EG07] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

--------------
Bloody Cleaver
--------------

"Two-handed weapon (Bane). Huge butcher's knife."

PWR: +72
VIRT RES: +5
EFFECT: Life Force
MOVE: +0.0
SELL: 1125 G
GET: Clear Ostorea Crypt [Path A]
  : Clear Charadrius [Path B]
  : Prize in Vs. Mode

------
Boreas
------

"Two-handed weapon (Wind). Deadly axe with the power of Boreas, god of the
North Wind. 1 of 4 Relics of the Wind."

PWR: +70
ERTH RES: +5
SELL: 1560 G
GET: Daemon in Harmonia [Path A/B]

----------------
Earth Dragon Axe
----------------

"Two-handed weapon (Earth). Wide blade used for decapitation.
Attack Power up VS dragons."

PWR: +68
WIND RES: +5
SELL: 1125 G
GET: Clear Rebanada [Path A/B, 2nd Battle]
  : Can be won in Quest Mode

---------
Francisca
---------

"One-handed weapon. Power 40. Small, light axe."

PWR: +40
SELL: 230
MOVE: -0.3
SELL: 230 G
GET: Clear Lutra Islands [1st battle in game]
  : All shops stock after clearing Formido

----------
Frozen Axe
----------

"Two-handed weapon (Water). Shining silver axe known as the 'Winter General,'
useful in the cold."

PWR: +66
FIRE RES: +5
SELL: ????
GET: Prize in Vs. Mode

---------
Kagari-bi
---------

"Two-handed weapon (Fire). Far Eastern Katana that glows with
searing flames."

AGI: +4
PWR: +52
WATR RES: +5
SELL: 720 G
GET: Equipped to Shiven [Path A]
  : Prize in Vs. Mode

---------
Matsukaze
---------

"Two-handed weapon (Wind). Far Eastern katana that produces blades of
wind."

AGI: +4
PWR: +52
ERTH RES: +5
MOVE: -0.6
SELL: 720 G
GET: Clear Urodela
  : Prize in Vs. Mode

----
Prox
----

"Two-handed flaming axe (Fire)."

PWR: +64
WATR RES: +5
MOVE: -0.6
SELL: 1125 G
GET: Can be won in Quest Mode

--------
Yomogi-u
--------

"Two-handed weapon (Earth). Far Eastern katana that intensifies the
user's power."

AGI: +4
PWR: +52
WIND RES: +5
SELL: 720 G
GET: Ninja at Haena [Path A]
  : Can be won in Quest Mode

-------
Yu-giri
-------

"Two-handed weapon (Water). Far Eastern katana that gleams with dew."

AGI: +4
PWR: +52
FIRE RES: +5
MOVE: -0.6
SELL: 720 G
GET: Can be won in Quest Mode

_____________________________________________________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 08) Whips & Fans                                     [EG08] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

----------
Battle Fan
----------

"One-handed weapon. Iron-plated fan."

PWR: +44
SELL: 160 G
GET: All shops stock after Urodela

------
Caldia
------

"One-handed weapon (Virtue). Heart-shaped fan used by dancing maidens to
worship the goddess of beauty."

AGI: +8
PWR: +52
BANE RES: +5
EFFECT: Charm, Protection from Charm
MOVE: -0.4
SELL: 600 G
GET: Siren at Ostorea South [Path A/B]
  : Can be won in Quest Mode

----------
Beast Whip
----------

"Two-handed weapon. Beast Handling effect. Whip that allows
communication with beasts."

PWR: +52
Range: 2
MOVE: -0.4
SELL: 720 G
GET: Complete Battle at Vespa [Ch. 2]
  : Can be won in Quest Mode

-----------
Gypsy Queen
-----------

"Caldia that has been tainted with evil (Bane). One-handed."

AGI: +4
PWR: +52
VIRT RES: +5
BANE RES: -2
EFFECT: Confusion
SELL: 720
GET: Cybil's initial weapon [Path A]
  : Prize in Vs. Mode

----------
Holy Comet
----------

"Two-handed weapon (Virtue). Sacred whip that emites a brilliant light."

PWR: +62
Range: 2
BANE RES: +5
SELL: 810 G
GET: Initially equipped to Glycinia [Vespa -- 2nd Time Around]
  : Prize in Vs. Mode

------------
Hyacinth Fan
------------

"One-handed weapon (Earth). Translucent hyacinth metal fan that shines gold in
the sunshine."

PWR: 54
MOVE -0.3
SELL: 500
EARTH RES: +5
GET: Buried treasure at Urodela
  : Treasure in Quest Mode

------------
Leather Whip
------------

"Two-handed weapon. Leather whip."

PWR: +45
RANGE: 2
SELL: 390 G
GET: All shops stock after Urodela

------------
Rapture Rose
------------

"Two-handed weapon (Bane). Thorn whip made from rose vines."

PWR: +66
RANGE: 2
EFFECT: Charm
VIRT RES: +5

SELL: 810 G
GET: Gorgon at Rebanada [Path A/B, 2nd Battle; Invite]
  : Can be won in Quest Mode

_____________________________________________________________
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| 09) Helms                                            [EG09] |
|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

--------
Bandanna
--------

"Cloth headwrap."

INT: +5
PHYS RES: +1
SPLL DEF: +2
PHYS DEF: +3
MOVE: +0.0
SELL: 110 G
GET: All shops stock from the game's beginning

----------
Candy Helm
----------

"Sweet helm of hardened honey. Not for those on a diet!"

SPLL DEF: +2
PHYS RES: +7
PHYS DEF: +21
MOVE: +0.0
SELL: 1100 G
GET: Pumpkinhead's Shop in Scabellum [2200 G]

-----------------
Circlet of Wisdom
-----------------

"Circlet adorned with a gem of wisdom."

INT: +10
PHYS RES: +5
SPLL DEF: +15
PHYS DEF: +15
MOVE: +0.0
SELL: Can't Sell
GET: Can be given to Alphonse by Eleanor in Chapter 3.

To obtain the circlet, Alphonse has to answer correctly in four conversations
during the game: (1) Path-B-only scene at Solea en route to Sufrir (2)
Eleanor's scene at Solea (3) Berevra's scene (4) Eleanor's last scene at Solea
during third chapter. If the top answer is "1" and the alternative is "2," then
the correct order is:

PATH A: 1, 2, 2
PATH B: 2, 2, 1, 1/2

It's very easy to screw up finding this item, most particularly during
Berevra's query (which isn't Eleanor-centric) and lacking foreknowledge of
the item's existence.

-----------
Dragon Helm
-----------

"Helmet crafted from the skull of a dragon. Repels Dragon Breath and
transforms wearer into a dragon."

SPLL DEF: +5
PHYS RES: +10
PHYS DEF: +30
MOVE: +0.0
SELL: 720 G
GET: Knight at Ostorea Throne Room [Path A/B]
  : Prize in Vs. Mode

-----------
Freude Helm
-----------

"Sacred helm of Filarhh. Repels darkness (Virtue). 1 of 4 Divine Armaments."

SPLL DEF: +10
PHYS RES: +10
PHYS DEF: +30
BANE RES: +10
MOVE: -0.3
SELL: 720 G
GET: Duke Knight at Charadrius [Path A]
  : Can be won in Quest Mode

-----------
Goblin Helm
-----------

"Helmet worn by a legendary sword master who defeated 100 foes. (Bane)"

AGI: +4
STR: +20
PHYS RES: +7
PHYS DEF: +21
VIRT RES: +5
MOVE: +0.0
SELL: 720 G
GET: Clear Rebanada [Path A/B, 1st Battle]
  : Prize in Vs. Mode

----------
Holy Crown
----------

"Blessed crown used by priests. (Virtue)"

INT: +5
PHYS RES: +7
PHYS DEF: +21
SPLL DEF: +10
BANE RES: +5
MOVE: -0.2
SELL: 720 G
GET: Can be won in Quest Mode

---------
Iron Helm
---------

"Iron helmet that leaves portions of the head unprotected."

SPLL DEF: +2
PHYS RES: +10
PHYS DEF: +30
SELL: 400 G
GET: All shops stock after clearing Sotavento

-----------
Leather Hat
-----------

"Common tanned leather hat."

SPLL DEF: +2
PHYS RES: +2
PHYS DEF: +6
MOVE: +0.0
SELL: 90 G
GET: All shops stock from beginning of game

---------------
Plumed Headband
---------------

"Lucky plumed headband."

AGI: +5
PHYS RES: +2
SPLL DEF: +5
PHYS DEF: +6
BANE RES: +4
MOVE: -0.1
SELL: 240 G
GET: All shops stock after clearing Formido

----------
Pointy Hat
----------

"Wide-brimmed, conical hat."

INT: +5
PHYS RES: +2
PHYS DEF: +6
SPLL DEF: +10
MOVE: +0.0
SELL: 720 G
GET: Witch in Belleza [Path A/B]
  : Witch at Naja [Path A/B; Invite]
  : Witch at Sotavento [Path A/B; Invite]
  : Priest at Ostorea South [Path A/B; Invite]
  : Can be won in Quest Mode

------------
Sherwood Hat
------------

"Hat adorned with a branch from Sherwood Forest. 1 of 4 Enchanted
Hunting Wares. Improves attentiveness."

AGI: +5
PHYS RES: +2
SPLL DEF: +5
PHYS DEF: +6
MOVE: -0.1
SELL: 720 G
GET: Archer at Solea [Path A/B]
  : Prize in Vs. Mode

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| 10) Armor                                            [EG10] |
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----------
Brigandine
----------

"Armor made of leather and plate, but lighter than plate."

AGI: +5
SPLL DEF: +10
PHYS RES: +10
PHYS DEF: +30
MOVE: -0.5
SELL: 1600 G
GET: Warlock at Garden of Memories [Path A/B; Invite]
  : Can be won in Quest Mode

-----------
Candy Armor
-----------

"Delectable armor made from hardened sugar. Don't be tempted by its
sweet pleasures!"

