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Guide and Walkthrough by NinjaJeff
Version: 1.0 | Updated: 09/01/2004
"Ogre Battle" strategy guide/FAQ (for PSX and SNES) FAQ version 1.0 By Jeff Egley (feel free to email me at: email@example.com) ***Ogre Battle Saga, Episode Five: "The March of the Black Queen"*** -Welcome to my FAQ! Listed within are the pointers and tips I can give you to getting through this VERY difficult, but yet VERY fun and VERY involving RPG/military strategy game. Use my table of contents to find a quick way to get to where you want to go if you are looking for something in particular. Enjoy! Table of Contents Prologue. Background Story I. Stage Bosses and how to defeat them II. Key and Definitions of Characteristics III. Character Class In-Depth Information IV. Quick Checklist to pursuing the Holy Path V. Imperial Specific Character Classes (ie, stuff you can't have!) VI. List of Special Characters (awesome people you can have join you!) VII. Alignment, Level Up, and Charisma Clarification VIII. The Encyclopedia of Magic and Special Attacks IX. Battle Tactics X. Tarot Card Encyclopedia XI. Rare Items and how to obtain them XII. Reputation Meter Clarification XIII. Hard-to-Find (but buyable) items, and their uses XIV. "All Star" Rankings (ie, best creatures and unit combos) XV. Cheats and Easter Eggs XVI. Ending Information XVII. Information about the Author XVIII. Disclaimer Information Prologue, the Background Story- -Many years ago, a decisive battle called the Ogre Battle was fought to decide who would rule the earth- Man, or Demon. Man received support from the Holy Gods and the Three Warriors, and the Demons and the Underworld received the support of the Evil Gods. Mankind won, but only just. Fierce fighting rampaged, and many a good person lost their life. The stories of the Ogre Battle became obscured by the mists of time, and became legend. Many years went by... A prosperous Kingdom was established by Prince Gran, the Sage Rashidi, the Monk Roshian, and the beastmaster Parcival, the four great disciples, who founded the three kingdoms, Horai, Ofays, and Zenobia, all humble and at peace. The monk Roshian went by himself and founded the Roshian religion, based at temples worldwide, which was a religion based on worshipping a good source of higher power, The Three Warriors, and the Holy Gods. Then, 25 years ago, a very fierce war was fought across the entire Zenobian continent. This war was caused by the Sage Rashidi, who, perhaps driven by madness and insanity, killed his friend, the Kind of the Zenobia, King Gran, and sided with Empress Endora, the queen of the Northern Highlands, which then invaded and waged warfare on the four other kingdoms: Ofays, Horai, Zenobia, and Sharom. The devastating surprise attack and the supremely overpowering military might of the highland warriors from the northern tundra only spent a year in total time defeating the four other kingdoms and wiping them from the face of the continent. The sole remaining kingdom, the victor, the Highlands, claimed entire control of the continent, and the Holy Zeteginean Empire, queened by Endora, and with Rashidi at her right hand, was born in the aftermath. The Empire's rule was a sheer reign of terror. Merciless politicians, city-state governors, and ruthless tax-collectors caused all of the citizens under their rule to suffer. Even freedom of speech and the press had been taken away. Many people were killed in the merciless corruption, and the people are desperately crying for help. The Empire has ruled for 24 years. But, yet, a ray of hope still glimmers. On the outskirts of Sharom, the last survivors of the Knights of Zenobia, the royal army of King Gran, are in hiding, awaiting their time to attack, and a new leader. This is where you come in... the reign of the Zeteginean Empire shall come to an end at your hand... or will it? Your actions will decide the story's outcome... Stage Bosses- Key- (Stage Number-Stage Name- Boss's Name) (Level and character class) (Amount of health) (Bodyguards accompanying the boss) (Which special character you should have confront this boss) (Destription) 1-CASTLE OF WARREN- Warren (***recruitable!***) Level 4 Wizard HP-108 Bodyguards- None -Warren the Wizard (nice name) is your very first fight in the game, and he should be very easy for you to defeat. Defeat him, and he and the rest of the troops that he has been sheltering will join you in your quest against the evil Zeteginean Empire. 2-SHAROM BORDER- Usar Level 5 Berzerker HP-120 Bodyguards- Two Level 4 Wizards Use against- Lans -Usar is an easily defeatable boss. He is fairly strong, but vulnerable to magic spells. He is also in the front row, so hitting him with physical attacks is just as easy. Moreover he is just practice against what is to come later in the game. 3-SHAROM DISTRICT- Gilbert (***recruitable!***) Level 6 Beast Tamer HP-120 Bodyguards- Two Level 6 Wyrms Use against- Canopus -Gilbert is the boss of Sharom, and if you defeat him by using Canopus (his best friend), he will see the error of his mistake and ask for your forgiveness. Forgive him and he will join you. 4-POGROM FOREST- Kapella Level 8 Mage HP-116 Bodyguards- Three Level 7 Imps Kapella is the first disciple of Sage Rashidi and Kapella is a VERY powerful magician, and is a challenging enemy commander for so early in the game. You will be shown how powerful a Mage is early on, as the spell he casts will hit your entire unit. He is very dangerous, so save a World card for him. World card yourself, and then Fool card his bodyguards. He will fold easily to any physical attack. 5-LAKE JANSENNIA- Sirius Level 7 Lycanthrope/Werewolf HP-112 Bodyguards- Four Level 6 Amazons -Sirius's bodyguards are even his harem of women, but don't let that distract you- this guy may appear to be very nice, but he is a savage killer, and the rumor of him being a Werewolf is true (as if his name and "Lycanthrope" as his class during the daytime didn't tip you off earlier). DO NOT attack him during the night, as, of course, he's a Werewolf then, and will most likely open a can of whoop-@$$ all over you. However, attack him during the daytime and he has a glass jaw. He is in the front row, so just beat the crap out of him during the day, and ignore his pleas for you to visit him at night. Hit him with a white magic weapon (such as the Rune Axe given to you by the monk at the temple earlier) to make him howl in pain. Sirius is also as dumb as a brick, and magic works well on him, so do what you need to to send Sirius to the big kennel in the sky. 6-DENEB'S GARDEN- Deneb (***recruitable!***) Level 10 Witch HP-125 Bodyguards- Four Level 8 Pumpkinheads -Her Pumpkinheads can deal some hurtful damage if you're not careful, but take note that she is in the front row (and thankfully not the back, or a Paralyze spell from her could make these fights last an ETERNITY!) and hit her with physical attacks. Avoid magic as she's quite intelligent and magic spells will most likely miss her. She's quite fast, too, so even physical attacks are bound to miss here and there. After the fight, she will ask for your forgiveness. However, she does heavily affect which ending you get, so think about if taking such a malignant woman with you is really worth it. Remember, her beauty and innocent appearance hide her true side. 7-SLUMS OF ZENOBIA- Debonair Level 11 General HP-148 Bodyguards- Two Level 9 Red Dragons Use against- Ashe ***Debonair has a special attack set. He will physically attack you twice with his sword, and then will use "Sonic Blade" on his third attack, which is ranged and can hit any member of your unit. -Ashe apparently knows this bad dude, and the two of them hit off an ugly conversation before the rumble begins. Take note that Debonair is a General and as such is a VERY powerful opponent. He is extremely agile, strong, AND intelligent (as you will find ALL General bosses to be) so throw your best stuff at him. Watch out for his Sonic Blade attack, in essence it is a Sonic Strike attack that does not take away his own HP, and can deal a MASSIVE amount of damage, up to 80 points on one strike if you are not careful. Upon beating him, he will retreat, leaving you happy with the fact you have recaptured the former capital of the Old Kingdom. 8-ISLAND AVALON- Gares Level 12 Dark Prince HP-162 Bodyguards- Two Level 10 Black Dragons Use against- Aisha ***Gares has a special attack set. He will attack with "Evil Ring" first, and then he will smash you twice with his two-handed battle axe. -Prince Gares (Empress Endora's son), hands down, has to be one of the COOLEST looking enemy bosses in the game. Too bad you can't get a guy like him in your army. Clad in a suit of jet black armor, Prince Gares is really sinister. He is pretty much General Debonair on steroids, so look out. Evil Ring will HURT really BAD, especially if you send a high Alignment unit to fight him. Equip some holy weapons to fight him, and ironically, electrical attacks seem to be very effective as well. I'll give you a hint right now- you will see him MANY more times in the future, as (spoiler), he has the ability to "clone" himself and possess his suits of armor with his spirit. 9-KASTOLATIAN SEA- Porukyus Level 13 Nixie HP-169 Bodyguards-Four Level 11 Mermaids -Porukyus is really mad that people are using her kind as food, so, you gotta teach her a lesson. She is extremely intelligent and her Ice Storm attack will HURT when she casts it, hitting your whole unit. Thank god she only does it once. Try Fool carding her bodyguards and then physically whacking her. Due to the fact she's a water dwelling creature, hit her with electrical attacks (via spells or magical weapons) and fire also works well. 10-DIASPOLA- Norn (***recruitable!***) Level 12 Shaman HP-149 Bodyguards- Two Level 11 Titans -Norn is a sad and depressed Shaman, demoted by the Empire, and assigned to govern the prison district of Diaspola. She is actually General Debonair's fiancee (she's very sad as she thinks you killed Debonair), so getting her to join you will help you. She is extremely easy to beat, due to the fact she cannot attack (she only heals herself or the Titans with her). After the fight, spare her life, and if your reputation meter is high enough, she will follow you adamantly, though mostly only because of you telling her that Debonair is alive :) She is a VERY useful ally, extremely intelligent and fast as well. She starts out with low Alignment, though, so just be wary. Have her maul a group of undead a little later on and that won't be a problem anymore. 11-KALBIAN PENINSULA- Figaro (***item: "Durandal" sword***) Level 15 General HP-167 Bodyguards: Two Level 12 Black Dragons Use against- Debonair ***Figaro has a special attack set. He will strike you twice with his sword (which is a black attack as he is using his sword "Durandal" on you) and his third and final attack is "Down Claws", a very, VERY nasty ranged attack that will deal an insane amount of damage to one character in your party. -Approach General Figaro with caution, he is very strong. Use your strategy against him like you did against Debonair earlier, primarily, get rid of his bodyguards with a Fool card. If you have General Debonair (acquired from Shangrila), the two will be astonished to find themselves on opposing sides, and after Debonair's attempt to persuade Figaro to come with him, Figaro refuses, still having faith in Empress Endora, and the two friends will fight each other. General Debonair is very sad that he must kill his best friend, but all is not lost. After the fight, Figaro will give you his sword, and with his last breath, urges Debonair to fight on in his stead, and to stop the Empress before it is too late. Note that you will ONLY get the Durandal sword if you use Debonair to fight him. Be sure to use General Figaro's "Durandal" sword, it is a VERY powerful magical weapon, giving a high strength bonus, as well as being laced with black magic powers. 