===============================================================================

Utawarerumono - Chiriyukumono heno komamouta
うたわれるもの 散りゆく者への子守唄
for the Playstation 2

FAQ/Walkthrough (Shift-JIS encoding)

Author: "LTN / LegoTechnic" ([email protected])

                                              Version 1.01 (work in progress)
                                              submitted: 11/6/2006
===============================================================================

This FAQ/Walkthrough is based on the Japanese version of "Utawarerumono" for
the Playstation 2 console.  It was released in Japan on October 26th, 2006.

This is a remake of the original Utawarerumono game by Leaf and Aquaplus
originally released for the PC on April 19, 2002.  The port to the PS2 was
largely done by the developer Flight-Plan.

Utawarerumono is a hybrid between a Visual Novel (VN) and a Strategy RPG (SRPG)

Official Japanese website for the game: http://www.aquaplus.co.jp/uta/

===============================================================================

This guide is intended to help people unfamiliar the Utawarerumono PC game to
play it (because I want more people to play this game).  It will also help
those who aren't completely fluent in Japanese, though it is expected that you
can at least read hiragana and katakana (if only for the Yes/No box that often
appears).  Utawarerumono is an equal part Visual Novel and Strategy RPG, so be
prepared for a lot of text and long inbetween battle dialogue.  Thankfully the
game is almost fully voiced, as only narration and internal thoughts are not.

This is NOT a story guide.  It is merely a gameplay guide with a summation
walkthru attached, and I will try to reduce spoilers to a minimum.  Because of
this the character section is at the bottom of the FAQ, as it is full of
spoilers, and characters are listed in the order that you recruit them.  If
someone else wants to do a crazy translation guide, be my guest.  This is
taking me long enough, and I have no intention of going that far.  If you have
any criticisms about my translations or something else in this guide feel free
to email me.

If you're only interested in the skill translations, then CTRL+F seek for them
using their table of contents number and title.  You will need to set the
language encoding of your browser to Shift-JIS to probably view the Japanese
characters, which requires you to have support for east Asian languages.

This FAQ is for GameFAQs, Gamespot, and Neoseeker use only.  Please don't
swipe it and post it hither and yon, crappy though it may be.  Feel free to
contact me if I made any mistakes.

-------------------------------------------------------------------------------
Update History
-------------------------------------------------------------------------------

11/06/2006 : Item List is updated and finished.  Compiling list to add item
             and enemy information to the walthrough.  Final Scenario and CG
             information added.  Guide is technically complete, and anything
             else is just garnish or a correction.
11/04/2006 : Added Skirmish Battle section, dumped all the Item garbage I've
             been collecting, made some poor translations, added the rest of
             the skills, preparing for an enemy/boss section.  Version 1.00!
11/03/2006 : Multiple corrections and various edits to the text.  Added
             stage names.  Version .99
11/02/2006 : Finished typing up skills and abilities list, though some info
             is missing.  Updated character section heavily, and finished
             the walkthrough.  Now it's time to see what's new in the 2nd game
             and find out how to unlock those last two CG and the eight extra
             scenario.  Learned how to post FAQs in Shift-JIS!  Version .98,
             because I've been a very busy beaver!
11/01/2006 : Minor corrections to character section, Magic list, fixed
             Equipment/Ability garbage, added up to stage 24, added more
             Scenarios.  Version .60
10/31/2006 : Made numerous corrections, added Eruruu's Herb List (Partial),
             fixed Element names, updated walkthrough.  Version .40
10/30/2006 : First Release.  Version .25

===============================================================================

-------------------------------------------------------------------------------
What's different in the PS2 version from the PC?
-------------------------------------------------------------------------------

The PS2 version includes various new gameplay elements not in the original.

 1. A brand new opening animation and song (two variations).
 2. With the exception of narration and internal thought, the game is fully
    voiced.
 3. Additional new characters, new CG, and new bonus extras.
 4. Additional new Events and Battle Stages.
 5. A new and robust Item system.
 6. Eruruu now has a special item technique for various stat/healing/damage
    effects.
 7. Characters now learn unique special abilities and skills.
 8. Characters can now perform Team Attacks with each other.
 9. Characters no longer buy extra attacks with bonus points, and thus stat
    level-up costs are changed.
10. New tutorials are available for the new abilities.
11. All H-scenes have been removed.  Some CGs have been edited, while others
    have been replaced.
12. Random skirmish battles have been added, making the number of available
    battles no longer set.
13. You are allowed to deploy more characters per stage than in the PC
    version.  Additionally maps are filled with even more enemies.
14. There is no longer a difficulty setting when starting a new game. >_>;



===============================================================================

-------------------------------------------------------------------------------
Table of Contents
-------------------------------------------------------------------------------

  I. Getting Started
       1. Main Menu
       2. Saving and Loading (Options Menu)
       3. Fast Forward
       4. Rest Phases
       5. Skirmish Battles
 II. Battle
       1. Setup Screen
       2. Basic Gameplay
       3. Turn Order
       4. Elemental Affinity
       5. Special/Energy Meter and Combo Finisher
       6. Team Attacks
       7. Items and Skills
       8. Status Ailments
       9. Leveling Tips
III. Skill list
 IV. Ability Skills
       1. Eruruu's Medicinal Herbs and Effects
       2. Magic Spells
  V. Walkthrough
 VI. Skirmish Battles
VII. Characters
VIII. Team Attack Pairings
 IX. Extra Scenarios and Tutorials
  X. Bonus Menu
 XI. Completion Bonuses
       1. Unlockable Bonuses
       2. New Game +
XII. Item List
XIII. Q & A (Questions and Answers)
XIV. Appendix (inflamed!!!)



===============================================================================
I. Getting Started
===============================================================================

-------------------------------------------------------------------------------
1. Main Menu
-------------------------------------------------------------------------------

After the opening plays the main menu will give you five options:

 New Game
 Load Game
 Extra Scenarios (and tutorials)
 Bonus
 Options

The Bonus menu is further subdivided into four additional categories:

 CG viewer
 Sound Test
 Event Viewer
 Item Viewer

Items in the bonus menu are unlocked as they are encountered in-game.

-------------------------------------------------------------------------------
2. Saving and Loading (Options Menu)
-------------------------------------------------------------------------------

 Pressing the Select button at any time brings up the Options menu.  The first
menu option is Save, which can be done anytime during the rest phase or at the
pre-battle setup menu, but not during battle or during cutscenes that take
place on the battle map.  Under it is Load, which can be used at any time.
The third option below Load will return you to the Title Screen.

Option Menu translated:
*----------------------------------------------------------------------------*
|Save                 Sound                  Stereo             Monoral      |
|Load                 Character Voices       On    Off   Main-Character-Muted|
|Title Screen         BGM volume             Quiet-----------------Loud      |
|                     Sound Effects          Quiet-----------------Loud      |
|Items & Word         Voice volume           Quiet-----------------Loud      |
|  Item/Equipment                                                            |
|     Dictionary      Message                                                |
|  Character            Text Speed           Slow      Medium      Fast      |
|     Dictionary                                                             |
|                     Battle                                                 |
|                       Cursor Orientation   Reverse   Normal                |
|                                                                            |
|Etc                  Controller                                             |
|  Reset to Default     Dual Shock feature   On        Off                   |
*----------------------------------------------------------------------------*

-------------------------------------------------------------------------------
3. Fast Forward
-------------------------------------------------------------------------------

 If you've already played the PC version of the game, or you for some reason
don't care about the excellent story, then keep in mind that the R1 trigger
button will act as a fast-forward for dialogue and events.  In fact, holding
down R1 will speed up almost everything, including character movement during
battle and cutscenes.  Very handy for getting those enemy turns to finish
faster.

-------------------------------------------------------------------------------
4. Rest Phases
-------------------------------------------------------------------------------

 Rest Phases occur in between battles.  They basically consist of selecting
areas around your location for Hakuoro to visit, though don't worry about
missing important events.  You eventually get to see all events regardless of
the order you choose them.

Controls for Rest Phases:

  Circle Button : Advance text, confirm selection.
  X Button      : Remove/Restore text window (for CG viewing).
  L2 Trigger    : Review Dialogue (lets you re-read previous windows)
  R1 Trigger    : Fast Forward
  R2 Trigger    : Advance Dialogue (lets you advance dialogue when reviewing)
  Select        : Options Menu

-------------------------------------------------------------------------------
5. Skirmish Battles
-------------------------------------------------------------------------------

 After stage 8 or so, a gate location will begin to appear during the Rest
Phases as the bottom-right location on the event selection map.  Selecting
this will take you to a random encounter where you can train your troops and
charge your meters. These missions can be done as many times as you want for
no loss in scenario time, so feel free to earn a little extra bit of stat
increases if you feel the need.

 Skirmish Battles always have the following have a victory condition of "Kill
all enemies" and a loss condition of "all characters killed".



===============================================================================
II. Battle
===============================================================================

-------------------------------------------------------------------------------
1. Setup Screen
-------------------------------------------------------------------------------

 Before battle you're given a setup menu where you select your characters to
sortie. Pressing the square button on this menu will allow you to equip items
earned in battle to characters. You start out with only some weak healing
items, but eventually you will gain a variety of stat boosting items, as well
as items that change your elemental affinity. Note that enemies also have
items, and will sometimes come at you with boosted stats. Stats that have been
boosted appear blue on the stat display. Pressing Start on the setup screen
will begin a battle, but remember that the setup screen is your last chance to
save.

*** Get in the habit of saving during the setup screen.  Sometimes it's the
    only opportunity you get, as there aren't always Rest Phases after battle,
    and you're not allowed to save during event scenes on the battle map. ***

-------------------------------------------------------------------------------
2. Basic Gameplay
-------------------------------------------------------------------------------

Basic gameplay controls -

  Circle Button   : Confirmation/Selection button
  X Button        : Cancel Button
  Square Button   : View entire battle map and turn order
  Triangle Button : View a character's or enemy's movement or attack range

  L1 Trigger      : Rotate the direction a character faces before ending their
                    turn.
  R1 Trigger      : Rotate the direction a character faces before ending their
                    turn.  Also speeds up dialogue, events, and enemy movement
                    if held down.
  L2 Trigger      : Cycles the highlighted character's display window between
                    Status, Items, and Equipments.  Works on enemies.
                    Lets you review previous dialogue.
  R2 Trigger      : Makes objects transparent, so that you can see characters
                    otherwise obscured.

  Select          : Options Menu

 Battles take place on a typical square grid. Your character can move and
attack in one of four directions as they see fit. When in battle, more damage
is done to a character if they are attacked from the sides or from behind,
keep this in mind when positioning your units.  To view a zoomed-out version
of the entire map, simply press the square button during your turn.

 When it is your character's turn to move, a blue movement grid is shown, as
well as their attack range which is shown in red. Obviously clicking a square
moves them there, or clicking an enemy in a red square enables an attack. If
you click the square the character is standing on after a move, then you will
instead be given an additional menu. The bottom option of this menu is always
"end turn", and the option above it is "use items" (in case you equipped a
useable item earlier). If a combo attack is available, then an additional 3rd
option will appear at the top of the menu. In addition, some characters have
4th options that appear at above this option as well (see character section).

 When attacking in battle, you will eventually see a white circle zoom in on
your target. As your characters level they will gain extra attacks, and if you
press the circle button when these circles zoom in on the character, you will
trigger their extra attack. Some characters have only a few extra attacks, but
others (like Oboro) have a good many, and can have long button chains.

*** Note that the map cannot be rotated, but you can remove objects from the
 field by holding R2.  Useful if you need to see someone standing behind a
 tree or wall. ***

 In order to view an enemy's movement range, highlight the enemy and press the
triangle button.  Press the button again to toggle between their movement and
attack range.  Very useful especially against mages.

-------------------------------------------------------------------------------
3. Turn Order
-------------------------------------------------------------------------------

 Character turns come up based on an unviewable speed stat.  Some characters
are faster than others, and thus get to act on their turn more often.  At any
time during a battle, press the square button to bring up the map display.
Character and enemy turn order will be listed vertically on the right, so use
that to plan ahead if you so desire.

-------------------------------------------------------------------------------
4. Elemental affinity
-------------------------------------------------------------------------------

 In your character stat window you'll notice an elemental affinity on the
left. Certain elements do better against others, and will often give an
additional minor damage bonus or penalty when characters attack each other.

       Earth symbol is a Brown Rock
       Fire  symbol is an Orange Flame
       Water symbol is a Blue Lightning Bolt
       Wind  symbol is a Green/White Tornado

The Element Affinity Wheel goes like this:

       Earth > Fire > Water(Lightning) > Wind > Earth

       And yes, Lightning is considered to be the water elemental in this
         game, as it is labeled as such in the tutorial.

In other words,

       Earth is strong against Fire, and weak against Wind
       Fire is strong against Water, and weak against Earth
       Water is strong against Wind, and weak against Fire
       Wind is strong against Earth, and weak against Water

 Therefore if someone of the Fire element (like Oboro) attacked someone of the
Earth element (like Kurou), then Oboro would do less damage than normal and
take slightly more damage from Kurou.  Alternatively, if Oboro attacked
someone of the Water element (like Benawi), then he would do more damage than
normal and receive less damage from him in return.

 Hakuoro is one of the few characters to not have an elemental affintiy.
Instead he has a question mark for a symbol.

 In addition, you will run into Light (Holy) and Dark (Shadow) elements.
Holy gives a slight affinity to both water/lightning and wind and slight
weakness to fire and earth, while Shadow is the opposite.  However since the
characters with these affinities have such stupid-high natural magic defense
anyway, this doesn't really matter.  Light and Dark are weak to each other.

       Light symbol is a White orb of light
       Dark  symbol is a Black/Purple orb of dark

 Magic spells cast by mages all have an elemental affinity as well.  In the
case of spells, the spell's element is the factor of how the damage will be
calculated, and not the elemental affinity of the caster.  If an Earth mage
casts a Lightning(Water) spell on a Fire character, then that character will
recieve slightly less damage than another Earth character.  Spells that you
can cast will all have an elemental symbol next to them informing you of their
affinity.

-------------------------------------------------------------------------------
5. Special/Energy Meter and Combo Finisher
-------------------------------------------------------------------------------

 Also in your character stat window you'll notice an HP bar, a special meter,
and your experience progression bar. The special meter increases with every
action you take, and when it is maxed you can perform an additional extra
attack during your combo (ie, if you can only do a 2-hit combo, the special
meter will allow you to do a third hit). If your special meter is maxed, then
at the end of your attack combo you'll see a red circle instead of a white
circle. Hitting the button for this red circle will trigger the extra attack
and consume your meter. Early in the game this is fairly bad, as an extra
attack does very little damage, and there are better uses for your special
meter.  However, if your character has progressed far enough that they've
learned all of their natural extra attacks, then the red circle attack will
enable a special combo finisher. These moves are excessively powerful versus
single targets and come complete with special cut-ins, but deplete the meter.
For instance, Teoro can learn up to a max of 3 attacks in a combo by level 7
or so. If he's level 3, then he only has 2 attacks available, and using the
special meter merely grants him a weak 3rd attack. However, if he's level 7
and has all three attacks available, then the special meter will grant a 4th
attack, which is one more than his max limit.  This fourth attack will deal
very serious damage greater than any other hit in the chain, and will look
awesome to boot. ;-]

 The special meter may also confer subtle character bonuses in the PS2 game
depending on their skills.

