BRIGANDINE
                    *The Legend of Forsena*
                           FAQ By:
                         Dhan Samson
                   --Mystical Ninja Warrior--
                       [email protected]

------------------------------------------------------------------------
V1.0 - 3/25/99
    - Contains playstyle tips, some info about characters and incomplete list
      of monsters and classes of warriors.
V1.1 - 4/3/99
    - More information on game characters, more monsters. I corrected
      the code for Esgares Empire, it is not L1 + R1 + start,
      but L2 + R1 + start
V1.2 - 4/13/99
    - Added elemental slots for monsters, no slots for knights though.
    - Added new promoted monsters
    - Added some information on gameplay
    - Corrected Flaws
    - Corrected some minor spelling problems
    - Monster list is complete, I think
    - I've been questing, so there's a list of quests I got
V2.0 - 4/18/99
    - New generals are added
    - Finally figured out something about Criticals, see Explanation of
      Gameplay section
    - New quests added
    - Elemental Slots for Generals
    - Added information on the Snake of Chaos
    - Added Reader Contributor Section
V2.1 - 6/23/99
    - First update in months
    - Added End Loss of Countries section
    - Added new quests
    - My hands have been very busy with Legend of Legaia
      and, FF VII
v2.2 - 9/3/99
    - Added a new reader contributor
------------------------------------------------------------------------
TABLE OF CONTENTS
I.    Introduction
II.   Story
III.  Explanation of gameplay
IV.   Reader Contribution
V.    Monster List
     - Ghouls          - Wyverns         - Angels
     - Hounds          - Rocs            - Demons
     - Giants          - Hydras          - Scorpions
     - Golems          - Jinns           - Mandrakes
     - Unicorn         - Centaurs        - Mermen
     - Pixies          - Dragons
     - Lizards         - Gryphons
VI.   Character Information
VII.  Endings
VIII. Quests
IX.   Others
X.    Credits
________________________________________________________________________
I. Introduction
------------------------------------------------------------------------
Located on the central plains of Forsena, Almekia finally brought peace to the
land by  defeating the country of Norgard, in 214. The long war was
finally over...
However, in the second month of 215, Admiral Zemeckis assassinated
King Henguist of Almekia. Almekia collapsed and Zemeckis proclaimed himself
emperor and established Esgares. He was possessed by the desire to
conquer the world and began his assault on neighboring countries.
You will become one of the Knights of the Rune and participate in the war for
the continent. You mission: Bring peace back to Forsena.......

Brigandine is a fine strategy game from Atlus. The fight scenes make the
game a bit more fun and lenghty. But the downside of this game is that
it gets really monotonous and very boring. But it's still great.
________________________________________________________________________
II. Story
------------------------------------------------------------------------
Welcome to the land of Forsena, The land where the people are guided by the
Runes.
The time is just a few years after New Almekia has defeated the country of
Norgard.
Admira Zemeckis is accused of being a traitor to the country. Cador, his right
hand has
adviced him of really turning his back on the Kingdom to build his own empire
that consists of all seven countries. He and his followers then betray their
country and assassinate the King. The Prince, Lance, luckily, is able to escape
with the aid of loyal servants. The massacre included burning of the kingdom
and Zemeckis is victorious.
When Zemeckis was about to kill Lance, Gereint saves him and is wounded. Just
when all hopes of Prince Lance ever escaping was lost, an unexpected brunette
Lady
Knight came to save him from death, the Lady Knight and Zemeckis duel, while
Gereint
and Lance escape, not knowing about the fate of the unknown Knight. Then,
Zemeckis proclaims himself Emperor of Esgares Empire.
Now, that he is safe, the prince seeks help from former friends of his father.
After King Coel stepped down from his position as King of Padstow, Lance is
proclaimed as King of New Almekia.
This is where the game begins..............
------------------------------------------------------------------------
Kingdoms
------------------------------------------------------------------------
If you haven't noticed yet, the game is based from Greek and Norse
Mythology. The eight-legged horse is Odin's Sleipnir, taken from Norse
Mythology. And Balder is a Norse god, and the same goes for Loki and
Thor. The Valkyries are Odin's maidens and they take you to their version
of Heaven. Hydra is the monster Hercules slaid, and Poseidon is the
Greek god of water. Centaurs are also taken from Greek mythology, and
the Pegasus is the animal that pulls Apollo's chariot. Not really
important, but I thought you ought to know.
 When You begin the game, you are made to choose one of the six Kingdoms.
Here is the list of the kingdoms and their ruler.

New Almekia - The rebellious kingdom formed by Prince Lance and his
              followers. Most of the Knights/Followers here are
              pupils of those who are in Esgares Empire.

Norgard - Ever since the death of King Dormeditt, and their defeat from
          Almekia, the Tundra Kingdom has been silent for a long time.
          Now ruled by King Vaynard, the White Wolf, they plan to
          take matters into their own hands and conquer the continent.

Iscalio - Ruled by the Mad Tyrant King Dryst, most generals here seem
          to be mad as well (clown generals!), Dryst plans on an
          assault on all three countries at the same time, Leonia,
          Caerlon, and Esgares.

Leonia - The religous country of Leonia is ruled by queen Lyonesse, and
         seeks peace. Most of their magics are Holy, or concentrates
         with healing. Offered allegiance by Norgard, they refuse,
         and Vaynard declared war between Leonia and Norgard.

Caerlon - Ruled by Cai, Lance's old time friend, both Caerlon and
          New Almekia form an alliance to defeat Esgares Empire
          and destroy Emperor Zemeckis. Cai has already forseen
          the events that took place on the fateful day of
          Zemeckis' take over.

Esgares - Perhaps the most powerful Kingdom in the game, Esgares is
          ruled by Zemeckis. The Generals of Esgares Empire are
          mostly the Mentors of other generals from other countries.
          Why they are allied with Zemeckis and betrayed Almekia is
          a mystery.
          (Esgares Empire is a hidden country, to enable it Press and
          hold L2 + R1 + start when at the country select screen.)
________________________________________________________________________
III. Gameplay
------------------------------------------------------------------------
If you play with "Magic: The Gathering" TCG, you won't have much
trouble because the gameplay of Brigandine works similarly. Here are
some tips when playing the game:

* There are contradicting elements here try thinking of the colors here
  this way
  White = Holy
  Black = Evil
  Red = Fire and Electricity
  Blue = water
  Green = Earth
  So, White is strong against Black and vice versa; while Blue is
  strong against Red. Green has no counterpart, besides there are
  few green creatures.

* Some creatures deal more damage to a creature of one color, than
  another creature with a different color.
  Example:
   A white creature will deal more damage to a Black creature than to a
   Blue creature.
   (The color of a creature can be seen on it's slots, but some
    creatures do not have any color, like wyvern)

* Some spells will deal more damage to a creature of one color than
  another, so don't wonder why Geno-flame will deal more damage to
  an enemy which is far from the general that casted it than an enemy
  closer to the caster.
  Example:
   Cador (Esgares Empire General) casts Geno-flame, It might deal more
   damage to a Hydra 3 hexes away than a  Red Salamander beside him.
  NOTE: This also goes for specials like Hellfire.

* You can only summon Basic creatures (original form), so don't wonder
  why you can't find a castle that can summon a High Centaur. You can
  only get these kind of creatures by Making their levels go up.

* Contrarie to what I once said, the damages are set. The reason I thought
  that holding D + F + S will raise your chances of a critical is that I
  did 4 criticals with Mira in a row (attack, react, counter-attack, next
  turn) to the same general. Now I know that the damages are set, this
  happened because I never moved Mira from her position. This happened
  again when I played as Cador, Escalados and Shiraha against Paternus,
  Filo and Langueborg. When I placed Cador in this certain position, I
  always attacked and counter-attacked with Dolorous Stroke, but when I
  moved him from that position, and his attacks and counter-attacks were
  always the Cross Cutter. Now when he retreated and a Pegasus occoupied
  his former position, it was always Back Kick. I guess it is set.

* You cannot equip monsters with weapons.

* When fighting battles, try to end the fight quickly by trying to kill
  opposing Generals immediately. This is also useful because if you
  kill the generals first, some of their monsters will not be able
  to leave and you may capture them when you win the battle.

* To be able to promote creatures, during your organize phase, choose
  organize on the menu, choose class, and the creature.