12-VALLEY OF KASTRO- Ares Level 16 Ravenman HP-215 Bodyguards- Two Level 12 Ninjas, two Level 13 Ninjas Use against- Rauny -Ares has a TRUCKLOAD of health for a Ravenman, much less someone at only level 16!!! Use Rauny to confront the black-feathered bandit, and hope for the best. Ares is not that strong of a boss (he only does one Firestorm attack, it hurts, but he only does it once, and it only hits one person) but he is VERY tough (not only with his huge weight in hit points, but he's also really damn resistant to magic attacks!), which can make the fight aggrivating as his bodyguards will do the bulk of the damage. Try and hit him with white magic weapon attacks, but that will be difficult, since he is half bird, half man, and as a result, is really agile and will be difficult to hit. 13-BALMORIAN RUINS- Albeleo Level 17 Enchanter HP-158 Bodyguards- One Level 15 Stone Golem, one Level 14 Black Dragon Use against- Saradin -Albeleo is a former student of Sage Rashidi, and he is apparently practicing forbidden arts of necromancy and resurrection, and as such is why he looks like a young man, whereas Saradin (his former friend) is very old, with both being the same age (somewhere over 100). Albeleo may have dark intentions, but remember he is an Enchanter, and as such ironically has very high Alignment and is resistant to white magic attacks. His flaw? Use his own type of magic ("Acid Cloud"- physical) against him, he doesn't like physical magic. Send Saradin in and have him put the smack down on his former friend. Do be careful, though, as he does attack twice with his all-hit Acid Cloud attack, and he's also quite intelligent, so he will most likely dodge your magic spells. Ironically, for a magic user, he is also really agile, and as such, he can dodge physical attacks. But don't worry so much about that- he is a wizard, and as such has low strength, so if you connect with a physical attack, he will feel it :) Upon defeating Albeleo, his body and the remains of him will mysteriously vanish into thin air (makes sense, as he's the boss of the SUPER hidden stage, "Dragon's Heaven"). Hidden Stage Alpha-MUSPELM- Slust (***recruitable!***) Level 17 Dragoon HP-198 Bodyguards- Two Level 15 Gold Dragons -You might as well be trying to fight a tank because in general that's how tough a Dragoon really is. After all, he is the warrior servant of the Wind Gods, so one would expect he's a walking bad-@$$. Slust will only attack you once per combat- with a Sonic Strike, which will deal in excess of 100 damage. He's also so fast that he will most likely go before everyone else, so make sure everyone's HP is over 100, or he could put the smack down on a member of your party, killing them instantly. Get rid of his guards and pray that your attacks hit him. He's not invincible, but he's just really damn tough. However, on the bright side, when you do defeat him, if your Reputation, Alignment, and Charisma are high enough, as well as if you have the Star of Heroes, you will break Rashidi's control over him, and he will come with you! Hidden Stage Beta-ORGANA- Fenril (***recruitable!***) Level 17 Dragoon HP-176 Bodyguards- One Level 13 Iron Golem -Fenril is the female counterpart of Slust (and she wears blue armor whereas he wears red), and is another supreme warrior of the Wind Gods. She's basically the same as Slust, only with less strength and HP, but with more agility and magic resistance. She attacks in the same manner, too, with a high-powered Sonic Strike, so use your same tactics against her as you did with Slust. She will also join you if your Reputation, Charisma, and Alignment are high enough, and if you have the Star of Heroes. 14-CITY OF MALANO- Apros Level 18 Vanity HP-221 Bodyguards- Two Level 16 Demons Use against- Tristan or Rauny ***Apros has a special attack set. All of his attacks are black magic spells, which he uses three times. He will either cast Meteor, Phantom, or Nightmare, choosing whichever at random (hope that he chooses Nightmare, it only hits one person!) -Governor Apros is a shrewd, rude, and crude dude. He has been gifted with the powers of black magic, and as such is a powerful opponent. Whack him with holy, lightning, or physical magic attacks and physical force attacks, and he will go down. Throw a World card and he won't even be able to hurt you. He dishes out damage really well, but he doesn't take it very well. Have Rauny or Prince Tristan confront him and let them get their revenge for all the people he's killed. 15-THE TUNDRA- Mizal Level 19 Seraphim HP-184 Bodyguards- Two Level 16 Ice Giants Use against- Yushis -Mizal was once the Chief Angel in heaven, but had fallen to Rashidi's temptations, and she was cast out of heaven. I guess God gave her the big boot. :) Mizal is a fallen angel, but she still uses her white magic attacks, of which is "Jihad", a spell that will hit and heavily damage your whole unit. Mizal is a tough opponent, but hit her with black attacks and she will take heavy damage. Be sure to have her younger sister Yushis confront her. 16-ANTALIA- Omnicron (***item: "Undead Staff"***) Level 20 Sorcerer HP-168 Bodyguards- Two Level 16 Black Knights, two Level 19 Black Knights -Omnicron is the evil magician working for the Empire, and he created the Empire's undead army in the former kingdom of Horai. Omnicron is VERY powerful (he's a Sorcerer, so watch out for TWO all-hit magic attacks). He is susceptible to the same weaknesses Magi and Wizards are, though, so tackle him with physical magic and attacks and he will succumb. Revisit the castle of Kander Hall after the battle to receive his Undead Staff from a Monk who says "I found this in Omnicron's room", which you can use on one of your own Magi and turn him into a Sorcerer. Hidden Stage Delta-ANTANJYL- Galf (***recruitable!***) Level 18 Devil HP-206 Bodyguards- Two Level 16 Phantoms, two Level 17 Phantoms -Galf is one of the evil gods that sided with the forces of darkness and disorder in the first Ogre Battle, and is now sentenced by the Wind Gods to be stuck on earth in this cursed land. Galf is very tough, his only real weakness being holy attacks, and his bodyguards are undead, so bring along a healer or holy weapon/magic attacks to blow his guards away easily. If you use white attacks on Galf he isn't really all that tough. After defeating him, he ***IS*** recruitable provided, however, that you have a VERY low Reputation Meter, and if you give him the Brunhild Sword (REALLY BAD IDEA), as if you're pursuing the good path, don't have one of "Satan's Minions" join you in your quest, it's going to really tarnish your reputation with the Wind Gods and most any mortal on the face of the continent. :) 17-SHANGRILA- Gares Level 21 Dark Prince HP-211 Bodyguards- Two Level 18 Salamanders Use against- Tristan ***Gares has a special attack set, however it is the exact same as the first time you met him, only just stronger. -THIS choad again? Well, apparently, this time Gares has some darker armor, a purple cape, and a meaner attitude. I don't think he kindly took the beating you gave him at Avalon. Gares is just stronger this time, so just use the same approach and strike hard, fast, and with holy power or lightning if you can. Send in Prince Tristan and let him get his revenge against the REAL murderer of the royal family. If you have Norn in your army, you will also find General Debonair here, locked up in chains and in a cell for "war crimes". Free him and he and Norn will kiss and make up, and then General Debonair will join the Rebellion! 18-FORT ALAMOOT- Castor Level 22 Gemini Twin HP-275 Bodyguards- None 18-FORT ALAMOOT- Polkes Level 22 Gemini Twin HP-275 Bodyguards- None ***The Gemini Twins have a special attack set. Each battle Castor will first attack with Super Nova, then Polkes will attack with with a karate kick (physical attack), then Castor will kick, then Polkes will attack with Wind Shot, and then finally, the one in the back row will throw the one in the front row into one of your units (this is called their "Gemini Attack", and it will do INCREDIBLE damage), and then they will switch places from back row to front row (and vice versa). -The two Gemini Twins are two VERY powerful opponents. In my opinion Polkes (who strikes me as the younger brother) is the nastier half of the two, but both are still insanely tough. Hit them hard with the most powerful unit you have, and leave no prisoners. Their only real weaknesses is Castor is weak against fire and Polkes is weak against physical and black magic. They are very strong physically, so rely on magic to try and kill them. They are fairly intelligent, but not as intelligent as previous bosses Omnicron, Gares, or Ares. And on one final note, you must kill BOTH of them to win the stage, NOT just the leader. Hidden Stage Gamma-SHIGULD- Fogel (***recruitable!***) Level 21 Dragoon HP-230 Bodyguards- One Level 20 Tiamat -Fogel is the third Mystic Knight, the bad-@$$ in green armor, the only one who is "cursed", and is the most powerful of the Dragoons that you will run across. He attacks the same way (with a Sonic Strike), and has high resistance to attacks. When you beat him, if your Alignment, Charisma, and Reputation are high, and you have the Star of Heroes, Fogel will join you. The requirements for ALI, CHA, and Reputation to get Fogel are not as high as those needed to get Fenril or Slust, I had noticed. If you thought Slust and Fenril were walking tanks, get a load of Fogel. Fogel not only has probably one of the most BEEFED statlines I have ever seen, he makes the other two Dragoons look almost like children, and check out the things he can recruit! Salamanders, Gold Dragons, and Tiamats, oh my! ***DROOL...*** No doubt the best special character in the game, hands down. :) 19-DALMUHD DESERT- Prochon Level 23 Ninja Master HP-231 Bodyguards- Two Level 21 Ninjas, two Level 22 Ninjas -Prochon is the Black Assassin, who assassinated the former king of the Ofays kingdom because Ofays resents the ninja code, and then he joined the Empire. Prochon is UNGODLY agile and VERY intelligent (so his all- hit Ninjutsu attack will REALLY hurt!) so don't expect a lot of attacks to hit him (which is really ANNOYING). Well, he is a ninja, so, I would imagine (and almost hope) he would have those attributes. Prochon's Ninjas need to be disposed of, and Prochon's only weakness is his staggering low tolerance to take white magic attacks well, so whack him with Jihads, Starlights, Rune Axes, or whatever to bring him to his knees. He relies mostly on attacks missing him, so connecting a hit should hurt. 20-THE RYHAN SEA- Randals Level 24 Vanity HP-282 Bodyguards- Two Level 20 Black Knights, two Level 21 Black Knights ***Randals has a special attack set, identical to the type of attack set that Apros had earlier (whom you fought at Malano). Randals is just a more powerful version, as basically "Vanity" is the character class of a nobleman imbued with the powers of black magic. -The crooked "Cardinal" Randals (labeled mistakingly as "Randross" in his unit description and "Rudolph" in the prologue) rules the beautiful Ryhan Sea. He bought his title of "Cardinal" when he joined the Empire and gave them a lot of his riches and secrets from his days as a monopolizer merchant in the days before the war. Now he imposes an extremely heavy tax and lives like a king in a luxurious castle. Now it's your job to storm it and take out this filthy piece of scum. Hit him with powerful attacks such as physical magic and white attacks to end his days of slouching around doing nothing to earn his luxurious living while he lives up "the high life". 21-FORT SHULAMANA- Previa (***item: "Mystic Armband"***) Level 25 General HP-258 Bodyguards- Two Level 21 Ravens, two Level 21 Devils Use against- Tristan ***Previa has a special attack set. He will strike you twice with his sword, and then cast "Meteor" on you as his third and final attack. -General Previa, the third of the Four Devas, heavily practices the black arts, and boy does it show here! Not only is his alignment low and his resistance to white attacks really bad, but he casts Meteor as his last attack! Ouchies! Just whack him with everything you've got, and send Prince Tristan after him, as it is believed he is holding Tristan's mother, Queen Floran, captive in prison at Fort Shulamana. You will receive the Mystic Armband after the battle if you send Tristan to confront and kill General Previa. 