PHYS RES: +10
SELL: 1100 G
GET: Pumpkinhead's Shop in Scabellum [2200 G]

----------
Chain Mail
----------

"Armor made of woven chain links and reinforced with iron plates."

SPLL DEF: +5
PHYS RES: +6
PHYS DEF: +18
MOVE: -0.2
SELL: 550 G
GET: All shops stock after clearing Urodela

------------------
Cloak of Authority
------------------

"Cloak designed to resist the effects of the elements."

PHYS RES: +5
PHYS DEF: +15
SPLL DEF: +30
WIND RES: +5
FIRE RES: +5
ERTH RES: +5
WATR RES: +5
MOVE: -0.1
SELL: 1230 G
GET: Siren at Ostorea South [Path A/B]
  : Siren at Ostorea South [Path A/B; Invite]

-------------
Cloak of Oath
-------------

"Cloak given to those ordained as saints (Virtue)."

INT: +10
PHYS RES: +5
PHYS DEF: +15
SPLL DEF: +20
VIRT RES: -5
BANE RES: +10
MOVE: -0.1
SELL: 1230 G
GET: Lobelia's initial armor
  : Prize in Vs. Mode

--------------
Cursed Garment
--------------

"Cursed clothing tailored by disciples of darkness (Bane).

PHYS RES: +6
SPLL DEF: +10
PHYS DEF: +18
VIRT RES: +10
SELL: ????
GET: Prize in Vs. Mode

------------
Dragon Armor
------------

"Dragonscale armor resistant to Dragon Breath. Transforms user
into a dragon."

SPLL DEF: +5
PHYS RES: +10
PHYS DEF: +30
MOVE: +0.0
SELL: 1600 G
GET: Dragoon at Haena [Path B]
  : Prize in Vs. Mode

----------
Earth Garb
----------

"Robe with the power of the earth (Earth)."

INT: +5
PHYS RES: +5
PHYS DEF: +15
SPLL DEF: +20
WIND RES: +10
MOVE: -0.1
SELL: 1230 G
GET: Witch in Sotavento [Path A/B]
  : Can be won in Quest Mode

-------------
Earth Leather
-------------

"Enchanted hard leather bearing the emblem of earth (Earth)."

PHYS RES: +6
PHYS DEF: +18
SPLL DEF: +10
WIND RES: +10
MOVE: -0.1
SELL: 720 G
GET: Hawkman at Rebanada [Path A/B, 2nd Battle]
  : Can be won in Quest Mode

-------------
Flame Leather
-------------

"Enchanted hard leather armor bearing the mark of fire (Fire)."

PHYS RES: +6
PHYS DEF: +18
SPLL DEF: +10
WATR RES: +10
MOVE: -0.1
SELL: 720 G
GET: Archer in Haena [Path A]
  : Swordmaster at Hall of Corruption [Path A/B; Invite]
  : Angel Knight at Garden of Memories [Path A/B; Invite]
  : Can be won in Quest Mode

---------
Fire Garb
---------

"Robe which was found buried in volcanic ash (Fire)."

INT: +5
PHYS RES: +5
PHYS DEF: +15
SPLL DEF: +20
WATR RES: +10
MOVE: -0.1
SELL: 1230 G
GET: Warlock at Ostorea West [Path A/B; Invite]
  : Can be won in Quest Mode

--------
Fur Coat
--------

"Expensive coat made from animal pelts."

INT: +5
SPLL DEF: +5
PHYS RES: +5
PHYS DEF: +15
MOVE: -0.2
SELL: 2400 G
GET: Pumpkinhead's Shop in Scabellum [4800 G]

------------
Grincer Coat
------------

"Camouflage cloak dyed in the colors of the forest. 1 of 4 Enchanted
Hunting Wares. DEF up VS beasts."

SPLL DEF: +5
PHYS RES: +6
PHYS DEF: +18
ERTH RES: +2
MOVE: -0.2
SELL: 1600 G
GET: Archer at Ostorea West [Path A/B]
  : Can be won in Quest Mode

------------
Hard Leather
------------

"Animal hide."

PHYS DEF: +9
PHYS RES: +3
SPELL DEF: +5
MOVE: -0.1
SELL: 270 G
GET: All shops stock from game's beginning

-----------
Heavy Armor
-----------

"Heavy plate armor reinforced with additional plates."

PHYS DEF: +39
SPLL DEF: +10
MOVE: -0.5
SELL: 1100 G
GET: Duke Knight at Haena [Path B]
  : Knight at Ostorea Crypt [Path A/B; Invite]
  : Knight at Ostorea Crypt [Path A/B; Invite]

---------
Ice Chain
---------

"Enchanted chain mail that uses the strength of ice (Water)."

PHYS RES: +6
PHYS DEF: +18
SPLL DEF: +10
FIRE RES: +10
MOVE: -0.2
SELL: 720 G
GET: Gorgon at Hall of Corruption [Path A/B; Invite]
  : Angel Knight at Hall of Conviction [Path A/B; Invite]
  : Angel Knight at Hall of Conviction [Path A/B; Invite]
  : Glycinia's initial armor [If you get her at Vespa, 1st time 'round]
  : Elrik's initial armor
  : Can be won in Quest Mode

--------------
Leviathan Mail
--------------

"Armor modeled after Leviathan, an enormous creature of the Oberro
Sea (Water)."

PHYS DEF: +39
SPLL DEF: +15
PHYS RES: +13
FIRE RES: +15
MOVE: +0.0
SELL: 1230 G
GET: Buried treasure at Ostorea South [Path A/B]
  : Daemon at Charadrius [Path B]
  : Can be won in Quest Mode

--------------
Nathalork Mail
--------------

"Armor fashioned from the hide of the ferocious Nathalork (Earth)."

PHYS DEF: +39
SPLL DEF: +15
PHYS RES: +13
WIND RES: +15
MOVE: +0.0
SELL: 1230
GET: Angel Knight at Charadrius [Path B]
    Can be won in Quest Mode

--------------
Peregrine Mail
--------------

"Armor made of the feathers of the eagle Hraesvelg (Wind)."

PHYS DEF: +39
SPLL DEF: +15
PHYS RES: +13
ERTH RES: +15
MOVE: -0.4
SELL: 1230 G
GET: Can be won in Quest Mode

------------
Phoenix Mail
------------

"Armor hewned from the legendary Phoenix (Fire)."

PHYS DEF: +39
SPLL DEF: +15
PHYS RES: +13
WATR RES: +15
MOVE: +0.0
SELL: 1230 G
GET: Buried treasure at Ostorea West [Path A/B]
  : Can be won in Quest Mode

----------
Plate Mail
----------

"Upper-body armor composed of iron plates."

SPLL DEF: +10
PHYS RES: +10
PHYS DEF: +30
MOVE: +0.0
SELL: 980 G
GET: All shops stock after clearing Ostorea

----------------
Pure-White Dress
----------------

"White dress worn only by noble, purehearted women (Virtue). Its godliness
repels impurity."

INT: +15
PHYS RES: +5
PHYS DEF: +15
SPLL DEF: +25
VIRT RES: +5
BANE RES: +10
MOVE: +0.0
SELL: 1230 G
GET: Can be won in Quest Mode
NOTE: Only equippable by females

----
Robe
----

"Light robe. Not very durable."

PHYS DEF: +3
PHYS RES: +1
SPELL DEF: +10
MOVE: +0.0
SELL: 270 G
GET: All shops stock from game's beginning

-------------
Robe of Abyss
-------------

"Robe of vast darkness (Bane)."

INT: +10
PHYS RES: +5
PHYS DEF: +15
SPLL DEF: +20
VIRT RES: +10
BANE RES: -5
MOVE: -0.1
SELL: 1230 G
GET: Cybil's initial armor [Path A]
  : Can be won in Quest Mode

----------------
Robe of the Wise
----------------

"Cloak that enhances spell PWR with its interwoven crystals."

INT: +5
PHYS RES: +6
PHYS DEF: +18
SPLL DEF: +25
MOVE: -0.1
SELL: 1230 G
GET: Complete battle at Arena [Path A]
  : Priest at Sotavento [Path A/B; Invite]
  : Priest at Ostorea South [Path A/B; Invite]
  : Wizard at Ostorea Throne Room [Path A/B; Invite]
  : Euphaire's initial armor

----------
Rune Plate
----------

"Blessed, full-body armor with runic inscriptions (Virtue)."

PHYS RES: +13
SPLL DEF: +15
PHYS DEF: +39
BANE RES: +15
MOVE: ????
SELL: ????
GET: Prize in Vs. Mode

------------
Saint's Garb
------------

"Blessed clothing tailored by disciples of light (Virtue)."

PHYS RES: +6
SPLL DEF: +10
PHYS DEF: +18
BANE RES: +10
MOVE: +0.0
SELL: 720 G
GET: Rictor's initial armor

--------------
Southern Cross
--------------

"Lucky armor with the emblem of the Southern Cross, rumored to have
been worn by the gods. 1 of 4 Divine Armaments. (Virtue)"

PHYS RES: +10
PHYS DEF: +30
SPLL DEF: +30
BANE RES: +15
MOVE: +0.0
SELL: 1600 G
GET: Can be won in Quest Mode

----------
Spell Robe
----------

"Heavy cloak woven with metal fibers. Enhances spell PWR."

INT: +5
PHYS RES: +4
PHYS DEF: +12
SPLL DEF: +15
MOVE: +0.0
SELL: 1230 G
GET: Witch in Belleza [Path A/B]
  : All shops stock after clearing Solea

-------------
Thunder Chain
-------------

"Enchanted chain mail with the power of lightning (Wind)."

PHYS RES: +6
SPLL DEF: +10
PHYS DEF: +18
ERTH RES: +10
MOVE: +0.0
SELL: 720 G
GET: Aerial's initial armor
  : Ninja in Haena [Path A]
  : Warlock at Garden of Memories [Path A/B; Invite]
  : Angel Knight at Garden of Memories [Path A/B; Invite]
  : Can be won in Quest Mode

----------
Water Garb
----------

"Garment worn by priests of Titania, queen of the faeries. Protected
by the spirit of water (Water)."