* When fighting Mages, do not sorround him, it will be foolish. They
  will use Geno-flame, Geno-Thunder when you least expect it so try
  to kill him from a distance with Archers, Centaurs, or kill them with
  one creature at a time that can get pass your opponent's defenses,
  like Wyverns, Rocs.

* When Fighting Against Cador, watch out because just when you thought
  you are about to win, all of a sudden he uses Geno-Flame that turns
  the tides and one by one, his monsters kill your promoted monsters
  in a snap.

* Try to kill rulers first when in battle so the enemies retreat.
  Or, try Stoning the two other Generals, and kill the ruler.

* Try to take out first Leonia/Norgard/Iscalio.

* When playing as New Almekia, you only have to worry about Esgares and
  Norgard because  Caerlon will watch your back, take advantage of
  this and seal open castles with 1 weak and 2 strong Knights.

* When you move a Knight to another castle, he can' attack immediately,
  it will take a month before he can attack another castle
  again, which is, if you compare to MTG, "summoning sickness".

* Before you attack a castle, look again at the status of the castle,
  because sometimes you look at a castle during your Organize Phase
  and see only one knight is defending it. Then, during your Attack
  Phase, you look at it again just to find out Cador and Zemeckis
  are there.

* Questing knights do not return for sometime, mostly a month or two,
  so see to it that their previously guarded castles have at least
  three troops in it.

* Try to paralyze/petrify/stone leaders so they can't escape, retreat
  counter attack or cast spells. The best way of doing this is using

  a Roc. Remember though, damage that you cause on stoned leaders will
  be lesser than normal.

* In 60 years, if you haven't completed the game yet, The Snake of Chaos
  will come, and it's gameover.

* If there are bridges in places where you are fighting, try this:
  Put a 2-3 Dragons/Hydras/Fafnirs/Salamanders/Tiamat, in front of the
  bridge to block any assaulting troops, and use long range breath attacks
  to damage all of them simultaneously and place Centaurs/High Centaurs/
  Lancers/Scouts/Archers/Mages behind them to deal damage at the back row
  without the risk of dying. Now use flying troops to go through the water
  and to their mages/clerics/spellcasters to kill them. Remember, only
  water based creatures can pass through the water, or Flying creatures.

* You can also get 2nd level/ 3rd level promoted monsters when fighting
  other countries so don't kill those precious high level monsters
immediately.
  try to lower it's life to 100HP. But if it keeps ruining your Plan, don't
  hesitate to kill it.

* When you have a Stoned/Poisoned Monster/General, the enemy will use his
  monsters to gang up on him. so if this happens on a mage/sorcerer/Cador
  heal him and make him use Geno-Flame/Geno-Frost/Holy Word to even the odds.
  But if he's Stoned/Paralyzed, cure him, then heal him and then let
  another spell-caster to use Geno-Thunder. Or Use Geno-Thunder first before
  healing and curing him so the damage he will take will be lesser. Poisoning
  usually happens to Dragons.

* To level up a unit quickly, try this:
   Use weakness on an opposing powerful monster (Hydra), and move a troop with
  the opposite elemental to attack it (Dragon/Salamander). Move another Dragon
  to it, and make him strike the finishing Blow. This is a good tactic and the
  Dragon/Salamander will take very little in return (19 Damage, and I'm not
  kidding!).

* When defending important or key castles (Logres, Camelford etc.), do it by
  any means necessary if your troop aren't good enough. Sacrifice creatures
  (not Fafnirs/Salamanders or the like) just to defend it. Never mind the
loss.

* When attacking Leonia, 2 troops will be enough because their leaders
  aren't even above level 20. So Shiraha and Escalados can do without the
  aid of a mage/bishop.

* Keep in mind that level 30 is the final level so any EXP. Points gained
  will be null and void because they won't level up anymore.

* Yes, the enemy goes to quests to, that explains how Aldis came to
  join Norgard, and one of my final enemies.

* When playing as New Almekia or Caerlon, do not attack Caerlon or Almekia,
  if you do so, not only will you lose an ally, you will have more
  enemies, and you will have to worry about three countries.

* Great Combinations:
  Cador, Escalados and Shiraha.
  Zemeckis, Cador and Gish.
  Cador, Escalados and Gish.
  Shiraha, Escalados and Gish.
  Mira, Millet and Ranguinus.
  Lance, Melegeant and Coel.
  Lance, Melegeant and Halley.
  Vaynard, Guinglain and Roadbull.
  Dryst, Iria and Camden.
  Daffy, Iria and Camden.

* The order of turns are not by random, but by the levels of generals.
  The one with the highest level goes first, but if there are generals
  that have the same level, they take turns alternately. So the computer
  is not cheating if on the first turn, one of your knights goes first,
  but on second turn, somebody else does. If your general levels up, his
  turn will change.

* You can capture any kind of creature! Yes, that's right! Actually, I
  was able to capture a Salamander from Gereint, and a Gigas from Dryst!
  Take advantage of these. Injured creatures have higher chances of being
  captured.

* Beat the game on hard mode  during 3rd month of 218 with:
  Lv.30 Cador - Lv.20 Vampire Lord, Lv.21 Bahamut, Lv.30 Vampire Lord
  Lv.30 Zemeckis - Lv.21 Lilith,  Lv.19 Fairy, Lv.25 Salamander,
                   Lv.15 Red Dragon, Lv.7 Unicorn
  Lv.30 Escalados - Lv.20 Fafnir, Lv.30 Pegasus
  Defeated Vaynard, Guinglain and Aldis.

* The Attack of a general is named after the weapon it is equipped with,
  but if he has no weapon equipped, the name of his attack will be his
  basic attack.
  Example:
  The normal attack of a Shogun type General is Katana Blade but if he is
  equipped with a weapon like Kaze, then his attack will be Kaze.
  The normal attack of a Cleric type General is Pilgrim Rod, but if she
  is equipped with Madonna's Rod, then her attack will be Madonna's Rod.

* If playing as Esgares Empire, I suggest try to raise your generals'
  levels by attacking most of Leonia first. then return to your territory
  with your high level generals and send another troop of weak (around level
14)
  generals and one high leveled to attack the rest of Leonia. Then, make
  the strong troops attack the other countries below. This works well if
  you send black-elementaled generals to attack because most of Leonia's
  generals are aligned to white elements.

* When playing as Leonia, I suggest that in the first few months, quest.
  This way, you might gain new knights for battle since you have very few.

* Using the Heal spell on a Black elemental creature/general will be very
  effective. Black spells work well on White creatures, and the same
  goes for Red creatures and Blue.

* Most Creatures work well on certain areas of the battlefield.
  Example:
   A Mermen or Hydras work well in aquatic surfaces like lakes or
   rivers. Mandrakes move faster in Forests, and Hounds do on barren
   cliffs, mountains. Centaurs move faster in forests, too. Flying
   creatures work mostly the same in any surface.

________________________________________________________________________
IV. Reader Contribution
------------------------------------------------------------------------
Some readers have helped me in making this FAQ by reminding me of some
Parts I've missed and forgot to add. Thanks to Terry Luster for being
the first person to remind me of this. Here is what he added:

--------------------------------------------------------------------
Hi Dhan,

 I just read your FAQ for Brigandine,and would like to share some
of my observations with you. I've been playing the game for a few
months,and beat it with every country on the hard level,I'm hooked!

Nobody's FAQs or Walkthroughs mention:

Leveling up-
             Whatever monster or knight delivers the fatal blow to an
             enemy unit,gets a substantial amount of experience points.

             I've leveled up Demons & Angels rather quickly by allowing
             them to deliver the fatal blow (or spells)to monsters & knights.

             Dragons & Hydras level up quick with a power spell casted on
             then use their breath attacks. Get a fairy,and cast react
             to do it twice,you'll get a Salamder or a Fafnir in no time.

             You also get more experience by taking out as many monsters
             as possible,your units will level up faster. I only concentrate
             on killing the knights or leaders if the matchup isn't great.
             If you're well matched, kill'em all!

Attack is the best defense-

             If your enemy is sticking it's three best rune knights on one
             of your weaker trios of knights,attack them first,then retreat.
             This is also a great way to level the playing field at the
             start of the game. Take out Dryst's Bahamut,then retreat.
             Attack him again,then take out that Gigas,then retreat.
             He'll eventually loose any advantage without having any
             high level monsters,then you can wipe him out.