22-SHRINE OF KULYN- Luvalon (***items: "Holy Grail", "Bizen" sword***) Level 26 General HP-276 Bodyguards- Four Level 22 Samurais ***General Luvalon has a special attack set. He will attack you twice with his Bizen sword (counting as a black attack), and then he will use "Extinction" as his third and final attack, a VERY powerful ranged attack that will strike one character and deal a massive amount of damage, usually more than enough to cause instant death if their HP is below 150. -General Luvalon is the last and most powerful of Empress Endora's Four Devas. He was sent by Empress Endora to find the Holy Grail, one of the last hopes for her to create an invincible army and unite the continent under her iron fist rule again. Luvalon is somewhat weak only against fire, he is INSANELY strong against everything else, due to the fact that he also killed one of the Great Dragons, and was bathed in its blood. You MUST fight Luvalon "honorably" if you wish to get the Grail when you return to Kulyn, which means you ***CANNOT RUN AWAY OR USE TAROT CARDS AGAINST HIM OR HIS UNIT***. This is easier said than done, on account he has a strong bodyguard, and his Extinction attack will easily deep-six an ordinary party member if he connects. After the battle, if your Reputation is high, he will say that he was at least proud to have met and lost to such an honorable warrior such as yourself, and he will give you his Bizen sword before dying. He may have been fighting for the enemy, but at least he was a good-natured person just fighting on the other side. 23-THE CITY OF XANADU- Hikashi Level 27 Highlander HP-275 Bodyguards- Two Level 22 Muses, two Level 23 Muses Use against- Rauny ***Overlord Hikashi has a special (and NASTY) attack set. He will first attack with Wind Shot, then he will attack three times with his broadsword, and finally he will attack with a Sonic Strike, totaling for FIVE attacks (**shudder**) -Overlord Hikashi is not only Rauny's father, but he's also the supreme commander of Empress Endora's Imperial Army, and he is also her own personal bodyguard, which means you have to come through him first if you want to get to the Zeteginean Castle and Empress Endora. He's also the BEST knight the Empire has to throw at you, and here he is. He is only weak against black magic (on account he is a Highlander, the highest ranking form of knight), and is strong against everything else (but not as resistant as Luvalon was to magic). Ironically, Luvalon, in general, has higher stats, but due to the fact that Overlord Hikashi attacks five times (one of which whacks your whole unit and the other almost as good as Luvalon's "Extinction"), he's the deadlier opponent. He also has the nastiest set of bodyguards in the whole game (FOUR Muses! OUCH!) Confront him with Rauny, and a saddening conversation will take place, in which Rauny must defeat and kill her own father. Upon defeating Hikashi, the city of Xanadu will be yours, and the final road to the Empire's capital will be open. 24-ZETEGINEA- Endora Level 28 Black Queen HP-287 Bodyguards- Two Level 24 Black Knights Use against- Debonair or the Lord (ie, yourself) ***Empress Endora has a special (and particularly NASTY) attack set. She will cast X-Magic FIVE times on you, choosing from virtually any all-hit magic spell in the book. BEWARE!!! -FINALLY, you have reached the front door of the Zeteginean Empire's capital, and are poised to confront Empress Endora herself and bring justice to the female tyrant who has brought much pain, suffering, and misery to tens of thousands of people, and who watches children suffer in pain with a smile on her face! On a weird note, for being in her early 50's or late 40's, I have to say she's quite the looker. The damn picture of her looks like a 20-year old woman who takes too much time doing her hair and putting on makeup and lipstick. :) DO NOT confront her without a World tarot card, or I have to say that with all that magic she'll be casting, she will most likely beat the living BEJEEZUS out of your ENTIRE unit. So if you don't want to get smeared across the wall, throw a World card before the fight even STARTS. Confront her with either yourself or General Debonair, and a VERY ugly conversation will ensue before the fight begins. Simply throw EVERYTHING powerful you have at her, this is a no-holds-barred cage match in which she'll be trying to do the same to you. Kill her to finally end the... WHAT?! The game's not OVER?! Sage Rashidi and Prince Gares escaped to the temple of Shalina?! OH NO! Whatever shall the Rebellion do?! Simple. Follow them, knucklehead! And damn, after having to fight those practically endless clones of Prince Gares!!! :) 25-TEMPLE SHALINA- Gares Level 26 Dark Prince HP-242 Bodyguards- Four Level 24 Wraiths Use against- Debonair ***Gares has a special attack set. It is the same as his attack set in all your other encounters with him, just stronger. -FINALLY, you get to kill this mo'-fo'! You have finally found the REAL Prince Gares, so beat the crap out of him and send him to hell! Toast his undead bodyguard, and then put an end to his evil shinanigans once and for all! Send General Debonair after him and kill him to finally confront... 25-TEMPLE SHALINA- Rashidi Level 29 Wiseman HP-328 Bodyguards- Two Level 27 Black Knights Use against- Saradin, Yushis, Tristan, or the Lord (ie, yourself) ***Sage Rashidi has a special (and really NASTY) attack set. He will cast all-hit magic FIVE times (very similar to Empress Endora), only difference being he can choose from ANY all-hit magic spell in the game, be it Meteor, Super Nova, Ice Cloud, Jihad, or whatnot. SCARY. -OMG, Sage Rashidi is a walking TANK! I bet Rashidi could take on Metal Gear with his bare hands. :) Fully doped up with tricked-out magic spells and a near eternity of hit points, Sage Rashidi is really a PINNACLE challenge. DON'T fight him without a World tarot card, or he will utterly ROAST N'TOAST your ENTIRE unit. Throw everything you got at this bad guy, and kill the person who enticed Empress Endora to pull this whole stunt in the first place. You find out that it was really he that was pulling all of the strings, behind Empress Endora. Send his former student Saradin, or Yushis (as he enticed her sister to give him the Black Diamond), or Prince Tristan (as Rashidi was responsible for the death of his parents the King and Queen and the destruction of the former kingdom), or yourself, the Lord, as all of these characters have some MAJOR bones to pick with Rashidi. Kill Rashidi and he will break the Black Diamond, releasing.... 25-TEMPLE SHALINA- Diablo Level 30 Diablo HP-410 Bodyguards- None (doesn't need any!! He's SATAN for crying out loud!!!) ***Diablo has a special attack set, ranging from a plethora of special attacks that you've NEVER seen before in this game, ranging from Earthquake (MAJOR damage on your ENTIRE unit), to Death (insta'-kill attack on whole party) and whatnot. Don't even BOTHER with a World tarot card, NONE of his attacks are considered "magical". -OMG!!! The Prince of Darkness HIMSELF!!! JEEEZ, the crap has REALLY hit the fan this time! At least the background really looks cool, with him coming out of the ground and the entire sky is on fire. A stylish way for you to die, at the very least... how kind. :) Rashidi, you moron, what the hell were you thinking? You don't just release SATAN from the Underworld just to accomplish your own needs! Man, what a selfish and stupid individual Rashidi was. :) Well, it looks like you're going to have to stop Diablo with your own power this time (no small task on account this guy is the King of the Black Gods and the entire Underworld!) This is the FINAL battle of this game, so don't hold ANYTHING back, throw EVERYTHING at this guy. If you want to be characterful, have all three Dragoons of the Wind Gods and Yushis and another one of her Seraphim buddies (all representing the heavens) confront him, that would be a real cool "Good versus Evil" battle. Or if not, just pound away with anything. You only have to destroy his upper body (chest, head, and arms) to kill him, as the lower two parts are just weird looking demon-dragons (or something) attached to him. Destroy Diablo to seal him back in the Underworld forever and win the game!!! WHOOO!! In one last humble opinion, if you didn't use a World card on Sage Rashidi, I considered him to be a much greater challenge than Diablo himself! Ain't that just odd, now?! A mere mortal with more power than the supreme god of the underworld? Uh... :) SUPER-DUPER Hidden Stage Omega-DRAGON'S HEAVEN- Albeleo Level 17 Enchanter HP-158 Bodyguards-? -Find out for yourself and have fun. :) Key of Characteristics- -These are the basic statistics of Ogre Battle, many are in most RPGs. HP- Hit Points. The health and endurance of a character. It represents their physical integrity and how much damage they can take before dying. Each time he/she/it is damaged, they will take damage represented in a white numeral. If at any point a character's hit points are reduced to zero or less, they die. White numbers are damage points, greenish-blue numbers are points recovered (such as from a healing spell or a tarot card). Tougher and stronger characters usually have more hit points than weaker ones. STR- Strength. A character's strength influences the damage dealt from physical attacks, and the ability to absorb damage from physical attacks. AGI- Agility. Agility is how fast a character can move. Agility influences your chances to hit with a physical attack, as well as dodging the physical attacks of others. A more agile character will also act in combat sequence before a slower one. INT- Intelligence. This measures a character's ability to cause damage when using magical spells and attacks based on intelligence. Intelligence also influences ability to avoid magical attacks, and ability to absorb damage from magical attacks. CHA- Charisma. This is a representation of how well this person works with other people, and how much they are respected and liked. High charisma is important for ALL character clases, good or evil. There is nothing bad about high charisma. High charisma makes changing into a better character class easier, a low charisma makes it more difficult. Charisma rises/falls depending on who a certain character kills in battle. Killing people stronger than you (ie, higher levels) earns you charisma. Killing people weaker than you will lower it, so avoid picking on weaker opponents, unlike nearly all other RPGs, your reputation and integrity as a character will plummet should you repeatedly beat up weak opponents (as nobody likes a bully!) Charisma also affects your chances of "persuading" a neutral encountered character to join the Rebellion. A charismatic person will easily succeed at it. A loser person will have a very hard time doing it (and most likely will anger the neutral character anyway.) Charisma also rises faster and better when characters are working with other characters that they get along with. ALI- Alignment. This shows how much a person cares for other people, and their intentions towards rightousness or evil. A high aligned person is lawful, courteous, and "does the right thing"; a low aligned person is chaotic, selfish, thinks only of him/herself, and is cruel. Alignment varies depending on what classes you wish to turn characters into. Low alignment is needed for wizards and berzerkers. A very high alignment is needed for paladins and muses. Alignment will rise/fall from battle depending on who that character kills. Killing stronger and/or chaotic characters will raise your alignment. Killing lawful and/or weaker opponents will lower it. Alignement also affects how well you fight at certain times of the day. A lawful person will fight much more effectively during the daytime and worse at night. A chaotic person will fight better during the night and worse during the daytime. Neutral characters fight equally well at all points of the clock, and fight even better during sunset/sunrise. It can be best represented on a scale, to my estimate: 0-10: Evil 11-20: Very Chaotic 21-34: Chaotic 35-49: Neutral-Chaotic 50-60: Neutral 61-70: Neutral-Lawful 71-80: Lawful 81-90: Very Lawful 91-100: Saintly -As a final note, characters fight better when paired with "likes". IE, Knights fight better paired with Samurais, Fighters, and other Knights. Female characters fight better with other female characters. Evil characters work better with other evil and chaotic characters. Dragons fight better with Dragon Tamers and Dragoons, etc. Weigh your choices carefully of who you put in a unit, not just for pure combat prowess, but for unity. A united (and charismatic) unit will fight much better. LUK- Luck. Luck, fate, karma, call it what