INT: +5
PHYS RES: +5
PHYS DEF: +15
SPLL DEF: +20
FIRE RES: +10
MOVE: -0.1
SELL: 1230 G
GET: Witch in Naja [Path A/B]
  : Wizard in Ostorea Throne Room [Path A/B]
  : Can be won in Quest Mode

---------
Wind Garb
---------
"Replica of the robe worn by Skyfarer,as depicted in an ancient relief (Wind)"

INT: +5
PHYS RES : +5
EARTH RES: +10
PHYS DEF : +15
SPLL DEF : +20
GET: Can be won in Quest Mode

_____________________________________________________________
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| 11) Accessories                                      [EG11] |
|_____________________________________________________________|
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------
Amulet
------

"Necklace known as the 'Eye of the Basilisk'. Prevents petrification."

INT: +7
SPELL DEF: +20
MOVE: +0.0
SELL: 720 G
GET: Initially equipped to Aerial
  : Initially equipped to Euphaire
  : Initially equipped to Elrik
  : Initially equipped to Saia
  : Initially equipped on Lobelia
  : Dragon Tamer at Charadrius [Path A]
  : Warlock at Garden of Memories [Path A/B]

-----------------
Armlet of Agility
-----------------

"Bracelet that grants heroic speed."

AGI: +10
SPELL DEF: +10
MOVE: +0.0
SELL: 1400 G
GET: Bandit at Arena [Path A]
  : All shops stock after clearing Solea

----------------
Armlet of Wisdom
----------------

"Bracelet that enlightens its wearer."

INT: +15
SPELL DEF: +10
MOVE: +0.0
SELL: 1400 G
GET: Bandit at Arena [Path A]
  : All shops stock after clearing Solea
  : Knight at Naja [Path A/B; Invite]
  : Vrtra at Charadrius [Path B; Invite]
  : Swordmaster at Hall of Corruption [Path A/B; Invite]
  : Angel Knight at Hall of Conviction [Path A/B; Invite]

-----------------
Cassowary Feather
-----------------

"Feather of extinct Cassowary. Beast Handling effect."

SPLL DEF: +10
SELL: 720 G
GET: Initially equipped to Glycinia [at Bison -- Path A]
  : Initially equipped to Glycinia [at Sufrir -- Path B]
  : Initially equipped to Glycinia [at Vespa -- 2nd time around]
  : Fairy in Arena [Path A]
  : Prize in Vs. Mode

---------
Dark Ring
---------

"Ring confining a fairy who fell victim to evil temptation (Bane)."

INT: +8
SPLL DEF: +10
VIRT RES: +5
EFFECT: Dark Quest (fixed chance of breaking)
SELL: ????
GET: Prize in Vs. Mode

-----------
Dragon Eyes
-----------

"Gem ring resembling dragon eyes. Prevents abnormal statuses. Wearer
transforms into a dragon."

INT: +8
SPELL DEF: +15
MOVE: +0.0
SELL: 1800 G
GET: Dragon in Bison [Path A]
  : Dragon in Solea
  : Dragon in Haena [Path B]

----------
Dragon Gem
----------

"Orb created by the ancient Drakonites. Used to communicate with
dragons. Dragon Handling effect."

SPELL DEF: +10
MOVE: +0.0
SELL: 720 G
GET: Initially equipped to Glycinia [at Vespa]
  : Initially equipped to Glycinia [at Haena]
  : Initially equipped to Glycinia [at Lutra]
  : Archer at Solea [Path A/B; Invite]
  : Archer at Solea [Path A/B; Invite]
  : Mushus at Charadrius [Path A]

----------
Earth Ring
----------

"Earth crystal ring (Earth)."

STR: +4
INT: +4
SPELL DEF: +10
WIND RES: +5
EFFECT: Crag Crush (fixed chance of breaking)
MOVE: +0.0
SELL: 400 G
GET: Wizard at Charadrius [Path B]
  : Can be won in Quest Mode

---------
Firecrest
---------

"Red gem confining the soul of the Divine Dragon. A sacred treasure."

PHYS DEF: +90
SPLL DEF: +15
PHYS RES: +30
WIND RES: +30
FIRE RES: +30
ERTH RES: +30
WATR RES: +30
VIRT RES: +30
BANE RES: +30
MOVE: +0.0
SELL: 16000 G
GET: Pumpkinhead's Shop in Scabellum, after selling 5 Glass Pumpkins: [32000 G]

--------------
Firedrake Ring
--------------

"Fire crystal ring. (Fire)"

SPLL DEF: +10
STR: +4
INT: +4
WATR RES: +5
EFFECT: Firestorm (fixed chance of breaking)
GET: Red Dragon at Aquila [Glycinia Battle]
  : Quest Mode

------------
Forest Boots
------------

"Silent walking boots. 1 of 4 Enchanted Hunting Wares."

AGI: +4
SPLL DEF: +2
PHYS RES: +3
PHYS DEF: +9
MOVE: -0.1
SELL: 425 G
GET: Archer in Haena [Path A]
  : Prize in Vs. Mode

-------------
Glass Pumpkin
-------------

"The witch Deneb's lucky magic pumpkin. Rumor has it that one shop in
particular will buy it for a good price, and..."

PHYS RES: +5
WIND RES: +5
FIRE RES: +5
PHYS DEF: +15
SPLL DEF: +15
ERTH RES: +5
WATR RES: +5
VIRT RES: +5
BANE RES: +5
MOVE: -0.7
SELL: 2000 G [Pumpkinhead's Shop Only]
GET: Initially equipped to Glycinia
  : Buried Treasure in Lutra
  : Buried Treasure in Vespa
  : Buried Treasure in Gryllus
  : Gremlin at Gracula [Path A/B; Only if Glycinia hasn't been recruited]
  : Can be won in Quest Mode

------------
Greasy Boots
------------

"Boots known as 'black beetle feet'. Enables water walking."

AGI: +3
SPLL DEF: +2
PHYS RES: +3
PHYS DEF: +9
MOVE: -0.1
SELL: 425 G
GET: All shops stock after clearing Urodela

------------------
Necklace of Resist
------------------

"Far Eastern pearl necklace said to resist spell effects. (Virtue)"

INT: +10
BANE RES: +5
MOVE: +0.0
SELL: 40 G
GET: Ninja in Urodela [Path A/B]
  : Giant at Haena [Glycinia Battle]
  : Dragon Zombie at Rebanada [Path A/B, 1st Battle; Invite]
  : Dragon Zombie at Angel's Headstone [Path A/B; Invite]

--------------
Pearl Necklace
--------------

"Rare lavender pearl necklace that gleams softly (Water). Prevents
abnormal statuses."

SPELL DEF: +20
FIRE RES: +10
MOVE: +0.0
SELL: Can't Sell
GET: Eleanor's initial equip; after Sotavento, it's given to Alphonse.

--------------
Ring of Flight
--------------

"Ring crafted from the wings of a Chimera. Enables wearer to fly."

INT: +3
AGI: +4
SPLL DEF: +5
MOVE: +0.0
SELL: 1400 G
GET: Can be won in Quest Mode

-----------------
Ring of Flotation
-----------------

"Ring crafted by priests of the Basque Sect which enables wearer to
walk on water.

INT: +3
AGI: +4
SPLL DEF: +5
SELL: 1400 G
GET: Hawkman at Rebanada [Path A/B, 2nd Battle]
  : Can be won in Quest Mode

----------------
Ring of the Dead
----------------

"Ring granting immortality (Bane)."

INT: +8
SPLL DEF: +10
SELL: 40 G
GET: Buried Treasure in Ostorea Crypt
  : Rebanada: Pick Option B when Saia asks why you fight [he isn't invited]
  : Daemon in Harmonia [Path A/B]

-----------
Sacred Ring
-----------

"Healing ring blessed by the Archangel Eustus (Virtue). Healing effect."

INT: +8
SPELL DEF: +10
BANE RES: +5
EFFECT: Healing (fixed chance of breaking)
MOVE: +0.0
SELL: 400 G
GET: Warlock at Ostorea West [Path A/B]

---------------------
Sacred Stone of Bliss
---------------------

"Expendable. Sacred gem that retrieves the wearer's soul upon death
(Virtue). Recover full HP."

PHYS DEF: +5
MOVE: +0.0
SELL: 3200 G
GET: Pumpkinhead's Shop in Scabellum [6400 G]
  : Can be won in Quest Mode

----------------
Sacrificial Doll
----------------

"Expendable that can be equipped to prevent Instant Death."

SELL: 600 G
GET: Pumpkinhead's Shop in Scabellum [1200 G]
  : x4 Gremlin at Gracula [Path A/B; Only if Glycinia isn't invited]
  : Can be won in Quest Mode

----------
Snow Boots
----------

"Leather-soled boots that prevent slipping on ice."

AGI: +9
SPLL DEF: +2
PHYS RES: +3
PHYS DEF: +9
SELL: 425 G
GET: All shops stock after clearing Ostorea
  : Initially equipped to Lobelia
  : Dragon Tamer at Charadrius [Path A; Invite]
  : Priest at Charadrius [Path A; Invite]
  : Priest at Charadrius [Path A; Invite]

---------
Warp Ring
---------

"Ring made by mischievous fairies that enables movement between
dimensions."

INT: +3
AGI: +4
MOVE: +0.0
SELL: 1400 G
GET: Duke Knight at Ostorea Throne [Path A/B]
  : Knight at Ostorea Crypt [Path A]
  : Can be given to Alphonse from Eleanor in Chapter 3 [Solea]
  : Can be won in Quest Mode

----------
Warp Shoes
----------

"Shoes crafted by mischievous fairies. Allow movement between
dimensions."

