Tactics Ogre

Tactics Ogre

18.10.2013 04:43:43
...
~B
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Tactics Ogre FAQ

Henry Chan

Version 3.0

Before anything else, I have to give thanks to a guy who gave me two VERY useful TO
sites, that is why this update is full of tricks and secrets. BUT I have accidently erased
his email, so I don't know his name. But thanks to him that he provided me the URLS
for more tricks.


PS. I might update this once or two more times, so please check the sites where you got
this FAQ for new versions.

A lot had happened, and thanks to all who sent me emails.

Updated of this version:

Calendar added
SPECIAL ATTACKS and DRAGON MAGICS ADDES: these are found in the
a dungeon.


I got some tricks and information from Horiyama's site: Notes on Tactics Ogre.
It is very helpful, and thanks to him I can add many or things. I'll specific what
they are:
Here are some of them:
Some of the names were clarified.
How to get Shelley, the Earth Element sister of the four.
AND THE BEST of all, how the answering of the questions affect your status!!!


Thanks to !!!Manami Takizawa!!! And her site is: http://www.rpgdl.org/

MANY secret stages and tricks added!!!!!!!!!

Such as: How to get the legendary FIRECREST!!!

NOTE IMPORTANT: Many of the tricks I got from the two sites I mentioned had not
been tested by me, and I just translated what they had. So some of them might NOT be
very accurate, SORRY for all the inconvenience!!!!

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



Ogre Battle Saga Episode VII:
Tactics Ogre: Let Us Cling Together
Developed by QUEST Published By (PSX) Artdink WGC

Note: Published in the USA by Atlus.

Genre: SLG+RPG


Hello Tactics Ogre Fans! This is the first time I have ever conducted a FAQ, so if there
are any thing missing or things that are essential to a "faq-community" which I don't
know much about, which you feel I can be informed from yours, I hope you don't
hesitate to email me at:

Redchamber@mailexcite.com

Okay, Let Us Cling Together!!

Tactics Ogre was developed by the god-like Quest, 1995 for the Super Famicom. And
was published on the PSX by Artdink-WGC, or World Game Collection. Artdink is an
active publisher that brought many American games to Japan. As well as reproducing
great excitements such as remaking this greatest strategy game of all time.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I wrote this FAQ based on the Japanese version of the game. But I think all the systems
and tricks are pretty much the same, as well as many character and city names. BUT I
noticed some changes of names, such as the City of Goliath, changed to Goriate (or
something like that in the US version), as well as some characters names changed by
Atlus (for stupid reasons unknow) in the US version. So if you find them confusing,
please make them out by yourself because I do not own the US version of the game (the
MAIN reason for this is because I HATE the cover art of the US version.for real!!)


PLEASE read CONTENT for the UPDATES!

Content:
Forward
The World of Tactics Ogre
Religions and Elements
The Calendar of Valeria
Starting the Game
Characters
World Map
Strategic Options
Troop Formations
Battle Field
On Line Help
Training
Class Change
Back Stabber: Be One
Weather
Height and Arrow Route
Element, Magic and Grounds
Warren's Report
Options
L1 and R1 Short Cuts
The Classes
Male and Female and Monsters
Magic Spells
Special Attacks
Weapons and Staff
Grounds
General Tips (improves as version upgrades)
Misc. Goodies
(hidden characters and others)

Additional attacks
Dragon Magics
SECRET STAGES
AND
!!!!!!!LAST LEVEL SECRETS!!!!!!!
And lastly
Secret Items!
FIRECREST!!

I am sure all these new stuffs will CLING you guys with the game much longer.

Forward: This FAQ is done so because I wanted to help those new/old players who
wanted to try out this great strategy game. It was a pity that such a great game didn't
make it over here for the Super NES. If it was out in 1995, this game can prolog the shot
life of the Super NES. But like many great RPGs and strategies, they were "not-
American" enough to be released. I hope PSX will give people one lesson: good games
are not to be limited by culture or politic boundaries, because if they are not translating
the good games, there are imports for us to buy. Before anything else, Let Us Cling
Together!!


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



Tactics Ogre:

The World of Tactics Ogre (TO):
Valeria is a place that consisted of 15 continuous islands and numerous
minorities, which had been prospered by being a center of trading. However, the
distribution of wealth among the races was a never ending war between every single
Valerian.
During that chaotic state, it was the High King-Dolgarua who put the war to an
end. However, as the king passed away with out an announced successor, war was once
again returned to this unfortunate land.
The Valeria of now is consist of Lord Barbatos of the Galgastan people, Bishop
Branta of the Bucram-Valeria Kingdom, and Duke Ronway of the Walstan Republic--a
minority that consisted less than 1 percent of the total population. This game will put you
inside the time when the unlucky Walstan people were being chased like rats by other
ethnicity of Valeria.


Roles to begin with:

Galgastan Kingdom: Led by Lord Barbatos, capital at Cortani. Barbatos is a
cold-blooded and ruthless lord.

Walstan Republic: Led by Duke Ronway. The smallest minority found in
Valeria. This unlucky group has not yet formed as a country.

Bucram-Valeria: A rich ruling class from the capital at Bernicia. Bishop Branta
had borrowed from a big empire of the north: Lordis Church Kingdom, and had been
expanding his power in Valeria ever since the Dark Knight Lancelot of Lordis had
arrived to "aid" Branta. Bishop Branta's actions and powers were monitored closely by
Dark Knight Lancelot.


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

The Religions of Valeria

In Valeria, the religions affected the personalities of the people tremendously.
The religions were separated into two big forms: Alignments and Elements.

Alignment: The ruling of "Freedom or Rule" inside our hearts. And the current state of
mind is what Alignment is all about.

Two Gods of Alignment.

God of Darkness and Freedom: Asmodee: He will lead those freedom-seekers into
chaotic powers with his power. He is the exact opposite of Ishtalle.

God of Light and Order: Ishtalle: She looks mean and she processes the power to
maintain orders by her amendments. She will lead those who followed her to light and
order. She is the Goddess of Light and War.

Four Gods of Elements:


Elements are the nature of the world, and people of Valeria believed that each of the four
were governed by one god. According to the elemental differences, the battle can be
different tremendously.

Water: Gruza: Water is the force that driven the earth to work. Water is governed by the
Virgin Goddess Gruza, who was also famous for her jealous nature.

Flame: Zoshonell: Even though this force doesn't affect the earth, it affects human in
many ways. And it is governed by Zoshonell:God of Intelligence.

Earth: Bertha: Earth has the power to prosper the land. It affects the field of battle
tremendously (this means, if you have this element as your guardian, it really matters
where you position yourself or other earth element fighters on the right grounds.)

Wind: Hahnela: Eventhough he has no power over Water or Flame, he controls the other
half which the Earth God can't.


Water is against Flame, and Earth is against Wind.
Wind has no effect on Water and Flame, the same goes to the other way around.

NOTE: If you are Wind, you can inflict great damage to an Earth Element enemy, the
same goes to him/her. So you should be careful who you are hitting and who will be able
to hit you.

===============================================================
Calendar of Valeria:

Zetekinea Calendar:

The Valerians use the Zetekinea Calendar, the following is a conversion from
their calendar to ours.

Holy Dragon: 1/1~1/24 Flame Dragon: 5/2~5/25 Sea Dragon: 8/31~9/24

Earth Dragon: 1/25~2/18 Wind Dragon: 5/26~6/18 Black Dragon: 9/25~10/18

Water Dragon: 2/19~3/13 Gold Dragon: 6:19~7/13 Twin Dragon: 10/19~11/11

Shadow Dragon: 3/14~4/6 Thunder Dragon: 7/14~8/6 Fire Dragon: 11/12~12/6

White Dragon: 4/7~5/1 Dark Dragon: 8/7~8/30 Light Dragon: 12/7~12/31


Water Dragon to Shadow Dragon and Thunder Dragon to Twin Dragon, are both the
raining seasons.
Others are dry seasons.

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

Starting the Game

After you choose new game you will be asked with two options, they are

Tutor
New Game

(This FAQ will work as, and MORE than the Tutor)

Choose New Game to start.

You will be asked for the name: The third option is to write with English. The orders are

Hiragana
Katakana
English/Numbers/Characters
Kanji (Chinese characters)
End

Choose End to use the original name, which is Denim.
Choose Yes to go to the Birthday selection. It is obvious that the first number is the
month and the other is the date. Choose as you like. See more on Calendar of Valeria
(version 2.0 of this FAQ, that is).

Then you will go to the questions: You will be asked with 12 questions by the four
element Gods
The questions are :


From Wind: You, what do you pray from me?
You, what can you give me?
You, what can you promise me?

Then it's the Flame's turn, then it is Earth, and finally Water.

The answers to their questions are on the bottom. They are:

1) Rule 2)Peace 3)Glory 4)Fame 5)Love (to the subjects) 6) Hatred
7)Victory 8)Sacrifice 9)Prosperity 10)Dreams 11)Hope 12)Revenge

The answers of each will represent an area you will be strong at. After you answered all
the questions, you will be asked from whom you want protection. This will determine
your Element.
The orders of Elements are:
1) Wind 2)Flame
3)Earth 4)Water


Thanks to Horiyama, I can understand what the things you give will come up to be.

This part is a bit confusing so read this: according to what answer you give to, it will
affect the outcomes of many other things. For example, if you promise Flame Rule, you
will have +One HP, but -One MP, STR minus three, VIT minus three, etc. Please study
the board, and decide on what you should choose. The word like HP or AGI on the top
left side means which you choose will affect this parameter.

From the top the Elements are listed. Then the first three numbers are the numbers that
wll be the parameter for Wind: in the order of Pray, Give, and Promise. The fourth
number is the Pray for Flame, fifth is Give for flame, and so on. The eleventh number
should be obviously the Give for Water.

Example: Since I want to work faster, I'll do this chart for an example, after Flame's
columns, then is the Earth, then Water. But this chart will give you an idea of how the
following charts work. This is half of the chart for HP parameter:
Much confusing will happen so be careful!!