you want, it pretty much influences everything a little bit, dodging, attack strength, powerful hits, etc. It also heavily influences the ability to find an item after defeating enemies. Luck is always a good skill, having higher luck is always better. Maximum Parameters- The max for Strength, Agility, and Intelligence is 255. The max for Alignment, Charisma, and Luck is 100. The max for Hit Points is 999 or something close to that (and I've never ever seen anything stronger than around 450 HP in the whole game. If you can get a character beyond 999 HP, show me. I'll either be impressed or call you a buffoon for using so many Vitality Potions and money on one character.) Character Classes Key- (Requirements to get this character) (Description) (Hit Point Bonus at Level Up) (Strength Bonus at Level Up) (Agility Bonus at Level Up) (Intelligence Bonus at Level Up) (Terrain type and size) (Attack Types- front and back row) (Can he/she be a leader?) (Characters can be recruited- only applicable if they can lead) (My rating on how effective they are, 10 being best) (Commentary/Opinions) -These stats are derived from taking notes down when a character gains levels. It isn't that hard to notice how much stats go up per level with each character, but for your reference (and to save you time) I have put these characteristics down. Thanks go to Mr. Anzulovic et al for a couple of these characteristics, mainly those of characters I hardly or ever used (ie, Pumpkinhead, Fire Giant, etc.) 1-Fighter Group- -The Fighter Group is essentially the character classes available to all male, human characters. Fighter (default male character class, available at almost any time) -a short, little guy wearing silver armor and toting a small sword and a shield. HP +5 Str +2 Agi +2 Int +1 Plains, Small Front Row- Slash (x2) -physical Hand-to-hand (ie, HTH) attack Back Row- Slash (x1) -physical HTH attack Cannot be a leader Can't recruit Rating-3 -Fighters are... well, decent fighters. :) They will be one of your bread n' butter characters early on in the game, but make sure these guys get stuck in often and early so they can level up and turn into more useful classes. Fighters outlive their usefulness by roughly the fifth stage. Change their class, too, as their level up bonuses aren't that great (especially that low +1 Intelligence, and +2 Strength is horrible for a male character.) Knight (Fighter- Level 5+, Cha 50+, Ali 50+) -a taller Fighter, wearing full plate armor, and carrying a longsword, shield, and wearing a blue cape. HP +5 Str +3 Agi +2 Int +1 Plains, Small Front Row- Sword (x2) -physical HTH attack Back Row- Sword (x1) -physical HTH attack Leadership ability Recruits- Fighter Rating-5 -The Knight is your basic "I'm a good guy" unit. He's strong and relies on physical attacks. Essentially a Knight is a better version of a fighter, and can also lead units. However, once a Knight reaches level 7, I would recommend switching him to a Samurai, as Samurais get better bonuses when leveling up, unless, of course, you like the look of the Knight. Paladin (Knight- Level 15+, Cha 60+, Ali 70+) -The same figure of a Knight, only in shimmering gold armor! HP +6 Str +3 Agi +2 Int +2 Plains, Small Front Row- Sword (x3) -physical HTH attack Back Row- Healing (x1) -magical healing spell Leadership ability Recruits- Knight, Cleric Rating-9 -Paladins are terrifying holy "ultimate good guy" troopers. They are among some of the most powerful hand to hand fighters in your army and receive huge bonuses when leveling up (check out the Hit Points!) They also strike THREE times in the front row, making him an ideal crusher. Paladins are one of my favorite units. They can also be stuck in the back row for a cheezy way to kill undead characters. Other than that, leave him in the FRONT, unless you have a really good reason to put him in the back for the single healing spell he'll cast. Vampire (Knight plus special item: "Blood Kiss") -A pale white-skinned Dracula type character, wearing black clothing and wearing a sinister navy blue high collar and cape. HP +4 Str +3 Agi +2 Int +4 Forest, Small Front Row- Life Suck (x2) -drains target of its HP and gives it to him Back Row- Charm (x2) -confuses an enemy and makes it attack its allies Leadership ability Recruits- Werewolf Rating-7 ***During the day, the Vampire is in his coffin, as coming out without his Ray-Ban sunglasses would be extremely hazardous to his health :) and his "Sleeping (x1)" attack in the Front or Back does absolutely nothing. His only upside to being in his coffin during the day is his casket's insane magic resistance. -The Vampire is a little bit of a mixed bag. He is definitely an interesting character and the way you get him is certainly weird. You have to get a "Blood Kiss" item to turn a Knight into a Vampire. But they are cool, as confusing enemy characters that have attacks that attack a whole squad is really fun. :) Plus, he's the only guy in the game that can recruit Werewolves, so, I'd get at least one and make a dark unit of a Vampire and four Werewolves. Make sure they don't fight during the day, though, but during the night these guys will own enemy units. :) Samurai (Fighter- Level 7+, Cha 50+, Ali 50+) -A purple and gray robed warrior wearing ancient Japanese Samurai armor, carrying a katana sword and wearing a samurai-style helmet. HP +5 Str +3 Agi +3 Int +2 Plains, Small Front Row- Ianuki (x2) -physical HTH attack Back Row- Sonic Strike (x1) -ranged physical attack. The Samurai sacrifices some of his own spiritual strength to unleash a VERY powerful attack. The hit will do a lot of damage, but the Samurai will also take, in return, a fraction of that damage on himself. Leadership ability Recruits- Fighter Rating-6 -Samurais are probably the best hand-to-hand fighter unit up until people start changing into the powerful classes at level 15 or so. Samurais are just plain better than Knights, so I turn all my physical bruiser types into Samurais when they hit level 7. Their front row attack is the same as a Knight's and Fighter's, it just looks cooler (as he raises his katana high above his head and then slices directly downward!) His Sonic Strike attack in the back is very powerful as well, and looks cool, as the katana makes multiple images of itself when he raises it up to strike, and then when slashing downwards, he sends a large blue shockwave into his target. Beware, though, even though this attack is powerful, he only does it once per battle, and he will take a fraction of the damage himself that he inflicts with it. If you are facing a Dragon or other large monster, a Sonic Strike can do some serious damage to it. Samurais and Samurai Masters are very good "giant killers". Samurai Master (Samurai- Level 15+, Cha 60+, Ali 70+) -The same appearance as his lower counterpart, only wearing orange/tan/red clothing and armor. HP +5 Str +3 Agi +3 Int +2 Plains, Small Front Row- Ianuki (x3) -physical HTH attack Back Row- Sonic Strike (x1) -same as Samurai's Sonic Strike attack Leadership ability Recruits- Samurai, Ninja Rating-9 -The Samurai Master is pretty much nearly the equivalent of a Paladin. Only one less HP and one more Agility per level up, though, but the Master's back row attack is certainly a lot more effective. The Samurai Master is another ultimate "good guy", who has high alignment and charisma, and is good at liberating cities. They are the true masters of spiritual inner strength (rather than the "Holy Crusader of God", of which is the Paladin), and unlike a ninja assassin, the Samurai Master is the honorable fighter, a strict "warrior's code" kind of man. They do, however, work well with Ninjas and Ninja Masters, and are a more "shock trooper" role compared to the stealth and sneakyness of a Ninja or Ninja Master. These guys are insanely powerful in the front row. Three attacks is excellent, as I always say, "the more attacks, the better". The Samurai/Master would be my character class in any RPG, they just match my personality and are downright awesome. Paladins and Samurai Masters are hands down the best small character class front- line fighters, minus the Dragoon or General, of course. Berzerker (Fighter- Level 6+, Cha 50+, Ali 0-40) -A short and burly bearded man carrying a shield and a big smacky- hitty-poundy hammer :) HP +6 Str +3 Agi +2 Int +1 Plains, Small Front Row- Smash (x2) -physical HTH attack Back Row- Smash (x1) -physical HTH attack Leadership ability Recruits- Fighter Rating-5 -The Berzerker is your above average Knight. Essentially they are not as "good natured" and acquire more HP per level. However, there is a price to pay to taking the evil path... a Black Knight is not as powerful as high "good guy" counterpart, the Paladin. However, if you want an evil knight (and more intelligent and uses magic in the back), then pursue the path of darkness. :) Black Knight (Berzerker- Level 16+, Cha 60+, Ali 0-30) -A heavy black armored knight with a horned helmet and a sinister dark blue cape, and a big axe! Darth Vader in the middle ages, I guess. :) HP +6 Str +3 Agi +2 Int +2 Plains, Small Front Row- Smash (x2) -physical HTH attack Back Row- Fireball (x2) -magical fire attack, ranged Leadership ability Recruits- Berzerker, Wizard Rating-6 -Black Knights are just essentially evil Paladins. Screw the holy path, they just have fun and pillage cities, rape the ladies, and loot people. :) He's not as good as the holy guy in the front row, but he's sure better in the back row. Both receive the same stats when leveling up, so take your pick. Personally I went with the Paladins on account they attack three times in the front, but a magic-using Black Knight in the back might not be bad. He recruits Wizards, too, if you're looking for spellcasters. A weird and messed up combo would be placing Paladins and Black Knights into the same unit... it's Darth Maul and Qui-Gon-Jin fighting alongside each other! :) Beast Tamer (Fighter- Level 5+, Cha 50+, Ali 25-65) -A burly bearded and balding man wearing little armor or clothing, and carrying a large whip. HP +5 Str +3 Agi +2 Int +1 Plains, Small Front Row- Whip (x2) -physical HTH attack Back Row- Whip (x2) -physical HTH attack Leadership ability Recruits- Fighter, Hellhound Rating-6 -Beast Tamers are very useful early on due to the fact that they strike twice in the back row. A good combo at the start with them is an all male unit of three Knights in the front, and two Beast Tamers in the back. Beast Tamers don't lead monsters as well, on account monster characters (like Hellhounds, Dragons, Giants, etc) are afraid of whips. However, their advanced classes are very good, especially if you want to shoot for a Dragon Master. Beast Master (Beast Tamer- Level 12+, Cha 60+, Ali 10-50) -Same as a Beast Tamer, only darker skinned. HP +5 Str +4 Agi +3 Int +1 Plains, Small Front Row- Whip (x2) -physical HTH attack Back Row- Whip (x2) -physical HTH attack Leadership ability Recruits- Cerberus, Cockatrice, Wyrm Rating-6 -The Beast Master is a fairly formidable attacker. He gains the highest strength bonus per level that the male human Fighter family class offers, but to tell you the truth, the only big reason to get a Beast Master in your army is to use a Stone of Dragos on him and turn him into a Dragon Tamer! Yowza! Shaiza! :) Dragon Tamer (Beast Master plus item: "Stone of Dragos") -A tall, slender man carrying a rapier and wearing blue clothing, and a helmet shaped like a dragon's head. HP +4 Str +3 Agi +2 Int +2 Plains, Small Front Row- Slash (x2) -physical HTH attack Back Row- Slash (x2) -physical HTH attack