AGI: +4
SPLL DEF: +2
PHYS RES: +3
PHYS DEF: +9
MOVE: +0.0
SELL: 425 G
GET: Ninja in Belleza
  : Can be won in Quest Mode

----------
Water Ring
----------

"Water crystal ring (Water)."

INT: +4
AGI: +4
SPELL DEF: +10
FIRE RES: +5
EFFECT: Ice Field (fixed chance of breaking)
MOVE: +0.0
SELL: 400 G
GET: Clear battle at Arena [Path B]
  : Witch at Charadrius [Path B; Invite]
  : Can be won in Quest Mode

---------
Wind Ring
---------

"Wind crystal ring (Wind)."

INT: +4
AGI: +4
SPLL DEF: +10
ERTH RES: +5
EFFECT: Thunder Flare (fixed chance of breaking)
SELL: 400 G
GET: Giant at Charadrius [Path B]
  : Can be won in Quest Mode

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Winged Shoes
------------

"Shoes made with the wings of a Chimera. Enables wearer to fly."

AGI: +4
PHYS DEF: +9
SPLL DEF: +2
PHYS RES: +3
EFFECT: User 'flies' in movement range, making obstacles ineffective.
MOVE: -0.1
SELL: 425 G
GET: Duke Knight at Haena [Path B]

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EMBLEM GUIDE                                                             [MBLM]
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Emblems are obtained through accomplishing special feats in battle, and will
often change a character's stats for the better. In fact, they make this game
go 'round! Human types have thirty-two (32) possible emblems, while most of
the monsters have less, since they can't change classes. When an emblem is
obtained, it fills a vacant slot in the charater's status screen. Use the
select button to see what they do. But, beware! Getting some emblems makes it
impossible for some others to be obtained, so you'll want to be careful (or
get them in a certain order). Oh, and while some emblems are needed to become
a class, you still need to get the correct assortment of PERMANENT stats to
change over.

Current emblems found (per character) can be inspected on the status screen
of that person, by looking at the overview and pressing left/right. Note that
some special classes, demihumans, and beasts have gaps in their listing as
they're barred from obtaining those emblems.

                |¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|
                | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 |
                | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
                | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
                | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |
                |____|____|____|____|____|____|____|____|

01: Blood Reign                       17: Sniper
02: Dragon's Scale                    18: Fist Fight
03: Animal Hunter                     19: Heavenly Spirit
04: Exorcist                          20: Don Quixote
05: The Pen and the Sword             21: Embodiment of Desires
06: Gibe of Fallen Angel              22: Archangel's Feather
07: Lancer                            23: The Cycle of Life
08: Philosopher's Stone               24: Mark of the Elite
09: Self Preservation                 25: Centurion
10: Berserk                           26: Charisma
11: Arbitration                       27: Bullpen Ace
12: Vixen's Whisper/Broken Heart      28: Bogus Hero
13: War God                           29: Lucky Soldier
14: Knight's Certificate              30: Mark of Valor
15: Book of Initiation                31: Veteran Soldier
16: Miracle                           32: Relix's/Ripple's/Grozz Nuy's Emblem

Note that slot #12 and #32 differ depending on gender and race, respectively.
Because of his special leader status, Alphonse can only get Relix's Emblem
by beating the game (ending A+ A, B, C, D) and The Cycle of Life by getting
the worst ending (lose final battle). These emblems are automatically gotten
when the previously used file is overwritten.

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EMBLEM OVERVIEW
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Here's a listing of how to obtain each emblem, what it does, and the modes
it can be obtained in. For instance, it pays to know that Animal Hunter can
be obtained in all modes except Training -- "killing" your own beasts doesn't
do anything!

Emblems that are missable in one way or another: Bogus Hero, Relix's Emblem,
Ripple's Emblem, Grozz Nuy's Emblem.

ANIMAL HUNTER
¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Honors one who slays at least 5 ferocious beasts. Trust from beasts
        will be lost.
Effect: 50% penalty when persuading beasts
Obtain: Kill five beasts (non-humanoid, non-dragon) monsters
Modes : Story, Quest, Vs. Mode

ARBITRATION
¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for persuading enemies to have a change of heart, without
        resorting to fighting. Increases persuasiveness.
Effect: Grants 30% persuading bonus
Obtain: Persuade five units
Modes : Story

ARCHANGEL'S FEATHER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Presented by Archangel when dead are revived. Required to become an
        Angel Knight.
Effect: Angel Knight class accessible
Obtain: KO a unit and use Altar of Resurretion/Resurrection spell to revive
Modes : Story, Training

BERSERK
¯¯¯¯¯¯¯
Descrp: Awarded in praise of ability to kill with one strike. Affects changes
        in luck.
Effect: Biorhythm period is lengthened
Obtain: One-hit KO an enemy, through damage or effect
Modes : Story, Quest, Training, Vs. Mode

BLOOD REIGN
¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for killing 25 foes. It terrifies enemies within 3 panels of
        the owner.
Effect: Non-undead foes within 3 panels suffer -1 to their Mental Gauge
Obtain: Kill 25 foes
Modes : Story, Quest, Vs. Mode

BOGUS HERO
¯¯¯¯¯¯¯¯¯¯
Descrp: All the training in the world won't amount to much if you choke on
        stage! This emblem's penalty can be negated by the emblem Miracle.
Effect: Critical hits cannot occur! =(
Obtain: Gain twenty (20) levels in Training mode
Modes : Training

BOOK OF INITIATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for skill in dodging enemies' attacks. Required to become a
        Swordmaster.
Effect: Swordmaster class accessible
Obtain: Block/evade three (3) consecutive attacks
Modes : Story, Quest, Training, Vs. Mode

BROKEN HEART
¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Sympathetic (and pathetic) emblem presented to males who fail to
        persuade female foes. Decreases luck (even further)!
Effect: Biorhythm period is decreased
Obtain: Have a male character fail to persuade a female foe ten (10) times.
        MALE ONLY
Modes : Story

BULLPEN ACE
¯¯¯¯¯¯¯¯¯¯¯
Descrp: Given to those 'belly-itchers' who couldn't 'hit the broad side of a
        barn' in battle, despite their MVP status in training.
Effect: Damage increases by 125%...in training.
Obtain: In training, defeat twenty (20) targets
Modes : Training

CENTURION
¯¯¯¯¯¯¯¯¯
Descrp: A tribute to one who defeats all enemies on the battlefield. Increases
        power.
Effect: +20 STR
Obtain: Have one character defeat/persuade all enemies in a battle
Modes : Story, Quest, Vs. Mode

CHARISMA
¯¯¯¯¯¯¯¯
Descrp: Honors extraordinary heroes with remarkable strength, intelligence, or
        agility.
Effect: Allies within three panels get +1 to Mental Gauge
Obtain: Obtain 350 permanent STR, INT, or AGI on a character
Modes : Story, Training

DON QUIXOTE
¯¯¯¯¯¯¯¯¯¯¯
Descrp: Warning for those who rush into battle hastily, suffering a brutal
        counterattack.
Effect: -10 INT
Obtain: Have a unit counterattacked for damage amounting to 75%+ of their HP
Modes : Story, Quest, Training, Vs. Mode

DRAGON'S SCALE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Honors one who slays at least 5 dragons. Required to change into a
        Dragoon, but the trust of dragons will be lost.
Effect: Dragoon class can be accessed; 50% penalty when persuading dragons
Obtain: Kill five dragons.
Modes : Story, Quest, Vs. Mode

EMBODIMENT OF DESIRES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Recognizes expert treasure-hunting ability.
Effect: Buried treasure items are generally better
Obtain: Pick up five (5) buried items or item bags
Modes : Story, Training

EXORCIST
¯¯¯¯¯¯¯¯
Descrp: Commends one who vanquished 5 undead beings. It terrifies undead
        within three panels of the owner.
Effect: Undead enemies within three panels suffer -1 to Mental Gauge
Obtain: Banish five undead units from existence (use Exorcism/Faith!)
Modes : Story, Quest, Vs. Mode

FIST FIGHT
¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded to heroes who defeat enemies with their bare fists and no
        equipment. Their fists become even more lethal.
Effect: Fist damage increases (can improve archers' counterattack damage!)
Obtain: While having no equipment on, defeat an enemy with a punch. Using a
        counterattack is fine.
Modes : Story, Quest, Training, Vs. Mode

GIBE OF THE FALLEN ANGEL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Dishonorable emblem for clergy members who slay numerous living beings
        despite their sworn duty.
Effect: Alignment goes one step towards 'Chaos'
Obtain: Defeat three enemies with physical attacks as Cleric/Priest
Modes : Story, Quest, Vs. Mode

GROZZ NUY'S EMBLEM
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Descrp: Emblem bestowed upon dragons that use their talents effectively and
        gain experience in all classes. Removes fear and fosters success in
        battle.
Effect: Mental Gauge permanently maxes out at +2.
Obtain: Experience all eight (8) classes. DRAGONS ONLY
Modes : Story, Training

HEAVENLY SPIRIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for healing comrades on the battlefield. Required to become a
        Priest.
Effect: Priest class accessible
Obtain: Heal twenty (20) damaged allies -- oneself counts -- with spells
Modes : Story, Quest, Training, Vs. Mode

KNIGHT'S CERTIFICATE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded to courageous warriors who attack head on. Required to become
        a knight.
Effect: Knight class accessible
Obtain: Attack foes fifteen (15) times from close-range, being one panel away
        and from the front/sides. Attacking from behind doesn't count!
Modes : Story, Quest, Training, Vs. Mode

LANCER
¯¯¯¯¯¯
Descrp: Awarded for striking 2 enemies with one piercing attack. Required to
        become a Valkyrie.
Effect: Valkyrie class accessible
Obtain: Use a lance/whip and attack two units (enemy or ally) at once
Modes : Story, Quest, Training, Vs. Mode

LUCKY SOLDIER
¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for returning from a battle in VS Mode unscathed. Increases
        luck.
Effect: Biorhythm value is increased
Obtain: Win a battle in Vs. Mode without incurring any damage
Modes : Vs. Mode