-------------------------------------------------------------------------------
6. Team Attacks
-------------------------------------------------------------------------------

 Another use of the special meter is the Team Attacks. Team attacks are only
available when certain characters are all within a range of 2 squares of the
attacker, and they generally deplete 2/3 of the special meter from the attack
leader and 1/2 from all other members involved. The option for team attacks
appears when you select the character during its turn, and will appear above
the "use item" command. Team attacks all hit various area of effects and
confer status ailments, but they can only be triggered by the attack leader.
So as to keep spoilers minimal Team combos are listed in the character
section.

-------------------------------------------------------------------------------
7. Items, Equipments, and Abilities
-------------------------------------------------------------------------------

 Press the L2 button to cycle through a characters status window to see their
equipped item list, and then their abilities menu.  Characters can get items
from killing certain enemies, advancing to certain levels, and completing
maps.  New abilities/skills are earned as a character levels up, and are
unique to that character.

 Enemies and objects on the battle maps often carry items as well which you
can view the same way.  When you kill these enemies, you sometimes get their
items at the end of the battle.  If you recieved an item, then a yellow
message will flash about the character's head to tell you "Hey, I got an
item!"  On many stages you'll find rocks, stick fortifications, fences, and
sometimes large boulders.  It is to your benefit to destroy these not only
for easy experience, but for the occasional item they might yield.

 In addition, it's a good idea to scan your enemy's special ability screen,
as certain skills can cause numerous problems, such as status ailments and
boosted stats.  Most of the time it's a good idea to case a map for any
particularly nasty abilities ahead of time.

-------------------------------------------------------------------------------
8. Status Ailments
-------------------------------------------------------------------------------

  Note that if untreated, all status effects eventually wear off.  Their
  duration is random for all characters, though they tend to last no longer
  than three or fours character turns.

a. Poison - indicated by a little purple skull over your head.  Life will
            decrease by percentage each time the character's turn comes up.
            Poison cannot kill you, though it can reduce you to 1 HP.

b. Confusion - indicated by a dark swirly cloud.  Hallucinating characters
               move erratically, and are not controllable, though they will
               not attack others.  Eruruu's Fumiluir Honey will cure it, or it
               will wear off.  Inflict enemies with it and laugh at them.

c. Stun - indicated by stars over your head.  Stunned characters will be
          unable to act when their turn comes up.  Stun is cancelled when
          the character is attacked.

d. Attack Down - indicated by a red arrow pointing down.  Eruruu's Attack Up
                 buff will appear as a red arrow pointing up.

e. Defense Down - indicated by a blue arrow pointing down.  Eruruu's Defense
                  Up buff will appear as a blue arrow pointing up.

f. Magic Defense Down - indicated by a green arrow pointing down.  Eruruu's
                        Magic Defense Up buff will appear as a green arrow
                        point up.

-------------------------------------------------------------------------------
9. Leveling Tips
-------------------------------------------------------------------------------

 When leveling up your character's stats after a battle, it's most important
to focus on the attack stat, otherwise you will end up doing very little
damage in the end game.  Some characters have cheaper attack costs than
others, in which case you should take advantage.

 However it is important to have a few good defensive units so that you aren't
overwhelmed.  A few units have low defense costs and good defensive skills, so
consider pumping up either their defense or magic defense and making them
impervious to physical or magical damage.

 Generally you should always treat the attack stat with highest priority,
followed by physical defense and then magic defense.  Also look at costs, as
it's generally wasteful to spend 90 points on a single increase of magic
defense when that same character can increase attack for only 50.  Typically
physical frontliners need high physical defense with their attack, but ranged
fighters are often served better by having a higher magic defense and just
avoiding enemy archers (as they don't like to be hit).  Regardless, it's
important to make sure they can still hurt the enemy.

 Note that the ATTACK stat increaes a character's effectiveness with spells.
This includes Eruruu's healing abilities, as well as your mages.

 Character-based leveling recommendations are included in the Character
section if you feel you need additional advice.



===============================================================================
III. Skill list
===============================================================================

 A list of Skills that your characters can learn.  They can be viewed by
cycling to the skill display while highlighting a character (press L2).

  近接回避 - Adjacent Evasion - evade melee attacks, including extended range
               attacks from mounted riders and whips (but not projectiles)
  明鏡止水 - "Clear and Serene" (as in "reflective mirror, still waters") -
               energy meter is not completely depleted after a combo finisher
  報復の技 - Counter Technique - gives a chance to counterattack when
               attacked
  窮死覚醒 - Critical Awakening - evade rate increases as life decreases
ムアの加護 - Divine Protection of Mua - reduces damage taken by an amount
               proportional to the special energy meter
    弓回避 - Dodge Arrows - allows a character to evade projectile attacks,
               but not melee strikes
  死中求活 - Escape from Certain Death - at critically low life the energy
               meter instantly fills to MAX
  勇気の瞳 - Eyes of Courage - allows a character to move freely
               irregardless of enemy positioning (overrides Eyes of Fighting
               Spirit)
  闘志の瞳 - Eyes of Fighting Spirit - prevents enemies from moving
               past the character (they can't step on a square next to the
               character and then continue on, they must go around)
      飛行 - Flight - allows a character to move over enemies and obstacles
               unhindered (overrides Eyes of Fighting Spirit)
  カミユイ - "Hairdresser" - adjacent allies recieve less damage from magic
  体毛硬化 - Hardening of Fur - The direction from which you are attacked no
               longer gives additional damage bonuses (being attacked from
               behind is the same as being attacked from the front)
  士気向上 - Improve Morale - slightly increases the abilities of certain
               characters when they're adjacent
      遠投 - Long Throw - Range of use for equppied items is increased
道具の心得 - Knowledge of Tools - ????????
  闇の術法 - Magic of Dark  - enables the use of dark magics
  土の術法 - Magic of Earth - enables the use of earth magics
  火の術法 - Magic of Fire  - enables the use of fire magics
  光の術法 - Magic of Light - enables the use of light magics
  水の術法 - Magic of Water - enables the use of water (lightning) magics
  風の術法 - Magic of Wind  - enables the use of wind magics
  術法抵抗 - Magic Resistance - decreases damage due to magic
  ぶち壊し - Mangle - drastically increases strength when attacking an
               obstacle, rock, or fortification
      薬術 - Medicinal Practicioner (herbal healer?) - allows the use of
               medicinal herbs and drugs (Eruruu's skill)
  起死回生 - Miracle - instant resurrection when killed with a MAX energy
               meter (consumes the meter)
  貫通攻撃 - Penetrating Attack - when attacking an enemy directly adjacent
               to the character, then an enemy standing directly behind it is
               also hit
  自然治癒 - Self-healing - character regenerates a small percentage of their
               HP total at the start of their turn
護身呼吸法 - Self-protective Breathing Technique - defense power increases as
               the energy meter fills
  会心の技 - Skill of Satisfaction - occasionally causes a critical strike
               (increased damage, indicated by a flash)
  戦術指揮 - Strategic Command - slightly increases energy of all adjacent
               allied units at the start of the character's turn
  烈火の技 - Technique of Raging Fire - attack power increases as the energy
               meter fills
  水に弱い - Weakness to Water - defence is drastically reduced in areas full
               of water

* Note: Skills that base their effect off of the energy meter also base off
        the total stat.  A character with a high attack stat will get more
        benefit from the Technique of Raging Fire than one with a low stat,
        just as a character with the Divine Protection of Mua will gain more
        benefit if their defense stat is higher.

 Enemy units can not only have any of the above skills, but can also have any
of the following special enemy skills depending on type.  These are marked
with a purple swirl symbol to their left.  Player characters can only obtain
these effects with certain equipments.

  混乱攻撃 - Confusion Attack - gives a chance to confuse a target on attack
  気力低下 - Energy Decrease - lowers the energy of a target on attack
    毒攻撃 - Poison Attack - gives a chance to poison a target on attack
  気絶攻撃 - Stun Attack - gives a chance to stun a target on attack

  異常無効 - Immunity to Status Effects - cannot be effected by status effects
               (note that all rocks, sticks, and obstacles have this skill)

===============================================================================
IV. Ability Skills
===============================================================================

Just a brief and spoiler-free listing of the various medicinal herbs and magic
in the character ability menus. ;-]

-------------------------------------------------------------------------------
1. Eruruu's Medicinal Herbs and Effects
-------------------------------------------------------------------------------

    Green Herbs (buffs)

       ヤツモロロの薬湯 - Medicated Bath (water) of Yatsumororo
                            Heals an area of 5 squares in a plus shape with
                            the center positional anywhere within 2 squares.
           ミルィルの蜜 - Honey of Fumiluir
                            Cures all status ailments (very useful).
         カプマゥの煎薬 - Infusion (shot) of Kapumau
                            Slightly increases a character's special meter.
       ポロネロ草の軟膏 - Salve of Polonelo
                            Temporarily increases a character's Attack.
       トンプルチの軟膏 - Salve of Tonpuruchi
                            Temporarily increases a character's Defense.
         コゥーハの軟膏 - Salve of Kou-ha
                            Temporarily increases a character's Magic Defense.

    Red Herbs (debuffs)

           ネコンの香煙 - Burnt Incense of Nekon
                            Slightly reduces enemy's energy meter.
         ケスパゥの香煙 - Burnt Incense of Kesubau
                            Chance to inflict "Stun" on an enemy.
         紅皇バチの蜜蝋 - Beeswax of the Crimson Emperor Bachi
                            Chance to inflict "Confusion" on an enemy.
         ワブアブの粉末 - Fine Powder of Wabuabu
                            Chance to inflict "Attack Down" on an enemy.
       テクヌプイの香煙 - Burnt Incense of Tekenupui
                            Chance to inflict "Defense Down" on an enemy.

-------------------------------------------------------------------------------
2. Magic Spells
-------------------------------------------------------------------------------

 These are all of the magic spells in the game, not including any boss
 specific spells (such as Orikakan's lightning attack).  Both enemy mages and
 your magically inclined characters can use these, though two are restricted
 to specific characters.

  水の術法 - Magic of Water


      クス・トゥスカイ - Kusu Tousukai   (Water)
                            Lightning strikes a single square. Can target
                            any enemy within a range of four squares.

      ヤムイ・ゥンカミ - Yamui Unkami    (Water)
                            Lighting strikes in a giant diagonally connected
                            X-shape five squares long on each leg.  The
                            center of the X can be positioned anywhere
                            within a range of three squares.
                            Can only be used from a standing start.

  風の術法 - Magic of Wind

      フム・トゥスカイ - Fumu Tousukai   (Wind)
                            Wind strikes all enemies on the eight squares
                            directly around the caster.

      エネン・ゥンカミ - Enen Unkami     (Wind)
                            Wind strikes all enemies in a circle roughly two
                            squares from the caster.
                            Can only be used from a standing start.

  土の術法 - Magic of Earth

      テヌ・トゥスカイ - Tenu Tousukai   (Earth)
                            A falling rock strikes a single square. Can
                            target any enemy within a four square range.

      シスエ・ゥンカミ - Shisue Unkami   (Earth)
                            A giant rock hits all targets within a five
                            square area in a plus shape.  The center of the
                            plus can be set anywhere within a range of three
                            squares.
                            Can only be used from a standing start.

  火の術法 - Magic of Fire

      ヒム・トゥスカイ - Himu Tousukai   (Fire)
                            Fire hits all targets within a five square area
                            in a plus shape.  The center of the plus can be
                            set anywhere within a range of three squares.

      アゥエ・ゥンカミ - Aue Unkami      (Fire)
                            Fire blasts all enemies within a 13 square
                            diamond shape.  The center of the diamond can be
                            set anywhere within a range of 3 squares.
                            Can only be used from a standing start.

  光の術法 - Magic of Light

      ラヤナ・ソムクル - Rayana Somukuru (Light)
                            Holy Light strikes all enemies within a 3x8
                            rectangular area in front of the caster.
                            Can only be used from a standing start.

  闇の術法 - Magic of Dark

      ヌグイ・ソムクル - Nugui Somukuru  (Dark)
                            Shadows strike all enemies within a 3x8
                            rectangular area in front of the caster.
                            Can only be used from a standing start.



===============================================================================
V. Walkthrough
===============================================================================

This section is a walkthrough, and as such it contains quite a few spoilers.
I am not out to ruin the game, so story elements are left largely alone, though
most bosses are named.  If you prefer, you can take this up on a stage-by-stage
basis, but keep in mind that there ARE a good deal number of events that will
be spoiled in the walkthrough section.



-------------------------------------------------------------------------------
Stage 1: 招かれざるもの - The Uninvited Things
-------------------------------------------------------------------------------

   Victory condition: All "Kimamau" are defeated (Kimamau = monkey things).
   Losing Condition : Hakuoro or Eruruu is killed.

   Party: Hakuoro, Teoro

 An introductory stage, really.  Victory is obtained when all the monkeys are
dead.  Eruruu shows up on the far left after Hakuoro's third turn or so to
provide much needed healing, so try not to dash too far ahead before she gets
there.

 * Completing this mission unlocks Scenario 2 (Attack Tutorial). *



-------------------------------------------------------------------------------
Stage 2: 荒ぶる森の主 - The Wild Guardian Spirit of the Forest
-------------------------------------------------------------------------------

- Part a:

   Victory condition: Lure Mutikapa (the tiger) to the covered water trap.
   Losing Condition : Hakuoro is killed.

   Party: Hakuoro, Teoro, Eruruu

   Enemy: Kimamau x5
          Mutikapa
          Obstacle x2

 The goal of this mission is to lead the tiger to the highlighted trap (the
round covered pit in the center).  The monkeys are there to get in your way
and give experience, but you can ignore them.  You cannot actually kill the
tiger here no matter how you try (and it will trounce you).  Once the tiger
sets foot on the trap, you are whisked instantly away to the second half of
the map.

- Part b:

   Victory condition: Mutikapa (the tiger) is defeated.
   Losing Condition : Hakuoro is killed.

 Try to position yourselves in such a way that Eruruu is always shielded from
attack, as it's very hard for her to run away from Mutikapa.  Also keep her
within healing range of Hakuoro and Teoro, so that they don't die miserably.



-------------------------------------------------------------------------------
Stage 3: 乱 - War
-------------------------------------------------------------------------------

   Victory condition: Open the Gate by reaching its switch.
   Losing Condition : Hakuoro is killed.

   Party: Hakuoro, Teoro, Dorii, Guraa

 This stage introduces the archers Dorii and Guraa.  They cannot attack
enemies right next to them, but attack a decent range away.  Get a feel for
them, as you'll probably be using them a lot.

 For this battle you need to reach the mechanism that opens the gate, which is
marked at the beginning of the map (a guard is standing on the square, and he
won't move from it even if you pelt him with arrows).  You must actually stand
on the square to complete the map.  Feel free to destroy the stick
fortifications for extra items and experience.

 Once you reach the switch, you move on to the next stage.  Note that the only
chance you get to save in between is during the next pre-battle setup screen.