Leadership ability Recruits- Dragon, Wyvern Rating-6 -The Dragon Tamer isn't a phenominal piece of work, but he is good to have to turn him into his more advanced form of class, the Dragon Master. The Dragon Tamer, essentially, is kind of like a Beast Tamer/Master, only with a little less on the strong side and more on the intelligent side. His intelligence will come in better use later, as the Dragon Master can use magic. Dragon Tamers will also boost the stats of any Dragons they lead, making them an ideal leader for Dragons (there's a no-brainer). Dragon Master (Dragon Tamer- Level 20+, Cha 65+, Ali 40-60) -Same as a Dragon Tamer, only this guy likes to wear green clothing. HP +3 Str +3 Agi +3 Int +2 Plains, Small Front Row- Slash (x2) -physical HTH attack Back Row- Ice Field (x2) -cold single target magic attack, ranged Leadership ability Recruits- Silver Dragon, Black Dragon, Red Dragon Rating-8 -The Dragon Master is a the super-trooper leader of your Dragons. They aren't phenominal fighters, but look at what they can recruit! They can recruit high level 2nd level Dragons, making them ideal for an easy way to get that Flare Brass or Platinum Dragon you've been scraping for! Even easier, you can recruit a Black Dragon with him at a minimum level of 18, and then INSTANTLY turn the Black Dragon to a Tiamat! SCARY! :) Doll Mage (Fighter- Level 5+, Cha 50+, Ali 30-70) -A tall "anime style" man, with long, flowing braided blond hair, and wearing green robes and carrying a large book. He also has a tiny little doll at his feet, which comes to life and runs into people. :) HP +3 Str +1 Agi +2 Int +3 Plains, Small Front Row- Puppet (x2) -physical HTH attack Back Row- Acid Cloud (x1) -physical magic attack, hits all enemies Leadership ability Recruits- Golem Rating-5 -The Doll Mage is a sort of "good" mage in a way. I guess they practice the art of making inantimate objects real and alive, coupled with the study of alchemy and physical magic, rather than the Wizard path of the black arts. They are almost absolutely worthless in the front row, so put him in the back! Unless of course, you like seeing the ridiculous (and humorous) attack of him animating his "anime-style" doll puppet to come to life and run into someone, doing a pitiful amount of damage, and where most likely it'll probably miss anyway... and the enemy will most likely knock the stuffing out of your Doll Mage in the front anyway. :) His corrosive acid attack hits an entire unit, the only downside is he does it only once, and this can be tough at later stages. They are VERY good, however, at taking out small targets like Faeries, and they are great at killing Wizards and Magi, who despise physical related attacks. Other than that, the Doll Mage ain't that good. But... their upgraded class form, the Enchanter, is very useful. Doll Magi and Enchanters will also boost the stats of any type of Golem they are leading. Enchanter (Doll Mage- Level 14+, Cha 60+, Ali 50-80) -Same appearance as a Doll Mage, only wearing gray/red clothing. HP +3 Str +1 Agi +2 Int +3 Plains, Small Front Row- Puppet (x2) -physical HTH attack Back Row- Acid Cloud (x2) -phys. magic, hits entire enemy unit Leadership ability Recruits- Stone Golem Rating-7 -The Enchanter is basically a souped-up Doll Mage. Really good with two all-hit attacks in the back row this time, and you get to enjoy this privledge when the Doll Mage hits level 14. He also recruits Stone Golems, which are much better versions of a golem than just the standard type. One of my favorite units with these guys is three Paladins/Samurai Masters in the front, and two Enchanters in the back. Makes for a really effective "good guy" fighting team. Ninja (Fighter- Level 6+, Ali 0-49) -A green ninja with a white headband! HAI-YAHH!!! :) HP +4 Str +3 Agi +3 Int +2 Forest, Small Front Row- Shuriken (x3) -physical attack. He chucks ninja starz! :) Back Row- Ninjutsu (x2) -ninja magic, ranged. Comes in three flavors: Katon (fireball), Suiton (cold rainstorm), or Ikazuchi (lightning bolt) Cannot be a leader Can't recruit Rating-6 -The Ninja is quite the bad-@$$, and although a "dark" character (well, they are assassins), they are one of my favorite units. Their upgraded version, the Ninja Master, simply rocks. For such an early point in the game, three attacks is pretty nasty. Keep in mind though, that although they are really fast and strike three times, their blows usually aren't as strong as say a Knight or a Samurai (as Ninjas practice more on finesse, speed, and agility, whereas Knights and Samurais hit the areas of strength and raw toughness), and they don't fight very well in broad daylight. I never expected Shinobi to be that way, either... :) Their Ninjutsu magic in the back is quite interesting, gives you some options to use if you need magic attacks. Ninjutsu isn't as effective as a full-blown dedicated Wizard's attacks are though, but still, it's nice to have someone who can cast some limited attack magic, but yet fights well in the front row. Ninjas in the front row and Wizards/Magi in the back row make for a good "bad guy" unit. Ninja Master (Ninja- Level 16+, Cha 60+, Ali 0-30) -Same appearance, only the Masta' wears black attire! HAI-YAHH!! :) HP +5 Str +3 Agi +4 Int +3 Forest, Small Front Row- Shurkien (x3) -physical attack with NINJA STARZ!!! :) Back Row- X-Ninjutsu (x1) -ninja magic, ranged. Same attack types as the ninja, but this time it whacks the WHOLE enemy unit. Leadership ability Recruits- Ninja Rating-9 -The Ninja Master just plain RULES. Basicly a tricked-out Ninja with leadership qualities. High HP and Agility (FOUR!!!) for each level up, they are, in my opinion, the true "evil" Paladin in the game. You gotta get the alignment REALLY low to get a Ninja Master, but this guy is worth it, and shines best as a mo'-fo' attacker in the middle of the night. Being evil is easier than being good in this game (and many games) anyway. Just level up a lot and kill characters a few levels below you. Or just maul a bunch of Clerics and Angels, and alignment goes down the toilet just as fast. Equally good in the front or back row (high Intelligence each level, too), the question is, do you want three attacks in the front, or do you want him to cast his magic once in the back row? The choice is yours, and he works best with other Ninjas or "evil" aligned monsters such as Tiamats (ouchies, him in the back with two Tiamats? That's scary), Black Dragons, Wyverns, Zombie Dragons, and the like. Wizard (Fighter- Level 4+, Cha 50+, Ali 10-60) -An old, bearded man in green robes carrying a long, knobbly staff. HP +2 Str +1 Agi +1 Int +4 Plains, Small Front Row- Hit (x2) -physical HTH attack Back Row- Magic (x2) -ranged magical attack, strikes one target Leadership ability Recruits- Giant, Hellhound Rating-5 -The Wizard is your basic bread n' butter magician, casting decent attack magic. They can pick from all flavors of magic in the book, minus white (holy) magic. Never put them in the front row, their attacks at such low strength are utterly worthless, and their low strength leaves them susceptible to heavy damage from any form of physical striking attack. Wizards are powerful, and their next step up is relatively easy to get. The Wizard class is strong in mind, but not in body. They move like slugs, so expect them to attack after most of your other characters, and if they are physically attacked, they will most likely get hit, HARD. Keep them in the back row. Mage (Wizard- Level 10+, Cha 60+, Ali 10-35) -Same as Wizard, only wearing tan/brown robes. HP +2 Str +1 Agi +1 Int +4 Plains, Small Front Row- Hit (x2) -physical HTH attack Back Row- X-Magic (x1) -magical attack, hits entire enemy unit Leadership ablilty Recruits- Giant, Cerberus, Imp Rating-6 -The Mage is a good character, casting one all-hit magic spell once per battle. It is, however, tricky to get them to turn into Sorcerers, as from this point on, special items are needed. These cast powerful all- hit magic, even if they can only do it once. Sorcerer (Mage plus item: "Undead Staff") -Same as the Wizard and Mage, only wearing dark gray/black robes. HP +3 Str +1 Agi +1 Int +4 Plains, Small Front Row- Magic (x2) -ranged magic attack, strikes one target Back Row- X-Magic (x2) -magic attack, hits entire enemy unit Leadership ability Recruits- Skeleton, Ghost Rating-9 -Now you are talkin'! The Sorcerer is a very powerful magician that focuses purely on magical attacks. They are very powerful in the back row, doing what the Mage can't- attacking TWICE per battle with all-hit magic attacks. Upon further pursuing the black arts, the Sorcerer is able to conjure up and recruit your basic undead characters, too. You think he's strong? Wait and see if you can get ahold of an Undead Ring to use on him... Lich (Sorcerer plus item: "Undead Ring") -A very frail and pale white-skinned looking man (and I don't mean caucasian, I mean BLANCHE WHITE skin, even if you can only see his hands and part of his face), appearing to almost look dead. He wears all black clothing and wears a shrouded hood over his head, and carries a black staff with a skull on it. HP +2 Str +1 Agi +2 Int +4 Plains, Small Front Row- Cold Eye (x3) -physical ice attack, strikes one target Back Row- X-Magic (x3) -magic attack, hits entire enemy unit Leadership ability Recruits- Wraith, Phantom Rating-10 -OUCH! The Lich is HANDS DOWN the NASTIEST magic user in the entire game. THREE all-hit magic attacks per battle! Bar white magic, the Lich has a wide array of spells to take down virtually any adversary. Pure evil at its finest. He alone is almost always more than enough to entirely slaughter an enemy unit in one combat! And upon becoming the ultimate master of black magic, he himself has started to wither and become comsumed by it and can conjure the most powerful of undead monsters, the Wraith and the Phantom! If you can get ahold of one of these guys, I assure you, you will pee your pants in delight when you see what he can and will do to entire enemy units. Protect him well, though, as he is intelligent, he will have low hit points, so he does not take damage well. Two of the most impervious and nasty "bad guy" units in the game is a Lich and two Tiamats (all in the back), or a Lich and two Phantoms in the back and two Wraiths in the front. Nasty evil power. (End Fighter group) 2-Amazon Group- -The Amazon group, contrary to the Fighter group, contains all of the female human classes in the game. There aren't as many female classes as there are male, but many of them are extremely useful. In this game, women tend to be more Agile and Intelligent than men, whereas men tend to have more Strength and Hit Points than women. Amazon (default female human class, available at almost any time) -A blonde haired woman wearing little clothing, boots, an archer's cap, and carrying a bow and arrows. HP +4 Str +2 Agi +3 Int +2 Forest, Small Front Row- Arrow (x1) -physical HTH attack Back Row- Arrow (x2) -physical HTH attack Cannot be a leader Can't recruit Rating-3 -The Amazon is your basic bread n' butter female human class. Contrary to Fighters, Amazons are better in the back row than they are in the front. Amazons outlive their usefulness around the same time Fighters do, as you want to turn the lovely ladies into classes that are more useful, such as Valkyries, Witches, Clerics, and the like. On a side note, Amazons (and women in general in this game) do not fight as well if placed in units that contain male human characters. Their abilities will be boosted if placed in an all-female unit. Cleric (Amazon- Level 4+, Cha 50+, Ali 50+) -A woman wearing blue "bishop" style church attire, and carrying a staff in the shape of a holy cross. HP +4 Str +2 Agi +1 Int +3 Plains, Small Front Row- Cross Attack (x2) -physical white magic attack, one target Back Row- Healing (x2) -heals one ally/can destroy undead units Leadership ability Recruits- Amazon Rating-3 -Clerics are an easy class to get above the Amazon. They can heal your allies in the back row, and attack with white magic in the front row. An ideal starting all female unit that has decent combat abilities is two Clerics in the front and three Amazons in the back. Class changing from whatever back into a Cleric or whatnot is very useful to instantly destroy undead units and heavily boost the woman's alignment and charisma. I noticed that almost all of the really good female classes involve very high charisma and alignment. Shaman (Cleric- Level 10+, Cha 60+, Ali 60+) -Same attire as a Cleric, only in green clothing. HP +4 Str +2 Agi +2 Int +4 Plains, Small Front Row- Cross Attack (x2) -physical white attack Back Row- Healing (x3) -heals one ally/destroys undead targets Leadership ability Recruits- Cleric, Angel Rating-5 -Shamans are better healers than Clerics, healing three times. They also gain better stats at a level up, and are very useful at killing undead units. Their attack abilities are not very good, however. Monk (Shaman- Level 18+, Cha 60+, Ali 70+) -Same attire as a Shaman/Cleric, only in brownish-gray clothing. HP +4 Str +2 Agi +2 Int +4 Plains, Small Front Row- Cross Attack (x3) -physical white attack Back Row- X-Healing (x2) -heals ALL allies/destroys undead targets