The enemy goes on quests too-

            It's the only way to explain how they mysteriously get
            second level monsters,when you completely wiped them out
            in a previous turn. I make sure my enemies don't have
            high level monsters.

Thanks for your time
Terry Luster
-----------------------------------------------------------------------

Yes, This is true, but the problem is that the Power spell (as I've
observed) lowers the Hit Rate of Monsters, but if you could get it to
connect, good for you. It's also a good tactic to stone all leaders, or
the Ruler (if your fighting him), so you can beat them like a punching
bag, but have absolutely no way of retreating (works well for Leonia).
It is also true that the Knight/monster that delivered the finishing
blow to an important general/rulers will recieve more experience points
than others.

Another one is a guy named Bryan who helped me out. Here is his message:
-----------------------------------------------------------------------
Return-Path: [email protected]
From: [email protected]
To: <[email protected]>
Subject: Please see attached!!
Date: Mon, 21 Jun 1999 22:05:32 -0400

To get the Chocobo Materia all you have to do is go to the Chocobo Ranch.
Right when you walk in go to the fence.Then walk to the right until you come
across a little piece of materia and, whalla.

Oh yeah, do you know anything about Bulniol and the secret monsters (like the
um...um...GOD DRAGON} well e-mail me back and we can talk ff7 so e-mail me!
Please!!!!!
-----------------------------------------------------------------------

This is Bryan's letter (don't know his surname!). I altered the spelling a
little bit, and removed some things. My response:

First, thanks for the information about the Materia. About the God/Gold
Dragon, I doubt it even exists. I don't even know who started this rumor(?),
but if anyone knows anything about this, or has obtained this Dragon, e-mail
me about it. As for Bulnoil, I recommend consulting other guides and FAQs
posted at GameFAQs.com, especially the one made by Mr. Scott Ong.
-----------------------------------------------------------------------
Return-Path: [email protected]
Date: Wed, 01 Sep 1999 15:51:46 -0400
From: Richard & Natalie Surving <[email protected]>
Organization: Surving Studios
To: [email protected]
Subject: Brigidine

Hi the name is Mark and I enjoyed your FAQ for Brigidine.  A really
helpful strategy
when you have 3 weak knights and let's say your about to be attacked by
the Esgares Empire and they have Zemeckis Cador and Shiraha.  If you
fought them normally you would get creamed but I know a way to win.
Just separate your three knights and head for the three different
corners of the map.  Just don't fight the opponent at all costs!  It
also helps if you have cheap flying creatures
that are only on level 1.  The enemy will then head for one of the
groups and sometimes if
they have mages will waste a couple of turns casting power.  You WILL
have to retreat with your first group they came after.  By this time
your other two groups should be in the corners.  Your enemy might be
able to get to your second group before time runs out but that's
unlikely.  This also works if their most powerful knights attack and
leave their base unprotected.  Thanks for your time and please put my on
your credits.  Thanks!
-----------------------------------------------------------------------
Thanks too Mark. Your tip will prove very useful to other players out there.
________________________________________________________________________
V. Monster List
------------------------------------------------------------------------
Here is a list of monsters in Brigandine. I will no longer specify the range
of hexes because other FAQs a GameFAQs have done that. Some creatures
have requirements, except Basic creatures. Also here is the explanation of
their special abilities.

- Flying: When a creature without flying attacks a creature with
          flying, the damage will be 20% less than the damage he
          will be able to deal to a creature also without Flying. On
          the other hand, a creature with Flying will be able to deal
          100% damage to a creature whether or not it has flying.
          (This is true unless the attack of the creature without
          flying is a long range attack. ex. Hunter Shot, Acid
          Breath or Bat Attack)

- Recovery: A creature that has recovery capability (ex. Vampire),
            regains HP each turn (Turn 1) equal to the amount
            specified (ex. 5% of max HP).

- Hit and Away: The Hounds have the ability to move after attacking,
                this can only be done once each turn, and cannot
                attack another enemy after moving this way.

- Limit: Some attacks, like Maelstorm, are Limited and can only be used
         only on a certain Position or Occassion, like in water only
         can only be used in water. A limited attack is labeled
         accordingly to where it can be used.

- Immunity: Some creatures, Golems to be specific, are immune to
            abnormal statuses, this means they cannot be poisoned,
            stoned (they are already made up of rocks!), paralyzed
            or silenced (silencing them is actually useless because
            they don't have spells).

- Elemental Symbol: W-White
                    B-Black
                    R-Red
                    U-Blue
                    G-Green
                    0-None/Empty
MONSTERS:
* Ghouls
  - Ghoul
    Attack: Necro Eater
    Special Attack: None
    Skills: None
    Spells: None
    Rune Cost: 15
    Mana Cost: 60
    Requirements: None
    Elemental Slots: B 0 0

  - Vampire
    Attack: Life Drain
    Special Attack: None
    Skills: 5% HP Recovery
    Spells: None
    Rune Cost: 30
    Mana Cost: 0
    Requirements: Level 10 Ghoul
    Elemental Slots: B B 0

  - Vampire Lord
    Attack: Life Drain
    Special Attack: Bat Attack
    Skills: 5% HP Recovery
    Spells: Necro Rebirth, Weakness
    Rune Cost: 70
    Mana Cost: 0
    Requirements: Level 20 Vampire
    Elemental Slots: B B B


* Hounds
 - Hell Hound
   Attack: Hell Fang
   Special Attack: Hell Fire
   Skills: Hit and Away
   Spells: None
   Rune Cost: 35
   Mana Cost: 180
   Requirements: None
   Elemental Slots: B 0 0


 - Fenrir
   Attack: Ruin Fang
   Special Attack: Inferno
   Skills: Hit and Away
   Spells: None
   Rune Cost: 50
   Mana Cost: 0
   Requirements: None
   Elemental Slots: B B 0

* Giants
 - Giant
   Attack: Power Fist
   Special Attack: None
   Skills: None
   Spells: None
   Rune Cost: 60
   Mana Cost: 280
   Requirements: None
   Elemental Slots: R 0 0

 - Titan
   Attack: Hyper Fist
   Special Attack: None
   Skills: None
   Spells: None
   Rune Cost: 75
   Mana Cost: 0
   Requirements: Level 10 Giant
   Elemental Slots: W R 0

 - Gigas
   Attack: Heavy Fist
   Special Attack: None
   Skills: None
   Spells: None
   Rune Cost: 75
   Mana Cost: 0
   Requirements: Level 10 Giant
   Elemental Slots: B R 0

 - Thor
   Attack: Mjolnir
   Special Attack: Thor Hammer
   Skills: None
   Spells: None
   Rune Cost: 95
   Mana Cost: 0
   Requirements: Titan, Rage Lightning
   Elemental Slots: W W R

 - Loki
   Attack: Megaton
   Special Attack: None
   Skills: None
   Spells: Meteor Doom, Dimension
   Rune Cost: 95
   Mana Cost: 0
   Requirements: Gigas, Wisdom Seed
   Elemental Slots: B B R

* Golems
 - Clay Golem
   Attack: Golem Fist
   Special Attack: None
   Skills: Immune to abnormal statuses
   Spells: None
   Rune Cost: 45
   Mana Cost: 240
   Requirements: None
   Elemental Slots: 0 0 0

 - Stone Golem
   Attack: Stone Fist, Rock Throw
   Special Attack: None
   Skills: Immune to abnormal statuses
   Spells: None
   Rune Cost: 60
   Mana Cost: 0
   Requirements: Level 10 Clay Golem
   Elemental Slots: 0 0 0

 - Bronze Golem
   Attack: Bronze Fist, Rock Throw
   Special Attack: None
   Skills: Immune to abnormal statuses
   Spells: None
   Rune Cost: 85
   Mana Cost: 0
   Requirements: Level 20 Stone Golem
   Elemental Slots: 0 0 0

- Talos
  Attack: Mega Punch, Rock Throw
  Special Attack: None
  Skills: Immune to abnormal statuses
  Spells: None
  Rune Cost: 90
  Mana Cost: 0
  Requirements: Level 30 Bronze Golem
  Elemental Slots: 0 0 0