MARK OF THE ELITE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Praises those who fulfill the Winning Conditions with only a few
        characters.
Effect: Raises level by one (only if not max level of 50).
Obtain: Win battle with two or less allies in battle. Defeating enemies will
        work, just as persuasion methods. Guests count towards the total of 2
        but can't obtain emblems until invited.
Modes : Story

MARK OF VALOR
¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Honors heroes who fulfill the winning condition in Vs. Mode.
        Stabilizes luck.
Effect: Biorhythm amplitude decreases
Obtain: Win a battle in Vs. Mode
Modes : Vs. Mode

MIRACLE
¯¯¯¯¯¯¯
Descrp: Praises the miraculous dodging of an attack when nearing death. One
        miracle leads to another.
Effect: Block/evade attack in critical HP (5%)
Obtain: Critical Hit probability increases; Bogus Hero emblem effect nulled
Modes : Story, Quest, Training, Vs. Mode

PHILOSOPHER'S STONE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Presented to spellcasters who effectively use area-effect spells to
        defeat many foes.
Effect: Siren class accessible
Obtain: Use an area-effect spell or skill to defeat 2 foes at the same time
Modes : Story, Quest, Training, Vs. Mode

RELIX'S EMBLEM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Prestigious emblem for men who use their talents effectively and gain
        experience in all classes. Removes fear and fosters success in battle.
Effect: Mental Gauge permanently maxes out at +2.
Obtain: Experience all fourteen (14) male classes. Alphonse receives this once
        the game is defeated, to counteract him not being able to become an
        Angel Knight. MALE ONLY.
Modes : Story, Training

RIPPLE'S EMBLEM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: A tribute to women who use their talents effectively and gain
        experience in all classes. Removes fear and fosters success in battle.
Effect: Mental Gauge permanently maxes out at +2.
Obtain: Experience all fourteen (14) female classes. FEMALE ONLY.
Modes : Story, Training

SELF PRESERVATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for using a counterattack to finish off a foe. Increases
        counterattack ability.
Effect: Power increased when counterattacking
Obtain: Defeat a unit (undead foes count) via counterattack
Modes : Story, Quest, Training, Vs. Mode

SNIPER
¯¯¯¯¯¯
Descrp: Awarded for accuracy in missile attacks. Increases agility.
Effect: +10 AGI
Obtain: Land five consecutive (damaging) crossbow/longbow attacks on unit(s).
        NOTE: The streak can extend into the next battle! Meaning, 3 spot-on
        hits in a battle, then two right off the bat in the next will count!
Modes : Story, Quest, Training, Vs. Mode

THE CYCLE OF LIFE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Designates character that has transmigrated to undead by Necromancy
        and is returned to original form by Reincarnation. Supports undead
        within three panels.
Effect: Undead allies within three panels get +1 to Mental Gauge
Obtain: KO a unit, use Necromancy on it, then use Reincarnation on it
Modes : Story, Training

Note that special characters who transmigrate in this fashion are considered
dead for story purposes and become generic units upon reincarnation. For
instance, if Cybil gets The Cycle of Life, she reincarnates as a soldier of
her appropriate level, forever losing the special Sorceress job in doing so.

THE PEN AND THE SWORD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for experience in hand to hand combat as well as the use of
        destructive magic. Required to become a Warlock.
Effect: Warlock class accessible
Obtain: Defeat 4 enemies with weapon attacks and 4 with magic/skills
Modes : Story, Quest, Vs. Mode

VETERAN SOLDIER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded to all characters in a victorious battle in Vs. Mode.
        Increases the basic stats.
Effect: +15 STR, +15 INT, +15 AGI
Obtain: In Vs. Mode, defeat an enemy
Modes : Vs. Mode

VIXEN'S WHISPER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Descrp: Awarded for using feminine persuasions to befriend enemies. Required
        to become a Witch.
Effect: Witch class accessible
Obtain: Have a female character persuade a male foe (no monsters). FEMALE ONLY
Modes : Story

WAR GOD
¯¯¯¯¯¯¯
Descrp: Honors those who deal ferocious blows to their foes. Increases
        strength at the expense of intelligence.
Effect: +30 STR, -30 INT
Obtain: Inflict 200+ damage to one foe with one phys attack (or counterattack)
Modes : Story, Quest, Training, Vs. Mode

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SPELL/SKILL LISTING                                                      [SPLK]
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Friend of foe, there'll classes that can use abilities, all having their own
specialization.

AREA -----: Damage-dealing magic used by serious spellcasters (sirens, etc.)
PROJECTILE: Single-target attack magic used by spellcasters & some fighters
SKILL ----: Class-specific ability; demihuman skills use SP instead of MP!
SUMMON ---: Powerful attack magic only a few units can use (sirens, etc.)
SUPPORT --: Non-offensive magic meant to change statuses, weather, etc.

And for the table legend...

PW : Base power of attack
MP : MP (magic points) expended
R -: Range
HIT: Number of panels target hits
______________________ ____ ____ _______ ___________________________________
| BANE SPELLS/SKILLS   | PW | MP | R/HIT | FUNCTION                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Apocalypse           | 90 | -- | ? / 1 | Damage                    [Skill] |
| Brain Sap            | -- | 15 | 4 / 1 | Absorbs target's MP     [Support] |
| Cataclysm            | 60 | -- | Globl | Damage + Add: Knockback   [Skill] |
| Cursed Existence     | -- | 15 | Globl | Revives zero-HP undead  [Support] |
| Day of Reckoning     | -- | -- | Globl | Add: Status changes       [Skill] |
| Descent              | -- | -- | Globl | Summons 1-4 foes to map   [Skill] |
| Energy Transfer      | -- | -- | 7 / 1 | Hurt own HP to give MP    [Skill] |
| Enfeeble             | -- | 15 | 4 / 1 | Absorbs target's HP     [Support] |
| Evil Eye             | -- | 30 | ! / ! | Add: Petrify              [Skill] |
| Fairy's Embrace      | -- | 25 | 1 / 1 | Damage + Add: Petrify     [Skill] |
| Fairy's Kiss         | -- | 15 | 1 / 1 | Damage + Add: Confused    [Skill] |
| Fascination          | -- | 15 | 7/1~5 | Add: Charm                [Skill] |
| Fiend's Grip         | 55 | 18 | 6/1~5 | Damage                     [Area] |
| Fluid Magic          | -- | 08 | 7 / 1 | Gives own MP to target  [Support] |
| Hell's Gate          | 60 | -- | 2 / 2 | Damage + Add: Death       [Skill] |
| Necromancy           | -- | 25 | Globl | Units revived = undead  [Support] |
| Nightmare            | 20 | 08 | 7 / 1 | Damage + Add: Sleep     [Support] |
| Rotten Breath        | 55 | 20 | T/1~4 | Damage + Equip PWR Down   [Skill] |
| Shear                | ?? | -- | 1 / 5 | Damage + Add: Knockback   [Skill] |
| Summon Darkness      | -- | -- | Globl | Summons enemy to battle   [Skill] |
| Time Flux            | -- | 25 | 6 / 1 | Target gets a 2nd turn  [Support] |
|______________________|____|____|_______|___________________________________|

• DAY OF RECKONING: Status-changing attack can be 100% guarded by a shield
• ENERGY TRANSFER: 1/4 of Euphaire's health is given to target as MP
• EVIL EYE: Infinite-range skill extending from user; can't hit shield units
• NECROMANCY: Humans transmigrate as ghosts, dragons as dragon zombies

______________________ ____ ____ _______ ___________________________________
| EARTH SPELLS/SKILLS  | PW | MP | R/HIT | FUNCTION                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Acid Vapor           | 35 | 06 | 7 / 1 | Damage               [Projectile] |
| Berthe's Influence   | -- | 10 | Globl | Earth PWR+, Wind PWR-   [Support] |
| Constrain            | -- | 20 | 7 / 1 | Target movement lowers  [Support] |
| Crag Crush           | 35 | 12 | 6/1~5 | Damage                     [Area] |
| Gnome                | 55 | 35 | 5 /13 | Damage                   [Summon] |
| Hurdle Wall          | -- | 20 | 7 / 1 | Target moves adjacent   [Support] |
| Petrifying Breath    | 55 | 20 | T/1~4 | Damage + Add: Petrify     [Skill] |
| Petrifying Cloud     | -- | 25 | 7/1~5 | Add: Petrification      [Support] |
| Poison Breath        | 55 | 20 | T/1~4 | Damage + Add: Poison      [Skill] |
|______________________|____|____|_______|___________________________________|

______________________ ____ ____ _______ ___________________________________
| FIRE SPELLS/SKILLS   | PW | MP | R/HIT | FUNCTION                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Clear Sky            | -- | 15 | Globl | Removes bad weather     [Support] |
| Fireball             | 35 | 06 | 7 / 1 | Damage               [Projectile] |
| Firestorm            | 35 | 12 | 6/1~5 | Damage                     [Area] |
| Fire Breath          | 55 | 20 | T/1~4 | Damage + Add: Confused    [Skill] |
| Mesmerize            | 55 | 20 | T/1~4 | Damage + Add: Cofused     [Skill] |
| Molten Blade         | -- | 20 | 7 / 1 | Weapon PWR increased    [Support] |
| Ray of Paralysis     | -- | 15 | 7/1~5 | Add: Paralysis          [Support] |
| Salamander           | 55 | 35 | 5 /13 | Damage                   [Summon] |
| Zoshonel's Influence | -- | 10 | Globl | Fire PWR+, Water PWR-   [Support] |
|______________________|____|____|_______|___________________________________|