The number in ( ) means the default mode. Not very important.

Please work your self slowly for a formula that fits you the most.
Wind Flame

HP(68) Pray Give Promise Pray Give Promise
Rule 0 -1 0 -1 0 +1
Peace -1 0 +1 0 -1 0
Glory 0 +1 0 +1 0 +3
Fame -1 0 +1 0 -1 0
Love 0 -1 0 -1 0 +1
Hatred +1 0 +3 0 +1 0
Victory 0 -3 0 -3 0 -1
Sacrifice +1 0 +3 0 +1 0
Prosperity 0 -1 0 -1 0 +1
Dreams -1 0 +1 0 -1 0
Hope 0 +1 0 +1 0 +3
Revenge -1 0 +1 0 -1 0


Okay, here is the real thing. I didn't put the Words you can choose because the order is
listed above this, so you can see that the second roll is Peace, last roll is Revenge, and so
on. Ps. If you think reading the chart is painful, imagine doing it.

HP(68) Wind Flame Earth Water

0 -1 0 -1 0 +1 0 +1 0 -1 0 -1
-1 0 +1 0 -1 0 -3 0 -1 0 +1 0
0 +1 0 +1 0 +3 0 +3 0 +1 0 +1
-1 0 +1 0 -1 0 -3 0 -1 0 +1 0
0 -1 0 -1 0 +1 0 +1 0 -1 0 -1
+1 0 +3 0 +1 0 -1 0 +1 0 +3 0
0 -3 0 -3 0 -1 0 -1 0 -3 0 -3
+1 0 +3 0 +1 0 -1 0 +1 0 +3 0
0 -1 0 -1 0 +1 0 +1 0 -1 0 -1
-1 0 +1 0 -1 0 -3 0 -1 0 +1 0
0 +1 0 +1 0 +3 0 +3 0 +1 0 +1
-1 0 +1 0 -1 0 -3 0 -1 0 +1 0

MP(06) Wind Flame Earth Water

0 -1 0 -3 0 -1 0 +1 0 -1 0 -3
-1 0 +1 0 +1 0 -1 0 -1 0 +1 0
0 +1 0 -1 0 +1 0 +3 0 +1 0 -1
-3 0 -1 0 -1 0 -3 0 -3 0 -1 0
0 +1 0 -1 0 +1 0 +3 0 +1 0 -1
-1 0 +1 0 +1 0 -1 0 -1 0 +1 0
0 -1 0 -3 0 -1 0 +1 0 -1 0 -3
+1 0 +3 0 +3 0 +1 0 +1 0 +3 0
0 -1 0 -3 0 -1 0 +1 0 -1 0 -3
-1 0 +1 0 +1 0 -1 0 -1 0 +1 0
0 +1 0 -1 0 +1 0 +3 0 +1 0 -1
-3 0 -1 0 -1 0 -3 0 -3 0 -1 0

STR(29) Wind Flame Earth Water
0 -1 0 -3 0 -3 0 -1 0 -1 0 -3
-1 0 +1 0 +3 0 +1 0 -1 0 +1 0
0 +1 0 -1 0 -1 0 +1 0 +1 0 -1
-3 0 -1 0 +1 0 -1 0 -3 0 -1 0
0 +3 0 +1 0 +1 0 +3 0 +3 0 +1
-3 0 -1 0 +1 0 -1 0 -3 0 -1 0
0 +1 0 -1 0 -1 0 +1 0 +1 0 -1
-1 0 +1 0 +3 0 +1 0 -1 0 +1 0
0 -1 0 -3 0 -3 0 -1 0 -1 0 -3
-1 0 +1 0 +3 0 +1 0 -1 0 +1 0
0 +1 0 -1 0 -1 0 +1 0 +1 0 -1
-3 0 -1 0 +1 0 -1 0 -3 0 -1 0

VIT(25) Wind Flame Earth Water
0 +1 0 -1 0 -3 0 -1 0 +1 0 -1
+1 0 +1 0 +3 0 +3 0 +1 0 +1 0
0 +1 0 -1 0 -3 0 -1 0 +1 0 -1
-1 0 -1 0 +1 0 +1 0 -1 0 -1 0
0 +3 0 +1 0 -1 0 +1 0 +3 0 +1
-3 0 -3 0 -1 0 -1 0 -3 0 -3 0
0 +3 0 +1 0 -1 0 +1 0 +3 0 +1
-1 0 -1 0 +1 0 +1 0 -1 0 -1 0
0 +1 0 -1 0 -3 0 -1 0 +1 0 -1
+1 0 +1 0 +3 0 +3 0 +1 0 +1 0
0 +1 0 -1 0 -3 0 -1 0 +1 0 -1
-1 0 -1 0 +1 0 +1 0 -1 0 -1 0

INT(26) Wind Flame Earth Water
0 +1 0 +1 0 -1 0 -1 0 +1 0 +1
+1 0 -1 0 +1 0 +3 0 +1 0 -1 0
0 -1 0 -1 0 -3 0 -3 0 -1 0 -1
+1 0 -1 0 +1 0 +3 0 +1 0 -1 0
0 +1 0 +1 0 -1 0 -1 0 +1 0 +1
-1 0 -3 0 -1 0 +1 0 -1 0 -3 0
0 +3 0 +3 0 +1 0 +1 0 +3 0 +3
-1 0 -3 0 -1 0 +1 0 -1 0 -3 0
0 +1 0 +1 0 -1 0 -1 0 +1 0 +1
+1 0 -1 0 +1 0 +3 0 +1 0 -1 0
0 -1 0 -1 0 -3 0 -3 0 -1 0 -1
+1 0 -1 0 +1 0 +3 0 +1 0 -1 0

MEN(22) Wind Flame Earth Water
0 +1 0 +3 0 +1 0 -1 0 +1 0 +3
+1 0 -1 0 -1 0 +1 0 +1 0 -1 0
0 -1 0 +1 0 -1 0 -3 0 -1 0 +1
+3 0 +1 0 +1 0 +3 0 +3 0 +1 0
0 -1 0 +1 0 -1 0 -3 0 -1 0 +1
+1 0 -1 0 -1 0 +1 0 +1 0 -1 0
0 +1 0 +3 0 +1 0 -1 0 +1 0 +3
-1 0 -3 0 -3 0 -1 0 -1 0 -3 0
0 +1 0 +3 0 +1 0 -1 0 +1 0 +3
+1 0 -1 0 -1 0 +1 0 +1 0 -1 0
0 -1 0 +1 0 -1 0 -3 0 -1 0 +1
+3 0 +1 0 +1 0 +3 0 +3 0 +1 0

AGI(18) Wind Flame Earth Water
0 +1 0 +3 0 +3 0 +1 0 +1 0 +3
+1 0 -1 0 -3 0 -1 0 +1 0 -1 0
0 -1 0 +1 0 +1 0 -1 0 -1 0 +1
+3 0 +1 0 -1 0 +1 0 +3 0 +1 0
0 -3 0 -1 0 -1 0 -3 0 -3 0 -1
+3 0 +1 0 -1 0 +1 0 +3 0 +1 0
0 -1 0 +1 0 +1 0 -1 0 -1 0 +1
+1 0 -1 0 -3 0 -1 0 +1 0 -1 0
0 +1 0 +3 0 +3 0 +1 0 +1 0 +3
+1 0 -1 0 -3 0 -1 0 +1 0 -1 0
0 -1 0 +1 0 +1 0 -1 0 -1 0 +1
+3 0 +1 0 -1 0 +1 0 +3 0 +1 0

DEX(26) Wind Flame Earth Water
0 -1 0 +1 0 +3 0 +1 0 -1 0 +1
-1 0 -1 0 -3 0 -3 0 -1 0 -1 0
0 -1 0 +1 0 +3 0 +1 0 -1 0 +1
+1 0 +1 0 -1 0 -1 0 +1 0 +1 0
0 -3 0 -1 0 +1 0 -1 0 -3 0 -1
+3 0 +3 0 +1 0 +1 0 +3 0 +3 0
0 -3 0 -1 0 +1 0 -1 0 -3 0 -1
+1 0 +1 0 -1 0 -1 0 +1 0 +1 0
0 -1 0 +1 0 +3 0 +1 0 -1 0 +1
-1 0 -1 0 -3 0 -3 0 -1 0 -1 0
0 -1 0 +1 0 +3 0 +1 0 -1 0 +1
+1 0 +1 0 -1 0 -1 0 +1 0 +1 0


Okay okay, I spent so many hours typing these numbers down, so I have to do something
before I go on, the thing I gotta do is:
HAHAHAHAHAHAHAHAHAHAHAHAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

(For those who are wondering, I'm laughing.)


This will start the game.


===============================================================
Characters (much from what I read and from the music CD booklet, if you don't have the
music CDs yet, GO GET IT!!):
Note: The translations were done by straight translation from the Japanese Katakana. I
know each character has an English name, I have been searching BUT I don't know
them. SO if it is confusing to those who know them, please bear with me. Also, if you
know their "real" English names, PLEASE email me!!

Denim Powell: The main character of the game. 16 years old, Walstanian.
Born in Port Town Coliath. His father, which is a priest in a local church was captured
by the Dark Knights when the Dark Knights attacked their town. He had been fighting
guerilla warfare against Barbatos together with his sister and his childhood friend Vice.

Kachua Powell: Sister of Denim. This 18 years old Walstanian lady is
practicing to be a priestess. Ever since the earlier death of their mother, she had been
taking care of the family like a mother would do (annoying, which she really is). She is
emotional and sometimes tend to think too much for Denim and herself.

Vice Boseg: This 16 years old young lad is Denim's childhood friend. Vice's
hatred towards the Dark Knights is strong since they had killed his father. Then his
mother passed away. He is actually, I believe, where Quest got the idea for Deleeta of
Final Fantasy Tactics. For it was quite obvious (you will see). Or was it Quest was
really lacking in originality (in this case)?