* Unicorns
 - Unicorn
   Attack: Horn Attack
   Special Attack: <critical> Back Kick
   Skills: Critical Attack can move opponent away by 1 hex
   Spells: Cure, Heal
   Rune Cost: 40
   Mana Cost: 220
   Requirements: None
   Elemental Slots: W 0 0


 - Pegasus
   Attack: Diving Horn
   Special Attack: <critical> Back Kick
   Skills: Critical Attack can move opponent away by 1 hex, Flying
   Spells: Cure, Heal, Halo
   Rune Cost: 55
   Mana Cost: 0
   Requirements: Level 10 Unicorn
   Elemental Slots: W W 0

 - Nightmare
   Attack: Calamity Horn
   Special Attack: <critical> Back Kick
   Skills: Critical attack can move opponent away by 1 hex
   Spells: Dimension, Weakness
   Rune Cost: 55
   Mana Cost: 0
   Requirements: Level 10 Unicorn
   Elemental Slots: B B 0

* Pixies
 - Pixie
   Attack: Stick Tap
   Special Attack: <critical> Leave Me Be!
   Skills: Flying
   Spells: Protect, Silent
   Rune Cost: 30
   Mana Cost: 120
   Requirements: None
   Elemental Slots: G 0 0

 - Fairy
   Attack: Magical Stick
   Special Attack: <critical> Leave Me Be!
   Skills: Flying
   Spells: Protect, Silent, React, Paralyze
   Rune Cost: 45
   Mana Cost: 0
   Requirements: Level 10 Pixie
   Elemental Slots: G G 0

* Lizards
 - Lizard Man
   Attack: Lefty Axe
   Special Attack: None
   Skills: None
   Spells: none
   Rune Cost: 30
   Mana Cost:
   Requirements: None
   Elemental Slots: U 0 0

 - Lizard Guard
   Attack: Guard Axe
   Special Attack: Poison Breath
   Skills: None
   Spells: None
   Rune Cost: 45
   Mana Cost:
   Requirements: Level 10 Lizard
   Elemental Slots: U U 0

* Wyverns
 - Wyvern
   Attack: Tail Whip
   Special Attack: None
   Skills: Flying
   Spells: None
   Rune Cost: 60
   Mana Cost: 320
   Requirements: None
   Elemental Slots: 0 0 0

 - Couatl
   Attack: Tail Chain
   Special Attack: Dragon Roar
   Skills: Flying
   Spells: None
   Rune Cost: 80
   Mana Cost: 0
   Requirements: Level 10 Wyvern

   Elemental Slots: 0 0 0

 - Bahamut
   Attack: Final Fang
   Special Attack: Dragon Roar, Final Breath
   Skills: Flying
   Spells: None
   Rune Cost: 110
   Mana Cost: 0
   Requirements: Level 20 Couatl
   Elemental Slots: 0 0 0

* Rocs
 - Roc
   Attack: Solid Claw
   Special Attack: Cry Bird
   Skills: Flying
   Spells: None
   Rune Cost: 70
   Mana Cost: 360
   Requirements: None
   Elemental Slots: 0 0 0

 - Phoenix
   Attack: Fire Claw
   Special Attack: Heal Voice
   Skills: Flying, 10% HP Recovery
   Spells: None
   Rune Cost: 90
   Mana Cost: 0
   Requirements: Level 10 Roc
   Elemental Slots: R R R

* Hydras
 - Hydra
   Attack: Freezing Spiral
   Special Attack: Ice Breath
   Skills: 5% Aqua Recovery
   Spells: None
   Rune Cost: 80
   Mana Cost: 460
   Requirements: None
   Elemental Slots: U U 0

 - Tiamat
   Attack: Ruinous Spiral
   Special Attack: Dragon Roar, Death Breath
   Skills: 5% Aqua Recovery
   Spells: None
   Rune Cost: 110
   Mana Cost: 0
   Requirements: Level 10 Hydra
   Elemental Slots: U U B

* Jinns
 - Jinn
   Attack: None
   Special Attack: Air Storm
   Skills: Flying, can use special attack after moving
   Spells: None
   Rune Cost: 30
   Mana Cost:
   Requirements: None
   Elemental Slots: 0 0 0

 - Djinni
   Attack: None
   Special Attack: Ray Storm
   Skills: Flying, can use special attack after movement
   Spells: None
   Rune Cost: 45
   Mana Cost: 0
   Requirements: Level 10 Jinn
   Elemental Slots: W 0 0

 - Marid
   Attack: None
   Special Attack: Aqua Storm
   Skills: Flying, can use special attack after movement
   Spells: None
   Rune Cost: 45
   Mana Cost: 0
   Requirements: Level 10 Jinn
   Elemental Slots: U 0 0

 - Dao
   Attack: None
   Special Attack: Rotten Storm
   Skills: Flying, can use special attack after movement
   Spells: None
   Rune Cost: 45
   Mana Cost: 0
   Requirements: Level 10 Jinn
   Elemental Slots: B 0 0

 - Efreeti
   Attack: None
   Special Attack: Fire Storm
   Skills: Flying, can use special attack after movement
   Spells: None
   Rune Cost: 45
   Mana Cost: 0
   Requirements: Level 10 Jinn
   Elemental Slots: R 0 0

* Centaurs
 - Centaur
   Attack: Hunter Shot
   Special Attack: None
   Skills: Normal attack can be used 2 hexes away from target
   Spells: None
   Rune Cost: 35
   Mana Cost: 60
   Requirements: None
   Elemental Slots: G 0 0

 - High Centaur
   Attack: Killer Shot
   Special Attack: None
   Skills: Normal attack can be used 3 hexes away from target
   Spells: None
   Rune Cost: 50
   Mana Cost: 0
   Requirements: Level 10 Centaur
   Elemental Slots: G G 0

* Dragons
 - Dragon
   Attack: Terror Jaw
   Special Attack: Acid Breath
   Skills: None
   Spells: None
   Rune Cost: 75
   Mana Cost: 420
   Requirements: None
   Elemental Slots: R 0 0

 - White Dragon
   Attack: Lightning Fang
   Special Attack: Energy Bolt
   Skills: Flying
   Spells: None
   Rune Cost: 100
   Mana Cost: 0
   Requirements: Level 10 Dragon
   Elemental Slots: W R 0

 - Red Dragon
   Attack: Burning Jaw
   Special Attack: Fire Breath
   Skills: None
   Spells: None
   Rune Cost: 95
   Mana Cost: 0
   Requirements: Level 10 Dragon
   Elemental Slots: R R 0

 - Salamander
   Attack: Burning Fang
   Special Attack: Grand Flame, Dragon Roar
   Skills: Flying
   Spells: None
   Rune Cost: 115
   Mana Cost: 0
   Requirements: Level 20 Red Dragon
   Elemental Slots: R R R

 - Fafnir
   Attack: Lustral Fang
   Special Attack: Dragon Roar, Photon
   Skills: Flying
   Spells: None
   Rune Cost: 120
   Mana Cost: 0
   Requirements: Level 20 White Dragon
   Elemental Slots: W W R

* Gryphons
 - Gryphon
   Attack: Beak Attack
   Special Attack: None
   Skills: Flying
   Spells: None
   Rune Cost: 55
   Mana Cost: 300
   Requirements: None
   Elemental Slots: W 0 0

 - HolyGriff
   Attack: Beak Clash
   Special Attack: Feather Storm
   Skills: Flying
   Spells: None
   Rune Cost: 80
   Mana Cost: 0
   Requirements: Level 10 Gryphon
   Elemental Slots: W W 0

* Angels
 - Angel
   Attack: Cross Strike
   Special Attack: None
   Skills: Flying
   Spells: Heal, Divine Ray
   Rune Cost: 85
   Mana Cost: 500
   Requirements: None
   Elemental Slots: W W 0


 - ArchAngel
   Attack: Cross Blitz
   Special Attack: None
   Skills: Flying
   Spells: Divine Ray, Halo, Heal, Holy Word
   Rune Cost: 100
   Mana Cost: 0
   Requirements: Level 10 Angel
   Elemental Slots: W W W