Leadership ability Recruits- Knight, Shaman, Cherubim Rating-7 -While I don't think Clerics and Shamans are that great, Monks, on the other hand, are a very different story. They can heal your ENTIRE unit TWICE per battle, they recruit good characters (Cherubim! Yowza!) and they are actually good fighters in the front row with three attacks. Mount up and show those baddies that holy fury is really powerful, yo'! Valkyrie (Amazon- Level 5+, Cha 50+, Ali 35+) -A woman in brass colored armor and wearing a blue cape, and a helmet with eagle wings on her head, and carrying a halberd. HP +4 Str +2 Agi +3 Int +3 Forest, Small Front Row- Slice (x2) -physical HTH attack Back Row- Lightning (x2) -magical lightning attack on one target Leadership ability Recruits- Amazon Rating-5 -Valkyries are outstanding units, and make up a good bunch of folks to back up your Knights. Valkyries, pretty much, are the female class of Knight. Not as strong or durable, but they do cast magic, and thus back up the Knights and Samurais, etc. in the front line really well. Their lightning attacks are very good. Muse (Valkyrie- Level 15+, Cha 60+, Ali 70+) -Same appearance as the Valkyrie, only in shiny silver armor, and wearing an orange/red cape. HP +4 Str +3 Agi +3 Int +3 Snow, Small Front Row- Slice (x2) -physical HTH attack Back Row- Thunder Flare (x2) -magic lightning attack on all enemies Leadership ablility Recruits- Valkyrie Rating-8 -Muses are essentially the female Paladin. They aren't very good in the front row, but they are phenominally powerful in the back row, where their all-hit lightning storms can make short work of an enemy. Very good character, I like to get a good number of them, they work very well with Paladins and Samurai Masters. Witch (Amazon- Level 5+, Cha 50+, Ali 0-65) -A pretty red-haired woman wearing black clothing, a witch's hat, and carrying a rod with a crystal ball atop it. HP +3 Str +1 Agi +2 Int +4 Plains, Small Front Row- Crystal Rod (x2) -physical HTH attack Back Row- Stun Cloud (x2) -paralyze effect magic on all enemies Leadership ability Recruits- Amazon, Pumpkinhead** Rating-4 **There is an item you can get in the game called the "Glass Pumpkin", which will enable Witches in your army to recruit Pumpkinheads. You can only get this item if you forgive Deneb and do a little quest for her. -Personally, I don't use Witches in my army. They do horrible damage in the front row, and they only stun enemies in the back row. It's useful if you want to prevent getting hit by enemy attacks (it's nice when you paralyze that enemy Sorcerer, Muse, or Paladin, for instance) but each enemy character has a chance of waking up when hit by attacks from your allies. Witches are a mixed bag, but I use Muses and Valkyries instead, they actually hurt people. :) For some reason, though, I dunno why, but the Empire seems to use Witches a helluva lot better than I ever could. :) Princess (Amazon plus item: "Dream Crown") -A very beautiful "anime-style" woman in a long, flowing full-body white dress, a long veil atop her head, and a carrying a white pearl staff in her hand. HP +2 Str +1 Agi +2 Int +4 Plains, Small Front Row- Stardust Rod (x2) -physical white attack Back Row- Starlight (x1) -white magic attack, hits entire enemy unit Leadership ability** Recruits- Angel, Faerie Rating-10 **A Princess as a unit leader will give a +1 bonus to ALL of the attacks of ALL of your allies in her ENTIRE unit that she is leading, INCLUDING herself! This means she can use Starlight twice in the back, a Paladin under her command would strike FOUR times in the front row, and not three, and a Muse with her leadership would do her Thunder Flare in the back row THREE times, and not twice! It's like having a permanent "Emperor" tarot card on your unit the whole time before battle! Shiaza! Yowza! Awesome! :) -The Princess is a phenominal piece of work. MAKE SURE SHE IS THE UNIT LEADER. Not only does she possess the MOST POWERFUL white magic attack in the entire game (evildoers beware!), but all of her companions will get a +1 attack bonus for being under her royal command. In my opinion, the Princess is by far the best character class in the game, out-doing even the mighty but frail Lich, on account of her awesome leadership bonus. Unfortunately for you, a Dream Crown is VERY hard to run across. But should you get one, turn one of your nastiest female characters (like maybe Rauny, Aisha, or whatnot!) into a Princess, and have a royal ball! (No pun intended) (End Amazon group) 3-Lycanthrope Group- -The Lycanthrope group consists of men who are half human, half monster. Dr. Jekyl and Mr. Hyde in a sense. They are human during the day and are their monster during the night. They are, in general, very weak during the day, and strong in the night. Lycanthrope (Werewolf or Tiger Man's form during the daytime) -Looks like a Fighter in appearance, only more tannish clothing and duller silver armor. HP +6 Str +3 or +4 (+3 if Werewolf, +4 if a Tiger Man) Agi +3 Int +1 Plains, Small Front Row- Sword (x1) -physical HTH attack Back Row- Sword (x1) -physical HTH attack Cannot be a leader Can't recruit Rating-1 -Their human form is utterly worthless during the daytime, as they are "weak", and can only attack once. Wait until nightfall to see them become their nasty "Mr. Hyde" alter-ego... :) Werewolf (Fighter plus "Werewolf Virus") -An upright standing on hind legs, very shaggy gray-haired dog with big white fangs, carrying a buckler shield and a mace, and wearing a small little baseball cap on his head. :) HP +6 Str +3 Agi +3 Int +1 Mountains, Small Front Row- Club (x3) -physical HTH attack Back Row- Club (x3) -physical HTH attack Cannot be a leader Can't recruit Rating-6 -Werewolves, are, well... strange. Their attack just looks funny, consisting of repeated bashings with their club and bites with their fangs. :) They are, however, very powerful physical "bruiser" type melee fighters, and can go toe-to-toe (or fang-to-teeth if you like) with Paladins and Samurai Masters. He's equally good in the front or back, so toss him anywhere. They get a lot of health per level up, but take in mind that they are stupid- ie, HE'S REALLY DUMB. So Rover doesn't like being hit by magic too much. :) An ideal leader is a Vampire, so there you go, you have a pure "night-owl" unit that is really nasty after the sun goes down. But don't fight while the sun's up, though, or you will get your butt kicked. :) You can get the "Werewolf Virus" by letting the boss Sirius (in Lake Jansennia), in Werewolf form, kill one of your Fighters, and the next time you revive him, your Fighter will be infected and he'll become a Lycanthrope/Werewolf. Rinse and repeat with another Fighter if you like. Or, better yet, just do it the easy way- just get a Vampire and recruit as many as you want! :) Tiger Man (item: "Full Moon Stone") -Ironically, same appearance as the Werewolf, just only with orange and white fur. Although with only a color change, they do look cat-like. HP +6 Str +4 Agi +3 Int +1 Forest, Small Front Row- Club (x2) -physical HTH attack Back Row- Club (x2) -physical HTH attack Cannot be a leader Can't recruit Rating-7 -The Tiger Man may attack one less time than a Werewolf, but his stats are really beefed compared to the canine counterpart, and his magical resistance is a helluva lot better than a Werewolf's. Basically the Tiger Man is a Werewolf on steroids. You can only get them in two ways: the first, by using a "Full Moon Stone" on one of your own units in the middle of the night to hopefully conjure up a Tiger Man into a neutral encounter battle with your unit, and then attempt to persuade it to join you. The other, and easier way, is to use Persuasion Spells on Imperial units with them in the Antanjyl stage. Either way, the Tiger Man is probably one of the rarest characters to run across. But still, this pissed-off kitty-cat is one nasty fighter. Goes to show I guess that "the might of the dogs is nothing compared to the might of the cats". Meow meow, scritch scratch, I big bad bobcat, so fear me. :) (End Lycanthrope group) 4-Faerie Group- -Faeries are very cute little girls and women that are around three feet tall (and very small) and flutter around with their butterfly wings enchanting things, living with nature, and playing funny tricks on people. They are VERY fragile characters (one solid dent from a Giant's club could easily send a 79 HP Faerie six feet under), but their abilities can help you. Male faerie characters of course exist, but note that all Faerie characters in this game are female. Personally, I wouldn't want to run into a near butt-naked male faerie. But that's just my take on it. I don't know about other people out there... :) Faerie (basic starting class) -A very cute little red-haired woman wearing almost NO clothing at all, and flies around with cute little butterfly wings. HP +3 Str +2 Agi +4 Int +4 Low Sky, Small Front Row- Slap (x2) -white magic HTH attack Back Row- Kiss (x1) -raises attack/defense power of the person/monster ally that she kisses Cannot be a leader Can't recruit Rating-1 -Faeries, although cute, in my opinion, are totally worthless. They are extremely fast and very hard to hit (not to mention really intelligent little things), but they just have horrible endurance (really LOW HP!) and their attacks are pretty sad. Just watch that enemy Giant connect a club shot with your Faerie and you'll see her in a big world o' hurt. The only reason I've ever taken one with me/recruited one is to later turn it into a Sylph... and even then, I usually forget that anyway and just use a Persuasion Spell on an Imperial units that has Sylphs in it. It's easier. :) Pixie (Faerie- Level 10+, Ali 30-70) -Same appearance of the Faerie, only purple/redish in hair color. HP +3 Str +2 Agi +5 Int +4 Low Sky, Small Front Row- Slap (x2) -same as the Faerie's Back Row- Kiss (x2) -same as the Faerie's Cannot be a leader Can't recruit Rating-3 -Same deal as the Faerie, not that great. Really cute tiny women, but not great. They kiss twice, but, I haven't seen phenominal results with them. They're good at pimp-slapping undead into oblivion, though... :) Sylph (Pixie- Level 20+, Ali 40-80) -Same look as the Faerie/Pixie, only with blue anime-style hair. HP +4 Str +3 Agi +5 Int +4 Low Sky, Small Front Row- Slap (x2) -same as the Pixie's/Faerie's Back Row- Magic Missile (x1) -all-hit white magic attack on enemy unit Cannot be a leader Can't recruit Rating-7 -Sylphs are actually really awesome. Especially with a Princess or something (OUCHIES, all that white magic!!) Their Magic Missile attack looks really cool (magical white fireballs whacking enemies) and they are really fast and intelligent. If you put them in the back row, they will serve you well. BLUE tinted hair? You got me... sometimes I wonder what dirty little things those animators are thinking. They just HAD to make the Faerie class little tiny women wearing basically nothing. :) (End Faerie group) 5-Dragon Group- -Dragons are, well... your big nasty-@$$ monsters that you grew up fearing as a little kid (except for Puff, he was a good dragon), and feared equally if you ever played Dungeons and Dragons, Heroes of Might and Magic 3, or any other type of RPG/fantasy medieval military strategy game. Dragons are insanely tough and the high level class types can cast magic spells that not only can toast entire units, but can equal or best those cast by Magi and Muses. Dragons can follow three paths- the Lawful path (Silver), the Neutral path (Red), or the Chaotic path (Black). Each path of dragon type has specific attacks and perks that are unique only to its class, and REMEMBER- once you send a dragon down a specific path, he CANNOT GO BACK, so keep that in mind. Dragons types are good front-runners that can absorb an insane amount of damage, while keeping weaker members in the back row safe. Dragon (your basic starting class of the group) -A green skinned (scaled?) dragon with wings, hunched over in a combat position, with one mean looking stare and a fearsome array of fangs. HP +8 Str +4 Agi +2 Int +1 Plains, Large Front Row- Bite (x2) -dragon bites with his fangs, physical attack Back Row- Fire Breath (x2) -dragon breathes a fireball attack at the enemy. This is NOT considered a magical attack. Cannot be a leader Can't recruit Rating-3 -Green Dragons are your basic starting class of Dragon. I would recommend that you