Dolgarua Overis Valeria (he has the name of his country!): he is known as the
High King. He was the ruler of the old kingdom of Valeria. He is a Bucramian (a
Bucram citizan). He was the one who used his intelligent mind and stopped the war.
After he became the king, he proposed the "Melting Pot," hoping to stop any more
cultural conflict from happening. He was well-known for his ability as an emperor. But
after his death, a proper throne was not announced, which led to another war.

Lancelot Tartare (the Dark Knight): 38 years of age. He was sent to Valeria by
his country, Lodis Church Kindgom to "aid" Bishop Branta. He is the leader of the Dark
Knight "Roselorian." Dark Knights "Roselorian" are actually the body guards of Saldian,
which is their king. That means, this group of knights is the best in their kingdom.
Lancelot has an eye-patch. His eye was lost in a battle (duh!!).

Branta Mown (Bishop): 49 years of age. He is now the king of the new Valeria.
He gathered his power after the old king's death. He was one of the most trusted
ministers of the old king, why would he betrayed the Royal Family is something no one
could understand.

Roeunda Barbatos(Lord):43 years of age. He is the leader of the Galgastan. In
order to get he southern part of Valeria, he suggested the "Cultural Purification," and
tried to eliminate all the Walstanians. His ruthless ideas were rejected by some of the
Conservative Galstanians, but they were killed right after Balbatos heard of their
comments. He is a cold and ruthless leader.

Juda Ronway (Duke): 52 years of age. He was the lord of the Castle of
Armorica before the Walstanians were being persecuted by Balbatos. After the start of
the civil war, he became the leader of the Walstanian people, a minority that made up less
than one percent of the total population of Valeria. He lost the battle which he fought
courageously for over half a year, and was being captured by Balbatos. His execution
date is getting closer and closer.

Lancelot Hamilton (Paladin): (He is Lans from Ogre Battle, any one remember
this knight?) 40 years of age. He was the leader of the High Paladin Troop of the new
kingdom Zenobia (from Ogre Battle). He was born in Balna of Sharom. But due to some
"Misfortunate Incident" that occurred in his country, he, as well as other few pals, were
driven out of their home country by King Tristan (remember him?). Now they are
working as mercenaries.

PS: For those who still can't figure it out, his name is Lans in the US version.


(I have something to say: when the name "Lancelot" fits this Paladin so well,
why did they call that Dark Knight with the name Lancelot? This is totally useless,
because the name only caused a very little misunderstanding, which was settled right
before the first real battle. Why over-use this name? I do think that the Dark Knight can
use some other name, and they can replace that little misunderstanding which did not a
thing to the real storyline. This is the question I really want to ask QUEST.)

Warren Moon (Astronomer): He was the leader of the Magic Trooper of the new
kindgom Zenobia (from Ogre Battle). His birthplace was unknown. He is a Zenobian.
He could tell the future with his tarot cards and by looking at the stars. But just like
Paladin lancelot, he was driven out of the country due to some "Misfortunate Incident"
that occurred.

Canopus Wolff (Wind Rider): 48 years of age. He was the leader of the new
Zenobia's Beast Trooper. He was born in Peshawa of Sharom. His fate was just like
Lancelot and Warren: driven out of his country. He is a wing-man, therefore he has three
times the life of a regular human. 48 years old means about 16 years of human age. But
his experience in battle is definitely not young. People might think he is a hawk man,
which he isn't. His red hair reminds people of his real identity: A Baltan, an ancient
winged race that was said to be the ruler of the Heaven. The Heaven is now no where to
be found, so he is believed to be a descendant.

Ps: he hates Toriyaki, a Japanese food means "fried-birds." It is because, well,
obviously he is a close species of the bird ^_^



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

Okay, to the actual game.

I'll divide the beginning of a battle into four categories, just like the chart you
see on page 10 of the manual.
This will NOT be limited by the manual for there are a lot of things didn't covered by the
manual booklet.

1) World Map
2) Strategic Options
3) Troop Formation
4) Battle Field

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

World Map: This view will show you the map of Velaria (push L1 or R1 to zoom in and
out, hold Square button to look around the map). If you point to where you want to go
and hit O, the main character icon will begin moving there. When you enter a new area,
you bet there will be a battle. So prepare yourself before going too fast.

Hit Triangle to summon the option icons.

Icon menu: If you are in a castle or town, you can see that the first icon is a
balance; it stands of shop. (The options in shows are: Buy, Sell, Get Units/hire,
Auction (sell monsters), Exit. If you chose buy or sell, there will be two more
options: Buy Items and Buy Spells.

The crossed-swords icon stands for training.

An arrow pointing stands for Strategic Options. This is where you see your
troop's status and changing their classes/items. VERY important (more on
Strategic Options).

An icon with a piece of paper is "Warren Report." Here you can see all the
events and news of the game. As well as characters. You can relive the events
by hitting the Square after reading it. A very good element that got brought over
to Final Fantasy Tactics.

The icon with a feather is data. Here you can 1) save 2) load.

The last one is Option (see Options).


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


Strategic Options: L1 or R1 will allow you to choose units. Circle button will allow you
to see the status of the chosen unit. Triangle will summon the command icon.

Choose a unit, and then you should see:
On the top left hand corner, there is a No. That is the number of the unit. Below
that is a sign standing for their Element. Next to the Element is the Alignment. The
Alignment is presented by three words: L for Law, N for neutral, and C for Chaos.
Depending on how you choose you road, you will have different Alignments some
point in your life. You start with N for neutral.

Status: I'll do a translation of the important elements of the status. Below the HP
and MP and WT (weight Point, more later), you should see two rolls of numbers in
three columns. They are:

a) Physical attack power b) Projectile attack power c) Magic attack power
d) Physical defense e) Magical defense f) Experience point

a) is affected by the weapons you equip. b) is by the weapons such as bow or
gun you equip.
b) is by staffs/weapons and rings etc. d) is by armors and shields, etc. e) is by
amulets, etc. f) experience earned so far. When it reaches 100 that means you
level up.

Next to the beautiful character artwork are the status of your character. They go like:

STR: your strength level. Affects your attacking power
VIT: your vitality. Affects your defense level.
INT: your intelligence level. Affects how strong your magic spells will be.
MEN: Mental power. Affects how well you defense against magic attacks.
AGI: your agility. Affects how well your hit rate and avoid rate will be.
DEX: Hit rate. This affects the hit rate as well as the attack power.
LUK: Luck. affects your critical hit randomness.
MOVE: your movement. Different classes have different number of steps they
can move in one
turn.

Next to this status is the magic equipped.

Below all this is Union and race. Union is what troop or group you are in, or your
country.
Race is the ethnicity of the unit, such as Walstan or Bucram. Monsters will have a word
saying that it can't be identified or no race for them.


In this Strategic Option screen, you can summon the command icon by hitting
triangle.
The icons are (from left to right)

Item: Choosing this will allow you to equip items and weapons for your units.
After you choose
this one, there are four commands on the bottom right. They are, from top to bottom:
Equip, Un-equip, List, Ordering (ordering of who should come first, not very important.)

Magic: This will allow you to equip and un-equip magic books. After you
chose, the bottom right commands are: Equip, un-equip, and list.

Class Change: A very important icon. This will allow you to change your
characters' classes. The classes available are determined by your level and where you are
of the story. The classes one can change into is affected by his/her Alignment. Such as,
if you are a freedom seeker and hates being ordered around, your Alignment is Chaos,
then you can't change into a knight. Or if your Alignment is L, you can't change into a
Berserker, which is a ruthless fighter who kills to survive.

(Note: How do you know what the requirements are for classes? Just hit
SELECT button on the class to see its requirements. The SELECT help is very important
because you can hit SELECT ON ALMOST EVERYTHING AND READ ABOUT THE
INFORMATION OF THE CITY OR COMMAND YOU CHOOSE. Hitting select on
anything you don't know is very important because it will tell you a lot about the world
of Valeria.)

Dismiss: this will allow you to dismiss a member of your group. Don't do so
unless you have no room for new comers.which is never the case. ^_^

Unit Ordering: You can order the units by whatever you prefer. Such as, you
want the one with most MAGIC point to go number one or last, or Strength, etc. Note:
this is only the order in this mode. When you go to a battle the order/position is chosen
by you. So don't hesitate to change the orders here around for easier manual.

L Status: This will show you the Large size members such as dragons.



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


Troop Formation: When you arrived to a new area (red), you will enter a position-order
screen. Here
you can choose ten of your members to fight this battle. Chose the troop wisely
accordance to the battle field and your personal preference. I often rigidly chose my
troop as I please, BUT choosing the troop wisely can affect the battle tremendously.
Sometimes I chose a Dragon Slayer to fight in a stormy landscape just for the fun of it,
and I get my ass kick really fast and painful. It really really really helps if you bother to
choose who you are going to take with you because each unit is very unique in their
abilities. Unlike many other "strategy" games, where you can advance the whole game
without changing a guy, well, this is not true here.

L1 and R1 will let you go from one unit to another, hit O on the one you want to take
with you. The directional pad will allow you to position that unit on the formation
(square blocks on the bottom).
Hit Square on a character to see his/her status. Start button will start the battle.

BEWARE: don't hit start until you have chosen ten units because if you choose less than
that, it is likely that you will regret.

You can't bring more than two Large size monsters. The main character MUST fight all
battles. The GUEST characters fight on their own so they aren't counted into the ten.
Most of them have a special item for them to escape once their HP is low, so don't bother
healing them.


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

Battle Field: This is where over 50 percent of the game is. The other percentage goes to
the STORY LINE. It is very hard to tell if one is better than another. I think that, lacking
either will sent this greatest game ever to hell within no time.



Anyway, the battle field is where you control your troops to fight the enemies. Before
the level starts there is a requirement given to you (such as killing all enemies or killing
enemy leaders), by accomplishing the requirement you can proceed to the next level.