 - Seraph
   Attack: Punish Rise, Nemesis
   Special Attack: Light Feather
   Skills: Flying
   Spells: Area Heal, Cure, Divine Ray, Halo, Heal, Holy Word
   Rune Cost: 120
   Mana Cost: 0
   Requirements: Level 20 Archangel
   Elemental Slots: W W W

 - Lucifer
   Attack: Fallen Shine, Shalom
   Special Attack: Chaos Feather
   Skills: Flying
   Spells: Area Heal, Cure, Dimension, Divine Ray, Flame, Halo, Heal,
   Holy Word Meteor Doom, Power
   Rune Cost: 125
   Mana Cost: 0
   Requirements: Seraph, Fruit of Vice
   Elemental Slots: W R B

* Demons
 - Demon
   Attack: Evil Spike
   Special Attack: None
   Skills: Flying
   Spells: Venom, Curse
   Rune Cost: 85
   Mana Cost: 480
   Requirements: None
   Elemental Slots: B B 0

 - ArchDemon
   Attack: Crime Spike
   Special Attack: None
   Skills: Flying
   Spells: Curse, Dimension, Venom, Weakness
   Rune Cost: 100
   Mana Cost: 0
   Requirements: Level 10 Demon
   Elemental Slots: B B B

 - Satan
   Attack: Dark Pleasure
   Special Attack: Nasty Needle
   Skills: Flying
   Spells: Curse, Dimension, Meteor Doom, Necro Rebirth, Venom,
   Weakness
   Rune Cost: 115
   Mana Cost: 0
   Requirements: Level 20 Archdemon
   Elemental Slots: B B B

 - Lilith
   Attack: Dark Ecstasy, Lilith Kiss
   Special Attack: Chaos Needle
   Skills: Flying
   Spells: Charm, Curse, Dimension, Divine Ray, Frost, Meteor Doom
   Necro Rebirth, Venom, Weakness
   Rune Cost:
   Mana Cost: 0
   Requirements: Satan, Liquor of Charm
   Elemental Slots: W B U

* Scorpions
 - G-Scorpion
   Attack: Poison Tail
   Special Attack: None
   Skills: Attack can poison enemies
   Spells: None
   Rune Cost: 20
   Mana Cost: 180
   Requirements: None
   Elemental Slots: R 0 0

 - Death Needle
   Attack: Poison Tail
   Special: None
   Skills: Attack can poison enemies
   Spells: None
   Rune Cost: 35
   Mana Cost: 0
   Requirements: Level 10 G-Scorpion
   Elemental Slots: R R 0



* Mandrakes
 - Mandrake
   Attack: Tentacle Snap
   Special: None
   Skills: Attack can paralyze enemies
   Spells: None
   Rune Cost: 35
   Mana Cost: 220
   Requirements: None
   Elemental Slots: G 0 0

 - Man-eater
   Attack: Tentacle Beat
   Special: Spine Missile
   Skills: Attack can paralyze enemies
   Spells: None
   Rune Cost: 50
   Mana Cost: 0
   Requirements: Level 10 Mandrake
   Elemental Slots: G G 0

* Mermen
 - Merman
   Attack: Splash Arch
   Special: None
   Skills: 5% Aqua Recovery, 20% Aqua Attack
   Spells: None
   Rune Cost: 25
   Mana Cost: 120
   Requirements: None
   Elemental Slots: U 0 0

 - Triton
   Attack: Wave Arch
   Special: Maelstorm <Limit: Aqua>
   Skills: 5% Aqua Recovery, 20% Aqua Attack
   Spells: None
   Rune Cost: 40
   Mana Cost: 0
   Requirements: Level 10 Merman
   Elemental Slots: U U 0

 - Poseidon
   Attack: Flood Arch
   Special: Maelstorm <Limit: Aqua>
   Skills: 10% Aqua Recovery, 20% Aqua Attack
   Spells: None
   Rune Cost: 75
   Mana Cost: 0
   Requirements: Level 20 Triton
   Elemental Slots: U U U

________________________________________________________________________
VI. Character Information

------------------------------------------------------------------------

* Lance [Ruler]
  Age: 14
  Sex: M
  Country Affiliation: New Almekia
  Original Position: Prince
  Starting Rune Power: 228
  Attack: Twin Blade
  Special Attack: None
  Spells: Heal, Flame
  Critical Attack: Wing Slash
  Skills: None
  Elemental Slots: 0 0 0

* Gereint
  Age: 31
  Sex: M
  Country Affiliation: New Almekia
  Original Position: Samurai
  Starting Rune Power: 284
  Attack: Tora
  Special Attack: Iai Slash
  Spells: None
  Critical Attack: Shadow Moon
  Skills: Hit + 10%
  Elemental Slots: 0 0 0

* Meleagant
  Age: 25
  Sex: M
  Country Affiliation: New Almekia
  Original Position: Avenger
  Starting Rune Power: 209
  Attack: Knightsword
  Special Attack: None
  Spells: Curse, Weakness
  Critical Attack: Genocide
  Skills: 5% HP Recovery
  Elemental Slots: B B 0

* Loufal
  Age: 25
  Sex: M
  Country Affiliation: New Almekia
  Original Position: Fighter
  Starting Rune Power: 165
  Attack: Fighter Blade
  Special Attack: None
  Spells: None
  Critical Attack: Power Strike
  Skills: None
  Elemental Slots: 0 0 0

* Glauze --quested--
  Age: 28
  Sex: M
  Country Affiliation: New Almekia
  Original Position: Cavalier
  Starting Rune Power: 222
  Attack: Knightsword
  Special Attack: None
  Spells: Heal
  Critical Attack: Cross Cutter
  Skills: None
  Elemental Slots: W 0 0

* Gilsus
  Age: 24
  Sex: M
  Country Affiliation: New Almekia
  Original Position: Sorcerer
  Starting Rune Power: 189
  Attack: striking Staff
  Special Attack: None
  Spells: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Fog
  Critical Attack: None
  Skills: None
  Elemental Slots: R U 0

* Cai [Ruler]
  Age: 25
  Sex: M
  Country Affiliation: Caerlon
  Original Position: Warlock
  Starting Rune Power: 319
  Attack: Word of Magic
  Special Attack: None
  Spells: Heal, Flame, Frost, Thunder, Geno-Flame, Geno-Frost
  Geno-Thunder, Exa-Blast,
  Geno-Frost, Flight, Silent
  Critical Attack: None
  Skills: None
  Elemental Slots: R U G

* Merriot
  Age: 16
  Sex: F
  Country Affiliation: Caerlon
  Original Position: Scout
  Starting Rune Power: 221
  Attack: Elven Bow
  Special Attack: None
  Spells: None
  Critical Attack: Twin Shot
  Skills: None
  Elemental Slots: 0 0 0

* Dinadan
  Age: 27
  Sex: M
  Country Affiliation: Caerlon
  Original Position: Paladin
  Starting Rune Power: 307
  Attack: Knight Sword
  Special Attack: None
  Spells: Cure, Heal, Holy Word
  Critical Attack: Justice Cutter
  Skills: None
  Elemental Slots: W W 0

* BeauArte
  Age: 53
  Sex: M
  Country Affiliation: Caerlon
  Original Position: Bishop
  Starting Rune Power: 224
  Attack: Clergy Mace
  Special Attack: None
  Spells: Area Heal, Cure, Divine Ray, Halo, Heal
  Critical Attack: None
  Skills: None
  Elemental Slots: W W 0

* Cierra
  Age: 30
  Sex: F
  Country Affiliation: Caerlon
  Original Position: Sorceress
  Starting Rune Power: 180
  Attack: Slash Whip
  Special Attack: None
  Spells: Charm, Dimension, Fall-Berg, Fog, Frost, Geno-Frost, Venom
  Critical Attack: None
  Skills: None
  Elemental Slots: U B 0

* Janfadar
  Age: 41
  Sex: M
  Country Affiliation: Caerlon
  Original Position: Druid
  Starting Rune Power: 198
  Attack: Sorcery Staff
  Special Attack: None
  Spells: Curse, Flame, Geno-Flame, Power, Thunder, Venom, Weakness
  Critical Attack: None
  Skills: None
  Elemental Slots: B R 0

* Shast
  Age: 23
  Sex: M
  Country Affiliation: Caerlon
  Original Position: Grappler
  Starting Rune Power: 172
  Attack: Brave Knuckle
  Special Attack: None
  Spells: None
  Critical Attack: Crash Beat
  Skills: None
  Elemental Slots: 0 0 0