 * Completing this stage unlocks the Scenario 3 (Archery Tutorial). *



-------------------------------------------------------------------------------
Stage 4: 戻れぬ道 - The Path of No Return
-------------------------------------------------------------------------------

   Victory condition: Nuwangi and Sasante are defeated (both of them).
   Losing Condition : Hakuoro or Oboro are killed.

   Party Limit: All available

 Oboro will join you on the first turn, and be under your control.

 Both Sasante (fat guy) and Nuwangi (straw-head-guy) are fairly strong, and if
any of your characters get attacked by them with low life they'll probably be
killed.  Additionally, Sasante can initiate a team attack with Nuwangi that
will effect a 5 square plus-shaped area for high damage as well as inflict
a poison element (not cool!).  Fortunately they seem content to hang around
for a few rounds, so clean up as much as you can before they come after you
Note that Sasante also has the skill that increases the special meter of
allies standing next to him at the start of his turn, and that Nuwangi has a
skill that raises his attack as his energy rises.

 If you prefer, you can actually lure Nuwangi far enough away that they never
pull off their team attack (as Nuwangi needs to be within a 2 square range of
Sasante), but if you do that then you won't be able to unlock it in the Event
Viewer.  As far the bosses go individually, Nuwangi is actually the bigger
threat.  Sasante has the worst movement range of any mobile character in the
entire game (range of 2), and can easily be soloed by either of your archers.

 Also be sure to notice the first winged character sneaking along the upper-
left side of the map.  Winged characters are all mages, and they have good
range.  Additionally, all enemy mage units have a special ability to instantly
fill their special meters to MAX when at critical life.

 The map ends when both Sasante and Nuwangi are defeated.

* Completing this stage unlocks Scenario 4 (Status Recovery). *



-------------------------------------------------------------------------------
Stage 5: 森の娘 - Daughter of the Forest
-------------------------------------------------------------------------------

   Victory condition: Benawi and Kurou are defeated (both of them).
   Losing Condition : Hakuoro is killed.

   Party: All available

 Mounted lizard riders, including Benawi and Kurou, all have an attack range
of 2 squares in any direction, so keep that in mind.  For this map, move up
once and then hang back so that they can come to you.  After a few turns you'll
receive some special reinforcements whose very presence will frighten the
lizards so much that their movement for the rest of the battle will be reduced
to a single square only.  Note that Benouwi has a leadership effect that
raises the special meter for all friendly units standing next to him.

 This is actually the first stage that Team Attacks are available for you to
use.  If you feel so inclined, then give them a try.

-------------------------------------------------------------------------------
Stage 6: タトコリの関 - The Barrier of Tatokori
-------------------------------------------------------------------------------

   Victory condition: Destroy the Gate and Fences (all of them)
   Losing Condition : Hakuoro is killed.

   Party: Field 6 total - Hakuoro, Oboro required (note that 6 is all you have)
          * Teoro will be temporarily unavailable for this stage *

 The goal here is to totally destroy the barricade, which means not only the
big gate but all the targetable fence pieces attached to it.  Once either the
gate or a piece of the fence is destroyed (there are three pieces), you'll get
a cutscene showing you what shenanigans Teoro was up to.  Once you've finished
destroying the gate and all three fence pieces, then Kurou will show up as an
enemy reinforcement.  Take him out to end the map.

 Characters with the Mangle skill can destroy fortifications and fences almost
instantly, so consider them for the door.  While Teoro is unavailable, you
should have at least one other character with ths skill. ;-]

-------------------------------------------------------------------------------
Stage 7: ヌワンギ - Nuwangi
-------------------------------------------------------------------------------

   Victory condition: Defend the bridge (survive for ??? rounds).
   Losing Condition : Hakuoro is killed.

   Party: Field 6 total - Hakuoro, Eruruu required

 You must defend yourselves for a certain amount of time against the ever
increasing horde of enemies.  Feel free to run up and fight the mobs for
experience and items, but be careful not to become overwhelmed.  If you want
to play it safe, turtle up on the bridge, though you lose a lot of time doing
this when you could be killing.  Team Attacks work excessively well due to the
large number of enemies grouped together here.

 After a certain amount of time has passed, you get to battle Nuwangi again,
but he's all alone this time.  He's still fairly strong, but you shouldn't
have any problems with him.



-------------------------------------------------------------------------------
Stage 8: 皇都侵攻 - Capital Invasion
-------------------------------------------------------------------------------

   Victory condition: Kurou is defeated.
   Losing Condition : Hakuoro is killed.

   Party: All available

 This time you're on the offensive heading towards the capital, but once again
Kurou stands in your way.  Make use of the fortifications to bottleneck entry
points if you like, or destroy them for cheap experience.  Be mindful of the
troops in the alleys so they don't surprise you in the rear.  The stage ends
when Kurou is defeated.



-------------------------------------------------------------------------------
Stage 9: 決戦 - Decisive Battle
-------------------------------------------------------------------------------

   Victory condition: Benawi is defeated.
   Losing Condition : Hakuoro is killed.

   Party: All available

 You're at the capital, but Benawi is guarding the palace gate.  There are a
lot of enemies spread about, so be careful and use those nicely placed
defensive walls for cover.  Benouwi won't move for a few turns, so use that
time to mop up as many of his troops as you can.  The stage ends when Benaowi
is defeated.

 * Completing this mission unlocks Scenario 5 (Team Attacks). *

 * Skirmish Set #1 is available during the rest phase *



-------------------------------------------------------------------------------
Stage XX: Skirmish Missions
-------------------------------------------------------------------------------

 From this point on, you'll occasionally see a gate area during the rest
phases down in the lower right corner of the room map.  Selecting these
initiate a random battle that you can use to train your troop or charge their
meter.  They're completely optional, but you can sometimes get nice items
from them.

 * Teoro is no longer available for story missions, but can still participate
in skirmishes *



-------------------------------------------------------------------------------
Stage 10: シケリペチム軍侵攻阻止 - Obstruction of the Shikeribachim Invasion
-------------------------------------------------------------------------------

   Victory condition: All Woptars (lizards) are defeated.
   Losing Condition : Hakuoro is killed.

   Party: All available

 The goal of this mission is to stop the lizards carrying the explosives
before they make it up the path.  The stage ends if the lizards all die,
regardless of whether or not you killed the soldiers.

 Be mindful of the sword-using soldier with red armor, as he has skills that
boost his stats, making him a little stronger than normal.  This will be a
trend for all red-armored officers to come, so be sure to look out for them.

 Afterwards enjoy the event.



-------------------------------------------------------------------------------
Stage 11: 特攻 - Suicide Attack
-------------------------------------------------------------------------------

   Victory condition: All enemies are defeated.
   Losing Condition : Hakuoro is killed.

   Party: Field 7 total - Hakuoro, Eruruu, Karura required

 Just defeat all the enemies to win.  Make use of the traps to corral enemies,
and let them have it.

 This map marks the first appearance of the high-ranking woptar lizard riders,
identified by their gold forehead protector (rather than silver one).  Like
their red-armored soldier counterparts, gold lizard cavalry have skills that
boost their stats and are much stronger than their troops.  In particular
watch out for their Penetration skill, which allows them to attack both the
person next to them as well as the person behind them if they're both within
range.  Coupled with a lucky critical is serious hurt (since they have that
skill, too).

 If you're hunting for rocks to destroy for items, then be sure to use the
square button to check their locations on the map.  They're scattered out in
the far edges of this battle. >_>;



-------------------------------------------------------------------------------
Stage 12: エヴェンクルガの女 - Woman of Evenkuruga
-------------------------------------------------------------------------------

   Victory condition: Defeat Orikakan.
   Losing Condition : Hakuoro is killed.

   Party: Field 7 total - Hakuoro, Eruruu required

 You're surrounded, which isn't good.  Try to keep your weaker characters out
of harm's way while they support others.  Hakuoro must also be watched, as
they really want him dead, and will gang him if possible (now would be a good
time to exploit his Miracle skill if your meter is full).  Orikakan will not
move for the first few rounds, so take advantage of that to waste his troops
before dealing with him.  Keep in mind that he has the counter skill, as well
as a lightning spell that strikes in a large checkered pattern.  Also take
note that one of his troops is a woptar rider officer (gold armor), and he
should not be underestimated.  He can actually one-shot Eruruu if his critical
skill activates.

 Remember that Aruruu, Benawi, and Kurou all have Eyes of Fighting Spirit, so
use them to try to keep enemies from running past you to get to Eruruu and
your weaker characters.

 When Orikakan is defeated, he'll recieve special reinforcements from the
upper-right side of the map.  In addition, he will regenerate half his life,
and must be taken down a second time.  The stage ends when both he and the
reinforcement "commander" are defeated.  The reinforcement archer has the
poison skill, but it won't trigger often (if at all).



-------------------------------------------------------------------------------
Stage 13: 橋の上での死闘 - Desperate Battle of the Bridge
-------------------------------------------------------------------------------

   Victory condition: Touka is defeated.
   Losing Condition : Hakuoro is killed.

   Party: Field 6 total - Hakuoro, Eruruu required

 Touka and her troops are on the bridge, which keeps them nicely bottlenecked.
Only real problem is whether to go straight for her or wipe out her troops.
Fielding archers and lizard cavalry is probably a good idea here.

 Afterwards enjoy her foolishness. ;-D



-------------------------------------------------------------------------------
Stage 14: 偽りの真実 - The Truth of Lies
-------------------------------------------------------------------------------

- Part a:

   Victory Condition: Hakuoro reaches the exit panel at the bottom-left of map.
   Losing Condition : Hakuoro is killed.

   Party: Field 6 total - Hakuoro, Eruruu required
          * It is recommended that you do not field Aruruu *

 In a unique start, it's just Hakuoro and four generic soldiers against
Orikakan and his four minions (despite your earlier party selection).  The
only purpose your soldiers have is to stall them long enough for Hakuoro to
reach the designated escape panel.  You can try to keep them alive, but don't
be surprised if they all die gloriously to cover your escape.  It is
impossible to defeat Orikakan at this juncture with just Hakuoro and the
soldiers, though you may enjoy experimenting with your generic mage.

 You might get items for keeping them alive.  I don't know, as they always
seem to die for me.

 Once you reach the designated square you switch to part b.

- Part b:

   Victory Condition: Orikakan is defeated.
   Losing Condition : Hakuoro is killed.

 Your party members will be scattered about in the swamp.  Note that this is a
"wet" area, and if Aruruu was fielded then you'll get a message indicating
that her defense has plummeted drastically.

 This is a pretty rough stage, as Orikakan is powerful and he has a lot of
cavalry with him.  Be careful how you set your characters up and use your new
ally's abilities to blast from range.  Also be mindful of Orikakan's lightning
spell, which still has its checkered hit pattern.  He will probably use it
quite a lot.

 * Completing this stage unlocks Scenario 6 (Magic Tutorial). *

 * Skirmish Set #2 is available during the rest phase *

*** This is your last chance to do a skirmish battle for a while, so if you
    think you need to build your characters, do so.  Skirmishes will not be
    available again for quite a while.  Make sure your entire team is fairly
    even in levels, or you'll be sorry. ***



-------------------------------------------------------------------------------
Stage 15: ギリヤギナの剣奴 - The Sword-slave of Giriyagina
-------------------------------------------------------------------------------

*** Only your female characters (and Hakuoro) are available for the next set
    of stages, because Haku's a pimp and he left all the men at home.  He even
    brings Yuzuha with him. ;-] ***

   Victory Condition: All enemies are defeated.
   Losing Condition : Hakuoro or Derihourai are killed.

   Party: Field 6 total (all but one) - Hakuoro, Eruruu, Karura required

 Don't let their generic appearance fool you.  This map begins the trend of
generic enemies with status-inducing abilities, and enemy types will be
having these abilities all the way until the end of the game.  Generic archers
can all now randomly inflict poison (including YOUR generic archer), mages can
now decrease your special meters (if they attack with a non-spell), and the
red-armored "officer" soldiers can inflict the stun effect if they hit
you.  Also, note that the enemy officer in red has high skill-boosted stats,
making him very dangerous.  Ugh.

 The map is set up with your team in the upper left, and Derihourai and four
bodyguards at the bottom.  Worse yet, the only way for your troops to reach
the action is by racing along a winding narrow path.  And they will have to
HURRY, as Derihourai and his bodyguards cannot hold out for long (seriously,
they can't).  Your mages are exceptional here due to their range, so I suggest
you bring both.  Otherwise stress attack and abuse team combos if available.

 Derihourai and his generics are fully under your command, so have them back
into the corner and hole up as best they can, giving priority to Derihourai
himself (since if he dies the map is failed).  They should be able to hold out
long enough for your other troops to save them, though feel free to do a
little fighting with them.  The generics have weak attacks, though their
defense is acceptable.

 The enemy captain is strong, but he'll mind his own buisness for a while.
You'll still need to hurry though, as after four turns or so of doing nothing,
he'll charge straight for Derihourai and his group, and he's lethal to them.
If you have any available Team Combos that can hit large groups, you may want
to consider them.



-------------------------------------------------------------------------------
Stage 16: 潜入 - Infiltration
-------------------------------------------------------------------------------

   Victory Condition: Secret cave entrance is reached by a character.
   Losing Condition : Hakuoro is killed.

   Party: Field 7 total - Hakuoro, Eruruu, Karura, Derihourai required
          (Again, all but one of your available)

 While the armies war elsewhere, you sneak into the castle along a hidden
coastal path, not unlike a thief in the night.  Only problem is the hidden
coastal path is full of evil monkeys and tiger cannons. >_>;

 If you've participated in a recent skirmish battle, then you'll know that the
kimamau monkeys now have the dangerous new abilities to inflict "confusion"
and "stun" on your characters.  Having them helpless or wandering
uncontrollably around this map is not good, so try to keep Eruruu within arm's
reach of anyone engaged in melee.  She can use her "fumiluir honey" to cure
any status ailment (the 2nd herb in her list), but only a limited number of
times per map.  Also note that monkeys have horrible magic defense, which you
can exploit to your leisure.  Try to mob each monkey with multiple attacks,
and heal when needed.

 This stage is your first encounter with the tiger cannons.  Tiger cannons
will blast anything in front of them, but they cannot move.  If you can, get
behind or beside them and just smack them around until they break for some
nice experience and items.  Try not to let them hit you, as their attacks
often induce a stun or confuse effect, though characters strong against
the fire element should serve as decent shields.  Note their odd attack range
by highlighting one and pressing the Triangle button twice.

 Be sure to destroy any rocks you come across, including the giant boulder up
at the top.  Many of them have decent items on this map.



-------------------------------------------------------------------------------
Stage 17: カルラゥアツゥレイ - Karurauatsuurei
-------------------------------------------------------------------------------

   Victory Condition: Suonkas is defeated.
   Losing Condition : Hakuoro or Karura are killed.

   Party: Field 7 total - Hakuoro, Eruruu, Karura, Derihourai required
          (Again, all but one of your characters...)

 Let's just say Suonkas is rather displeased with how Karura has chosen to
live her life. ;-]

 There are quite a number of enemies scattered around, so you might as well
keep together and take them out as you can.  Be careful with Karura and
Hakuoro, as the game ends if either of them die.  Also make sure to press the
R2 button and check for any Stealthy McNinjas hiding behind the walls on the
sides, so that they don't surprise you.  Be careful with your positioning, as
you don't want to keep so locked together that the mages can cook you alive
with their AoE fire spells.  Suonkas will content himself to wait for you, so
take your time with the grunts before ascending the steps.