Weight Turn (WT) and Attack Turn (AT): WT is the calculation of your agility
and items' weights. The order of attack is the AT. Those with the least WT will have a
smaller AT number (faster turns). For example, if you are a Ninja and you have a small
number of WT, your turn will come faster than those with a higher WT. After you finish
a command, or make a move, the WT will increase, so you will have to wait for it to
decrease to do another move. Different classes will give you different WT. For example,
obviously a ninja is faster than a knight or a berserker. But if you equip that Ninja with
too many junks, he will be heavier than the other fighters.
Different classes can go to different heights. So plan yourself carefully what a
Ninja or an archer or whatever can do.



Here I want to stretch the WT and AT. Unlike many other games, this game
uses the WT, which simulates real-time battle while not losing the favor of a traditional
strategy. This is the first game that enables players to feel the tenseness of the battle.

If you don't make a move and just click end turn, the WT will increase less, so if
you feel that it is not necessary to move your characters, don't move them. If you just
attack without moving, or moving with out attacking, the WT will increase less then
doing both. While if you do both moving and attacking, it will increase to the maximum.
So it is very important for you to think whether or not to perform a move. When WT
reaches 0 it is turn for the character.
Check you AT frequently (use the L1 short cut, see short cuts on the bottom).
Because if you are not careful with who goes next, and didn't send supports to help the
units needed, you will regret due to the fact that if you loose a unit in this game, he/she is
GONE FOR GOOD. Unless you have the magic Resurrection.


Battle commands: Triangle button is to summon the icons. Clicking X on a character
will show you how far he/she can travel. USE X TO CHECK ENEMIES AND
FRIENDLY UNITS' MOVEMENTS OFTEN. IT IS IMPORTANT NOT LETTING
ENIMES GET IN AND ATTACK YOU WHILE YOU ARE NOT AWARE OF IT.

Hit Triangle during an enemy's turn will bring up a menu for you to save or see status.

The square button will let you see who is enemy and who is friendly.

Hold Square and hit directional pad will allow you to scroll around the map.

Circle will allow you to check on the unit, the landscape, and the item/card found on the
ground (then hit select to learn more about it).

The commands (after hitting Tri. Button):

The boot icon: move. Hit circle to choose, then choose where you want to go.
After you arrive the destination, you will be given a chance to choose what direction you
are facing (more on direction later). BEWARE: before choosing the direction, you can
cancel the movement by hitting X. If you choose the direction you can't cancel the move
you just made!!

The sword-and-wand icon: this icon means to execute. Inside this command
there are four sub-commands. They are: attack (with sword or shield, more on this later),
projectile attack (rock or arrow), magic, use item, special (only some units have this
attack.) And the last, which is only available to the main character is: Settoku. It means
to persuade the enemy to join you. The closer you are, the higher the chances that the
target will join.
Use the settoku only to those you really really wanted because this often will not
work. It will be affected by the target's Alignment and his/her loyalty to the team leader,
so only rarely you can meet some one who is willing to join. Failing this move will let
you stop from there, next to the target, and when his/her turn comes, it is likely that
he/she will choose the main character to attack.

The third command is wait. Choosing this will let your character wait for
another turn. USE this if possible because if you wait, the WT will increase only by a bit.
SO if you let a guy walk then wait, his turn will be faster than letting him walk then do
something really stupid just to wait his time.

The fourth command is Environment. There are two sub-commands:
The first inside is data, it will let you save and load.
In this PSX version this section lets you save the game, so if you die, you can start from
your data. In the old SFC there is no such option (there was something else which was
not at all useful). Use this if you feel that the situation is tense. Or just save before the
first contact with the enemies so you can always come back when you messed things up.
This really lowers the difficulty level from the SFC version (which was MUCH harder
due to the fact that you can't save during a battle.) But letting us save will let the hard
trip much easier and more enjoyable, I hope.


The second is Options. Here you can do different things to help your quest an
easier one. Since this is very very long, I'll dedicate a section for it. See Options at the
end.


The next big command is: Unit View. Here you can see a unit's status. Please
see Status under Strategic Options.

The last is available only if you pause a enemy's move by hitting the Triangle
during his/her turn. Pausing them will let you do things like look at status or save. BUT
you can't stop them from doing anything such as harming your unit(s). Hitting this icon
will let the game continues.



Auto Move Commands:

There is an option during battle and it is Auto move. All characters in default setting are
being controlled by you. But if you think that it is best for them to move by themselves
(which I NEVER DO), you can go to a character and hit Circle to bring up his/her status.
Then hit Triangle to bring up the Auto move command. You can then choose a
command that you want him/her to follow. The commands are:

Manual: You control the unit.
Fight Like A DemonGod. After you chose this one you can choose a unit to be
attacked. Choosing this will make the unit do nothing else but go after the targeted unit.
Shadow Servant: Choosing this, then choose a target will make the unit do
nothing but protecting the target.
Help Those of Life and Death: This will make the unit heal those who were
wounded or being affected by side effects.
Save My Soul: This will make the unit run away from the battle (NOT away
from the battle field). He/she will move to safety areas.
Get the Baby Tiger (actually this is a Chinese old saying): The unit will pay
attention and pick up the cards and treasures found in the battle field.
(Like the Chinese saying goes "If you don't enter the tiger's cave, you can't get
the tiger's baby.")




In many battle fields there are hidden treasures. If you are lucky enough to step on them,
you can get them.


In the battle, after enemies are being slain, they will give out the following
things:

Treasure bag: Move a unit on this item to send the item to stock or
equip it if there is a slot for the unit to do so (each character can equip four things, item
and weapons). If an enemy steps on it, it will be gone for good. Items that were not
being collected will be collected by the computer after the battle.
Card: These tarot cards were from the first game Ogre Battle. There
are six different kinds of cards, each will increase the unit who stepped on the card:

The card of strength: max STR increases.
The card of Health: max HP increases.
The card of Luck: max LUK increases OR decreases.
The card of Magic: max MP increases.
The card of Vitality: max VIT increases.
The card of Intelligence: max INT increases.

Note: if you leave the cards where they were, you will NOT going to recollect
them after battle.



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



Here I'll stretch much with my personal experience. I'm NOT good with organizing
papers or reports so I might be clumsy on this part (which you can tell from the earlier
part of this FAQ). Bear with me!
===============================================================
On-Line help: you can hit select on almost ANYTHING to get general
information. You can ask things like weapons, equipment, character's loyalties (by
hitting it next to their name), classes requirements (requirements status are in English so I
won't bother translating). Etc. Use this as much as possible because you don't just learn
some helps, BUT much of the world of Valeria as well! So by learning and reading, you
can understand HOW MUCH TIME those people in Quest had put in making this game
play and feel real.
===============================================================
Training: The training will bring up one important element of this game. In this
game ALL enemies except the boss will have the level of your strongest character. For
example, if you have 9 guys/gals in the field with the level of 20 ,and only one guy with
the level of 21, ALL enemies except the boss(s) will have the level of 21!!! So if you
chose the units wrong you will have some really hard time because, one level in this
game matters tremendously. It is best to keep ALL of your units within the same level.
So the enemies will also have that level. I had a friend who used some cheat in his SFC
version and made every one level 100. Soon he found out that all the enemies are at the
same level, and the higher their levels are, the stronger they get!!!
Tips: if you have a guy with one level higher and there is NO time for you to
train, it is best to not use him/her for the up coming battle and use every one who has the
same level (this is why you have to keep more than one unit of each class).
Use training whenever you have one unit who has one or two levels stronger
than the rest. This is VERY important.
Training will let your troops to battle it out to get experience. After you enter
the training mode, you can choose ten units for each side. After you chose you units, hit
START. You will be given a chance to choose who controls the tow troops: first player,
second player, or computer. DON'T be lazy, choose
The first player. You will see why.

After you are in the training mode, it is best to do the following to let the weaker
guys level up: just let them kill the stronger guy because, if you kill one of a higher level,
you get over 70+ experience!! 100 will let you level up (then the counter resets), so just
killing them will let you level up fast. Then let the next guy kill the one who just leveled
up, and so on. BUT beware, check the character's experience before attacking: make
sure he/she can level up wit that 70+ experience. If he/she has only 10 or 11 experience
points, adding 70 to it will no level up. Simply let them throw rocks (choose projectile
attacks) at the strong unit to gain about 10 experience for each turn. When they have
enough, let they kill! Don't worry, the target unit will NOT die; he/she will be out of the
picture until you leave the training mode.

When one side has been eliminated, the training is over. OR simply bring up the
command option with the Tri. Button. The commands are pretty much the same as the
other battle commands, but before the last one there is one with a green arrow. Choose
this one to end the training.

===============================================================
Class change: change your classes. Make sure you understand what each class
can do. Such as, you want people like fighters and knights to go to the front so they can
handle blows, while magicians at back to attack with magic, and archers in between to
piss off enemies.

After you change the class for a unit, IT WILL TAKE A WHILE TO SEE WHAT THIS
CLASS CAN DO, SO DON'T CHANGE HIM/HER BACK TOO FAST. When you
have chose a class for a unit, the unit will build his/her strength towards that class. For
example, a magician's MP and INT will increase as he levels up, a knight's strength and
defense will increase if you keep him as a knight. And so on. Skills takes years and
years.don't be impatient with this game!


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

Back Stabber: BE ONE!! At least in this game. By hitting from behind, you
have 50% extra hit rate. 25% from the side. When you finish moving, choose a direction
to stand so that your back is less vulnerable from Back Stabbers.

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

Weather: In bad weathers the attack and hit rate will be decreased while the
Water and Wind Elements will be increased, so you might want to use magic spells that
are in these two Elements.

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

Height and Arrow Route: In this game projectiles are programmed to travel in a
realistic way. That is, the higher you go, the further the projectile will travel. When you
chose to project anything, there will be hi-light on the ground indicating how far it can
go. IGNORE the hi-lights because according to the height you are standing, the arrow
can travel MUCH further. The same goes to throwing rocks. Bow guns travel in a
straight route, but if you go really high, it will travel straight then bends downward. USE
this knowledge to aid you in your quest. You will need it!
If you are at the height level of an enemy's head, and you attack him/her, he/she
CAN'T counter attack because he/she is being too low and out of reach. He/she can
counter only if he/she is equipped with a spear or a whip. USE THIS TACTIC OFTEN!!
You can attack lower with a spear or a whip.