change classes with them ASAP, as Green Dragons do not gain much intelligence each level. Red Dragon (Dragon- Level 7+, Ali 35-65) -Same appearance as the Dragon, only red-skinned. HP +9 Str +4 Agi +2 Int +2 Mountains, Large Front Row- Bite (x2) -dragon nibbles on the enemy with his fangs Back Row- Fire Breath (x2) -dragon breathes a mighty fireball at one enemy target. This is based on its intelligence, but is NOT magical. Can't be a leader Can't recruit Rating-5 -The Neutral class of Dragon (Red type) is by far the hardest to stay in, because their alignment properties are in the middle, and thus are tricky to maintain. However, the high level Flare Brass is REALLY worth it! Red Dragons are pretty much just better Green Dragons. Salamander (Red Dragon- Level 16+, Ali 35-65) -A tall and fearsome looking bigger version of a Red Dragon, with huge wings, and standing up on his hind legs. HP +10 Str +4 Agi +3 Int +3 Mountains, Large Front Row- Bite (x2) -nibble, nibble, munch, munch! Back Row- Fire Breath (x2) -dragon blows out a big fireball Cannot be a leader Can't recruit Rating-5 -Essentially, the Salamander is identical to a Red Dragon in attacks, it just gets better stats per level up. Keep going for that Flare Brass... Flare Brass (mistakingly labeled "Fire Breath" on the class area) (Salamander- Level 23+, Ali 35-65) -Same appearance as a Salamander, only with orange/brass colored skin, instead of red skin. HP +11 Str +5 Agi +3 Int +4 Mountains, Large Front Row- Fire Breath (x2) -blows a fireball at the enemy Back Row- Super Nova (x2) -Flare Brass breathes out a very large fireball making a massive explosion on all enemy characters. This is a fire elemental attack and DOES count as a magic attack. Cannot be a leader Can't recruit Rating-8 -The Flare Brass (or Brass Dragon if you are so really inclined) is by far the ultimate neutral aligned dragon. The Super Nova attack just looks plain awesome, and the Flare Brass is so tough that when you get him he will easily have over 350 health and can absorb any and all forms of damage without dying. They are tricky to get, but they are worth it, by FAR. They excel either in the front or the back, belching fireballs or novas wherever they want at any or all targets. Black Dragon (Dragon- Level 7+, Ali 0-35) -Same appearance as a Dragon, only with black skin. HP +9 Str +4 Agi +2 Int +2 Plains, Large Front Row- Bite (x2) -crunch and crunch the enemy target with a bite. Back Row- Acid Breath (x2) -dragon vomits corrosive acid on its target. This is a physical elemental attack, but is NOT magical. Cannot be a leader Can't recruit Rating-4 -Black Dragons are the easiest class of dragon to follow. Just toss them at the enemy and kill a bunch of stuff with them repeatedly and watch those levels go up and that alignment go down. I like Black Dragons, they're cool. Tiamat (Black Dragon- Level 15+, Ali 0-35) -Fearsome black-scaled dragon with spikes all over it, standing up on its hind legs, and rearing its arms down on its enemy, while glaring at it with evil eyes. HP +10 Str +4 Agi +3 Int +3 Plains, Large Front Row- Acid Breath (x2) -same as the Black Dragon Back Row- Evil Ring (x2) -Tiamat conjures up an evil spell, causing a fiery inverted pentagram to appear below the enemy unit, and strike them with evil spiritual energy. This hits the entire enemy unit, and counts as a black magic attack. Cannot be a leader Can't recruit Rating-8 -Tiamats are FEARSOME opponents, and are the evil version of a Platinum Dragon and Flare Brass. They are VERY easy to get (and only level 15 needed!) and are quite powerful. The only downside is that they are nowhere near as powerful as the Platinum Dragon or the Flare Brass. Being evil does have its price. You get stronger quicker, but in the long run the good and neutral guys will become much better. Liches and Tiamats are good combos, and Fogel (the cursed Dragoon) works really well with these guys, too. Zombie Dragon (Tiamat plus item: "Undead Ring") -Same appearance as the Tiamat, only with pale green and pink colored skin, appears to be rotting. It looks like Mr. Zombie Dragon might have received a heavy dose of radiation somewhere. :) HP +11 Str +5 Agi +4 Int +3 Swamp, Large Front Row- Acid Breath (x2) -identical to Tiamat/Black Dragon Back Row- Toxic Breath (x2) -belches noxious gas all over the targeted character, counting as a black non-magic attack. This thing may only hit one person, but it really HURTS the target. Cannot be a leader Can't recruit Rating-6 -You probably won't want to toast an Undead Ring on a Tiamat (as the Tiamat then loses it's "all-hit" ability) but Persuasion Spelling a couple in Imperial units is not a bad idea. The Zombie Dragon by far is the TOUGHEST monster in the entire game, and rely on awesome neat attacks- they burp and puke on people. :) They have practically a million hit points, and their magic resistance is through the roof, faltering only agaisnt white magic (and only a few units use that type, so don't worry). I had a Zombie Dragon once with practically over 400 health or something like that, and he was so strong that most physical attacks against him did like only 5-10 damage. :) The Toxic Breath is really powerful, but this guy shines in the front row as just a gigantic sponge, soaking up a lot of damage without suffering much pain in return (and vomiting on his adversaries while going to it!) And believe it or not... with him being a "Swamp" dweller, your unit with him will actually move quite quickly over shallow seas and rivers! I guess Zombie Dragons like water. They are fun to have, but annoying to fight against. Watch out for the ones in the back, you don't want one to burp on you, causing massive damage. Ewww, stinky, burp-gas doesn't smell nice with this one. :) Silver Dragon (Dragon- Level 7+, Ali 65+) -Hunched over in appearance like the regular dragon, only he has silverish/bluish scaly skin. HP +9 Str +4 Agi +2 Int +2 Snow, Large Front Row- Bite (x2) -takes a bite outta the enemy, but not crime :) Back Row- Ice Breath (x2) -breathes out ice crystals at the enemy target, freezing them solid. This counts as a cold attack, and although based on intelligence, it is NOT magical. Cannot be a leader Can't recruit Rating-5 -Silver Dragons are the first class on the road to getting a "good dragon". They are snow type, and such don't travel well on most types of terrain, but they are good to have, especially when you build them up into Gold and eventually Platinum Dragons. Gold Dragon (Silver Dragon- Level 17+, Ali 65+) -Regal in appearance, large, mighty, and squating on his hind legs. He has a silver underbody and flesh, but his thick scales and scale plates are colored gold. HP +10 Str +4 Agi +3 Int +3 Snow, Large Front Row- Bite (x2) -chomps on a single enemy target Back Row- Ice Breath (x2) -same as the Silver Dragon Cannot be a leader Can't recruit Rating-6 -Gold Dragons, like the Salamander, are just a more powerful version of the lesser type of class they are in. The Gold Dragon is a resourceful opponent and takes combat well. I tend to see them performing better than the red and black counterparts. Platinum Dragon (Gold Dragon- Level 24+, Ali 65+) -Same appearance as the Gold Dragon, only his entire body is a shimmering blue and silver mix. HP +11 Str +5 Agi +3 Int +4 Snow, Large Front Row- Ice Breath (x2) -just like the Gold and Silver forms Back Row- Ice Cloud (x2) -breathes out an ice storm that freezes the water and bodily fluids inside all of the enemies' bodies. This counts as a cold attack, hits the whole enemy unit, and is magical. Can't be a leader Can't recruit Rating-9 -The Platinum Dragon is, pretty much, the mightiest of all the dragons in the game. You will really enjoy it if you work hard enough to get one. Fenril works well with the Silver (good) variety of dragons, so I paired two Gold Dragons up with her, and they eventually became really nasty Platinum Dragons. Enjoy its Ice Cloud attack, it is probably the most powerful cold attack in the game. (End Dragon group) 6-Giant Group- -Giants are fearsome creatures and are essentially extremely huge homonids/homo-sapiens. Probably around 12 feet tall and weighing close to 1000 pounds or so. They wield massive clubs and wear the hides of animals for armor. They are in general very big and strong. Also remember that Giants are like dragons- they can't go back from a path they already start down (not like it matters, once they "class up", it's the highest of the class of Giant they can get to.) Giant (default member of this character class) -A big brute of a giant wearing a brown bear fur over his face and body for armor, and carrying a massive club with wooden spikes through it. HP +7 Str +3 Agi +2 Int +2 Plains, Large Front Row- Club (x3) -physical HTH attack Back Row- Club (x2) -physical HTH attack Cannot be a leader Can't recruit Rating-2 -Giants are essentially large bruiser versions of Knights and other human characters. Giants are strong and can soak up damage fairly well. I, however, don't have much of a use for them in my army, I get by on the ones I get for "free" by recruiting Norn, and she doesn't drag along Giants, she drags along two TITANS, by far the best Giant class. Fire Giant (Giant- Level 8+, Ali 0-40) -Looks just like a Giant, only is reddish in color. HP +8 Str +4 Agi +3 Int +2 Mountains, Large Front Row- Club (x3) -physical HTH attack Back Row- Fire Bolt (x2) -HTH attack with fire element thrown in. Cannot be a leader Can't recruit Rating-2 -The Fire Giant, essentially, is your "evil" Giant. I've only seldomly used one, and they aren't that useful. Fire Bolt isn't that phenominal of an attack, all it is is just a physical hand to hand attack with fire elements behind it. Not that good. Ice Giant (Giant- Level 10+, Ali 50-80) -Looks like a Giant, only blue in color. HP +8 Str +4 Agi +3 Int +3 Snow, Large Front Row- Club (x3) -physical HTH attack Back Row- Ice Bolt (x2) -HTH attack with ice element thrown in. Cannot be a leader Can't recruit Rating-4 -The Ice Giant, respectively, is your "good" Giant. I don't put too much into these guys as well, they're not that good, either. They are, however, better than Fire Giants as you see Mr. Ice Giant, for being a good guy, get's an extra +1 Intelligence per level up. :) Titan (Giant- Level 15+, Ali 70+) -Same appearance as a Giant, only orange and yellow in color. HP +8 Str +4 Agi +3 Int +3 Plains, Large Front Row- Club (x3) -physical HTH attack Back Row- Wind Shot (x2) -the Titan creates a gale-force wind that slices up the flesh of enemies. It is a magical spell, physical elemental, and strikes the entire enemy unit. Cannot be a leader Can't recruit Rating-8 -Titans are GOOD. REALLY GOOD. By far the KING of the Giants. Look at the mess of damage they can make in the back row! Believe it or not, Titans are actually quite darn intelligent, and their magic attacks are quite powerful. I consider Titans are REALLY good creature in this game, an even bigger incentive to get Norn- as she comes with two of them! Titans are awesome, you should definitely get a couple in your army. (End Giant group) 7-Canine Group The doggies of Ogre Battle. There are only two classes in the whole game, but they are interesting creatures, even if they are two-headed dogs. Usually that means double the food rations at the table for them, unfortunately. :) As like Giants and Dragons, the doggies can't change class once they level up. Hellhound (default doggy character class) -A massive blue and pink haired two-headed nasty dog. Easy, Rover. :) HP +6 Str +3 Agi +3 Int +3 Mountains, Large Front Row- Smash (x3) -physical HTH attack, doggy bites the enemy. :) Back Row- Fire Breath (x2) -identical to a Dragon's attack. Doggy belches fire. Shouldn't have fed him that Mexican food last night... :) Cannot be a leader Can't recruit Rating-6 -I like the doggy class. I don't know why, but they are really useful early on in the game. Warren drags two along with him, and they're easy to get almost anywhere (frequent in early random neutral encounters, too.) They are quite competent hand to hand attackers, and are quite fast and intelligent. They shine best in the front row. They work well with Wizards and Magi. Ideal for another "dark" unit. Cerberus (Hellhound- Level 13+, Ali 0-60) -Looks just like a Hellhound, only black in color. HP +7 Str +4 Agi +4 Int +4 Mountains, Large Front Row- Smash (x3) Back