______________________ ____ ____ _______ ___________________________________
| WATER SPELLS/SKILLS  | PW | MP | R/HIT | FUNCTION                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cold Breath          | 55 | 20 | T/1~4 | Damage + Add: Sleep       [Skill] |
| Fenrir               | 55 | 35 | 5 /13 | Damage                   [Summon] |
| Grueza's Influence   | -- | 10 | Globl | Water PWR+, Fire PWR-   [Support] |
| Ice Field            | 35 | 12 | 6/1~5 | Damage                     [Area] |
| Ice Javelin          | 35 | 06 | 7 / 1 | Damage               [Projectile] |
| Ice Requiem          | 50 | -- | Globl | Damage + Add: Sleep       [Skill] |
| Poison Squall        | 20 | 20 | 6/1~5 | Damage + Add: Poison    [Support] |
| Purify               | -- | 10 | 7 / 1 | Cures all bad statuses  [Support] |
| Slumber Mist         | -- | 15 | 7/1~5 | Add: Sleep              [Support] |
|______________________|____|____|_______|___________________________________|

______________________ ____ ____ _______ ___________________________________
| WIND SPELLS/SKILLS   | PW | MP | R/HIT | FUNCTION                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Air Blade            | 35 | 06 | 7 / 1 | Damage               [Projectile] |
| Cheer                | -- | 22 | 5 / 1 | Target moves farther      [Skill] |
| Harnella's Influence | -- | 10 | Globl | Wind PWR+, Erth PWR-    [Support] |
| Haste                | -- | 20 | 7 / 1 | Target moves farther    [Support] |
| Lullaby              | -- | 15 | 6/1~5 | Add: Sleep                [Skill] |
| Summon Tempest       | -- | 15 | Globl | Summons rainstorm       [Support] |
| Teleport             | -- | 25 | 1 / 1 | Teleport to any tile    [Support] |
| Thunderbird          | 55 | 35 | 5 /13 | Damage                   [Summon] |
| Thunder Arrow        | 45 | 15 | 7/1~5 | Damage                    [Skill] |
| Thunder Breath       | 55 | 20 | T/1~4 | Damage + Add: Paralysis   [Skill] |
| Thunder Flare        | 35 | 12 | 6/1~5 | Damage                     [Area] |
| Windstorm            | 35 | 20 | 7/1~5 | Damage                    [Skill] |
|______________________|____|____|_______|___________________________________|

• TELEPORT: Can travel to item-occupied spaces, but not unit-occupied ones

______________________ ____ ____ _______ ___________________________________
| VIRTUE SPELLS/SKILLS | PW | MP | R/HIT | FUNCTION                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Anbicion             | 70 | -- | 1 / 1 | Damage + HP/MP Drain      [Skill] |
| Anbicion             | 65 | -- | 2 / 2 | Damage (+self-damage)     [Skill] |
| Banish               | 35 | 25 | 6/1~5 | MP Damage/Exorcize Und.   [Skill] |
| Cleanse              | -- | 10 | 7 / 1 | Cures all bad statuses  [Support] |
| Divine Radiance      | -- | 30 | 7 / 1 | DMG = ~90% Target Max!    [Skill] |
| Exorcism             | -- | 25 | 5/1~5 | Eradicates the undead      [Area] |
| Fairy's Embrace      | -- | 25 | 1 / 1 | Gives target a 2nd turn   [Skill] |
| Fairy's Kiss         | -- | 15 | 1 / 1 | Heals HP + Cures Status   [Skill] |
| Faith                | -- | 15 | Globl | Kills zero-HP zombies   [Support] |
| Full Heal            | -- | 18 | 1 / 1 | Heals HP (all)          [Support] |
| Heal                 | 25 | 08 | 7 / 1 | Heals HP (small)        [Support] |
| Heal Plus            | 35 | 12 | 7/1~5 | Heals HP (medium)       [Support] |
| Ignis Fatuus         | 55 | 35 | 5 /13 | Damage                   [Summon] |
| Lightning Bow        | 35 | 06 | 7 / 1 | Damage               [Projectile] |
| Magic Barrage        | ?? | -- | 7 / 5 | Damage + Eradication      [Skill] |
| Magic Missile        | 45 | 15 | 7 / 1 | Damage + Eradication      [Skill] |
| Poignant Melody      | 45 | 20 | 6/1~5 | Undead recover HP/MP/SP   [Skill] |
| Resurrection         | -- | 25 | Globl | Revives KO'd ally       [Support] |
| Star Tiara           | 60 | -- | Globl | Damage + Eradication      [Skill] |
| Tranquillize         | -- | 15 | Globl | Nulls men.gauge effects [Support] |
|______________________|____|____|_______|___________________________________|

• ANBICION: One version is boss-only, the other is using the sword as an item
• DIVINE RADIANCE: Despite his leader status, Alphonse isn't immune to this!
• FAIRY'S KISS: Whatever the fairy's level, that's how much HP is healed

• MAGIC BARRAGE: Glycinia/Lubina double technique, available when they are
                 adjacent to each other. It takes up both sisters' turns and
                 self-damages (both) afterwards.

• RESURRECTION: The resurrected ally reappears at a nearby tile

• STAR TIARA: Can only be used once per battle, unless character gains a LVL
              in course of fight. [Done to offset no-MP cost? Probably.]

______________________ ____ ____ _______ ___________________________________
| MISCELLANEOUS SKILLS | PW | MP | R/HIT | FUNCTION                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Atropos              | 60 | -- | 1 / 1 | Damage (+self-damage)       [???] |
| Barren Soul          | 60 | 25 | 1 / 1 | Elemental damage        [Warlock] |
| Clotho               | 60 | -- | 1 / 1 | Damage (+self-damage)       [???] |
| Lachesis             | 60 | -- | 5 / 1 | Damage (+self-damage)       [???] |
| Pelting Fury         | 30 | -- | 7 / 1 | Damage              [Swordmaster] |
| Shuriken Barrage     | 25 | -- | 7 / 1 | Damage                    [Ninja] |
| Strangling Tentacles | 60 | 25 | 2 / 2 | Damage + Add: Confuse   [Octopus] |
| Swallow's Daze       | 30 | -- | 1 / 1 | Damage, Add: Paralze  [Sw'master] |
| Titan Crush          | 90 | 20 | 7 / 1 | Damage                    [Giant] |
|______________________|____|____|_______|___________________________________|

• ATROPOS: Can be used by non-beast unit
• CLOTHO: Can be used by non-beast unit; can't hit through obstacles!
• BARREN SOUL: Damage to enemy is in the form of their elemental weakness
• LACHESIS: Can be used by non-beast unit
• SWALLOW'S DAZE: 2-hit attack, only 2nd hit can paralyze

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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BURIED TREASURES                                                         [BRTR]
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Ah, buried treasure! Sometimes on a battlefield map one will encounter some
hidden loot beneath a panel. Oftentimes the item is a randomized crappy thing
you can obtain through murdering some enemy; sometimes it's a great weapon or
piece of equipment! Many rare items, like Urns of Chaos/Tomes of Discipline,
can be found in this manner without going to Quest Mode. Here're a few basic
tips about operating with loot in mind:

- Items can only be claimed once (x1)
- 'Plain' panels cannot burn in the rain!
- Snowstorms can re-cover panels! Use Clear Sky/Coral Harp to remedy this
- The 'Embodiment of Desires' emblem may fluctuate the item type received
- Snowed-on items have to be burned once to reveal the real terrain 'neath
  it; some terrain must be burned twice to clear the frozen grass/etc.

Here are the randomized items and the 'type x' groups. Because I tried this
out with a lot of different characters, who had different luck ratings and
may or may not have had the Embodiment of Desires, these should only be used
as an approximation of what is received. E-mail me for errors, 'cause there
probably are some.

By the way, if you're not sure what way is "x" and what way is "y" on the
map, here's a little map I drew. Use the SE edging as the X axis:

            img.photobucket.com/albums/v242/Shotgunnova/XY.png

Just remember you --ALWAYS-- do the x- part first, then the y-coordinate!
Anyway, I'm not much of a math buff but I do know coordinates to some degree
so hopefully you'll understand it... >___>  Oh, and remember that the corner
where X and Y meet is [0,0], the origin and starting place. Don't count that
towards or you'll come up one panel short!

NOTE: I highly recommend reading the chart [tacticsogre.com/secrets.htm#3]
      to see what kind of items are obtainable and how one's biorhythm can
      impact items received.

-----------.------------.              .-----------.------------.
| SCABELLUM | MAP: 18x16 |              | SOLEA     | MAP: 22x13 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 12,06 |   No  |  | Random             | 19,00 |    No |
| Random             | 08,02 |   No  |  | Random             | 13,01 |    No |
| Random             | 06,12 |   No  |  | Random             | 15,07 |   Yes |
| Dragon Shield      | 15,02 |   No  |  |                    |       |       |
'--------------------'-------'-------'  '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| LUTRA     | MAP: 14x13 |              | VESPA     | MAP: 14x18 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 13,04 |   No  |  | Random             | 06,13 |  Yes  |
| Random             | 07,07 |   No  |  | Random             | 02,11 |  Yes  |
| Random             | 02,01 |   No  |  | Random             | 11,09 |  Yes  |
| Glass Pumpkin      | 13,10 |   No  |  | Glass Pumpkin      | 06,03 |   No  |
'--------------------'-------'-------'  '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| FORMIDO   | MAP: 13x13 |              | ARDEA     | MAP: 18x14 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 03,01 |   No  |  | Random             | 04,00 |  Yes  |
| Random             | 09,06 |   No  |  | Random             | 17,05 |   No  |
| Random             | 00,06 |  Yes  |  | Random             | 03,11 |   No  |
| Dragon Gem Sword   | 12,12 |   No  |  |                    |       |       |
'--------------------'-------'-------'  '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| URODELA   | MAP: 13x11 |              | BISON     | MAP: 13x19 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 12,00 |    No |  | Random             | 01,18 |   No  |
| Random             | 07,05 |    No |  | Random             | 00,01 |   No  |
| Random             | 07,12 |   Yes |  | Random             | 00,07 |   No  |
| Hyacinth Fan       | 03,13 |    No |  | Random             | 00,12 |  Yes  |
'--------------------'-------'-------'  | Random             | 12,12 |  Yes  |
                                       '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| ARENA     | MAP: 15x13 |              | RANA      | MAP: 20x16 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 12,01 |   No  |  | Random             | 03,15 |   No  |
| Random             | 11,08 |   No  |  | Random             | 11,10 |   No  |
| Random             | 02,11 |   No  |  | Random             | 16,13 |   No  |
| Random             | 07,01 |   No  |  | Ice Blade          | 16,01 |   No  |
'--------------------'-------'-------'  '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| AQUILA    | MAP: 17x15 |              | GRYLLUS   | MAP: 13x20 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 08,11 |   No  |  | Random             | 07,06 |   No  |
| Random             | 09,03 |   No  |  | Glass Pumpkin      | 05,07 |   No  |
| Random             | 11,07 |   No  |  | Random             | 09,09 |  Yes  |
| Volcaetus          | 02,02 |   No  |  | Random             | 01,17 |  Yes  |
'--------------------'-------'-------'  | Random             | 06,02 |   No  |
                                       '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| BLETE     | MAP: 18x14 |              | BELLEZA   | MAP: 14x12 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 10,01 |   No  |  | Random             | 06,09 |   No  |
| Random             | 17,01 |   No  |  | Random             | 03,02 |   No  |
| Random             | 06,06 |   No  |  | Random             | 01,07 |   No  |
| Random             | 07,12 |  Yes  |  | Snapdragon         | 00,11 |  Yes  |
'--------------------'-------'-------'  | Random             | 11,00 |   No  |
                                       '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| NAJA      | MAP:       |              | SOTAVENTO | MAP: 14x13 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 18,14 |   No  |  | Random             | 13,10 |   No  |
| Random             | 07,13 |   No  |  | Random             | 03,06 |   No  |
| Random             | 13,02 |   No  |  | Random             | 09,06 |   No  |
| Random             | 04,01 |   No  |  | Random             | 00,12 |   No  |
'--------------------'-------'-------'  | Snapdragon         | 12,00 |   No  |
                                       '--------------------'-------'-------'