===============================================================
Element, Magic and Grounds: If you hit Circle on the ground you can
investigate the landscape. You can see that different ground has different elements: such
as water is Water, earth and clay is Flame, etc. Make sure what kind of ground your
enemies are on, then choose a magic that will be aided by the ground they are standing
for maximum efficiency.
Hit Circle the ground and you will see the group bought up. Hit select on that
ground and you will see sound words. There are two numbers: left is Offense Effect,
right is Defense Effect. The bigger the number the better. Choose the grounds you want
to stand wisely!!

===============================================================
Warren's Report: check back once in a while to see more information and re-
experience the events took place. Sometimes in order for you to go some extra stages
you have to listen to some news in Warren Report in order to go.

The options are:
Events: click one, read it, and see the whole event again by hitting the Square
button.

Characters: a brief description on all the characters. Some characters won't be
presented until he/she appears once OR being mentioned somewhere in the story line.

Others: Different news from the travelers of the land. This is where you can
open the secret stages I mentioned in the Misc. Goodies: how to get characters.

The last is Hint: there will be enough in this FAQ, so I won't translate them.
===============================================================

Options: there are 15 options.

1)Move cursor: the default is A. You can choose four ways how you can move your
cursor.
2)Cursor repeat: how fast the cursor can be repeated.
3)Status on: by setting on you can see the status of the character without getting too much
trouble by going into the icon commands. I recommend ON.
4)Navigation message: there will be message telling you what to do every time. Turn it
OFF!!
5)Message speed: the default is normal.
6)Attack name: The default is on. It will give you the name of the commands when you
highlight it. I prefer ON.
7)Effect Message: Default is ON. It will give you the name of your attack. For example,
when it is ON, and you do a magic, the name of the magic is on the top of the screen until
it's over.
8)Exp. Message: The default is ON. It will tell you how much experience you gain from
an action you just perform.
9)Icon name and command name: Three types of command name. The default is A. This
will allow you to see the icons with icon or names. I prefer the default.
10)Sound: Choose between MONO and STEREO. In the SFC version there is another
WIDE mode which improve the sound quality tremendously, but there is no such option
in this version.
11)L1 Button Short Cut: The default is OFF. If it is ON you can use a short cut by hitting
L1 and see many options. (More on L1 short cut)
12)R1 Button Short Cut: Default is OFF. If it is on you can see status by hitting R1.
(More on R1 short cut)
13)Short English: The default is JAPANESE. Change it to ENGLISH so that L1 and R1
short cut will be in English.)
14)Unit Status by Square Button: If it is ON, in the status screen, you can change from
seeing Small Large size units. The default is OFF.
15)Reset: This will allow you to reset all the changes. CAUTION!

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

L1 and R1 Shortcuts: by setting the two on ON, you can hit and hold L1 or R1
and any button to see some information.

L1+ Tri: see all units of HP 30% and lower.
L1+Square: see all with HP 30% and above.
L1+Circle: See the AT of the units. See who's turn is it next. USE THIS AS
MUCH AS POSSIBLE TO DETERMINE WHAT YOU SHOULD DO!!
L1+X: See unit's whose weapon attack is being affected by magic.

R1+Tri: see units of Water Element.
R1+Square: See Earth.
R1+Circle: see Flame.
R1+X: See Wind.


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

The Classes!!
(the name, description, then the Favorite Weapon)
(If you click select on a class's name, it will tell you a bit about the class, and the
requirements, such as DEX to a certain level and STR to a certain level. Also, the L, N,
or C after that means an unit must be in a certain Alignment in order for him/her to
change into this class).

Each class has its favorite weapon. A class can equip any thing, but it is best to equip
them with their favorite weapon. For example, a berserker will be stronger with an axe,
while a knight is best with a sword even if an axe is stronger than the sword in nature.
It's their personal preferences so it is best to let them have what they needed in order to
kill better. ^_^

===============================================================
Male Ordinary Classes:
===============================================================

Soldier: The basic class for male. Parameters level up together- he can use many
weapons to a certain degree. Change their jobs as soon as possible.

Knight: Stronger than a soldier in both defense and offense-Sword. Keep two or three is
enough. IF you don't have berserkers take about 3 or them for battles.

Ninja: Able to use double-attacks. He is very agile, and can jump from plat form to
platforms-Claws/Daggers. Keep one or two. He can use some magic.

Wizard: A wizard. He can use many spells-uses staff. Keep one or two is enough.

Berserker: A ruthless fighter. He is stronger than the knight!!-He uses an axe. Keep
about 2 or 3. You can team one or two up with a knight. Too many of knights or
berserkers will give you a very clumsy and slow battle because these two are great for
physical-attacks but are slow. (He is he one on the right with a horned helmet).

Beast Tamer: He has the power to increase the attack power of monsters next to him- he
uses whip.
(He is the bald header homeless look-a-like). I don't find him to be useful because you
can use ONLY two monster units in one battle.

===============================================================
Male High Classes:
===============================================================


Exorcist: The only unit who can use the magic "Exorcism" to eliminate the undead-uses
staff
(The black-suit priest look-alike). Keep one is good enough. You will get one in the
earlier part of the game. You can change his job to some other magician. When you are
in a battle with undeads, make sure you change him back to an exorcist.

Warlock: A very strong magician. He can use many side-attack spells. Keep at least two
in your team. OR you can team him up with a Witch-he uses staff. (Green robe, gold
hair. He was called the Dollmage in part one).

Dragon Slayer: the red armored guy all the way on the right of yours. He is the best to
fight dragons (duh!). For a regular unit it might take over 4 hits to kill one dragon, but all
he needs is TWO HITS! Still good against even regular units. But since he is a dragon
slayer, expect his WT to be high and agility to be slow. He is good to fight enemies who
are strong and slow. Even good for many bosses because he has great max HP. He uses
a sword. Equip him with a Dragon Slayer sword to make him unstoppable. Keep one is
good. Two is optional. He must be an N. Tips: If you really want to use him. Keep on
using the magic Quick Move on him to make his turn come faster (see magic).

Terror Knight: The silver armored tea-pot-look-a-like in the middle of the front road.
VERY useful because he is so scary, those enemies in front of him and next to him will
have less attack power due to the fact that a terror knight releases terror souls of those he
killed! Keep two is enough because he is not too fast. My personal favorite because if
you choose the Chaotic road, it is likely that you will have to use him. He uses a hammer
(and likes to remodel enemies' faces with it).

Gunner: The guy wearing a leather cap on the opposite side of the Dragon Slayer. He is
only selectable if you play an extra storyline in the last chapter (See Extras). He is an
atheist so a unit must be N in order to change into him. With a gun and if he is positioned
on a high platform, he is one good sniper. His gun can reach all the way across the
screen. He uses a gun (DUH DUH!!). Keep one is enough because there are only two
good guns in the game. But I don't get the last one because inorder to get the last gun,
you need to kill your sister, which SUCKS! She is beautiful (yet emotional)!

Sword Master: Only can be changed in to if a unit is L. He can use double attack and
magic. He is said to have "fought over a 100 wars" so he is the master of all swords. In
Final Fantasy Tactics this class is GOD, but in TO he is shit. He is totally useless: he is
slow, he has weak hit rate, weak offense, weak defense, weak costume, ugly face, weak
magic, weak everything else (compared to knights and ninjas). He uses two swords but
who cares? Just keep ZERO of this kind of useless junk. Speaking of "100 wars," he
must be the one who used the battle command of "Save My Soul (see Auto move
commands).

Speaking of useless junk, I think Quest has done one thing wrong: if you go the
L (loyal) route, where you have to be loyal to your king, we are supposed to be given
options like goodies if you choose one road instead of the other, but if going to the L
route, it will make your main character become L for his Alignment, so he can change
only to a useless Sword Master. This is not very encouraging for many to try the L route,
other than the sucky ending because inorder to be L, you have to kill a lot of good people.
I hope there can be some classes like, High Knight or Holy Guardian for a L person to
change into so we will be willing to choose that bloody road.

Just to annoy some of you, here is my ideal High Knight and Holy Guardian:

High Knight: Requirement for class: L. He is best with swords and shield. If
you equip him with a sword AND a shield, he will have higher chance of blocking the
attack and a higher hit rate of countering it or simply attacking then blocking. But he is
quite slow compared to many of his strength level. But the great defense and hit rate give
him a check for must have. He can heal as well (heal and heal-plus, NOT heal-all).

Holy Guardian: Must be L and LUK over 56. He is the Guardian of the
Goddess Ishtalle. He can heal and uses a spear. His defense level might not be the best,
but his speed and hit rate are high, making him a must have for those who like ambush
attacks. He can use the special: Goddess Voices to heal any cursed attacks such as
poisoned and stun.

Or maybe besides the Terror Knight for C route, there can be another class.
Let's call him: Tarot Warrior.
Tarot Warrior: A Tarot Warrior will use his magical power to tell the prey's
fate. His attacks are not too strong when compared to knights. He equips a sword. But
after his attack, which if hit, there will be a chance for the target to receive some side
effects such as poisoned, stun, sleep, cursed, charmed, and others. So his main power is
in hitting an enemy then drawing his cards randomly to bring misfortune to the target.
He is greatest against monsters and those classes with a low mental power.

(Okay, now back to the game)

===============================================================
Female Ordinary Classes:
===============================================================

Amazon: The basic of all female classes. Much like the male soldier. She can use many
any weapon to a certain degree. Again, change her job as soon as possible.

Archer: She uses a bow. She is one of the most DEADLIEST classes in the whole game.
She is quick, she has great DEX, which makes her never miss a shot. Don't forget, the
higher you go, the further the arrows travel. So send her high in order to spread the rain
of death to your enemies. Keep at least THREE of this good class because, she is kind,
she is beautiful, she is caring, and she is very dangerous. She is helpful especially in
stormy weathers because the rain will not affect her arrows, so she can keep the damage
high while others' defenses are low. She uses both bow and bow gun.