 When the enemies on the bottom floor are cleared, group together and heal up.
Once you're ready, send your troops up the stairs.  As soon as someone steps
on the last step, a trap wall will trigger, blocking your path to the boss.
In addition, some reinforcements will charge in from the sides (3 on each).
While the trap wall can be destroyed, it's better to let it stay up for a bit
as it forces the reinforcements to funnel towards you, and lets you control
them easier.  Suonkas and his archer bodyguards can attack you through the
wall, so run back a bit and let his own trap weaken his forces.

 When you're ready, hit the wall a few times and go after Suonkas and his two
archers.  He's a knife-thrower with a linear attack range of three, but
unlike archers his range doesn't skip a space in front of him.  He also has a
powerful lightning spell that strikes out linearly for three squares in all
four directions (centered on him), so be careful when clustering around him.
He's surprisingly strong, so whatever you do don't let him and his archers
gang up on a low defense character, or worse yet Hakuoro or Karura.

 The stage ends when Suonkas is defeated.

 * Derihourai will stay behind after the battle and no longer be available. *

*** The upcoming event scene marks the first PS2 exclusive stage chronicling
    the adventures of those left behind while Hakuoro jaunted off with Karura.
    New characters and new CG abound, as well as new battle stages. ***



-------------------------------------------------------------------------------
Stage 18: 追跡 - Pursuit                                        [PS2 exclusive]
-------------------------------------------------------------------------------

   Victory Condition: All enemies defeated.
   Losing Condition : All allies defeated.

   Party: Dorii, Guraa, Oboro, Benawi, Kurou
          * It is recommended that you equip healing and status restoration
            items to your characters before starting the map, or else play very
            carefully, as Eruruu is not here to heal you. *

 Most of the enemies on this map are weak, but don't underestimate them as
their damage can pile up.  Also check out the officer soldier in red with his
boosted stats, as well as Nopon and Gomuta, both of whom have beefed defense
and attack (despite their appearance they're actually quite skilled).

 Gomuta the customized Kimamau (monkey) can cause both confusion and stun
if he hits you (ugh), but since you have two archers and two mounted knights,
you should be able to kill the stupid thing without actually getting close to
it.  Gomuta will start ambling towards you from the start of the battle, but
he's a little indecisive on who to go for. ;p

 Nopon is a much bigger pain in pretty much every aspect.  He knows greater
thunder magic (Yamui Unkami), so be careful about staying in his range.
If this is your first exposure to the spell (Urutorii learns it at level 17),
then know that greater magic can only be cast from a standing start and
generally has a large area of effect.  Better to force the mage to move first
before being able to launch a spell.

 If you can, destroy all those sticks at the top of the map for items.



-------------------------------------------------------------------------------
Stage 19: 滅びし國の皇女 - The Ruined Country Princess          [PS2 exclusive]
-------------------------------------------------------------------------------

   Victory Condition: Kamchataal, Nopon (the real one), and Gomuta are all
                      defeated.
   Losing Condition : All allies defeated.

   Party: Dorii, Guraa, Oboro, Benawi, Kurou
          * It is strongly recommended that you equip healing and status
            restoration items to your characters before starting the map. *

 Yes, I know.  As if the fact that Inkara even HAD a daughter wasn't strange
enough, Nopon actually manages to become even MORE annoying.  A feat I
believed impossible just a map ago.  This stage absolutely sucks, not only
because it's moderately tricky, but because you'll be hearing Nopon call
himself a genius so many times you'll scream in agony. ~_~

 As far as I'm concerned the map has five boss characters.  Gomuta you should
remember, as he's the same as before (but a level higher).  Nopon also gained
a level, and apparently learned "kage bunshin" during the event scenario,
which means you have two level 12 clones to deal with as well.  Be careful of
their lightning, though it seems only the real Nopon uses the greater thunder
magic.

 Try to take out Gomuta as soon as possible.  The last thing you need is a
confused character wandering around confused and getting killed.  His monkey
friends aren't as dangerous, but you definately don't want them ganging up on
you.  Try to keep away and kill them with mob tactics and range as best you
can, but make Gomuta and the Nopon clones a definate priority (hope you
brought healing items).

 You unfortunately don't have long before Kamchataal and the real Nopon come
after you (only a turn or two).  Surprisingly enough, Nopon is infintely more
dangerous than Kamchataal with his greater magics, so make sure he goes down
hard.  Kamchataal herself is decently strong, and as she uses a whip she can
attack up to two squares away.  However, she doesn't really have any spells or
specials, and she's not too difficult to stay away from.  She has a much
better voice than her minions as well. >_>

 There's a big rock with an item in it over on the left if you think you have
a chance to get it without being magicked to death.  The stage ends when all
bosses are defeated.

 When you're done, watch Oboro learn why monkey's are disgusting creatures.



-------------------------------------------------------------------------------
Stage 20: 残してきた想い - Feelings Left Behind                 [PS2 exclusive]
-------------------------------------------------------------------------------

   Victory Condition: All enemies defeated.
   Losing Condition : All allies defeated.

   Party: Dorii, Guraa, Oboro, Benawi, Kurou
          * It is strongly recommended that you equip healing and status
            restoration items to your characters before starting the map. *

 This map isn't so bad as it looks, really.  Nopon's big super genius surprise
is really just a pair of those tiger flame cannons, only he's allowed them to
actually move (one single space per turn).  Of course, to do so he had to make
them lightweight, which means their HP is very low.  Not a problem at all.

 The real trouble is everything else.  The Kimamau monkeys can confuse and
stun, as can Gomuta, and the red-armored officers can stun as well.  As it is,
you have four ranged attackers, so use them to clear a spot and let things
come to you.  By now Benawi might have learned the Penetration skill, allowing
him to attack everything within his range at the same time (both squares at
once), so if the opportunity presents itself be sure to use it.

 Nopon is still the most dangerous due to his greater magic, but don't under-
estimate Kamchataal's attack strength.  If someone is hit by her, they might
strongly consider an item for healing.

 There's some sticks to destroy for items.  You might as well.

 *** After this stage the flashback ends and you resume the main storyline ***



-------------------------------------------------------------------------------
Stage 21: 暁を乱す者 - The One Who Disturbs the Dawn
-------------------------------------------------------------------------------

   Victory Condition: All enemies defeated.
   Losing Condition : Hakuoro is killed.

   Party: Field 8 total - Hakuoro, Eruruu, Aruruu, Touka required

 This stage has lots of obstacles you can destroy for items or experience.
Most of the enemies here are fairly weak, but note the woptar lizard rider
that starts in the upper-right corner of the map, as he is in fact an officer
with boosted attack and defense stats.  However since he's enclosed in a tiny
area blocked by two stick fortifications (with an archer), he won't move from
that spot until you get up right next to him (enemies here will never destroy
foritifications, even to get out).  Since he won't bother you, concern
yourself with everyone else and take him out last.

 Additionally, archers continue the trend of poisoning you randomly, but at
least now you have Eruruu.  Consider an Eruruu/Aruruu combo to clean yourself
since they're both automatically fielded.

 Also notice that this is the first stage that Aruruu goes into battle with
Gachyatara (the Mikyuun fox/weasel) sitting on her shoulder.  Gachyatara will
not only change her attacks and their timing, but enable her true combo
finisher.  It will also power up Touka's Team Attack with her.  Try them out.



-------------------------------------------------------------------------------
Stage 22: ハンサナの攻防 - The Offense and Defense of Hansana
-------------------------------------------------------------------------------

   Victory Condition: All enemies defeated.
   Losing Condition : Hakuoro is killed.

   Party: Field 8 total - Hakuoro, Eruruu required
          * This is a "wet" stage, so it is recommended that you do not
            field Aruruu, as her defense will be drastically reduced. *

 Again there is a soldier captain with boosted stats, as well as a number of
mages to worry about and archers that can inflict poison.  The thing you
really need to watch out for is the captain's stun effect, because stun can
equal death on this map (you'll see why later).  Don't let him hit you if you
can help it.  Otherwise head over to them and let them have it.

 After so many enemies have been defeated, Hakuoro will notice the effect the
heavy rain is having on the river.  At this point the victory/loss conditions
change drastically.  You have to race all of your characters up onto shore,
and if any of them are left standing in the river, then they'll be killed by
the oncoming flood waters.  It doesn't matter which riverbank you send your
units, so long as they are standing on shore by the end of Hakuoro's 2nd turn
after the cutscene, otherwise you will get a game over if even ONE of your
characters fails to escape.  If there are any leftover enemies (and there
probably are), you can ignore them or kill them on your way, but your priority
is reaching the shore over all else.



-------------------------------------------------------------------------------
Stage 23: 狩りし者、狩られし者 - One Who Hunts, and One Who Hunts the Hunter
-------------------------------------------------------------------------------

 * Buckle down, this is a LONG stage.  Be sure to save on the setup screen. *

- Part a.

   Victory Condition: Hakuoro reaches the end of the mountain path.
   Losing Condition : Hakuoro is killed.

   Party: Field 8 total - Hakuoro, Eruruu required

 The path here is long and annoying, mostly because it just takes so long to
move eight characters along to the end of it.  There's a lot of fortification
scattered about to get in your way, but you can also use it to your advantage
with the groups of enemies.  Split into two groups and work your way along the
two paths while being mindful of the archers and mages (who can shoot down
cliffs over the wooden walls).

 There's a single red-armored officer near where you start.  Kill him first
as he can cause stun.  You shouldn't have a great deal of trouble with the
rest of the map if you play it carefully.

 Both Kurou and Karura have the mangle ability that lets them break
fortifications in a single hit, including the special high-HP stick things
on this map.  Aruruu also has the skill if you choose to field her.

- Part b.

   Victory Condition: Niui is defeated
   Losing Condition : Hakuoro is killed.

 You start this map with whatever characters you had running up the path, and
everyone has had their health restored to full (no chance to save in between).

 Niui stands on his raised area guarded by three red officers, but they won't
move for four or five rounds, so start cleaning up the grunts.  Be mindful
of the tiger flame cannons as they can still cause stun and confusion effects
(which are disastrous).  Thankfully these are just standard cannons and can't
move like Nopon's things (or even turn for that matter), so if you watch their
attack ranges you can ignore them completely.

 This stage introduces a new generic unit : the greater mage.  Greater mages
can cast both Shisui Unkami (greater lightning spell) and Yamui Unkami
(greater fire spell), but only from a standing start.  Both have fairly large
areas of effect, and even though there are only two mages you should be
careful about how you approach them.

 After enough time has passed if you haven't come for Niui then Niui will come
for you.  He has a movement range of 5, so you've next to no chance of out-
running him, and his physical combo is strong enough to annihalate your weaker
characters.  In addition, he has a wind spell that effects a 3x3 square area
in front of him for decent damage (though argueably much less that his single
target combo).  Keep Eruruu the hell away from him and try to surround him
with beefier characters.  Also note that his three red-armored bodyguards will
come after you at the same time he does, and they're also very dangerous
thanks to their stun effects.  The officers also have the critical skill,
which can kill even some of your best characters in a combo.

 Enjoy the event afterwards (is it just me, or does Niui have the weirdest
laugh ever? >_>).

* Skirmish battles are once again available during the Rest Phase, as well as
  the two events you didn't select waaaaay back during the last Rest Phase. *



-------------------------------------------------------------------------------
Stage 24: アヴ・カムゥ - Avu Kamuu
-------------------------------------------------------------------------------

   Victory Condition: A least one characters survives until time expires.
   Losing Condition : Everyone dies. ;_;

   Party: Everyone except for Hakuoro, Eruruu, and Aruruu

 After one of the longest rest phases in the game, you're greeted with this
rather strange stage.  The Avu Kamuu armors will head up the map destroying
everything in their path, and try as you might you can't inflict even a single
point of damage on them (though that doesn't stop you from trying).  Oddly
enough they seem much more interested in destroying all of the rocks lying
around rather than your characters, and will completely ignore you unless
there are no other rocks lying around.  The stage ends either when enough time
has passed, or the Avu Kamuu start attacking the 2nd gate at the top.  All you
need is a single character to survive to clear the stage.

 While there are many rocks, none of them have items.  In fact, the only thing
to do in this stage is be useless and run away.  However, you still earn bonus
points for attacking (quite a lot, in fact).

* This stage unlocks Scenario #7 : Challenge tutorial *

* Skirmish Set #3 is now available during the rest phase *

*** After the event following this stage, the opening animation will also
    change to reflect late game characters and events.  The old opening can
    still be seen in the Event Viewer found in the Bonus option on the title
    screen menu (Event 88). ***



-------------------------------------------------------------------------------
Stage 25: 灼熱の牢 - Prison of Scorching Heat
-------------------------------------------------------------------------------

   Victory Condition: Reach the Gate
   Losing Condition : Hakuoro is killed.

   Party: Field 8 total - Hakuoro, Eruruu, Urutorii, Kamyu, Genjimaru required

 Lots of new and weird enemies, but don't let them fool you.  None of the
prototype Avu Kamuu can move, and their attack range is only one, so feel
free to have your way with them.  Watch out for the little automated crossbows
as they like to hide out of sight and surprise you when you step in their
expansive range.  They also can't move but have a cannon's range, and can
poison.

 There are two paths you can take, though you can actually swing by doing
both.  Genjimaru is pure awesome in a can, so have no qualms about sending him
and a few others one way and the rest another.

 When you reach the land bridge and try to cross it, Hien will show up in his
blue Avu Kamuu.  It's both strong and well armored, but nothing you can't
handle.  The victory condition will change to Defeat Hien, and doing so will
end the stage for you.

 Hien has a movement of 3 and an attack range of 1, but he also has a special
melee strike that hits everything within a 2 square range around him.  Expect
him to pull if off on you and keep your mages and healer away from it.
Otherwise he's not too bad, as he can't use the skill after moving.



-------------------------------------------------------------------------------
Stage 26: 滅びゆく者 - The One Who Destroys
-------------------------------------------------------------------------------

   Victory Condition: All enemies are defeated.
   Losing Condition : Hakuoro is killed.

   Party: Field 8 total - Hakuoro, Eruruu, Genjimaru required
          * This is a "wet" stage, so it is recommended that you do not
            field Aruruu, as her defense will be drastically reduced. *

 Lots of Avu Kamuu here, as well as a few hidden crossbows along the sides.
Thankfully after your training in the previous map the armors are just tough
as opposed to undefeatable, so employ mob tactics to take them out.  If you've
been pumping Karura's attack stat, you'll find her to be excellent at
slaughtering pretty much everything in this map, especially if Urutorii or
Touka is with her.  The armors like to bunch together due to their low
movement stat (3 sqaures) so you might consider some team attacks as well.
Avu Kamuu have a chance to reduce your special energy meter when they hit you,
and the crossbows can still poison you.

 If you haven't been using your combo finishers, now is the time to start.
They make the armors much easier.  Try not to get sniped by crossbows hidden
from view by the armors themselves.



-------------------------------------------------------------------------------
Stage 27: 仮面 - Mask
-------------------------------------------------------------------------------

   Victory Condition: All enemies are defeated.
   Losing Condition : Hakuoro is killed.