* Zemeckis [Ruler]
  Age: 36
  Sex: M
  Country Affiliation: Esgares
  Original Position: Emperor
  Starting Rune Power: 351
  Attack: Tempest Bow
  Special Attack: None
  Spells: Geno-Thunder, Power
  Critical Attack: Lightning Bow
  Skills: None
  Elemental Slots: R R 0

* Cador
  Age: Unknown
  Sex: M
  Country Affiliation: Esgares
  Original Position: Death Knight
  Starting Rune Power: 275
  Attack: Death Bringer
  Special Attack: None
  Spells: Curse, Geno-Flame
  Critical Attack: Dolorous Stroke
  Skills: None
  Elemental Slots: B B R

* Shiraha
  Age: 21
  Sex: M
  Country Affiliation: Esgares
  Original Position: Ninja
  Starting Rune Power: 173
  Attack: Painless Knife, Shuriken
  Special Attack: None
  Spells: Weakness, Accel, Paralyze
  Critical Attack: Illusion
  Skills: Hit and Away
  Elemental Slots: B G 0

* Fiel
  Age: 25
  Sex: M
  Country Affiliation: Esgares
  Original Position: Cavalier
  Starting Rune Power: 166
  Attack: Knightsword
  Special Attack: None
  Spells: Heal
  Critical Attack: Cross Cutter
  Skills: None
  Elemental Slots: W 0 0

* Roecod
  Age: 27
  Sex: M
  Country Affiliation: Esgares
  Original Position: Cavalier
  Starting Rune Power: 177
  Attack: Knightsword
  Special Attack: None
  Spells: Heal  Critical Attack: Cross Cutter
  Skills: None
  Elemental Slots: W 0 0

* Paradoll
  Age: 27
  Sex: M
  Country Affiliation: Esgares
  Original Position: Bishop
  Starting Rune Power: 182
  Attack: Clergy Mace
  Special Attack: None
  Spells: Heal, Area Heal, Cure, Divine Ray
  Critical Attack: None
  Skills: None
  Elemental Slots: W W 0

* Escalados
  Age: 51
  Sex: M
  Country Affiliation: Esgares
  Original Position: Shogun
  Starting Rune Power: 218
  Attack: Katana Blade
  Special Attack: Iai Slash
  Spells: None
  Critical Attack: Shadow Moon
  Skills: None
  Elemental Slots: 0 0 0

* Ranguinus
  Age: 50
  Sex: M
  Country Affiliation: Esgares
  Original Position: Sorcerer
  Starting Rune Power: 216
  Attack: Sorcery Staff
  Special Attack: None
  Spells: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Fog
  Critical Attack: None
  Skills: None
  Elemental Slots: R U 0

* Dryst [Ruler]
  Age: 28
  Sex: M
  Country Affiliation: Iscalio
  Original Position: Tyrant
  Starting Rune Power: 322
  Attack: Vandal Scythe
  Special Attack: None
  Spells: Curse, Flame, Power, Weakness
  Critical Attack: Dark Spiral
  Skills: None
  Elemental Slots: B R 0

* Iria
  Age: 18
  Sex: F
  Country Affiliation: Iscalio
  Original Position: Valkyrie
  Starting Rune Power: 248
  Attack: Black Spear, Spear Throw
  Special Attack: None
  Spells: Fog, Heal, Holy Word
  Critical Attack: Mirage Spear
  Skills: None
  Elemental Slots: W U 0

* Hula
  Age: 15
  Sex: F
  Country Affiliation: Iscalio
  Original Position: Cleric
  Starting Rune Power: 175
  Attack: Pilgrim Rod
  Special Attack: None
  Spells: Halo, Heal
  Critical Attack: None
  Skills: None
  Elemental Slots: W 0 0

* Camden
  Age: 34
  Sex: M
  Country Affiliation: Iscalio
  Original Position: Druid
  Starting Rune Power: 235
  Attack: Sorcery Staff
  Special Attack: None
  Spells: Curse, Flame, Geno-Flame, Power, Thunder, Venom, Weakness
  Critical Attack: None

  Skills: None
  Elemental Slots: B R 0

* Daffy
  Age: 31
  Sex: M
  Country Affiliation: Iscalio
  Original Position: Samurai
  Starting Rune Power: 181
  Attack: Katana Blade
  Special Attack: Iai Slash
  Spells: None
  Critical Attack: Shadow Moon
  Skills: Hit + 10%
  Elemental Slots: 0 0 0

* Lyonesse [Ruler]
  Age: 17
  Sex: F
  Country Affiliation: Leonia
  Original Position: Queen
  Starting Rune Power: 262
  Attack: Liath Fail
  Special Attack: None
  Spells: Heal, Area Heal, Cure, Divine Ray, Holy Word, Charm, Protect
  Critical Attack: None
  Skills: None
  Elemental Slots: W W 0

* Filo
  Age: 18
  Sex: M
  Country Affiliation: Leonia
  Original Position: Cleric
  Starting Rune Power: 193
  Attack: Pilgrim Rod
  Special Attack: None
  Spells: Heal, Halo
  Critical Attack: None
  Skills: None
  Elemental Slots: W 0 0

* Paternus
  Age: 42
  Sex: M
  Country Affiliation: Leonia
  Original Position: Cardinal
  Starting Rune Power: 273
  Attack: Gravity
  Special Attack: None
  Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word, Flight
  Charm
  Critical Attack: None
  Skills: None
  Elemental Slots: W W U

* Asmit
  Age: 29
  Sex: M
  Country Affiliation: Leonia
  Original Position: Bishop
  Starting Rune Power: 214
  Attack: Clergy Mace
  Special Attack: None
  Spells: Heal, Area Heal, Cure, Halo, Divine Ray
  Critical Attack: None
  Skills: None
  Elemental Slots: W W 0

* Langueborg
  Age: 21
  Sex: M
  Country Affiliation: Leonia
  Original Position: Cavalier
  Starting Rune Power: 138
  Attack: Knightsword
  Special Attack: None
  Spells: Heal
  Critical Attack: Cross Cutter
  Skills: None
  Elemental Slots: W 0 0

* Vaynard [Ruler]
  Age: 21
  Sex: M
  Country Affiliation: Norgard
  Original Position: Lord
  Starting Rune Power: 332
  Attack: Caladbolg
  Special Attack: None
  Spells: Frost, Geno-Frost, Fog
  Critical Attack: Wolf Fang
  Skills: None
  Elemental Slots: U 0 0

* Roadbull
  Age: 49
  Sex: M
  Country Affiliation: Norgard
  Original Position: Bishop
  Starting Rune Power: 247
  Attack: Clergy Mace
  Special Attack: None
  Spells: heal, Area Heal, Cure, Halo, Divine Ray
  Critical Attack: None
  Skills: None
  Elemental Slots: W W U

* Guinglain
  Age: 23
  Sex: M
  Country Affiliation: Norgard
  Original Position: Cavalier
  Starting Rune Power: 294
  Attack: Answeller
  Special Attack: None
  Spells: Heal
  Critical Attack: Cross Cutter
  Skills: None
  Elemental Slots: W 0 0

* Yvain
  Age: 22
  Sex: M
  Country Affiliation: Norgard
  Original Position: Cavalier
  Starting Rune Power: 231
  Attack: Knightsword
  Special Attack: None
  Spells: Heal
  Critical Attack: Cross Cutter
  Skills: None
  Elemental Slots: W 0 0

--Quested Knights--
* Schutleis
  Age: 20
  Sex: M
  Country Affiliation: (Questing)
  Original Position: Cavalier
  Starting Rune Power: 171
  Attack: Knightsword
  Special Attack: None
  Spells: Heal
  Critical Attack: Cross Cutter
  Skills: None
  Elemental Slots: W 0 0
________________________________________________________________________
VII.  Quests List
------------------------------------------------------------------------
Here is a list of the quests I got, it's not complete, but still
useful. There is nothing you can do to change your character's quest,
so this isn't really useful, you'll just get an idea of what will likely
happen to him. Besides, you can't choose what your Knight will pick, the
quests are set.