Cleric: A must have. She can use many kinds of healing magic and aid spells. Must keep
at least two in your group. Some other classes such as an exorcist can heal as well, so she
is not so needed in the beginning. She uses a staff (By the way, see more about weapons
on Weapons. It is VERY important!).

Witch: A very supportive class. She can use many indirect attacks like stun, charm,
poison, and the list goes on. Keep at least one and use her often. She uses a staff.

Female High Classes:

Valkyrie: These are the handmaids of God Odin (Greek mythology), and they have great
attack and magical power. Despite the fact that she is one of the strongest among all
female classes, she is not worth to waste a position for when compared with many other
stronger (but slower) male classes. Keep one is more than enough. You might want to
change her into a Siren or a Dragon Tamer. She uses a spear, and she fights with
elegance!

(She is the one with two feathers on her head).


High Priestess: She is a higher class than the Priestess. She is the ONLY class that can
use the magic "resurrection" and the strongest healing of all: heal-all, but she can't use
the magic "heal-plus." She must be an L, and only kill only one enemy in her life time.
More than that will not allow her to be a High Priestess. She uses a staff. Keep one if
you can heal with another character, two if not. Use her often.

Siren: She is like a female magician. She can use a lot of attack magic. She also uses a
staff. You can keep one if you like, but she is not so strong unless you have some really
good magic. She uses staff. She is the one with the white cape. By the way, she puts
make-ups on.

Dragon Tamer: She is like a female Dragon Slayer, good for killing dragon, and allows
dragons next to her to have stronger attack power. She uses a sword and can equip one
magic. Since it is not often to have some stronger physical attack female in this game
(accept the archer, that is), one should consider keeping one of this so the party will look
more varied. Keep one, use her when you are tire of knights and berserkers. She can be
very useful. She uses swords. She is the one with the animal skull on her head.


===============================================================
Other Classes:
===============================================================


Hawk Man: He can fly and uses a hammer. He is extremely clumsy in stormy weathers.
Keep one or two to ambush your enemies. But I rarely use him because I have Canopus
(Canopu is his nick name, by the way).

Lizard Man: He is strong when compared with knights. He uses a hammer, and he is
good in watery fields. Keep one to aid you in watery fields. Since he can't change to
other classes, it is quite pointless to level him up.

Undead: All undead will come back to life after a few turns. You need an Exorcist to
send them to eternal slumber for good.


Monsters:

Fairy: She looks cute, and since she floats she is not affected by grounds. She can use
many special attacks. Keep one for your team as a team mascot ^_^

Griffon: He is a fabled beast with the head and wings of an eagle and the body of a lion.
He can use special attacks like Wind Shot. Keep for the fun of it.

Golem: It is made out of stone, so it has great defense power, but weak against magic. If
you have one, keep it in the front line to take all the attacks. But watch out for his HP.

Octopus: They are only good in water. Keep one if you want to use it in river battle
fields (which is quite rare in this game).

Dragons: Very strong in both defense and offense. Keep one of each Element (six in all,
two more for Light and Darkness) because they are the ONLY monsters who can change
classes! I don't know what the new classes can do yet (since I never bother using them).
But if you can take the time to train them, their new classes kick ass!


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

Magic: Magic spells in this game are divided into SIX groups. The four Elements, and
the two Alignments.

Flame Element Magic:
===============================================================

Fire Storm (14 MP, Range 6): This will summon a wall of flame. It can burn the grass
into earth ground as well as human to human torch. One of the basic magic spells.

Melt Weapon (24, 7): Indirect attack spell. It will decrease the targeted weapon's power
to half for a short amount of time.

Heat Weapon (24, 7): Indirect attack spell. It will increase the targeted weapon's power
for a short time.

Stun Looter (22, 7): A strong light that will bring numbness to those who catch the light
with their eyes. Stun enemies.

Deft-Zoshonell (10, 0): This will summon the God of Flame and make the whole battle
field's Flame Element stronger, and weaken the Water. The effect will stay until the end
of the battle.


Water Element Magic:
===============================================================


Ice Blast (14, 6): The basic ice magic attack.

Acid Rain (38, 6): This will attack enemies. If lucky it could also decrease the targeted
unit's weapons and armors' levels.

Clear Blood (18, 7): This can clear all the side effects in the targeted unit.

Slow Move (22, 7): This will make the WT of the targeted unit increases while
decreasing in a slower rate. Use this on bosses to maximum your advantage.

Deft Gruza (10, 0): This wil summon the Goddess of Water and make the whole battle
field's Water Element stronger, and weaken the Flame. The effect will stay until the end
of the battle.

Wind Element Magic:
===============================================================

Dead Shot (6, 7): This will summon a ball of aura and send forward to the targeted unit.
It will be stopped if there are obstacle or unit in its way.

Thunder Flare (18, 6): This will summon the arrows of thunder. Best when used in rainy
days.

Quick Move (26, 7): This is a support magic that will diminish the WT of the unit. Use it
one your own units. USE THIS OFTEN!

Call Storm (26, 0): This will summon rain and storm. The stronger the summoner, the
stronger the storm.

Deft Hahnela (10, 0): This will summon the God of Wind and make the whole battle
field's Wind Element stronger, and weaken the Earth. The effect will stay until the end
of the battle.


Earth Element Magic:
===============================================================

Acid Cloud (14, 6): This is the basic of Earth. This will summon a cloud of acid from the
earth to attack.

Crack Breath (32, 6): This will drop boulders of rocks on enemies. A very effective
magic.

Jump Wall (30, 7): This will send one unit to move to an area right next to him ignoring
the height. Use this when a unit can't move to an area above him/her.

Poison Cloud (32, 7): This will attack enemies with poison. Those who are affected by
this poison will have to heal with magic or items.

Deft Bertha (10, 0): This will summon the God of Earth and make the whole battle field's
Earth Element stronger, and weaken the Wind. The effect will stay until the end of the
battle.


Holy Magic (of Ishtalle)
===============================================================

Lighting Bow (20, 7): This will launch an arrow of light towards the target. It can be
blocked if there is an obstacle in the front.

Exorcism ((35, 5): This is a MUST to fight undead. This will send the undead to where
they belong.

Clear Lance (10, 7): This will cure ALL side effects such as poison and/or charm.

Healing (10, 7): This will heal. Useless on undead.

Healing Plus (25, 6): This can heal a few units at once. This has no effect for healing
undead.


Dark Magic (of Asmodee)
===============================================================

Nightmare (14, 7): This will attack and cause the target to sleep. The sleeper could be
cure with stimulation (throw a rock at him, that is).

Word of Pain (20, 5): Let the target listen to the cries of the dead. Depending on how bad
the caster is being wounded, this magic will take away the same amount of damage from
Hp and MP (that is, if the caster is in low HP, this magic will be very useful).

Charm (24, 7): By staring at an enemy with the eyes of charm, he/she will become your
side for a while. This is useless on friendly units. This is a VERY useful magic.

Paradigm (35, 6): This will make a unit's WT to become 0 and able to do action. This is
for friendly units.

Charge Spell (10, 7): This will give the target some MP and sacrifice the caster's own
MP.
Tips: use this on the caster him/herSELF! If you do so, he/she will gain a lot of
MP, then he/she will lose some, but there are more gain then lose!!

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


Special Attacks: Special attacks are thing attacks that only some units can do. As they
level up they will learn the attacks.


Thunder Breath (Element: Wind, range: 1): This will attack the enemy AND
THEN STUN him/her!! Use by Thunder dragon.

Fire Breath (Fire, 1): Attack then lowers the target's weapon efficiency. Use by
Red dragon.

Poison Breath (Earth, 1): This will attack and poison the target. Use by Earth
dragon.

Cold Breath (Water, 1): This will attack and put the enemy to sleep. Use by
Blue Dragon.


Toxic Breath (Dark, 1): This will attack and charm the enemy. Use by Black
dragon.


Petro-Breath (Earth, 1): This will attack and stone the enemy. Use by
Cockatrice

Maelstrom (Water, 1): This will produce a maelstrom on the water surface. Use
by Octopus.

Wind Shot (Wind, 7): This will attack the enemy within a distance. The higher
your level, the stronger the attack. Use by Griffon and Canopus the Wind Rider.

Pretty Kiss (-, 1): This can cure all the side effects and recovers a little HP. Use
by fairy.

Deep Kiss (-, 1): This will inflict some damage to the caster, but it will let the
target's WT become zero!

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

Weapons/Staff: As I have mentioned earlier, each item and weapon will accumulate to
the final WT. So decide what you want to equip is very important in this game. I rarely
equip heavy armor. This is my typical fighter's equipment: armor, sword, maybe a shield
or gauntlet, then a healing item such as herb or seed. It is useless to take items with you
to battle. If you click select on the weapon, the following info will be given, unless it is a
special item that will increase you INT: property: physical or magical, Weight, range,
STR or INT or both. You can also see the weights in the item selection screen.
The heavier the weapon, the stronger the STR, but usually I don't use the heavier
weapons. I use those I can find in fighting bosses since they are light and strong.

ONE IMPORTANT THING about staff: the more staffs one equips, the stronger the
MAGIC attack power. So if one is a magician or a healer, let he/she equip both hands
with staffs. BUT if he or she is a witch, which she doesn't use attack spells, equipping
two is useless; one is great enough. There are many items like staffs that will add some
INT if you equip them. Find them out and let those with ATTACK or HEAL spells
magicians equip them.

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

Grounds: If you choose a ground and investigate it with the select button, there will be
two numbers: Left is Offense and right is Defense. The bigger the better. What the
numbers mean is that how much your attack's will be improved when positioning on
those grounds. Usually one should find out that concrete grounds have the best offense
and defense, while grass and sand are clumsy. This makes sense because when you
attack, one leg will charge forward while the other will push against the ground, like a
tire against the road: the better and stronger the gripping, the fast the car goes. So the
ground is strong and supportive, the attack can be hard and fast. Defense can be
responsive as well.