   Party: Field 8 total - Hakuoro, Eruruu, Genjimaru required

 More new enemies.  They have poor movement range but are decently strong.
Also unlike the majority of what you've been dealing with lately they actually
have elemental affinities.  Clear out the first few near you and work your
way over to the path leading up the hill (it makes a good choke point).

 Once all initial enemies are defeated Dii will show up with Kanhorudari and
some more masked men, and the victory condition changes to "defeat Dii".  If
you want you can just blitz Dii, or you can take out the others for items.  I
recommend fortifying yourself on the path and letting Kanhorudari and the
masked men to come to you, where you can pick them apart.

 Kanhorudari is powerful, but not really strong enough to worry.  He has a
powerful fire attack that he can use from a standing start, but frankly you
should be able to kill him easily before he ever gets the chance to use it
(assuming you fortfied and waited for him back at the hill).

 Dii isn't very strong physically, but he has a powerful light magic attack
that hits everyone within a two square radius around him for moderate damage.
However he cannot use the skill after moving.  Defeating him ends the map.



-------------------------------------------------------------------------------
Stage 28: クーヤ - Kuuya
-------------------------------------------------------------------------------

   Victory Condition: Kuuya is defeated.
   Losing Condition : Hakuoro is killed.

   Party: Field 8 total - Hakuoro, Eruruu, Urutorii, Kamyu, Genjimaru required

 Kuuya stands at the top with no less than ten Avu Kamuu scattered about.
While it's possible to blitz Kuuya and the four guards near her, it is
recommended that you get some leveling done on the armors on the side.  Kuuya
and the four armors nearest her won't move until at least the eighth or ninth
turn, so you have plenty of time to deal with them.

 Along the left side of the map are 6 Avu Kamuu that will make their way
towards you.  Go up and employ mob attacks to take them down like before.
After three or four turns a set of 6 reinforcement armors will come out of the
wall, so be prepared to take them out as well.  Afterwards make your way to
Kuuya, who should also be on her way to see you by now.

 Kuuya has a fire slash attack that hits everything in a 5x2 radius in front
of her.  The range is awkward when she turns, so don't accidentally get your
weaker characters killed.  She cannot use the skill after moving.

* The upcoming Rest Phase is the last one in the game, and thus this is your
  last chance to take part in any skirmish battles (Set #4) in order to level
  up your characters.  Note that the only chance you'll have to save your game
  from here on out is during the pre-battle setup phases (may be a few
  exceptions during off-map events). *



-------------------------------------------------------------------------------
Stage 29: 太古の夢跡 - Ancient Ruins of Dreams
-------------------------------------------------------------------------------

- Part a.

   Victory Condition: Hakuoro reaches the designated square.
   Losing Condition : Hakuoro is killed.

   Party: All available

 The immortal slimes are defensively resilient and also have the regenerative
self-healing skill, but they're scattered so far about that it's virtually
impossible for them to give you any trouble.  Try to save your energy meters
for later.

 Once Hakuoro (and only Hakuoro) reaches the designated square at the end of
the path, you're sent to the second half of the map.

- Part b.

   Victory Condition: All enemies are defeated.
   Losing Condition : Hakuoro is killed.

   Party: All available

 This is probably the most amusing stage of the game.  The slimes morph into
shadow clones of your characters, and best yet they copy many of your skills!
Alas they're only at level 20, and by this time you should be higher level
than them.

 For the first turn your shadow will move immediately after your character,
though your higher level characters will begin to act faster during the later
rounds.  If a character attacks (or is attacked by) their clone, then they'll
say a little comment about it.  I liked having everyone finish off their
respective dopplegangers with their combo finisher for poetic justice.  Well,
except Eruruu, who just gave a confusion effect to hers.

 Things to watch out for:
 - Hakuoro clone has the Miracle resurrection skill, and will probably have to
     be killed at least twice.
 - Eruruu clone will actually run up and smack you instead of healing others.
 - Karura clone is strong enough to kill your weaker characters in a single
     combo.
 - Benawi clone knows the Penetration skill.
 - Urutorii clone knows the Rayana Somukuru light spell, which has a very long
     area of effect (3x8 in front of her), and can be quite damaging.  She
     will cast the spell every chance she gets from back in her corner.
 - Character clones with evade skills can dodge your attacks in mid-combo.
 - Character clones with counter will usually smack you back.

 Anyway, have fun.



-------------------------------------------------------------------------------
Stage 30: 力を求めし者 - The One Who Seeks Power
-------------------------------------------------------------------------------

   Victory Condition: Hien and Hauenkua are defeated.
   Losing Condition : Hakuoro is killed.

   Party: All available

 A simple stage, as it's just the two bosses with no grunts.  You can attack
Hien if you wish, but you can't actually hurt him (his defense stat is ??),
so other than to maybe see the neat event don't bother.  He won't move from
his inital spot, but he WILL attack anyone near him.

 When someone first attacks Hauenkua an event will trigger.  Afterwards gang
him with your entire force.  He can hit a 3x3 area directly in front of him,
but only from a standing start.  It's strong, but not terrible.

 Once Hauenkua is defeated another event will trigger, and then Hien will go
active (and thus his defense no longer lists as ??).  Take him out the same
way as last time.



-------------------------------------------------------------------------------
Stage 31: 大封印 - The Large Seal
-------------------------------------------------------------------------------

- Part a

   Victory Condition: Mutsumi is defeated.
   Losing Condition : Hakuoro is killed.

   Party: All available except for Urutorii

 This is more of a fun event battle than anything else.  No comment, as you
shouldn't have a problem figuring out what to do.

- Part b

   Victory Condition: Dii is defeated.
   Losing Condition : Hakuoro is killed.

 It's just Dii, but he's lethal when he's serious.  He's decently fast and
will probably even get the first turn (meaning some of your characters will
likely get hurt), and he has decent movement, though he won't actually move
much.  He'll mainly use a long range skill with a 3x8? rectangular area of
effect, so don't leave any characters in such a range while they make their
way up to him.  He also has the regenerative self-healing skill now, but this
is more of a mild inconvenience assuming your attack stats are decent.



-------------------------------------------------------------------------------
Stage 32: うたわれるもの - The One Who is Sung                    [Final Stage]
-------------------------------------------------------------------------------

* The setup phase is your last chance to save the game! *

   Victory Condition: "Final Boss" is defeated.
   Losing Condition : All characters are killed.

   Party: All available

 The final boss is big, but slow.  However he's incredibly powerful, and his
attack ranges are huge!  If you're in front of him, then it's very likely that
he'll hit you.  Eruruu's first medicinal herb (AoE healing) will be invaluable
here, as will her combo attack with Aruruu (AoE healing).

 You can't hurt the actual boss at first, as its protected by its arms.
Instead focus on them.  Scroll the cursor around the map to see where you can
hit both the arms and the body, as each target has three places you can
attack it at once.  Using AoE magic spells is exceptionally useful, as they
can hit the arms and body three times at once if positioned properly.

 Sets of slimes will frequently spawn in  to harass you, but they're mainly to
prevent you from leaving Eruruu outside of the boss's attack range and running
a heal clinic.  Take out the slimes at range so they don't end up weakening
your characters enough for the boss to kill them, and then focus on the arms.

 The boss will attack in the following pattern:
   - Left Arm hits everything on the left side of the map.
   - Right Arm hits everything on the right side of the map.
   - Body hits everything in front of it.

 While it's possible to try to run around avoiding his attacks, it's not
really worth it to do so.  Once an arm is defeated that attack in the pattern
changes to a more simplistic blast that will instantly reduce a single
character to 1 HP, but won't actually kill them.  That skill is absolutely
horrible if you've been ignoring the slimes, but otherwise you should be able
to have Eruruu cure them back up before the boss strikes again.  Once both
arms are defeated you can start to whittle away the boss's actual lifepoints.

 Fun fact: Your characters will say a new personalized comment when you use
           your combo finishers and team attacks on the boss (I'm particularly
           fond of Oboro's comments).  Additionally since the boss is level 50
           (and you're probably in your mid-late twenties), your characters
           will likely level up a few times during the battle, which acts as a
           free full healing.

 Congratulations, you beat the game.  Enjoy the ending.  Afterwards you will
be prompted to save a clear file.  Do so.  Did you catch the title reference?



===============================================================================
VI. Skirmish Battles
===============================================================================

 Here are all of the available random skirmish missions available.  They're
arranged in sets, with three being available for each major plot division
(save the last one).  Skirmish battles are randomly chosen when you select the
area, so if you're aiming for a particular one just reset and try again.

 Skirmish availability:
    Set #1: Skirmish 1-3 - available after stage 9 until stage ??
    Set #2: Skirmish 4-6 - available after stage 14 until stage ??
    Set #3: Skirmish 7-9 - available after stage 23 but before stage 24
    Set #4: Skirmish 10  - available only during the final rest phase between
                           stages 28 and 29

-------------------------------------------------------------------------------
Skirmish 1 : 栄華にすがりしもの : Those Clinging to Glory
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 2 : 再来、招かれざるもの : Reappearance of the Uninvited Things
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 3 : つわもの達よ : The Stalwart Breakthrough
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 4 : 続・つわもの達よ : Continuation of the Stalwart Breakthrough
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 5 : 賊 : Thief
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 6 : キママゥと踊れ : Dance with the Kimamau
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 7 : 没落の果てに : Ruin's End
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 8 : つわもの達の宴 : Feast of the Valiant
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 9 : キママゥ皇 : The Kimamau King
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Skirmish 10: 彷徨いしもの : Those Who Wander
-------------------------------------------------------------------------------
===============================================================================
VI. Characters
===============================================================================

This section contains a number of spoilers as well (obviously), but is useful
for seeing how characters develop and when they learn their skills.

-------------------------------------------------------------------------------
1. Hakuoro
-------------------------------------------------------------------------------

  The main character.  Uses a fan to attack and has a demon mask on his face.
 Hakuoro is one of the few characters throughout the game that does not have
 an elemental affinity (his affinity is represented by a '?').  In addition,
 his combo finisher is also unique in that it will take on a random elemental
 attribute, usually one that the opponent is weak against.  He also gains a
 fifth finisher near the end of the game that is "non-elemental".

  Hakuoro is the main character, and thus you are often required to field him.
 In addition, the losing conditions of many maps is for Hakuoro to die, which
 makes keeping him alive your top priority.  His unique "Miracle" skill helps
 with this, as anytime he dies with a full energy meter he'll instantly
 resurrect with full life.  Try equipping him with energy raising equipments
 to keep him safe in the case of emergenciess.  The 練気の兜 item would
 probably help in that regard.

  As his survival is usually top priority, consider taking advantage of his
 decent defense cost to buff him up a bit.  Magic Resistance isn't nearly as
 important as physical defense for Hakuoro, as he not only a melee fighter,
 but also obtains the Magic Resistance skill.

  His Improve Morale skill slightly increases the abilities of all female
 allies that are adjacent to him.  Seriously. >_>;

Element: Non-Elemental

Movement Range : 4
Attack Range   : 1

Number of Attacks: 4 (finisher is 5th)
                   1 -> 2 at level 5
                   2 -> 3 at level 9
                   3 -> 4 (max) at level ?? (missed it >_>;)

Skills:   士気向上 - Improve Morale (starts with this skill)
          起死回生 - Miracle (starts with this skill)
          戦術指揮 - Strategic Command (learns at level 15)
          術法抵抗 - Magic Resistance (learns at level 20)

Costs: Attack 60
       Defense 50
       Magic Defense 50

Combos with: Oboro
 Attack hits a 3x3 square in front of Hakuoro.  Reduces the special energy
 meter of enemies.



-------------------------------------------------------------------------------
2. Eruruu
-------------------------------------------------------------------------------

  Your one and only Healer-type character.  Eruruu can heal characters
 adjacent to her, but cannot normally heal herself.  She carries a number of
 herbs with her that serve various medicinal effects, such as antidotes and
 area-of-effect heals, as well as a bevy of debuffing herbs to let her pester
 enemies.  Herbs have a limited number of uses per battle that increases as
 Eruruu levels up, but all medicinal drugs are replinished at the start of the
 next map (so feel free to use them like crazy).

  Typically Eruruu is very fragile to physical attack and should never be on
 the front line.  It's best to keep her in a supportive role, but well within
 range of the characters actually fighting.  Her speed is slow and her
 movement is very low, so consider speed increasing equipment so that she'll
 act more often.

  Raising her Attack stat increases the effectiveness of her healing
 techniques, so try to put at least a point in that every level or so.  With
 such a high defense cost you'll want to keep her away from archer range
 (Dodge Arrow helps with that), though you might as well toss a few points
 into her cheap Magic Defense to keep her nigh-immune to mages.

Element: Earth

Movement Range : 3
Action Range   : 1

Number of Actions: 2 (finisher is 3rd - Yes, she has a Super Heal)
                   1 -> 2 (max) at level 6

Skills:       薬術 - Medicinal Practicioner (learns at level 4)
            弓回避 - Dodge Arrows (learns at level 7)
              遠投 - Long Throw (learns at level 12)
        道具の心得 - Knowledge of Tools (learns at level 26)

Costs: "Attack" 50
       Defense 80
       Magic Defense 30

  Medicinal Practicioner skills (in order of appearance in her list):

    Green Herbs (buffs)

       ヤツモロロの薬湯 - Medicated Bath (water) of Yatsumororo (level 7)
           ミルィルの蜜 - Honey of Fumiluir (Familiar?) (level 4)
         カプマゥの煎薬 - Infusion (shot) of Kapumau (level 16)
       ポロネロ草の軟膏 - Salve of Polonelo (level 6)
       トンプルチの軟膏 - Salve of Tonpuruchi (level 9)
         コゥーハの軟膏 - Salve of Kou-ha (level 17)

    Red Herbs (debuffs)

           ネコンの香煙 - Burnt Incense of Nekon (level 19)
         ケスパゥの香煙 - Burnt Incense of Kesubau (level 23)
         紅皇バチの蜜蝋 - Beeswax of the Crimson Emperor Bachi (level 21)
         ワブアブの粉末 - Fine Powder of Wabuabu (level 11)
       テクヌプイの香煙 - Burnt Incense of Tekenupui (level 13)

Combos with: Aruruu
 Creates a massive area of effect healing centered on Eruruu that also cures
 all status ailments.



-------------------------------------------------------------------------------
3. Teoro
-------------------------------------------------------------------------------

  A big guy with an axe.  Teoro has a good defense, powerful attacks, and he
 starts with the critical strike skill.  Unfortunately he's slow and weak to
 magic, and his movement is terrible.  However he has mangle, so he can just
 tear up all those rocks and sticks and stuff. ;-D

  Toss all your bonus points into his Attack and Defense.  Don't bother with
 his magic defense, as it'll never amount to anything anyway.  Just keep him
 away from mages and he'll be a great hard-hitting wall, which you seriously
 need at the beginning of the game.  He also gets his combo finisher before
 ANYONE else (level 5) so try to take advantage of it, especially since he
 doesn't have a skill or team attack to divert your energy interests.