1. Flower Girl
   Gives you flower that raises an attribute(you can't choose what
   flower he'll pick).
   Flower               Attribute
   Sunflower            AGI
   White Lily           INT
   Red Rose             STR

2. Old Man's Bridge
   As your knight crosses a bridge, an old man warns him of the ghost
   of a woman who commited suicide with her lover. Unfortunately, the
   man did not die, and never again had the courage to kill himself.
   The Old Man is filled with regret and your knight sense his pain.
   You then learn that he was the man, and they committed suicide
   because he failed to defend them. Wisely, your knight leaves,
   and his INT is raised.

3. Rabbit's Plea</pre><pre id="faqspan-2">
   Your character is so hungry in the forest, and catches a rabbit to
   eat. Just when he was about to cook it, it will speak. It tells
   you that he will give you something in exchange for his life. Though
   with a growling stomach, curiosity finally wins and he promises
   the rabbit his freedom. You will then recieve a weapon or armor.
   But sometimes, you will get bitten by a viper, and the rabbit
   will say: That's what you get, you idiot! And your knight will be
   wounded.


4. Dark Cave
   Your Knight will find himself in front of a very dark cave. He sees
   tracks indicating someone's been there. Then, even with a lighted
   torch, it is still dark. All of a sudden your character will fall
   into a trap. Your character will say, although it is not very
   serious it will take a month to heal. Or, he will see something
   inside. It's a monster, it must have strayed from it's master. It's
   pitiful eyes will look at your knight, and so, your knight decides to
   take the monster with him (funny, how could a merman have gotten in
   a cave?).

5. Lost Text
   Your character will find himself in front of the forbidden tower, he
   will go up and search it. Then, he will find something and say,
   "Why, this is none other than.... The LOST TEXT!" And then his INT
   is raised. Or, he will hear a rumbling sound and as he continues,
   it will be revealed that the ground itself is the source of the
   noise. Your knight realizes that something is wrong, but it's too
   late! He's been caught in an explosion. Though he has no serious
   injuries, it will take a month to heal.

6. The Sleipnir of Odin
   Your Knight will be in the forest, he will see an animal..... an
   eight legged horse. It will be riding so fast, but your knight
   grabs hold of it, and rides it. The animal is wild and untamed, and
   they will ride all over Forsena, even at great heights. At the end of
   the day, the Horse finally stops. It will talk to your knight thru
   telepathy and will tell your knight that he has enjoyed the ride.
   And then the knight's STR or AGI will be raised, as a gift from the
   horse, then it will go.

7. The Human Tree
   Your character is in a forest and sees a tree. As he was about to
   go, the tree will speak. You look, and see that on the roots of the
   tree is a face of a person. The tree then tells you that he was once
   a Rune Knight. He tells you how to improve your skills. This results
   in RP gain.

8. The Shunned Actress
   Your knight is in a city. As he passes by a nearby theatre, he
   overhears two people quarelling. As he gets closer, he sees
   a young actress quarelling with the owner of the theatre
   for not allowing her to perform. The Girl then is asked by your
   Rune Knight to join your country upon hearing that she has
   Rune power. She then agrees, but under the condition that
   after your country is victorious, You will let her perform. Then,
   Cortina joins your country.

9. The Retired Knight
   This is Coel's first quest. He goes to the city, and there, he goes
   to the home of Retired Knight Glauze. He asks Glauze to join him,
   although doubtful at first, underestimating the skills of Lance,
   he has decided to serve Lance and agrees to join New Almekia.

10. The Dancing Maidens
   As your knight rests, he is waken by a strange music. As he
   investigates, he sees maidens dancing in the water. The maidens
   will convince your knight to join them. Although doubtful at first,
   your character will think that if they can do it, so could he. And
   they dance all night. As he wakes up in the morning, he is greeted
   by uncomfortable silence. Although the maidens are gone, the dance
   steps taught to him remain in his memory. His AGI then, is raised,
   as he leaves dancing.

11. Sweet Temptation
   Your Knight is walking along the road, when he sees a kettle lying.
   He investigates, and sees that it is filled with sweet Honey. Though
   He would like to ask the owner for a taste, he finds nobody, so he tastes
   it. All of a sudden, he hears Buzzing sound, he looks behind him, and sees
   a Bee bigger than a man. It appears that the Bee is the owner of the
   Honey. Your character then runs away, and his MP is raised due to the
   taste of Honey.

12. Children of The Demon (Mira and Millet)
   This only happens if you send both Mira and Millet to a quest. They will
   arrive in the Grave of their parents and their hometown. A Bishop sees
   them, and is mad at them. You will then learn a lot of things about their
   past, and how they became to be known as Demon Children. All of a sudden
   a Salamander attacks the village, and they defend the village. Mira will
   be injured, and asks Millet to Finish the Salamander quickly. Millet
   uses Fall-Berg on the Salamander and slays it. She asks the Bishop to
   heal Mira, but the Bishop refuses believing that they have brought the
   Salamander to the village with their curse. A month later they will find
   themselves in the home of Carmine, the only Doctor that decided to tend
   and heal their wounds. Then, a familiar voice will speak, they find out
   it is their Nanny. After a long conversation, their Nanny will give them
   their mother's memento, the Pin of Protection. Sometime later, Carmine
   will join your country.

13. The Valley of the Dragon
   Your knight will be in a valley, as he goes on, he sees a dragon like
   none other he has seen before. Fortunately, the dragon has not spotted him
   yet, so he hides. When the dragon is gone, he will see something, a weapon!
   The dragon must have dropped it. Then, he continues home. Or, the dragon
   will spot him! He runs desperately to escape him. Fortunately, he will go
   through the lower part of the valley. The dragon will get stuck, because he
   can't fit. He then returns on home, barely escaping the dragon's grasp.

14. The Fountain
   Your Character will pass by a strange fountin while being lost on a
   forest. He will throw a coin in the fountain for safety of voyage and good
   luck. All of a sudden, a fairy will appear and ask your knight if he
   was the one who threw the coin. Then, she will say: This is beautiful.
   Then, she will kiss your knight and one of his attributes will be
   raised, or she will give him a weapon. Or, she will say: How dare you
   throw such an unholy item into the fountain. Then, she will curse your
   knight, he will turn into a duck at night for a whole month, which
   is the same as being wounded. Or, He will come to drink in the fountain,
   but as he looks in the water, a hideous looking thing will be there.
   He looks again to see, but there is nothing. But because of the hideous
   looking image, he doesn't drink anymore.

15. The Ancient Tomb
   Your Knight will find an item inside the tomb. He takes it, and
   apologizes to the owner of the tomb, and returns to the castle. Or,
   he tries to go home, but cannot find the exit. As he continue his
   search, the item becomes heavier and heavier. That's when he finally
   realizes it, it was because he took the item from the tomb. He returns
   the item, and apologizes to the owner of the tomb. He easily finds the
   exit, but he has caught Malaria from searching the tomb and is ordered
   to rest for a month to recover.

16. The Idol's Mouth
   The scenery here is the same as the Ancient Tomb. Your character will
   go inside a tomb, upon entering, he will see an Idol with an inscription:
   Those who search for my blessing will take it from my mouth. Upon
   reading, he searches it's mouth, and gets an item. He searches the mouth
   but when he gets the item, the mouth will close and his hand will get
   stuck. He finally gives up and no longer takes the item. Or, he will get
   the item, and leave.

17. The Free Drink
   Your knight will see a bottle lying around while walking on the road.
   He will pick it up and he will see some thing written on it. He reads
   it, and it says "Free Drink". Without hesitation, he drinks the
   substance contained in the bottle. After a while, he falls to the ground
   and realizes that the drink was obviously some kind of poison. He is
   then ordered to rest for a month. Or, the drink makes him jump, and his
   AGI is raised.

18. Taming of the Monster
   As your knight enters a village, he is greeted by the mayor. The mayor
   of the village reports to him of a wild monster that has  recently
   occupied the forest at the back of the village has been terrorizing
   the village. The mayor asks him to tame the monster, which is a secondary
   class monster. Your knight agrees and heads to the forest. Upon entering
   the forest, he feels something that is staring at him. When he looks
   behind him, he will see the monster staring at him. He will then freeze
   thinking that if he moves, he could die. They stare at each other for
   hours, none of them moving. At dawn, the monster will lose concentration
   and fall asleep. Your character will then be able to capture him and
   will be thanked by the villagers and the mayor. Or, your knight will
   lose concentration and fall asleep. When he wakes up, he finds that the
   monster has escaped. The villagers will thank him, but he gets nothing.