General Tips: When you get into a stage where you have to fight enemies AND save
some Guest character, it is best if you can save the Guest character. If he/she dies you
won't get a game over, but if you can save him/her, you will not only have an extra guy
to use, BUT might also open up more storyline and more fights, and even affect your
ending! SO DO your BEST to save every single Guest character. If a Guest character
has a special yellow-diamond equipped, then you don't have to worry because that means
he/she can escape when the HP is low. But those you have to save DON'T have that
diamond, so be careful!!


(This ends the regular FAQ. Those I have mentioned are enough for you to be a master
of this game, and you can make fun of your friend's strategies with the knowledge you
now have!)




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


Okay, here are some of the goodies that not many know about!

HIDDEN CLASSES!!

Lord: Special: This is like an advanced knight. He can heal as well. How to
get: After you got to level four, but before the battle of Heim (the one before the Sky
Garden; the one before the last stage), where you just got your sister back to your team.
Just let Kachua (your sister) get kill in one of any battle, then go back to castle Fidach.
Denim will become the Lord since the rightful ruler, which is your sister, is dead. Do it
for the fun of it.just to inform you: the Lord is a VERY good class!! He can use double
attack but has great defense power.

Lich: Special: He can use ALL the magic. A very strong magician. How o get:
In chapter two, after the battle in Quadriga, you should get the Death's Ring. If a wizard,
a warlock, an exorcist, a siren, witch, or a priest equips the ring and get kill. He/she will
come back to life as a lich. BUT beware: The one who equipped the ring must die with
the following status otherwise he/she will be dead for good: MP 114 (or more), INT 162
or more, INT 162 or more, MEN 147 or more. Keep one to make your team unstoppable.

Angel Knight: Special: She can fly and attack is strong. She can also use
"Angel's Voices" to do special attacks. How to get: Only a female can become one. She
must be a L person, she must have: MP 92, STR 135, VIT 122, INT 144, MEN 119, AGI
122, DEX 124, and LUK over 56, then get killed. She will come back as an Angle
Knight. If possible, get one. She uses a spear.

Gunner: Special: He MUST equip a gun, and the range is infinite if there is no
obstacle in front of his gun. How to get: After you have Lendou in your team, a man
must have: STR 120, AGI 164, DEX 150 or more, and must be a N.

(How to get Lendou the Gunner: At Chapter Four, after you have finished the castle of
Bernicia, go to Warren's Report and read the news about the sunken ship. After reading
so, there should be a new place for you to go in the top. Go there, RESCUE Lendou to
get him: in this game if you can't save a guest, he is gone for good!)

How to get guns for Lendou:

Rim Fire: In chapter four, inside the castle of Bernicia, there is a temple knight
holding a gun (after his leader killed one of his man, the gun was hand over to him so the
leader can play "fair" game). Kill him to get the first gun.

Assault Gun: After you got Lendou, read the Warren's Report about the Thief of
Nymlahaba Forest. Go to the forest. In the battle, DON'T kill the two griffons, but
attack their leader until his HP is lower than 20. Then he will join you. GET the TWO
griffons, then the leader of the two will join you. He has the strongest gun in this game.
Get the gun from him and let a gunner equip it, then you can dismiss this Beast Tamer if
you want (BUT I usually keep him).

Commander Gun: After Kachua joins you in chapter four, before the stage of
Heim, let her die (much like the Lord requirements). There will be an extra stage on the
Desert of Ballder. Go there, kill the gunner and get his gun. You might want to get this
gun as well as becoming a Lord.can you kill your own sister?



SECRET CHARACTERS:
How to get Deneb: Remember this beautiful witch? She looks better than ever now.
Getting her is not easy, and it is even harder for me to type all the procedures.should I
really do it? Or should I just let you guys find her yourself? Hmm

After you reach Chapter 4, go to Warren Report, choose Others, read the news
about The Lucky Shop of Witch Denev Rove.

Then, go to one of the following places at that particular days of ANY month to go to her
store:

Port Town Coliath: 1, 2
Armorica Castle: 3,4
Town Clitheroe: 5,6
Town of Barmamutha: 7,8
Port Town Ashton: 9,10
Cortani Castle: 11,12
Brigantes Castle: 13,14
Old Capital Lyme: 15,16
Fidach Castle: 17,18
Town of Wareham: 19,20
Capital Heim: 21,22
Grimsby (all the way on the top right): 23,24
Castle Bernicia: 25

After you got to the right place at the right time, her shop will replace the regular one for
a day.

This is how to get her: Buy items with the total quantity of 255 (Some one told me 200is
enough, try it yourself). Then there will be another option on the shopping list: between
Auction and Exit, there is another one: Ask Her to Join. By doing so, she will join you!!
Happy Happy Joy Joy because she is strong, and with her, you can open one extra event
when you visit Warren with Denev!!

BEFORE getting her, you should scroll around in her item list: there are many GREAT
items to buy! So why don't you save some money, buy those good items, then get her.
Because once she joins you, the shop is gone!!
Items in her shop that you should pay attention: any of the crystal orbs because
an orb(s), once equipped will decrease the holder's WT by TEN! This makes great
difference because, by decreasing WT by ten points, it is like equipping an equipment for
free!

Another Class: before getting Denev, if you have Glass Pumpkins (see hidden items), you
can recruit Pumpkin heads according to how many of them you have.

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

How to get Shelley Fouriner: (From Horiyama)

When you are in Banhamooba Palace, you have to fight this un-filial daughter.
If you kill her, she is dead, and that sucks. So if you want to save her, these are the steps:

knock her HP lower than 20.
Make sure you have all other three sisters.

When HP is lower than 20, she will run away. Then go back to Fidach Castle and see the
event.
Then head to Barmamutha village. Go to training then use the magic Call Storm

After that, there will be an event for her to join.


How to Get Selye Fouriner (From Horiyama):
IF you go the Neural Route, in chapter three, there will be some trick getting her. When
you see her again in Board Fortress, she will not join you.
So you have to go to the City of Clitheroe. Once there, read the Warren Report, Other's
section, read about the "Pirate of Quadriga." Go there, then kill the pirate. Then talk to
Selye. After that, she will join you.

Double Spy??? (From Horiyama):

When you are at the last level, after attacking the Castle Heim, go to Warren Report,
read "Double Spy?" Then go to City of Clitheroe. This way you will understand the past
of Haborym Vandam, the blind Sword Master you rescued in the snow land.

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


More on MVP (from Horiyama):
Please refer to the chart on the bottom. For any character, when they perform actions,
those actions are rated by a certain meter. If the points reached 100, they will be given the
title MVP.

Physical Attack Magic Attack Item Kill
Or Throw or Special
Attack 3 2 1 25
Enemy Recover -2 -4 -2

Friendly Attack -3 -2 -1 -25
Recover 2 4 2


How to read this chart: for example, if you attack an enemy with your sword or a
throwing rock, the meter will increase by 3. If you kill an enemy, it will increase by 25.
But if you perform an action indicated with the minus sign, the meter will decrease.
Again, when it reaches 100, the character will increase an extra level. The loyalty level
will also increase by a little.

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


Here are the added great attacks. They could be learnt by the following
procedure.

In chapter 4, after the event of Fidach Castle, where you learnt the whereabouts
of your sister Kachua, go to Warren Report, and read about the Exeter Island's Big
Explosion. Then the Death's Dungeon should be revealed for you to explore.

The following skills, except for the God's Echo Slash, could be learnt randomly
after you finish the corresponding basement.

[ name, basement, information and the weapon needed]
The weapon guide: what each alphabet means.

Sword: A
Axe, Claw, Hammer, Spear: B
Bow: C

God's Echo Slash: B6. The larger the DEX, the greater the attack. A

Devil Split Chop: B1~B24. In exchange of HP, cause great attack. B
Hell Flame Slash: B1~B24. The larger the MEN, the greater the damage. B

Holy Thunder Aura: B25~B49. The greater the MEN, the great the damage. B
Furious Exorcism: B25~B49. The greater the STR, the greater the damage. C

Dragon Tooth Slash: B50~B74. The greater the DEX, the greater the damage. A
The Slice of Moon and Flower: B50~B74. Petrified the prey. B

Heaven-Slice Slash: B75~B99. Able to knock the enemy back. B
Dimensional Aura Slash: B75~B99. Send the prey to another dimension. B
Gemini's Demonic Slash: B75~B99. The lower your HP is, the greater the
attack. A


DRAGON MAGIC

[name, descriptions, and MP consumed]


Annihilation: Great damage to all enemies with the rain of flame. 80
Snap Dragon: Change preys into blades. Depends on the chanter. 0
Tempest: Thunder fallen on every enemy. 80
Dominion: Stop the time/WT. 80
White Mute: Ice attack on every enemy. 80
Martyr Life: Resurrect a dead in return of the chanter's life. 70
Meteor Strike: Meteors from the sky. 80
Reincarnate: Turn the dead into a soldier/amazon. 70

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


Secret Stages!!! This section was made possible by: Manami Takizawa of
http://www.rpgdl.org/!!

These stages are each done with the descriptions.

L route: the secret stage in Goliath Port Town.

If you go the Law route (you bad bad bad murderer!), and DO NOT have Zapan
Illuedus in your party, visit Goliath after the events in the Castle Brigantes.

You can make Zapan rejoin you, just knock his HP lower than 20, but do not knock him
to death. Then he will join.

L Route: Go to Bellmorses Plateaus, get into a random-encounter.
You will fight Oxyones Lavin, a Beast Tamer. Knock his HP lower than 20, but
don't kill him. Go back to Castle of Cortani to see some events!!


N Route (this is the same as how to Get Selye)

This is an improved version of that trick.

When you see her again in Board Fortress, she will not join you.
First, finish the mission in Banhamooba Palace, THEN go to the City of
Clitheroe. Once there, read the Warren Report, Other's section, read about the "Pirate of
Quadriga." Go there, then kill the pirate. Then talk to Selye. After that, she will join
you.
After this battle you can get both the pirate and Selye. But be careful one thing:
if you choose not to forgive the pirate, he will fight you and he won't join you, so choose
your words carefully.