-----------.------------.              .-----------.------------.
| HAENA     | MAP: 19x13 |              | GRACULA   | MAP: 16x22 |
|-----------'--------.---'---.-------.  |-----------'--------.---'---.-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 00,05 |   No  |  | Random             | 04,03 |   No  |
| Random             | 14,00 |  Yes  |  | Random             | 05,17 |   No  |
| Random             | 12,08 |   No  |  | Random             | 14,08 |   No  |
| Random             | 06,10 |   No  |  | Random             | 02,11 |   No  |
'--------------------'-------'-------'  '--------------------'-------'-------'

--------------.------------.           .---------------.------------.
| OSTOREA WEST | MAP: 23x16 |           | OSTOREA SOUTH | MAP: 23x16 |
|--------------'-----.------'.-------.  |---------------'----.-------+-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Phoenix Mail       | 20,01 |   No  |  | Random             | 13,03 |   No  |
| Random             | 02,01 |   No  |  | Random             | 01,00 |  Yes  |
| Random             | 10,04 |  Yes  |  | Random             | 22,07 |   No  |
| Random             | 16,06 |  Yes  |  | Leviathan Mail     | 00,15 |  Yes  |
| Random             | 10,15 |   No  |  | Random             | 08,07 |  Yes  |
'--------------------'-------'-------'  '--------------------'-------'-------'

--------------.------------.           .---------------.------------.
| THRONE ROOM  | MAP: 13x21 |           | OSTOREA CRYPT | MAP: 20x16 |
|--------------'-----.------'.-------.  |---------------'----.-------+-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------'-------'-------|  |--------------------+-------+-------|
| No treasures in this dungeon map.  |  | Ring of the Dead   | 12,08 |   No  |
'------------------------------------'  '--------------------'-------'-------'

--------------.------------.           .---------------.------------.
| REBANADA     | MAP: 16x13 |           | SUFRIR        | MAP: 13x19 |
|--------------'-----.------'.-------.  |---------------'----.-------+-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Tathlum            | 15,02 |   No  |  | Ice Wand           | 11,16 |   No  |
| Random             | 05,06 |   No  |  | Random             | 03,06 |   No  |
| Random             | 07,14 |   No  |  | Random             | 01,13 |   No  |
'--------------------'-------'-------'  | Random             | 08,09 |   No  |
                                       | Random             | 00,10 |   No  |
                                       '--------------------'-------'-------'

--------------.------------.           .---------------.------------.
| OSTOREA      | MAP: 18x14 |           | HARMONIA      | MAP: 17x21 |
|--------------'-----.------'.-------.  |---------------'----.-------+-------.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 06,07 |   No  |  | Random             | 14,03 |  Yes  |
| Random             | 12,04 |   No  |  | Random             | 09,16 |  Yes  |
|                    |       |       |  | Random             | 03,04 |  Yes  |
|                    |       |       |  | Random             | 07,10 |   No  |
'--------------------'-------'-------'  '--------------------'-------'-------'

--------------.------------.           .--------------------.------------.
| CHARADRIUS   | MAP: 14x19 |           | ANGEL'S HEADSTONE  | MAP: 23x15 |
|--------------'-----.------'.-------.  |--------------------+------------'--.
| TREASURE           |  X/Y  | BURN? |  | TREASURE           |  X/Y  | BURN? |
|--------------------+-------+-------|  |--------------------+-------+-------|
| Random             | 13,05 |  Yes  |  | Random             | 09,07 |  Yes  |
| Random             | 09,04 |  Yes  |  | Random             | 14,12 |  Yes  |
| Random             | 09,11 |  Yes  |  | Random             | 15,05 |  Yes  |
| Random             | 02,17 |  Yes  |  |                    |       |       |
| Random             | 03,05 |  Yes  |  |                    |       |       |
'--------------------'-------'-------'  '--------------------'-------'-------'

--------------------.------------.
| GARDEN OF MEMORIES | MAP: 18x18 |         Much thanks to Landon over at
|--------------------+-------.----'--.      tacticsogre.com for letting me
| TREASURE           |  X/Y  | BURN? |      use his figures past Ostorea, and
|--------------------+-------+-------|      that means thanks to Terence and
| Random             | 04,11 |  Yes  |      Dead S for their compiling of
| Random             | 10,17 |  Yes  |      those figures. Muchos gracias,
| Random             | 15,03 |  Yes  |      fellas! <3
'--------------------'-------'-------'

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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
QUEST MODE                                                               [QSTM]
_______________________________________________________________________________
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Quest Mode is essentially exhibition maps where one can obtain rare items,
and can be accessed from the title screen. Loading Quest Mode requires having
a save file that has at least one "book" (map) unlocked. All maps have a
certain leader, a couple lackeys whose presence is semi-randomized, and all
of these have a fixed level. All maps except Numida Chronology also have an
entrance fee, and only 5 allies can be brought to each fight.

To obtain treasures, the player must first set a goal (kill leader or kill
everyone within a set number of turns) and reach that goal. Failing to reach
the goal earns nothing and loses the entrance fee! To get the best treasures
and cash (goth) reward, it's best to either defeat the leader in 1-3 turns
or everyone within 1-9.

Some good ways to make Quest Mode easier:

• ENERGY TRANSFER - Basically an early form of Fluid Magic (Euphaire-only)
• FLUID MAGIC ----- Lets one huge amounts of MP to target
• TELEPORT -------- Can teleport user anywhere on map
• TIME FLUX ------- Target gets a 2nd turn

High-movement characters like hawkmen and swordmasters, and special skill
users (Atropos, etc.) are highly recommended for the maps which need to be
traversed quickly. Other notes:

• Enemies can't be invited
• Allies can't die permanently in maps
• Experience/level-ups can't be gained
• There are no buried treasures
• Equipment won can only be equipped in the main game

---

Here's an overview of each map. I highly suggest checking out the following
link which can tell in-depth what prizes can be obtained by doing what. It's
a lot better than my guestimates! [http://tacticsogre.com/quests.htm]

NUMIDA CHRONOLOGY
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Obtain: Clear Battle #4 (Formido)
Fee --: none
Payout: 1200 [max]
Leader: Calais (Ninja)
Foes -: Cleric, Archer, Ninja, Soldier
FoeLVs: 20
Map --: Numida Swamp

This is the first map obtained and it's one of the best, not just because it
has no entrance fee, but because it's an early way to obtain some half-decent
equipment (either for keeps or selling). Basically, one can make free cash
here! The opposition is made up of low-DEF, high-movement characters so it's
often best to deal a coup de grace with Atropos (etc.) in conjunction with
Teleport to finish quickly.

The best obtainable items here end up being elemental mail (Nathalork,
Peregrine, Phoenix, Leviathan) which outclasses any storebought stuff, and
some elemental bows (Sandstorm, Flame, etc.) which are good weapons to get
in the early chapters. No powerful swords, unfortunately, but Volcaetus spears
can be won here -- although one can already be dug up at Aquila.

EPIC OF TINEA
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Obtain: Clear Battle #11 (Aquila)
Fee --: 3000g
Payout: 5000g [max]
Leader: Khiel (Valkyrie)
Foes -: Archer, Cerberus, Knight, Hawkman, Red Dragon, Wizard
FoeLVs: 20
Map --: Tinea

Similar to Aquila, the land is steep and carved by rivulets of untraversable
lava, so trudging units end up sucking a bit here. The human enemies aren't
that great in the DEF department but the monsters (dragons, cerberus) can be
more than a handful if one tries to slay everyone.

The best item winnable here is the Glass Pumpkin, which needs to be sold to
Pumpkinhead's Scabellum shop in order to unlock the Firecrest (this is part
of Deneb's quest). Other than that, there's a few axe and flail types to win
-- Flame Flail, Prox, Hammer of Tears, etc. Sword-wise, one can win the Needle
of Light or Peridot Sword, neither of which is too awesome.