19. The Rand Family Mansion
   This is Liguel's quest. She will return to their home, the mansion.
   There, she will meet her brother Castor. They will talk about the
   things that have changed. They are sorry that Miguel is not with them.
   Then, they decide to leave a note for Miguel to read. Liguel tells
   Castor to go ahead and go first, but Castor tells her that he wants
   her to go first because when they have exited the house, they are
   enemies, and Castor doesn't want to hurt her. She leaves first, and
   she is already outside, she is again sorry for not being able to tell
   Castor that she doesn't care about the family name and all she wants
   is to live with her brothers.

20. The Haunted House
   Your Knight finds himself in the city. As it is getting late, he decides
   to stay inside an empty house. When he is sleeping, he is woken up by
   strange noises. He looks to investigate, and finds several knights
   gathered together on a table. As he sees clearer, the knights were
   transparent....they were GHOSTS! They were arguing on which knight will
   own the weapon they have, your knight will find it funny. Then, he will
   chuckle, and they will spot him! But in the nick of time, sunlight enters
   the room, and the knights are devoured by the light, leaving the weapon
   in the posession of your knight.

21. The Drunken Man
   Your Knight enters a bar in a city. As he sits, he is greeted by a drunken
   man. "You're a Rune knight, aren't you?", The Drunk will ask. Of course,
   your knight will admit, and the drunk will tell him that a Rune Knight
   saved his life once before. Your knight will then be treated to drinks,
   and everyone will be happy. Your knight leaves, but he has gotten nothing.
   Or, the drunk will tell him that a Rune Knight has beaten him up before,
   and he punches your knight. The punch, however, was quite weak, and your
   knight retaliates. After several exchanges, the drunk will get kicked in
   the groin, and screams in pain. He begs for his life, and gives your knight
   a weapon in exchange for his life. Your knight takes it, and he runs away,
   shaking his fists, and making threats he is sure he can never be able to
   fulfill. Your knight leaves afterwards.

22. The Soothsayer's Cards
   While walking on the road, your knight will meet an old soothsayer, and he
   will ask him if he wants his fortune told. Your knight says yes, and he is
   asked to pick a card. After picking, the soothsayer reveals the card, and
   says something about your knight's future. It will make your knight more
   curious about it, and asks for more information. The soothsayer declines to
   say anymore, and instead, decides to give him the power of the card. Your
   knight will close his eyes as the card becomes a blinding flash of silver
   light. When reopens his eyes, the soothsayer is gone, and an attribute is
   raised. Below are the cards and it's effects:

    Card                          Attribute
   Magician                       MP
   Chariot                        HP
   World                          Rune Power
   Hermit                         INT
   Strength                       STR
   Star                           AGI

23. The Parade
   Your knight enters a street parade. All of a sudden, a bard will shout:
   There is a Rune Knight among us! And then, he will dedicate a song to
   the knight. Your knight will be surprised that the song is all about
   him! After his song, your knight speaks to him, and shakes hand with
   him. Later, your knight will try to sing it alone, but he cannot
   recall one measure or note. As a result of listening to the song, he
   will gain MP.

24. The Snake of Chaos
   When your knight finds a mysterious cave while in the forest, he
   enters it, and lights up a torch. Inside, he finds a scroll, and he
   quickly unrolls it. He will read about something, something that
   exists in eternal void, something that is called....SNAKE OF CHAOS!
   All of a sudden, the scroll crumbles into dust, and disappears. With
   this, he quickly heads for home in anxiety.

25. The Merchant
   While walking along the road, your knight will meet a merchant. Then,
   they will speak with each other. Then, the merchant will grow fond of
   your knight. At the end of the conversation, the merchant will tell
   him that he hates that they must part. But, he gives your knight a
   weapon or item that he has just acquired for a memento.

26. The Letter to Miguel
   This is a quest for Miguel. He returns to the Rand Family mansion,
   there he finds a letter left by Castor. If you've read the previous
   quests, this is the letter Castor wrote after Liguel left. Remember,
   Castor requested Liguel go ahead first. This note does nothing though.
________________________________________________________________________
VIII.  Endings
------------------------------------------------------------------------
When you've annihilated a country, you will gain knights. You will also
see what happens to the Rulers of the countries. Below are the endings
of the countries and the knights you will gain:

Almekia:
Gereint apologizes to Lance for not being able to fulfill his duty of
defending Lance and their country. Lance will tell him that it was not
Gereint's fault, but his. He apologizes to everyone for failing in doing
his duty of returning peace to Forsena. And he especially apologizes to
his father of not being able to fulfill his promise of crushing Zemeckis.
Then, he leaves, a failed man......
Gained Knights: Carlota, Loufal, Liguel*, Miguel*
* Must have Castor in your country and annihilated Iscalio

Caerlon
Cai decides to live and go on with his life even with the loss of Caerlon.
Dinadan decides to go on a journey, and asks Cai to go with him. Both Merriot
and Cai joins, and now that Cai is no longer king, Merriot decides to make
him help with the laundry and household.
Gained Knights: Janfadar and Bilcock

Iscalio
Dryst pretends not to care about losing with the excuse that he can conquer
the world any time he wishes. He decides to go on a journey. He asks Ulster
to join him, he happily obliges. And so does Iria and Camden.
Gained Knights: Daffy and Victoria

Leonia
Kiloph apologizes to Lyonesse for not being good enough to defend her
and the country. But she tells him the truth that she is actually happy
that they no longer have to fight. Though surprised, Kiloph understands her,
and they leave.
Gained Knights: Chantail and Langueborg

Norgard
Vaynard speaks to Guinglain about the loss. After a while, he tells him to
drink. Guinglain doesn't understand the White Wolf's actions, but Vaynard
tells him that this is their final toast, a toast to the ones who have
defeated Norgard. And after that, the White Wolf finally decides it's time
to sleep.
Gained Knights: Kirkmond and Dillard
________________________________________________________________________
IX. Others
------------------------------------------------------------------------
Esgares really Rocks!! Playing as the Emperor is a Good Choice, highly
powerful creatures. You start with a Tiamat, A Vampire Lord, and several
Fenrirs, the Kingdom really is great. The Team of Shiraha, Escalados and
a Mage or Sorcerer can kill opponenets really fast. Not to mention that
their generals are nearly level 30, and that they are the only ones that
can acquire a Ninja Class at the beginning of the game.
I've heard of rumors regarding a God/Gold Dragon. I haven't confirmed it's
existence yet, but if you do know about it please send me information about it.
I hope a PC version of this game comes out with more monsters and more
countries (2) and generals. And can anyone tell me excactly where all
these journeying knights and rulers are going to?
People have asked me to get an ICQ, but I don't have any use for it, I don't
chat or play online. I just surf the net. Sorry.
If you have any corrections, comments or any informative information about
this game, please feel free to mail me at the address above. Help sent will
be very much appreciated.
________________________________________________________________________
X. Credits
------------------------------------------------------------------------
I would like to thank all Brigandine FAQ writers from GameFAQs.com, they are:
Stewart Vachal, Michael Tofer, Justin Cipparone, Anthony Nguyen, Zhou Tai Tan,
and Scott Ong. I must say that their FAQs are very informative and complete.
I must also say that I now have a Lucifer and Lilith, both that I really
had a hard time getting (I didn't know what items were required) thanks
to Scott Ong's Guide.Though I never had any contact with either one of them, I
used
their FAQs as reference when I first played and while I was writing this FAQ.
Thanks to Terry Luster for the info he provided me with. Thanks to Ninja King
for providing me help with Chocobo Lure materia, but unfortunately, I was
unable
to use the help because I already am in Disc 3. Thanks to Bryan for help on
Chocobo Lure materia, and last but not the least, Mr. Mark Surving for the
tip he sent me.
This can be found at:
www.GameFAQs.com
www.allanime.com
 All games and names mentioned are copyright their respective companies and
owners.
This Faq is made by me, Dhan Samson and owned by me. Feel free to post this
anywhere you want as long as I get some credit, and you ask for my permission.
Thank you.

-Copyright 1999 Dhan Samson-