===============================================================
All Route: After you read about the Exeter Island (please refer to the trick earlier on how
to get the great attacks). Go to Madolath Ice Field.

After you finished the battle in Madolath Ice Field, go up to Bellmorses Plateaus for
another battle. Try talking to Cyclops here to recruit them.

After this, go to Boategeng Plain for yet another battle.
===============================================================

Here are some hot hot tricks!

After Selye became a Shaman: Go to Board Fortress.
After Shelley became a Shaman: Go to Guccho Fortress.
After Sisteena Fouriner became a Shaman: Go to Damintha Fortress (all the way
on the left)
After Olivia Fouriner became a Shaman: Go to Geldo Fortress.

Palace of Zoshonell: After you get Selye, and have a Flame Shield, go to Board Fortress
to go to the palace.

Palace of Bertha: Go to Guccho with Shelley in your party, and you have a Soil Shield.

Palace of Hahnela: Go to Damintha Fortress with a Thunder Shield and with Sisteena in
your party.

Palace of Gruza: Go to Geldo Fortress with Olivia Fouriner and an Ice Shield.
===============================================================


Okay, there are few secret stages BUT they can be found in this FAQ, please refer to the
Hidden Classes section, and how to get the Gunner and Guns section!!
===============================================================

LAST stage secrets: In the last stage, there are hidden doors for you to enter. Depending
on which door you go, you go to different floors. I'll do a very loose translation on the
stage names, and use a flow chart to make things easier.
Some of the names are hard to translate, so I'll use names I made up!! Haha!

Floors
1: The Entrance of the Sky Garden.
2 : Back of Snake
3: Fist-holding Fighter
4: Maiden's tear
5: Jade's Tear
6: Blue Hallway
7: Melodic Dark Hair
8: Fantastic Dreams
9: Stage of Wine
10: Days of Honey Moon
11: Toothless Beast
12: Red Hallway
13: Time-Carved Tune
14: Alarmed Sector
15: Star Viewer
16: Black Hallway
17: White Hallway
18: The Valley Between Heaven and Earth
Then it is
The Entrance to Cemetery
Ancient Ruin
Sealed Sector 1
Sealed Sector 2


(Just about now this stupid computer CRAHSED!! But luckily I saved everything before
it did that to me)
(also, there are secrets in getting many items too, but I'm exhausted, I need some
energizer to recharge. I never thought this FAQ will take me this long, but as I improve
it, I just can't leave things undone.)

Flow chart:
I will explain the doors after the chart.

H: hidden door
U: updder door
M: mid door
L: lower door
I: inner door

The numbers are floor numbers


1
-------------------------------------------------------------------------------------------
H L M
| | |
6 2 3
4 5
| |
| | ---------------H------------------ > 8
U |
|---------------------U----------------- - > 7 |
|--------------------------------------------- >9< -----------------------------------
|
|
H--------------------------------------------M----------------------------------------U
| | |
12 10 11
| | |
++++ H+++++ 13 (if use H, go to 16) 14
| + | |
| + U |
---------------+------------- ----U------- >15< ------------------------------------
H + |
| + |
| + |
16-------------------I--------------------- >17
| |
H |
| |
---------------------------------------- >18



First Floor Hidden Door: All the way to the left, the stair way a little to the left of the
most left waterfall, there is a stair way which a little is hidden by the stone. There is a
door in the wall.

Stage Four Maiden's Tear's Hidden door: At the beginning of the stage, move to the
right. There's a stair way by the cliff side. (The top left will become the door way.)

Stage Six hidden door: from the door way where you entered the stage, move two steps to
the upper left, and one step to upper right. The hole on the ground.

Stage Nine hidden door: from the (upper door) middle doorway, move one step to upper
left.

Stage 13 hidden door: from the upper door way, there is a stair way on the left.

Stage 16 hidden door: move to the bottom of where you began the stage.


The hidden doors will reveal if you step on the right place, just try out where it is.

Any corrections are welcome!


===============================================================
Hidden Items:

First of ALL, I don't want to include those items you can find in a stage (search and
burn). The items here are those you get when you sell your Large size pals. Note: I did
NOT include those you can get from Death Palace.


READ this before anything else: getting the items depends on how many monsters you
can sell that particular time. For example, if you have five red dragons, and sold them all
at once, you can buy FIVE Flame swords. Then if you came back later with more red
dragons, there will be NO more flame sword. So if you leave the store, there won't be
any more on sale even if you have the monsters!


Flame Dragon Sword: it is made out of the scales of a red dragon, a dragon killer.
If you sell a RED DRAGON (its level MUST be 15 or over) at Castle Cortani, you can
buy this item.

Dark Dragon Blade: A blade made out of Tiamatt'steeth. A dragon killer.
(note: I think Tiamatt is a black dragon name. I can't find it in the dictionary).
You can buy this in Brigantes Castle when you sell a Tiamatt with level of 20 or more.

Procus: A very strong hammer. It will breathe the flame of lotus.
You can get this if you go the way of Law, please see the Hidden Stages about a stage in
Goliath port town (where you meet Zapan again).

Blue Dragon's Claw: A dragon killer made out of blude dragon's claws.
If you sell a blue dragon of level 15 or more at Fidach Castle, you get this.

Black Dagon's Staff: A staff favored by the master of hell Ordour.
If you sell a black dragon of level 15 or more at shop of Bernicia Castle, you can buy
this.

Dragon Shield: a shelf made out of dragon's scale.
If you sell a Bammamut of level 20 or more at Ashton, you can buy this.

Dragon Armor: a scale armor made out of dragon scale.
If you sell a Bammamut of level 20 or more at Barmamutha, you can buy this.

Wind Mantle: The clothes that the "Sky Rider" used to wear in the an ancient time.
At basement 50 of Death Palace, you have to talk to a ghost until he joins you. Petrified
him then take you time making him join.

Flame Mantle: A mantle that had the legendary Flame Dragon-Firedrake's scale sewed
on.
When you get Denev, she is equipped with this mantle.

Dragon Helmet: a helmet that was made with a dragon's skull.
If you sell a Bammamut of level 20 or more at Lyme, you can buy this item.

Spark Guard: a shore made out of a red dragon's scale. You can walk on the lava with
this equipped.
If you sell a red dragon of level 15 or more at Clitheroe, you can buy this.

Dragon's Horn: This can summon storm.
If you sell a thunder dragon of level 10 or more at Grimsby, you can buy this.

Operon's Tear: This will drive away the rain.
If you sell an octopus of level 10 or more at Grimsby, you can buy this.

Dragon Steak: this will increase your STR by 10. You might want to use it on Haborym.
If you sell ANY dragon of level 20 or more at Heim, you can buy this.

Fried Bird (yakitori): Increase VIT by 10.
If you sell any griffon of level 20 or more at Heim, you can buy this. (Don't let Canopus
sees it!!).

Mixed Hamburg: This will increase INT by 10.
If you sell any cockatrice of level 20 or more at Heim, you can buy this item.

Tacoyaki (fried octopus): This will increase MEN by 10.
If you sell any octopus of level 20 or more at Heim, you can buy this.

Transfer Stone: when you use this you can escape the battle.
Sell any Golem of level 20 or more at Heim, then you can buy this.

Glass Pumpkin: You can get this in the Death Palace. Please see Hidden Classes to see
what this item is for.

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


FIRECREST: The ultimate treasure, the certificate of a true hero. A red crest that sealed
the soul of legendary dragon- Divine Dragon.

In order to get this one, you need to fulfill 3 requirements:
1)Beat Nybbas in the last level of the Death Palace (Basement 100).
2)Read about the report on FireCrest.
3)Have with you the FOUR Wind weapons (get them when you kill guardians in the
Death Palace). The four items are: Boreas, Notos, Zepuros, Aeros.

Then go back to the Death Palace. The last guy has the crest.

What will this crest do? Try out yourself!!

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

NOTE: I have spent much time with love and sweat on this FAQ. So if you
want to post this on your site, tell me first.

Tactics Ogre FAQ was done by Henry Chan. Any illegal uses or claiming
credits will result in me hating you. Yes that is the only thing I can do about it ^_^


Tactics Ogre: Let Us Cling Together is a copy right of Quest, published by
Artdink, WGC for PSX. All rights reserved.or whatever legal words people can put
here, I'm no good with those things.

PS: First I thought it was "Clink Together." I think CLINK fits more. It is like,
a bunch of knights raising their swords and Clink them Together in mid air, forming a
triangular shape of blades.anyway.

Credits: My on hands, my messed-up key board.


AND: HORIYAMA OF Notes on Tactics Ogre.
Email him at: horiyama@yajima.kuis.kyoto-u.ac.jp
His site is: http://www.yajima.kuis.kyoto-u.ac.jp/staffs/horiyama/Ogre/Index.html

AND: Manami Takizawa of http://www.rpgdl.org/!!


And: NAMELESS RIDER!!

And also:
Thanks to a guy called RhaKeeM996. He emailed me and said ONLY this "I
think you should write a Tactics Orge faq." That was it! And I actually started writing
this FAQ. Actually ever since I played the SFC version I wanted to do something that
could help and share this game with other players. SO, please enjoy, and don't forget:
ALSO : TO all who encouraged me on making updates. Without you I can't
pick up the keyboard and type more!! Thank you all and please enjoy this FAQ untill the
next update. Before than, LET US CLINK, I'm mean, CLING TOGETHER.

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Ending FAQs
FAQ/Walkthrough

17.October 2013
Character FAQ
FAQ/Walkthrough

17.October 2013
CHARACTER STAT GROWTH GUIDE
FAQ/Walkthrough

14.October 2013
US Version: Save later in the Game.
SaveGame

17.October 2013
FAQ

10.October 2013
Hell Gate
FAQ/Walkthrough

15.October 2013
FAQ

17.October 2013
PAL Patch for the Japanese NTSC Version.
GamePatch

17.October 2013
FAQ

17.October 2013
engl. FAQ

18.October 2013
 
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