Element: Earth

Movement Range : 3
Attack Range   : 1

Number of Attacks: 3 (finisher is 4th)
                   1 -> 2 at level 3
                   2 -> 3 (max) at level 5

Skills:   会心の技 - Skill of Satisfaction (starts with this skill)
          ぶち壊し - Mangle (starts with this skill)

Costs: Attack 70
       Defense 50
       Magic Defense 70

Combos with: No one


-------------------------------------------------------------------------------
4. Dorii
-------------------------------------------------------------------------------

  The archer in the blue pants.  His attack cost is cheaper than his twin's
 but he learns his additional attacks later, and has a more expensive defense
 cost.  While it's easier to make him stronger by buying stats, most of
 Dorii's earlier skills are defensive in nature, which is kind of weird, but
 help even him out with his brother.

  I usually like to pump the two archers' Attack stats almost exclusively, as
 they should never be out front tanking.  I might put a few points into Magic
 Defense if I have extra points left over, though.  And maybe a few points in
 Defense if it rounds out a number?  His first skill will help the latter out
 when his energy meter fills.  Regardless keeping your archers strong is the
 best way to raise them.

Element: Wind

Movement Range : 3
Attack Range   : 2-5 (straight linear direction only)

Number of Attacks: 2 (finisher is 3rd)
                   1 -> 2 (max) at level 8

Skills: 護身呼吸法 - Self-protective Breathing Technique (learns at level 5)
          近接回避 - Adjacent Evasion (learns at level 10)
              遠投 - Long Throw (learns at level 14)
          窮死覚醒 - Critical Awakening (learns at level 20)
          会心の技 - Skill of Satisfaction (learns at level 25)

Costs: Attack 70
       Defense 70
       Magic Defense 40

Combos with: Guraa
 Hits all enemies in a 3x5 rectangular area in front of Dorii.  Causes
 Defense Down.



-------------------------------------------------------------------------------
5. Guraa
-------------------------------------------------------------------------------

  The archer in the red pants and Dorii's twin brother.  Always has a slight
 blush on his cheeks for whatever reason...

  Guraa has a slightly more expensive Attack cost, but he learns the Raging
 Fire skill very early, so that will boost his attack up to his brother's
 level nicely.  In fact, in the early game he'll probably outshine Dorii in
 damage not only because of his skill, but because he learns his combo
 finisher two levels earlier than his brother.  In the end the two of them
 pretty much even out though, so they both end up about the same.

  As previously stated, attack is definately the most important stat for the
 archers.  Gura's cost is a little higher, so feel free to plop a few points
 elsewhere if needed (because eventually even your most reclusive characters
 WILL get hit).  The raging fire technique increases attack relative to the
 amount of energy currently in the meter, but this shouldn't dissuade you from
 using his finisher and combos.

Element: Wind

Movement Range : 3
Attack Range   : 2-5 (straight linear direction only)

Number of Attacks: 2 (finisher is 3rd)
                   1 -> 2 (max) at level 6

Skills:   烈火の技 - Technique of Raging Fire (learns at level 5)
            弓回避 - Dodge Arrows (learns at level 10)
          明鏡止水 - "Clear and Serene" (learns at level 15)
          窮死覚醒 - Critical Awakening (learns at level 20)
          会心の技 - Skill of Satisfaction (learns at level 25)

Costs: Attack 80
       Defense 60
       Magic Defense 40

Combos with: Dorii
 A 13 square area of effect in a diamond shape can be positionally targetted
 centering up to three squares from Gura (linear distance only).  Causes
 Defense Down.



-------------------------------------------------------------------------------
6. Oboro
-------------------------------------------------------------------------------

  Your ninja of the game.  Oboro wields two swords and is one of your fastest
 characters by far.  His turn will come up faster than most others, and he has
 the best movement out of ALL your characters (he's the only one with 5 move).
 If you need someone to get somewhere in a hurry, he's usually your guy.

  Oboro's attack stat cost is great!  It's his cheapest stat, so pump it like
 no one's buisness to really see Oboro shine.  He occasionally gets two turns
 in for an enemy's one, so having him hit hard twice in a row is definately a
 pleasant action.  Some defense would be good every now and again so that he
 doesn't die by accident, but focus on attack to make him awesome.

  He has both evade skills, but don't rely on them.  They might save you a few
 times, though.

Element: Fire

Movement Range : 5!
Attack Range   : 1

Number of Attacks: 5! (finisher is 6th!)
                   1 -> 2 at level 7
                   2 -> 3 at level 10
                   3 -> 4 at level 13
                   4 -> 5 (max) at level 16

Skill:   勇気の瞳 - Eyes of Courage (starts with this skill)
           弓回避 - Dodge Arrows (starts with this skill)
         報復の技 - Counter Technique (learns at level 5)
         近接回避 - Adjacent Evasion (learns at level 10)
         窮死覚醒 - Critical Awakening (learns at level 20)
         死中求活 - Escape from Certain Death (learns at level 25)

Costs: Attack 50
       Defense 60
       Magic Defense 60

Combos with: Dorii and Guraa (both must be in range of him).
 Effects an area of 13 sqaures arranged in a diamond pattern, with the center
 of the area positional anywhere up to two squares away from Oboro.
 Causes Stun effect.



-------------------------------------------------------------------------------
7. Aruruu
-------------------------------------------------------------------------------

  Eruruu's sister riding on Muukuru the tiger.  She has extremely high defense
 with a low cost, but if you field her in a stage with water then her tiger
 loses strength and her defense stat plummets.  In addition, although she
 gains all of her attacks at level 13, her combo finisher is not available
 until after she obtains the Mikyuum fox/weasel.  Trying to use her finisher
 before then has both humorous and completely useless results.  However it's
 worth seeing once just to complete the Event Viewer.

  The "Mikyuum" fox/weasel will appear during the Rest Phase following stage
 20, and Aruruu will name it Gachyatara.  It will upgrade her sprite, change
 her attacks, and finally enable her true combo finisher.  It will also grant
 Aruruu the wonderful Self-healing skill.

  Since her defense cost is so low, I tend to pump it up with leftover points,
 though I always buy at least one attack stat per chance.  Once she hits level
 10 and gains her Divine Protection of Mua skill, her defense stat will ascend
 to stupidly high levels as her energy meter fills, making her your absolute
 best tanking character in the game.  Additionally she'll gain both the
 Self-healing and Hardening of Fur skills on top of that, making her almost
 physcially unkillable (and effectively immune to poison).

  Also don't neglect her Eyes of Fighting Spirit ability, which prevents
 enemies from moving past her in one turn.  It lets her act as a three
 character wall instead of just one in regards to enemy movement (though it
 will not work on characters with the Flight skill).

Element: Wind

Number of Attacks: 3 (finisher is 4th)
Movement Range   : 4

Skills:   水に弱い - Weakness to Water (starts with this skill/flaw)
          ぶち壊し - Mangle (starts with this skill)
          闘志の瞳 - Eyes of Fighting Spirit (starts with this skill)
        ムアの加護 - Divine Protection of Mua (learns at level 10)
          自然治癒 - Self-healing (learns after stage 20)
        道具の心得 - Knowledge of Tools (learns at level 20)
          体毛硬化 - Hardening of Fur (learns at level 25)

Costs: Attack 70
       Defense 30
       Magic Defense 50

Combos with: Kamyu
 Strikes a 3x7 rectangular area in front of Aruruu.



-------------------------------------------------------------------------------
8. Benawi
-------------------------------------------------------------------------------

  Benawi is a mounted "woptar" rider with a halberd.  He ties Oboro in having
 the most number of attacks, but gains his finisher much later.  He's the only
 character on your team to gets the situationally useful Penetration skill
 which can let him strike two enemies at once if they're standing next to each
 other, but he never really gets as strong as others.  Still, his skills are
 very useful.

  Even if you pump his attack stat, Benawi will still seem more of a defensive
 fighter.  Even so, with his penetration skill ability to hit with critical
 strikes, he more than makes up for any deficiencies.  In fact, that's one
 area where he has Oboro beat, as Benawi gains a chance to hit a critical with
 each attack in his combo, and he has five hits to try with!  Criticals on
 later hits of the combo still do massive damage, even if normally those hits
 are very weak.  Additionally you'll want him around for his strategic command
 skill, as it boosts the energy of all allies next to him at the start of his
 turn (and he comes with it).  Give him a speed increasing item like the
 フムカミの(奇)御魂 and watch him be an energy battery.

Element: Water

Movement Range : 4
Attack Range   : 2 (directly in front of him)

Number of Attacks: 5! (finisher is 6th)
                   starts at 2
                   2 -> 3 at level 13
                   3 -> 4 at level 16
                   4 -> 5 (max) at level 19

Skills:   闘志の瞳 - Eyes of Fighting Spirit (starts with this skill)
            弓回避 - Dodge Arrows (starts with this skill)
          戦術指揮 - Strategic Command (starts with this skill)
          貫通攻撃 - Penetrating Attack (learns at level 12)
          会心の技 - Skill of Satisfaction (learns at level 15)
          明鏡止水 - "Clear and Serene" (learns at level 18)
        護身呼吸法 - Self-protective Breathing Technique (learns at level 22)

Costs : Attack 70
        Defense 40
        Magic Defense 40

Combos with: Kurou
 Strikes in a massive X-shaped pattern in front of Benawi (7 squares for each
 half of the X).  Causes Stun.



-------------------------------------------------------------------------------
9. Kurou
-------------------------------------------------------------------------------

  A mounted "woptar" rider with a very long sword.  Due to his lower cost and
 skills, it is much easier for Kurou to become stronger than Benawi by the
 late game, though his defense will not be near the same.

  Kurou is actually an unexpected gem.  His attack cost isn't too high, and
 he learns the Raging Fire technique pretty early, giving him a great boost
 to his attack.  His stats start out pretty low when you first get him, but
 if you work with him and pump that attack, he'll be one of your stronger
 characters in the end game.  And he can attack from a range of two, which is
 just bonus!  He also has mangle, and since he's a lizard cavalry he's
 decently speedy.  If you need obstacles cleared away, then he's probably your
 best go-to guy.  Raise his defense with extra points if you like, as he does
 eventually learn the Divine Protection of Mua, which works best off of a
 high defense stat and full energy meter.

  Kurou gets a lot more love in the PS2 version, including his first
 appearance in a CG image.  I think someone at Flight-Plan or Sting really
 liked him.

Element: Earth

Movement Range : 4
Attack Range   : 2 (directly in front of him)

Number of Attacks: 4 (finisher is 5th, gained at level 17)
                   starts at 2
                   2 -> 3 at level 13
                   3 -> 4 (max) at level 16

Skills:   闘志の瞳 - Eyes of Fighting Spirit (starts with this skill)
          ぶち壊し - Mangle (starts with this skill)
          烈火の技 - Technique of Raging Fire (learns at level 13)
          報復の技 - Counter Technique (learns at level 17)
        ムアの加護 - Divine Protection of Mua (learns at level 21)
          死中求活 - Escape from Certain Death (learns at level 25)

Costs: Attack 60
       Defense 40
       Magic Defense 50

Combos with: Oboro
 Hits a 5-square area in a plus-shaped pattern centered two squares in front
 of him.  Causes Stun.



-------------------------------------------------------------------------------
10. Karura (Karla?)
-------------------------------------------------------------------------------

  She's the character with the large heavy collar, blue braided hair, and the
 giant sword.  A little slow and weak on the magic defense, she makes up for
 it with a very high strength potential.  In fact, since she has so few
 attacks in her combo, they tend to do excessively large amounts of damage,
 especially her finisher.

  There is only one thing you need to do when leveling Karura, and that is
 pump up her strength.  Her magic defense will never amount to anything, and
 beyond maybe a few points to keep her defense a nice round number, there's
 no reason to ever bother doing anything EXCEPT increase her attack.  Simply
 put, she is to be your strongest character hands down, and once she learns
 the Raging Fire technique you'll see her first attack almost double most
 other characters entire combos!  She might start out unimpressive, but she'll
 make up for it in the later stages where she's one of the only characters
 that can still one-hit KO enemies with her finisher.  If she ever manages to
 get a critical with her skill, then expect the enemy to go splat.

  Don't worry too much about her defense, as she has a pretty high HP total.
 Her speed is a little slow, but not unbearably so like it was in the PC game.
 So long as you watch out for mages, Karura will tear up, especially as a
 support attacker and boss killer.

Element: Fire

Movement Range : 4
Attack Range   : 1

Number of Attacks: 3 (finisher is 4th)
                   1 -> 2 at level 15
                   2 -> 3 at level 18

Skills:   ぶち壊し - Mangle (starts with this skill)
        ムアの加護 - Divine Protection of Mua (learns at level 14)
          烈火の技 - Technique of Raging Fire (learns at level 16)
          闘志の瞳 - Eyes of Fighting Spirit (learns at level 19)
          会心の技 - Skill of Satisfaction (learns at level 21)
          明鏡止水 - "Clear and Serene" (learns at level 22)

Costs: Attack 50
       Defense 70
       Magic Defense 90!

Combos with: Touka
 Strikes a triangle-shaped area in front of Karura five squares wide and three
 squares tall.  Causes Defense Down



-------------------------------------------------------------------------------
11. Urutorii
-------------------------------------------------------------------------------

  The blond character with white wings.  Urutorii is a mage specializing in
 Wind and Lightning (water) magic, and later in Light.  Since she has wings
 (and thus the Flight skill), she is able to move anywhere within range
 regardless of any obstacles or enemy skills that might otherwise hinder her.
 While she does technically have a basic attack, her spells tend to be much
 more useful, and rare is the occasion to actually go melee with her (though
 you'll want to see her combo finisher at least once to complete the Event
 Viewer).

  Urutorii works best as a magic sniper, though her spells tend to have odd
 hit ranges.  Unfortunately it's her attack stat that determines the damage
 done by her spells, and it's cost is quite expensive.  You should put as many
 points into it as possible, otherwise she'll be gimped and useless late in
 the game, and Urutorii is actually quite useful.  As a mage she can hit
 multiple enemies every turn with spells, and can attack with two different
 elements to exploit enemy weakness.

  While you should focus on attack, go ahead and toss a few points into magic
 defense to make her impervious to it.  She raises the MDef of those around
 her just by being next to them, so that's somewhat handy.  She begins each
 stage with a limited stock of magic spells, but they replenish at the
 beginning of every battle, so feel free to spend them.  Note that her last
 three magic spells can only be used from a standing start, so you can't move
 and then cast them, though you can still jump away after casting the spell.

Element: Light (unique)

Movement Range : 4 (flight)
Attack Range   : 1
Number of Attacks: 2 (finisher is 3rd)
                   1 -> 2 (max) at level 18

Skills:       飛行 - Flight (starts with this skill)
          水の術法 - Magic of Water (starts with this skill)
          風の術法 - Magic of Wind (starts with this skill)
          カミユイ - "Hairdresser" (learns at level 16)
          光の術法 - Magic of Light (learns at level 23)
          術法抵抗 - Magic Resistance (learns at level 20)

Costs: "Attack" 80
       Defense 80
       Magic Defense 20

  Magic Spell List (in order of appearance):

      クス・トゥスカイ - Kusu Tousukai   (Water) (starts with this spell)
      フム・トゥスカイ - Fumu Tousukai   (Wind)  (starts with this spell)
      ヤムイ・ゥンカミ - Yamui Unkami    (Water) (learns at level 17)
      エネン・ゥンカミ - Enen Unkami     (Wind)  (learns at level 17)
      ラヤナ・ソムクル - Rayana Somukuru (Light) (learns at level 23)

Combos with: Karura
 Hits a 3x5 rectangular area in front of Urutorii.  Causes Attack Down.