CAVE EXPLORATION
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Obtain: Clear Battle #19a/b (Ostorea Crypt)
Fee --: 6000g
Payout: 10000g [max]
Leader: Zweig (Warlock)
Foes -: Dragon Zombie, Earth Dragon, Ghost, Hawkman, Siren, Witch
FoeLVs: 25
Map --: Eastern Cavern

This is where the maps start to get really annoying. The ally team starts
one edge of a giant pit rimmed with paths, while the foes start all the way
across -- there's no easy shortcut to them! High-movement and flying types
do well here, but warping ones do even better. The Teleport spell really
earns its keep here. Most foes are pretty average, but the Dragon Zombie with
a Necklace of Resist, and Zweig with his Petrifying Cloud spell, can be
trouble if left to their own devices, particularly when the goal's to defeat
everyone. One random knight can have insane DEF (350+) thanks to his rare
equips, so consider Divine Radiance or Petrifying Cloud to eliminate him
quickly.

The Necromancy spell here can be won by earning 10000g (Kill Leader, 1-3turn)
and lets one transmigrate KO'd allies into ghosts or zombie dragons. It's a
necessary piece to getting The Cycle of Life emblem on someone.

The best items to win here are the Warp Shoes and Warp Ring, giving the unit
equipped with 'em the best type of movement! Other than that, rare katanas
(Yomogi-u, Yu-giri) can be won as well, if that ninja or swordmaster's itchin'
to use one. The Grincer Coat, part of the Enchanted Hunting Wares set, can be
obtained here also.

BATRAAL CHRONOLOGY
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Obtain: Clear Cave Exploration in under 10 turns
Fee --: 15000g
Payout: 22000g [max]
Leader: Byron (Swordmaster)
Foes -: Cerberus, Dragoon, Gorgon, Hawkman, Knight, Priest, Siren, Vrtra
FoeLVs: 30
Map --:

This is another map where high-movement, flying, and warping characters will
excel in. The terrain is basically a long thin path with a huge abyss in-
-between, and each team starts opposite each other. The boss himself isn't
that much of a DEF titan and can be two-shotted by Atropos, although there's
a Priest who can appear that may make that 1-3 turn limit a bit harder to
reach. Note that a hawkman with a Brionac (may inflict instant death) can
appear on this level, and the Vrtra's -1 mental gauge can lower skill damage
so that the leader survives! One of the few times that may affect the outcome
of something...

There's a few good items to get by beating this level promptly, the best of
which are Reincarnation (item), the Freude Helm and Holy Crown headgears,
and the treasure-sensing Dowsing Rod. However, undoubtedly the best prize is
the Lachesis skill for bow-wielding characters, which is like Atropos but has
long-range capabilities, in typical bow fashion. It can only be learned once
but if there's no bow-wielder on the team, it can be declined -- beating the
map again gives the option to learn it again. [Other items obtainable: Sacred
Stone of Bliss, Balmung, Sherwood Bow, etc.]

NOTE: Only one special skill can be learned per character.

TUNDRA GEOLOGY
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Obtain: Clear Batraal Chronology in under 05 turns
Fee --: 28000g
Payout: 38000g [max]
Leader: Dionyde (Priest)
Foes -: Fairy, Gorgon, Knight, Naga, Siren, Vrtra
FoeLVs: 35
Map --: Ancient Ruins

The final map is also the hardest, as Dionyde's equipment boosts her defense
to 350+, not to mention she has Divine Radiance and Heal Plus to make things
annoying. The map can be done in 3 turns time, although it may be easier to
make the goal "kill everyone, 9 turns max" in order to get the best rewards.
Lachesis and Atropos help immensely here, as does Teleport/Time Flux, Fluid
Magic, and Divine Radiance. Surrounding Dionyde prevents her from healing
herself, too, as AI is wont to do. [This is another time when stacking a -1
mental gauge can let more damage be inflicted.] I don't suggest attempting
this level unless one has high-movement units like swordmasters, and all the
applicable teammates have warp technology. Oh, and watch out for Dionyde as
she likes to hide in a corner where attack opportunities are lessened!

The best items here are the virtue-oriented Saint's Shield and Southern Cross
equipment, as well as the Kerykeion (staff), Brionac (spear), and Oracion
(sword). The latter is the best obtainable non-Snapdragon sword, making it a
clear winner for the Atropos user in most cases. Beating the map once gives
the final special skill, Clotho, too. It's geared towards spear-wielders and
does piercing damage in the same attack pattern. Personally, I give it to my
Hawkman who has the Zephyrus/Longicolnis. Having Clotho only makes winning
Tundra Geology on subsequent visits easier!

NOTE: I think it's a glitch, but Dionyde can attack with a Frozen Axe without
      having one equipped. What a cheater! :p

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ENDINGS                                                                  [NDNG]
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There's four real endings to the game, plus another "bad ending" available.
The requirements for getting the endings are usually quite simple -- either
be on Path A/B, bring Eleanor with, etc., although the A+ ending takes a bit
more doing. Additionally, Alphonse can only get Relix's Emblem and The Cycle
of Life by getting the A+/A/B/C/D and Game Over endings, respectfully.

Once an ending is obtained, the game autosaves over the most recently used
file, putting the user on the world map. Angel's Headstone is available to
play again, if so desired, letting the player try for a new ending (within
the path's constraints, of course).

Some endings' scenes change depending on what story characters are alive, so
for best results, keep everyone alive. Duh!

A+ ENDING
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• Alphonse must kill 50+ enemies [Training doesn't count]
• Five or fewer allies permanently die
• Beat the game within 25 hours

A ENDING
¯¯¯¯¯¯¯¯
• Battle #06: Start "Path A" when talking to Cybil (1st option)
• Battle #10: Let Eleanor join the team after battle (1st option)
• Battle #25-26: Include Eleanor in both battles
• Battle #26: Defeat boss

B ENDING
¯¯¯¯¯¯¯¯
• Battle #06: Start "Path B" when talking to Cybil (2nd option)
• Battle #10: Let Eleanor join the team after battle (1st option)
• Battle #25-26: Include Eleanor in both battles
• Battle #26: Defeat boss

C ENDING
¯¯¯¯¯¯¯¯
• Battle #10: Let Eleanor join the team after battle (1st option)
• Battle #25-26: Eleanor, while alive, isn't included in these battles
• Battle #26: Defeat boss

D ENDING
¯¯¯¯¯¯¯¯
• Battle #10: Don't let Eleanor join the team (2nd option)
• Battle #26: [If Eleanor was invited at Battle #10] she dies during battle

"GAME OVER" ENDING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Battle #26: Longicolnis wasn't brought to battle or Alphonse dies in fight

---

For transcripts of each ending, try:

http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_script.txt
http://db.gamefaqs.com/portable/gbadvance/file/tactics_ogre_kol_ending.txt

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V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
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[Q] - How do I change a unit's element and alignment?
[A] - Elements can be changed by using a Mirror of the Gods, which copies the
      user's element onto another person. Alignment can be changed using a
      Tome of Discipline and Urn of Chaos, which leans the alignment closer
      to lawful and chaotic, respectfully.

[Q] - What does "suspend data" do?
[A] - If you're fighting a long battle and have to go do something else, just
      suspend data and pick up where y'left off next time the game's loaded.
      [This doesn't overwrite the current save; that can be used instead of
      the suspended data.] In this way, one can keep reloading the save to
      get the desired effect from status abnormalities, etc.

[Q] - What's knockback?
[A] - This is when an attack causes the target to move from their current
      location. Most weapon attacks have a chance of doing this, and some
      (usually enemy-only) abilities have a 100% if inflicting it. Hitting a
      target with the shield is an easy way to produce knockback. [Knocking
      someone off a drop-off higher than they can normally jump produces "fall
      damage," extra damage due to the height of the drop.]

[Q] - Hey, I couldn't dig up this buried treasure! What gives?
[A] - There's two explanations: (1) the topsoil is covered by grass or snow,
      which must be burned away by non-summon fire magic first (2) for some
      reason, the treasure can't be unearthed in mandatory play; try it again
      in Training Mode.

[Q] - How can I get more Tomes of Discipline, Urns of Chaos, etc.
[A] - These can be dropped by Mushus and Vrtras, respectively.

[Q] - Why can't I use the Reincarnation item!
[A] - It's "not usable by mortals," which means only undead characters can
      use it (on themselves).

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VI. UPDATES & CONTRIBUTORS                                               [UPDT]
_______________________________________________________________________________
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04-03-07 -----------------------+ Started walkthrough
05-20-10 -----------------------+ Finished walkthrough

THANKS TO...
¯¯¯¯¯¯¯¯¯¯¯¯
• Olan, for his gameshark codes
• All the authors for writing great guides, inspiring me to make my own
• bookwormbabe29, for faulty Vespa/Sufrir treasure tiles
• Tian Wang, for Naga/Lich requirement corrections
• Andres Manuel Gonzalez, for missing Wind Garb stats
• aspiringlamprey, for fortuneteller correction
• Tom B, for some clerical errors
• Landon at tacticsogre.com, for allowing me to use his notes for figuring
  Alphonse's initial stats; and, for lending me some of his buried treasure
  figures to use.
• Terence/DeadS for doing initial legwork on finding the buried treasures
• The GFaqs messageboards for being a huge collection of knowledge, and for
  keeping my interest in this game evergreen.

NOTES TO SELF
¯¯¯¯¯¯¯¯¯¯¯¯¯
• Dark Angel, Fallen Angel & Sacred Demon section in class overview
• Angel's Headstone: putting everyone in Garden skips other route entirely?

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VII. LEGALITY                                                            [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

Allowed Sites:                       Disallowed Sites:

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 • GameFAQs.com
 • MyCheats.com
 • Neoseeker.com
 • Gamesradar.com
 • Supercheats.com
 • Cheathappens.com
 • Honestgamers.com
 • Chaptercheats.com                           E-mail me for permissions ~
 • Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
SET MY HOPES UP WAY TOO       Document © Shotgunnova, 1997-2010 (and countin'!)
HIGH / LIVING'S IN THE                Tactics Ogre namesake © respective owners
WAY WE DIE                                        E N D   O F   D O C U M E N T