-------------------------------------------------------------------------------
12. Kamyu
-------------------------------------------------------------------------------

  Kamyu is the young blue haired girl with black wings.  She is a mage
 specializing in Earth and Fire magics, and later in Dark.  Kamyu proves to be
 a MUCH better mage than her counterpart Urutorii for a number of reasons,
 mainly in regards to her spells.  First of all, the earth and fire lists
 have much less restrictive area of effect requirements, and Aue Unkami in
 particular hits in an absolutely abuseable area.  Secondly, her attack cost
 is cheaper, and since the attack stat determines the strength of her magic
 spells, it makes it much easier for her to do more damage as a magic sniper.

  I'd say pump up her attack stat exclusively.  She's a fragile little waif
 with the absolute lowest defense stat in your army (and it will likely always
 be dirt poor), but so long as you avoid archer ranges and the frontline
 you'll have no problems.  Her spells are all positionally snipeable, so have
 her jump around and blast the hell out of everything.

  Like Urutorii, Kamyu has a melee attack you won't use much (though you'll
 still want to see her finisher once to unlock it in the Event Viewer). Kamyu
 begins each stage with a limited stock of magic spells, but they replenish at
 the beginning of every battle, so feel free to spend them.  Note that her
 last three magic spells can only be used from a standing start, so
 you can't move and then cast them.

  Also of note is that her combo attack with Urutorii covers an absolutely
 MASSIVE area (the largest available, in fact), and can do some decent damage
 to a lot of enemies.

Element: Dark (unique)

Movement Range : 4 (flight)
Attack Range   : 1

Number of Attacks: 2 (finisher is 3rd)
                   1 -> 2 (max) at level ??

Skills:       飛行 - Flight (starts with this skill)
          土の術法 - Magic of Earth (starts with this skill)
          火の術法 - Magic of Fire (starts with this skill)
          闇の術法 - Magic of Dark (learns at level 23)
          近接回避 - Adjacent Evasion (learns at level 18)

Costs: "Attack" 70
       Defense 80
       Magic Defense 40

  Magic Spell List (in order of appearance)

      テヌ・トゥスカイ - Tenu Tousukai   (Earth) (starts with this spell)
      ヒム・トゥスカイ - Himu Tousukai   (Fire)  (starts with this spell)
      シスエ・ゥンカミ - Shisue Unkami   (Earth) (learns at level 17)
      アゥエ・ゥンカミ - Aue Unkami      (Fire)  (learns at level 17)
      ヌグイ・ソムクル - Nugui Somukuru  (Dark)  (learns at level 23)

Combos with: Urutorii
 Strikes a massive plus shaped area in front of Kamyu 3 squares wide and 9
 squares long with an additional 3x9 rectangular perpendicularly crossing it
 in the center.  Causes defense down.



-------------------------------------------------------------------------------
13. Touka
-------------------------------------------------------------------------------

  Touka is the purple-haired warrior with a brown long-coat.  She fights with
 a sheathed-sword style and apparently likes cute animals.

  Touka comes to you largely balanced in all attributes, and best of all
 appears with her combo finisher ready for use from the get-go.  Her innate
 critical skill is also very nice to have.

  Stat-wise she's very strong in defense (which is apparently a common trait
 among the Evenkuruga), but her attack stat is a little low when compared to
 others.  I would recommend pumping it like mad when you can, as her defense
 attributes are already pretty decent, and with high attack you'll have a very
 good frontline fighter.  She may not be as strong as Karura, but she's
 faster, and she can take a hit much better.  Dodge and Counter are both fun
 to have as well, even if you can't completely rely on them.

  Touka's combo attack with Aruruu actually has two forms.  If you want to
 complete the Event Viewer, you'll need to see them both.

 Fun fact: When used on living things her combo finisher creates a great
           splash of blood, but when used on objects and cannons it doesn't.

Element: Water

Movement Range : 4
Attack Range   : 1

Number of Attacks: 4 (finisher is 5th)
                   She has all her attacks from the moment she joins you.

Skills:   会心の技 - Skill of Satisfaction (starts with this skill)
          近接回避 - Adjacent Evasion (starts with this skill)
          報復の技 - Counter Technique (learns at level 16)
          勇気の瞳 - Eye of Courage (learns at level 19)
        護身呼吸法 - Self-protective Breathing Technique (learns at level 20)
          明鏡止水 - "Clear and Serene" (learns at level 22)
          窮死覚醒 - Critical Awakening (learns at level 24)

Costs: Attack 60
       Defense 50
       Magic Defense 40

Combos with: Aruruu
 Hits an area made of two 3x5 rectangles in the shape of a plus directly in
 front of Touka.  In addition to being absolutely hilarious, it reduces enemy
 special meter as well.  This combo attack will both change in animation and
 increase in power once Aruruu gains Gachyatara, though it is still useful
 beforehand.  The latter form isn't as funny, but is more powerful.



-------------------------------------------------------------------------------
14. Derihourai
-------------------------------------------------------------------------------

  Karura's brother who wields a pair of Tonfa.  He has much better stats than
 his sister for some strange reason, but no skills. >_>

  Derihourai's stats are all pretty balanced, and his magic defense is
 far superior to Karura's meager value.  Frankly he's more like Touka in this
 regard.  You should probably pump his attack exclusively, as he doesn't
 really need anything else.

  He has an absolutely awesome combo finisher, so make sure you see it while
 you can.  You don't get him for too long, but he's pretty decent while he's
 there.

Element: Fire

Movement Range : 4
Attack Range   : 1

Number of Attacks: 4 (finisher is 5th)
                   starts at 3
                   3 -> (max) at level 15

Skills:     弓回避 - Dodge Arrows (starts with this skill)
          報復の技 - Counter Technique (starts with this skill)

Costs: Attack 50
       Defense 70
       Magic Defense 70

Combos with: No one



-------------------------------------------------------------------------------
15. Genjimaru
-------------------------------------------------------------------------------

  An old one-eyed warrior who aids Kuuya.  This guy absolutely rocks!

  Genjimaru is one of the fastest characters you get in the game (rivaling
 Oboro), and his turn will come up very quickly.  While he may not be the
 strongest character, his defensive stats and extremely high HP total make
 him a walking tank, and his ability to retain energy after using his
 finisher makes him amazing (especially considering that he has no team
 attack or skill to distract him from using it).  Charge him forward to the
 front of the party and watch him not only outrun everyone else, but shrug off
 everything thrown at him to boot.

  Like a certain other Evenkuruga, his attack stat is a little low, so pump
 that.  His defense is already high enough that it doesn't need any extra
 attention.

 Fun fact: When used on living things his combo finisher creates a great
           splash of blood, but when used on objects and cannons it doesn't.

Element: Earth

Number of Attacks: 4 (finisher is 5th)
Movement Range   : 4
                   He has all his attacks from the moment he joins you.

Skills:   会心の技 - Skill of Satisfaction (starts with this skill)
          近接回避 - Adjacent Evasion (starts with this skill)
            弓回避 - Dodge Arrows (starts with this skill)
          闘志の瞳 - Eye of Fighting Spirit (starts with this skill)
          明鏡止水 - "Clear and Serene" (starts with this skill)

Costs: Attack 70
       Defense 60
       Magic Defense 60

Combos with: No one



===============================================================================
VII. Team Attack Pairings
===============================================================================

 Each character has at least one Team Attack with another character, so if
that's all you're looking for then feel free to check here.  Keep in mind that
in order for the Team Attack option to appear, character need to be within a
range of no more than 2 squares from each other.  Also, only the first name of
the set can initiate the attack.

 List is in order of their appearance in the Event Viewer, in case you need to
reference one you missed.

  Hakuoro + Oboro
  Eruruu + Aruruu
  Aruruu + Kamyu
  Oboro + Dorii + Guraa (both must be within range)
  Dorii + Guraa
  Guraa + Dorii
  Benawi + Kurou
  Kurou + Oboro
  Karura + Touka
  Touka + Aruruu
  Touka + Aruruu + Gachyatara
  Urutorii + Karura
  Kamyu + Urutorii
  Sasante + Nuwangi (the only boss combo)



===============================================================================
VIII. Extra Scenarios and Tutorials
===============================================================================

Extra Scenarios can be reached from the third option on the main menu.

Scenario #1 : Basic Tutorial - Available from the start

 This is the basic tutorial for gameplay.  Ask Eruruu-sensei anything you
 like, and then destroy the sticks.

Scenario #2 : Attack Tutorial - Available after stage 1 or 2

 This is the tutorial for extra attacks, and allows you to practice hitting
 the circle button as the circle zooms in.  Combo the sticks to death.

Scenario #3 : Archery Tutorial - Available after stage 3

 This is the archery tutorial.  Destroy the stick targets from over the fence
 and rocks.

Scenario #4 : Status Recovery Tutorial - Available after stage 3

 This is the tutorial for Eruruu's herbs.  Use the "fumiluir" herb (Familiar
 herb) to cure Hakuoro's poison status.

Scenario #5 : Team Attack Tutorial - Available after stage 9

 Use Eruruu and Aruruu's combo to cure everyone of their status ailments in
 one turn.

Scenario #6 : Magic Tutorial - available after stage 14

 Use Urutorii's spells to destroy all three stick targets in the same move.
 Note that you can't use her third and fourth and spells after moving.  She is
 given her first four spells for this stage, but you only need the third one.

Scenario #7 : Challenge Stage - available after stage 24

 Granted it looks imposing seeing a level 50 Sasante and two Avu Kamuu's next
 to your level 15 characters with only a wooden wall between them, but this
 mission is actually very easy in the PS2 version (the PC version of the stage
 was a lot harder).

 All you have to do is everything you learned from the previous tutorials.
 Urutorii can annihalate the three enemies corraled in the pen with her magic
 quite easily, and then she can magic away most of the rocks and fort walls
 (her fifth spell can do most of it alone).  Have Dorii use his arrows to
 snipe the wooden sticks in the upper corner, and let Eruruu cure Hakuoro's
 poison with her familiar herb (2nd one).  Let Hakuoro and Aruruu destroy the
 giant boulder at the bottom of the screen.

 The giant rock is supposed to be nearly impervious to all damage except for
 combo finishers, but it looks like the developers bugged and forgot to make
 it immune to Aruruu.  Whoops. ;-]

 Once all enemies and rocks are gone, the stage ends.

Tutorial 8: Extra Challenge #2 - Obtained after collecting all items
           [PS2 exclusive]

 This stage pits your entire cast of playable characters (including all
 temporary ones) against the entire cast of boss characters, set in waves.
 Everyone (your units included) is level 50, and Hakuoro has his "special end-
 game finisher combo", if you get the point.  The object is to defeat all the
 bosses.  Really, you should just have fun with it. ;-]

 Completing this stage unlocks the last two CG in the CG Viewer.

Tutorial 9: Developer's Room - available after completing the game.

 Wander around and talk to the game developers.  There's some fun surprises
 inside this stage, so be sure to explore.  Why they're all cats is anyone's
 guess. ;-]



===============================================================================
IX. Bonus Menu
===============================================================================

-------------------------------------------------------------------------------
1. CG Viewer
-------------------------------------------------------------------------------

 CG viewer lets you view CG seen in the game.  Anytime you view a CG the data
 is flagged and it will appear here.  All CG are unlocked in the normal
 playthrough save the final two.

 I haven't unlocked those yet. :-/

-------------------------------------------------------------------------------
2. Sound Test
-------------------------------------------------------------------------------

 Lets you listen to music you've encountered in the game.  Once you hear it
 for the first time, it will show up here.  The last few songs are obtained
 by beating the game, and include the TV anime's opening song and the opening
 music of the original PC game.

-------------------------------------------------------------------------------
3. Event Viewer
-------------------------------------------------------------------------------

 Let's you watch events from the game.  Events 1-57 are unlocked during the
     standard playthrough.  58-87 are unlocked whenever you perform the
     corresponding move.  88 is always unlocked, and 89 unlocks after
     stage 24.  Event 90 is unlocked upon completion of the game.

 Events 1-57  : All of the story events and the various selectable scenes
                from the Rest Phases.
 Events 58-73 : Character Combo Finishers.
 Events 74-87 : Character Team Attacks.
 Event  88    : Original Game Opening Animation.
 Event  89    : 2nd Game Opening Animation.
 Event  90    : TV anime opening (textless)

-------------------------------------------------------------------------------
4. Item Viewer
-------------------------------------------------------------------------------

 View the various items descriptions of everything you collected during your
 playthrough.



===============================================================================
X. Completion Bonus * SPOLIERS *
===============================================================================

-------------------------------------------------------------------------------
1. Unlockable Bonuses
-------------------------------------------------------------------------------

Upon completing the game you are asked if you want to create a clear-file
save.  Doing so creates a save file with a star on it, and it unlocks the
following:

1. The TV anime opening video in Event Viewer
2. The original opening music from the PC version of the game, as well as the
   PS2 version's ending music in the sound test
3. The Developer's Room in the Scenaio option of the Main Menu (Scenario 9)
4. The next time you start a new game you will be prompted on whether or not
   you wish to play in "Scenario Skip" mode, which will skip all Rest Phases.
5. ?????

-------------------------------------------------------------------------------
2. New Game +
-------------------------------------------------------------------------------

 If you saved a clear-file at the end of the game, you'll notice it in the
load game menu (it will be marked with a Star).  Loading this file will start
a New Game +.

 Benefits of New Game + :
  - You keep all of the items and equipments previously collected
  - Eruruu has all of her medicinal herb abilities from the start (which lets
      you do silly things like like inflict confusion on Nuwangi)
  - Aruruu starts with her Regenerate skill (glitch?)

  Still looking for more.



===============================================================================
XI. Item List
===============================================================================

 First of all, if you're looking for a particular item that happens to be a
clear bonus from one of the skirmish stages, know that there are multiple
reward sets for each skirmish stage, so you may have to beat the mission
multiple times to get what you want.  Also note that you can't take part in
skirmishes if you're playing on "Scenario Skip" mode.

 If an item is described as "found in", this means that the item is in a rock
or other obstacle, or maybe carried by a grunt.  If you want to be sure you
get everything, then always press the square button to check the map for
destroyable obstacles, and clear them all.  Sometimes they're hidden in hard
to reach corners of the map.

 I am well aware that my Japanese skills are probably horrible, and that some
of the item translations are wonky or incomplete.  If you wish to correct me,
or better yet contribute, then please email me.

 And if you were thinking about playing the game without using item, then
think again!  I didn't do this for my health, you know, so now you have no
excuse to ignore them! ;p

 Items are listed in the numbering order used in the bonus menu.  Items that
you acquire naturally during the storyline do not have ':' comments stating
where/when they're found, because you can't miss them.



-------------------------------------------------------------------------------
1. Equipments
-------------------------------------------------------------------------------

 Equipment items tend impart stat bonuses or effects.  With the exception of
rings and bracelets you can't "use" them like a normal item, though they still
take up one of your two item slots.


 1. フムカミの草履   - Sandals of Fumukami
                         - Increases movement by 1
                         : found in stage 3
 2. フムカミの戦足袋 - Battle Socks of Fumukami
                         - Increases movement by 2
                         : found in stage 22
 3. フムカミの御魂   - Soul of Fumukami
                         - Increases "speed" by a slight amount
                         : found in stage 12
 4. フムカミの奇御魂 - Weird Soul of Fumukami
                         - Increases "speed" by a moderate amount
                         : found in stage 16
 5. 兵士のトゥバイ   - The Soldier's Toubai
                         - Increases attack power (no effect on Eruruu)
                         : found in stage 7
 6. 金剛扇           - Indestructible Folding Fan
                         - Increases attack power (Hakuoro only)
                         : clear stage 10
 7. 双滅牙           - Dual Fang of "Horo"
                         - Increases attack power (Oboro only)
                         : clear skirmish 2
 8. 薬箱             - Medince Box
                         - Increases recovery power (Eruruu only)
                         : clear skirmish 4
 9. 旋迅弓           - Fast Spinning Bow and Arrow
                         - Increases attack power (Dorii and Guraa only)
                         : clear skirmish 4
10. 覇陣             - Battle Supremacy
                         - Increases attack power (Karura only)
                         : found in stage 17
11. 疾風             - Squall
                         - Increases attack power (Touka only)
                         : found in stage 20
12. 虎爪牙           - Tiger Claws
                         - Increases attack power (Aruruu only)
                         : clear skirmish 2
13. 烈破槍           - Violent Tearing Spear
                         - Increases attack power (Benawi only)
                         : found in stage 14
14. 剛芯直刀         - Straight-edged Sword with Hardened Core
                         - Increases attack power (Kurou only)
                         : clear skirmish 4
15. 羽蝶扇           - Butterfly Wing Folding Fan
                         - Increases attack and adds chance to inflict poison
                           (Hakuoro only)
                         : clear skirmish 2
16. 双蛇刀           - Dual Serpent Blades
                         - Increases attack and adds chance to inflict poison
                           (Oboro only)
                         : found in stage 14
17. 紫貴の幻弓       - Royal Phantom Bow
                         - Increases attack and adds chance to inflict poison
                           (Dorii and Guraa only)
                         : clear skirmish 5
18. 朴歌仙           - Humble Sage
                         - Increases attack and adds a chance to stun (Karura
                           only)
                         : clear skirmish 4
19. 鬼灯崩           - Cascading Demonic Light
                         - Increases attack and adds a chance to stun (Kurou
                           only)
                         : found in stage 18
20. 吼狂牙           - Crazy Beast Fang
                         - Increases attack and decreases enemy energy
                           (Aruruu only)
                         : found in stage 21
21. 轟閃             - Roaring Spark (Thunder?)
                         - Increases attack and decreases enemy energy (Touka
                           only)
                         : clear skirmish 5
22. 風華武威         - Fragrant Wind's Militaristic Power
                         - Increases attack and decreases enemy energy (Benawi
                           only)
                         : clear skirmish 5
23. 鎧徹し           - Armor Focus
                         - Increases attack against Avu Kamuu (Karura and
                           Touka only)
                         : clear skirmish 8
24. 甲砕き           - Shell Breaker
                         - Increases attack against Avu Kamuu (Aruruu only)
                         : clear skirmish 8
25. 祭祀の枝         - Ritual Branch
                         - Prevents loss of skill bonus when energy meter is
                           depleted for applicable skills by 1 stage
                         : clear skirmish 2
26. 祭祀の盃         - Ritual Glass
                         - Prevents loss of skill bonus when energy meter is
                           depleted for applicable skills by 2 stages
                         : clear skirmish 6
27. 祭祀の器         - Ritual Container
                         - Prevents loss of skill bonus when energy meter is
                           depleted for applicable skills by 3 stages
                         : clear skirmish 7
28. 祭祀の鏡         - Ritual Mirror
                         - Prevents loss of skill bonus when energy meter is
                           depleted for applicable skills by 4 stages
                         : clear skirmish 10
29. 兵士のアベリュ   - Soldier's Aberyu
                         - Increases defense
                         : clear skirmish 2
30. テヌカミの鎧     - Armor of Tenukami
                         - Increases defense and magic defense, and also
                           protects against status ailments
                         : found in stage 25
31. 練気の鉢金       - Gold Crown of Tempered Air
                         - Increases rate of energy acquisition slightly
                         : clear skirmish 4
32. 練気の兜         - Helmet of Tempered Air
                         - Increases rate of energy acquisition moderately
                         : found in stage 18
33. 戦舞の瑠璃       - Lapis Lazuli of the War Dance
                         - Begin a battle with MAX energy meter
                         : clear skirmish 2
34. 戦舞の浄瑠璃     - Joruri of the War Dance
                         - Begin a battle with MAX energy meter
                         : clear skirmish 6
35. ヒムカミの護符   - Charm of Himukami
                         - Changes elemental affinity to Fire
                         : clear skirmish 2
36. クスカミの護符   - Charm of Kusukami
                         - Changes elemental affinity to Water
                         : found in stage 9
37. フムカミの護符   - Charm of Fumukami
                         - Changes elemental affinity to Wind
                         : clear skirmish 2
38. テヌカミの護符   - Charm of Tenukami
                         - Changes elemental affinity to Earth
                         : found in stage 8
39. カントコロの護符 - Charm of Kantokoro
                         - The effects of elemental affinites are increased
                         : clear skirmish 4
40. モシリコロの護符 - Charm of Moshirikoro
                         - The effects of elemental affinities are reduced
                         : clear skirmish 6
41. ユタンカラの護符 - Charm of Yutankara
                         - Elemental affinities have no effect
                         : clear skirmish 5
42. 夜神楽の鼓       - Hand Drum of the Evening "Kagura" Dance
                         - Probability of recieving a status effect reduced
                           by 50%
                         : found in stage 12
43. 里神楽の横笛     - Flute of the Village "Kagura" Dance
                         - Immunity to status ailments
                         : clear skirmish 8
44. ヒムカミの指輪   - Ring of Himukami
                         - Use the ring to cast a ranged fire attack
                         : found in stage 4
45. ヒムカミの腕輪   - Bracelet of Himukami
                         - Use the bracelet to cast a ranged area of effect
                           fire attack
                         : clear skirmish 8
46. クスカミの指輪   - Ring of Kusukami
                         - Use the ring to cast a ranged water attack
                         : found in stage 12
47. クスカミの腕輪   - Bracelet of Kusukami
                         - Use the bracelet to cast a ranged area of effect
                           water attack
                         : clear skirmish 5
48. フムカミの指輪   - Ring of Fumukami
                         - Use the ring to cast a ranged wind attack
                         : clear skirmish 1
49. フムカミの腕輪   - Bracelet of Fumukami
                         - Use the bracelet to cast a ranged area of effect
                           wind attack
                         : clear skirmish 5
50. テヌカミの指輪   - Ring of Tenukami
                         - Use the ring to cast a ranged earth attack
                         : found on stage 6
51. テヌカミの腕輪   - Bracelet of Tenukami
                         - Use the bracelet to cast a ranged area of effect
                           earth attack
                         : clear skirmish 6
52. ヤオシケプの袋   - Bag of Yaoshikepu
                         - Increases the range of items when used
                         : clear skirmish 4
53. クスカミの泪     - Tear of Kusukami
                         - Increases bonus points earned when character kills
                           an enemy
                         : clear skirmish 6
54. キムンの毛皮     - Fur of Kimun
                         - Increases experience earned when equipped
                         : clear skirmish 6
55. ユカッテの角     - Horn of Yukatte
                         - Increases chance to hit?
                         : clear skirmish 4
56. シトゥンペの鈴   - Bell of Shitounba
                         - Increases evade rate?
                         : clear skirmish 6

* 滅 (Horo) is the Japanese character for Nirodha, one of the Four Noble Truths
  of Buddhism.  Nirodha is the noble truth of the cessation of suffering.
** 浄瑠璃 (joruri) is a sung narrative with a shamisen accompaniment.
*** 神楽 (kagura) is a type of ancient Shinto music and dance.

-------------------------------------------------------------------------------
2. Consumable Items
-------------------------------------------------------------------------------

 Consumable items are just that.  Consumable.  When you use one of these items
it will disappear from your character's equipment forever.  However, starting
a New Game + will give you back the total of all the items you found in the
previous playthrough.

 Consumable items are scattered everywhere throughout the game, and most of
them are very common.  By the end game you should have encountered at least
one of each, if not more than that.  You get them from both enemies/objects
and as stage clear bonuses.

57. シゥネ・ケニャ   - Shiune Kenya
                         - Recovers a small amount of HP
58. シゥネ・ヌクイ   - Shiune Nukui
                         - Recovers a moderate amount of HP
59. シゥネ・ウンヤク - Shiune Un'yac
                         - Completely recovers HP
60. ソヴヤピ・ンクリ - Sovyabi Nkri
                         - Increases energy by a small amount
61. アマム・ウチュ   - Amam Uchyu
                         - Increases energy by a moderable amount
62. ケウトゥアマン   - Keutouaman
                         - Instantly fills energy meter to MAX
63. スリテンユシリ   - Suritenyushiri
                         - Cures poison and heals for a small amount
64. トゥレプの茎     - Stalk of Tourebu
                         - Cures stun and heals for a small amount
65. ハルニレの葉     - Leaf of Harunire
                         - Cures confusion and heals for a small amount
66. 紫琥珀の霊薬     - Purple Amber Miracle Drug
                         - Cures all status ailments and fully restores HP
67. 水命丹           - Red Water of Life
                         - Permanently increases attack by 1
68. 陽炎丹           - Red Haze of Heat
                         - Permanently increases defense by 1
69. 土甲丹           - Red Shell of Earth
                         - Permanently increases magic defense by 1
70. 夢幻丹           - Red Fantasy
                         - Permanently increases attack, defense, and magic
                           defense by 1
71. タラチ・タムヒト - Tarachi Tamahito
                         - When character is dealt a killing blow, item is
                           consumed and the character continues to live

-------------------------------------------------------------------------------
3. Collection Items
-------------------------------------------------------------------------------

 Collection items serve no purpose but to look neat.  Some collection items
are gained for completing certain stages, while others have rather unique
requirements.  I'll try to fill them in as best I can as best I can.  Note
that the final item (Hakuoro's mask) will not appear until the game has been
completed.  Also, only item #72 requires you to view Rest Phase events in any
type of particular order, as only in the very beginning are there events that
can be sicked (note that said events are not listed in the event viewer).

 * Thanks to sou for White Cloth information *

72. 白い布           - White Cloth
                         : Go outside before entering the bedroom to see
                           Eruruu's laundry scene after stage 2
73. 兵法書           - Book of Strategies - Record of Benawi's experiences in
                         combat.  A warrior's handbook.
                         : clear stage 5
74. 大きな徳利       - Large Sake Jug - Karura's favorite sake bottle.  Has a
                         capacity of approximately 1 "shou" (1.8 liters)
                         : obtained during Rest Phase after stage 10
75. ヌワンギの鉈     - Nuwangi's Hatchet - Hatchet only for Nuwangi.  The
                         blade has only spilled a little blood?
                         : clear stage 7
76. 押し葉           - Pressed Leaves - The Eruruu and Aruruu flowers put
                         between paper and allowed to dry.
                         : Obtained during Rest Phase after Stage 1
77. ムントの羽       - Feather of Munto - One of Munto's white feathers.
                         It's a little dry.
                         : obtained during Rest Phase after stage 10
78. ウルトリィの羽   - Feather of Urutorii - One of Urutorii's white feathers.
                         It is filled with vitality, and is fluffy and soft.
                         : obtained during Rest Phase after stage 10
79. テオロの斧       - Teoro's Axe
                         : obtained during Rest Phase after stage 11 if Teoro
                           is level 10 or more
80. 派手な外套       - Gaudy Overcoat - A luxurious overcoat that Sasante
                         wore.  It is made of expensive materials.
                         : clear stage 4
81. 血染めの帯       - Bloodstained Sash - Cloth that Suonkas had wrapped
                         around his head.
                         : clear stage 17
82. 六角の髪留め     - Hexagonal Hair Clinch - Kamchataal's hexagonal hair
                         ornaments.
                         : clear stage 20
83. 食べかけの果実   - Partially eaten fruit - Fruit that Gomuta has already
                         started eating.  It's begun to ferment a little.
                         : clear stage 18
84. 十得工具         - "Ten Profit Tool" - An object of Nopon's with various
                         tool attachments in it.
                         : clear stage 19
85. 黒手帳           - "Little Black Book" - Hauenkua's...
                         : clear stage 30
86. 歴戦の鉢金       - Veteren's ????? -
                         : clear stage 30
87. 歴戦の眼帯       - Veteren's Eyepatch -
                         : obtained during Rest Phase after stage 28
88. カミュの羽       - Feather of Kamyu - One of Kamyu's black feathers.
                         It is filled with vitality, and is fluffy and soft.
                         : obtained during Rest Phase after stage 23
89. 金剛鍾           - Solid Weight - Kurou uses this to strengthen his body.
                         : clear stage 8
90. 木彫りの人形     - Carved Wooden doll
                         : obtained during Rest Phase after stage 20
91. ハリセン         - Harisen - Large fan made of paper.  It can't be used
                         as a weapon.
                         : found in stage 13
92. つぼ             - Jar
                         : found in stage 26
93. 同人の書         - Doujinshi (fan-made comic book)
                         : found in stage 29 (ha ha!)
94. 小さな巾着       - Small Purse
                         : clear stage 27
95. 育毛剤           - Hair Tonic - Inkara used it as a hair restorer.  It's
                         a very expensive hair tonic.
                         : clear stage 9
96. ユズハの髪の毛   - Yuzuha's Hair - Hair that Yuzuha tied together.  It
                         gives a very soft and delicate impression.
                         : obtained during Rest Phase after Stage 1
97. 香辛料           - Spices - A powdery yellow energizing spice that
                         everybody loves.
                         : found in stage 20
98. ムックルの縫い包み Stuffed Toy of Mukkuru - A hand-stitched stuffed toy
                         of Mukkuru as a kitten.
99. しましまのシッポ - Striped Tail
                         : found in stage 29
100. ハクオロの仮面   - Hakuoro's Mask
                         : one of the rewards for clearing the game.



===============================================================================
XII. Q & A (Questions and Answers)
===============================================================================

Q: Is this game a hentai game?
A: No. The original PC version was, but the PS2 version has had such content
  removed.

Q: Are there any new CG in this game that weren't in the PC game?
A: Yes, there is new CG to replace the ones that were removed, as well as a
  few new scenario CG.

Q: Are there any new characters or stages?
A: Yes, there are new stages, and new characters in those new stages.  There
  are also new a few new events before and after those stages.

Q: Do any new characters join your party that didn't in the PC game?
A: No. No new characters join you.

Q: Did the opening to the game just change? O_o;
A: Yes, the opening changes to reflect more relevant scenes once you pass a
  certain point in the plot.  The original game did this as well.  This change
  happens after the completion of stage 24.

Q: Why the hell did you write a FAQ for a game no one will ever play?
A: ... Shut up!

-------------------------------------------------------------------------------
This guide is copywright (C) 2006 Joseph Wantland.

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