Row- Mesmerize (x2)/Fire Breath (x2) -Mesmerize is exactly like the Witch's stun cloud attack, except this only hits one person. The Cerberus can also belch fire, too, and they tend to do this after mesmerizing their target. They only attack twice in the back row, and they randomly decide what to use. Sometimes one and one, or two of the same type, etc. Cannot be a leader Can't recruit Rating-7 -The Cerberus is a mixed-bag. Obviously a lot better than the Hellhound, putting him in the back seems like a bad idea. Leave him in the front to do his bashings and bites. They get very good stats each level up. They will eventually become really fast, strong, AND smart. (End Canine group) 8-Birdpeople Group -Birdmen are essentially a sort of "mutant" species of human people who have large bird wings growing from their backs. They are capable of flight, and attack with swooping strikes with their clubs. Female birdpeople do exist, but keep in mind that all birdpeople characters in this game are male. Birdmen in general are very agile. Birdmen cannot interchange between class, they are just like Dragons and Giants. Hawkman (default character class) -A birdperson with white wings and and blue/red feathers/hair. HP +5 Str +2 Agi +3 Int +1 Low Sky, Small Front Row- Club (x2) -physical HTH attack Back Row- Club (x1) -physical HTH attack Can't be a leader Can't recruit Rating-3 -The Hawkman is something I would consider better than a Fighter, at the least. He also flies, but you need to turn them into Eaglemen or better to be effective. They are almost absolutely worthless in the back row. One attack doesn't cut it, especially one hand to hand attack! Eagleman (Hawkman- Level 10+, Cha 50+, Ali 45+) -Same appearance as a Hawkman, only with white/brownish colors. HP +6 Str +2 Agi +4 Int +2 Low Sky, Small Front Row- Club (x2) -physical HTH attack Back Row- Thunder Arrow (x1) -electrical magic attack, ranged. Strikes one target. Leadership ability Recruits- Hawkman, Griffon Rating-6 -The Eagleman is my preferred bird of choice in the group, but I only go for one group of five of them (being lead by Canopus.) They are nice to have, and they're really fast! Their back row attack is quite cool. Works wonders on water enemies and those that wear a lot of armor! Ravenman (Eagleman- Level 12+, Cha 50+, Ali 0-55) -Same appearance as a Hawkman, only with black wings and coloring. HP +6 Str +2 Agi +4 Int +2 Low Sky, Small Front Row- Club (x2) -physical HTH attack Back Row- Firestorm (x1) -magical fire attack, ranged. Strikes one target. Leadership ability Recruits- Hawkman, Griffon Rating-6 -I've rarely used Ravenmen, but that doesn't mean they're worse than Eaglemen. In fact, they're pretty much exactly the same, only Raven's evil, and Eagle's good. I just use Eaglemen because I like being a good guy, pretty much. Ironically, you have to have him be an Eagleman first, before he turns Raven. STRANGE... (End Birdpeople group) 9-Demon Group -Demons, Imps, and Devils are those who are the combative forces of darkness in Ogre Battle. They are the evil minions of the Underworld, but for some reason, some may wish to stop the Empire. I dunno why, maybe they wanna redeem themselves. :) Imp (mistakingly labeled as "Devil" on the status screen) (default character class of the Demon group) -A little devilish dude with dark green skin, carrying a scythe. HP +5 Str +2 Agi +2 Int +3 Low Sky, Small Front Row- Scythe (x2) -HTH attack, laced with black magic Back Row- Nightmare (x1) -one target black magic attack, ranged Leadership ability Recruits- Wizard Rating-3 -Your basic little demon, he comes to the planet in search of assimilating the weak willed. His attacks aren't very good, but keep him around, as when he turns into a Devil, whoa, they're nasty. Demon (Imp- Level 10+, Cha 50+, Ali 0-30) -Same appearance as the Imp, only red skinned. HP +6 Str +3 Agi +3 Int +3 Low Sky, Small Front Row- Scythe (x2) -HTH attack w/black power Back Row- Nightmare (x2) -one target black magic attack, ranged Leadership ability Recruits- Imp, Wizard Rating-6 -A nastier form of demon, the Demon (oxymoron, whoa...) is a better fighter than the Imp, and not only makes an ideal leader for an undead unit, they also have good black magic attacks. Send these guys to kill weak and holy targets. Keep the Charisma decently high, but they don't give a damn (no pun intended, hee hee!) about alignment. Devil (Demon- Level 20+, Cha 50+, Ali 0-25) -Same appearance as the Imp and Demon, only dark brown skinned. HP +6 Str +3 Agi +3 Int +4 Low Sky, Small Front Row- Scythe (x2) -HTH attack w/black magic power Back Row- Meteor (x1) -drops gigantic black meteor on whole enemy unit Leadership ability Recruits- Demon, Mage Rating-8 -Pure evil in its true incarnation, Devils possess the nastiest black magic attack in the entire game. Dropping a gigantic meteor on the entire enemy unit is sure to cause a whole lot of pain, and assuredly also kill any dinosaurs nearby. :) Throw this guy in the back row and watch the ensuing carnage. Putting an Imp/Demon's alignment into the toilet to get this guy is also a lot of fun. :) 10-Angel Group -Angels are the direct opposite of the Devils and Demon group. These are people who work for the good gods and the heavens. Though there are of course male angels, all angel characters in this game are female. Angel (default character class) -A white robed and white winged woman with a halo on her head. HP +4 Str +2 Agi +2 Int +3 Low Sky, Small Front Row- Halo (x1) -HTH attack with white magic power Back Row- Banish (x1) -one target white magic attack, ranged Leadership ability Recruits- Faerie Rating-1 -As much as I don't like to say it, well, Angels SUCK. The "Good" side posesses the worst fighter in the game. Yes, they do, Angels are horrible fighters in this game. You put an Angel against an Imp and the Imp will open up a Stone Cold can of whoop-@$$ all over the poor little Angel. Low stats per level and only ONE attack front or back. NEVER use Angels. Wait until you get Yushis and she'll drag along herself and Cherubims, who are good and respectable fighters. Only use them if you like challenges. But you do have to start somewhere. Angels may suck, but Seraphims are dynamite. You can't always get a Princess when you need one, right? So, get a character who has the next best white magic attack in the game- the Seraphim. Cherubim (Angel- Level 11+, Cha 55+, Ali 60+) -Same look as the Angel, only with purple-looking robes and wings. HP +4 Str +2 Agi +2 Int +4 Low Sky, Small Front Row- Halo (x2) -HTH attack w/white power Back Row- Banish (x2) -one target white magic attack, ranged Leadership ability Recruits- Angel, Faerie Rating-5 -The Cherubim is a phenominal improvement over the Angel, because, well, the Angel is just plain BAD. :) Twice the attack power, and not only cute and good looking, they're also decent fighters. Seraphim (Cherubim- Level 22+, Cha 60+, Ali 80+) -Same look as the Cherubim and Angel, only with gold-red robes. HP +4 Str +2 Agi +3 Int +4 Low Sky, Small Front Row- Halo (x2) -HTH attack w/white power Back Row- Jihad (x1) -white magical spell, strikes all enemies Leadership ability Recruits- Cherubim, Faerie Rating-8 -OMG, ninjas out of ten! Holy smiting at its finest. The Seraphim takes along a pack of dynamite with her, in the form of the jihad! It's the jihad power ten! Jihad is a very good attack, and it also looks awesome (though I thought it was an electrical attack the first time I saw it!) 11-Golem Group -Golems are creatures that are former inantimate objects that have been brought to life through magical animation. They are usually made out of some suitable hard material and are carved in the shape of humans. They are usually extremely strong but lack hit points and magic resistance. Golem -A creature appearing to be made out of stone, wearing a helmet and dragging a ball and chain on his foot. HP +2 Str +4 Agi +1 Int +2 Plains, Large Front Row- Punch (x3) -physical HTH attack Back Row- Punch (x2) -physical HTH attack Can't be a leader Can't recruit Rating-1 -I think Golems are practically useless. The only good Golem in the class is the Iron Golem, and they're hard to get. Golems are flawed against fire and white magic, and take PAIN from them when hit. Their low hit points mean they can be easily killed in only a few strikes, and match them up against a STRONGER opponent like a Dragon or a Giant, and they'll die quickly. I think Golems suck because they also can't "class up". They are permanently stuck in their class they start in. They also move like slugs, and frequently miss what they attack. His fat @$$ also takes up two slots in your unit, and you don't see the Empire using them often, so why should you? :) Stone Golem -Same appearance as a Golem, only black colored. HP +2 Str +4 Agi +1 Int +2 Mountains, Large Front Row- Stone Fist (x3) -physical HTH attack Back Row- Stone Fist (x2) -physical HTH attack Can't be a leader Can't recruit Rating-1 -Well, a Stone Golem sucks donkey balls. Figuratively, you schmuck! Golly... :) Anyway, they're at least somewhat better than a regular Golem. They still move like slugs and have such low HP they aren't worth the trouble. I tossed the ones Saradin brought with him in the trash can, and got something better. Turned him into a Lich and bought Wraiths and Phantoms. :) Iron Golem -Same appearance as a Golem, only dark silver/blackish iron in color. HP +2 Str +4 Agi +2 Int +2 Plains, Large Front Row- Iron Fist (x3) -physical HTH attack Back Row- Iron Fist (x2) -physical HTH attack Can't be a leader Can't recruit Rating-6 -The Iron Golem ain't half bad. His attacks hurt a lot and he has INSANE magic resistance, except he falters against fire (and even there, it still fares better against fire than Ice Giants and the regular Golem!) and gains decent agility per level up for him. The one that Yushis drags along is definitely worth keeping (and that's the only one I use). If you get a Trade Ticket, try blowing some Speed (the potion, NOT the drug, silly!) and Vitality Potions on him to make him quite the formidable opponent. My Iron Golem had an Agility of 130 and 240 HP once. :) (End Golem group) 12-Mermaid Group -Mermaids are just what you know, half person on the upper half and half fish on the lower half. Ariel from "The Little Mermaid" that you probably saw as a kid, basically. There are of course male mermaids, but all mermaids in this game are female. Mermaid (default character class)
-A mermaid woman with a purple lower body half. HP +5 Str +2 Agi +2 Int +3 Sea, Small Front Row- Trident (x2) -physical HTH attack Back Row- Blizzard (x1) -one target, ranged magical cold attack Leadership ability Recruits- Mermaid, Octopus Rating-3 -Mermaids aren't that good, but keeping them around until they turn into Nixies is a good idea. They cast decent water magic, and make for a good sea unit in maps that have lots of water. Nixie (Mermaid- Level 11+, Cha 50+, Ali 50+) -Same appearance as a Mermaid, but with a yellow/orange lower body. HP +5 Str +3 Agi +3 Int +4 Sea, Small Front Row- Trident (x2) -physical HTH attack Back Row- Ice Storm (x1) -strikes enemy unit with magical cold attack Leadership ability Recruits- Mermaid, Octopus Rating-7 -Nixies are quite good characters, and I like using the two Mermaids that Aisha drags along with her. Their Ice Storm attack is quite powerful, even though they only do it once. They get very good HP, Intelligence, and Agility per level up, too. (End Mermaid group) 13-Wyrm Group -Wyrms and Wyverns are reptilian creatures that are built like dragons but are smaller. Unlike the Dragons in this game, Wyrms and Wyverns have the ability to fly. Wyrm (default character class) -A green flying lizard with fangs and a really nasty spiked tail. HP +8 Str +4 Agi +3 Int +1 High Sky, Large Front Row- Tail (x2) -physical HTH attack Back Row- Tail (x2) -physical HTH attack Can't be a leader Can't recruit Rating-7 -I like Wyrms and Wyverns. They are extremely fast and strong creatures. In the hand-to-hand aspect, they are better than dragons. They class up into Wyverns very quickly and have a lot of health. And the big kicker is they FLY. Mobility ain't an issue with these guys. They're dumb and stupid, but who needs to be smart when you can just have a bunch of HP to soak up the damage? :) Wyvern (Wyrm- Level 13+, Ali 0-55) -Same appearance as the Wyrm, only dark brown in color. HP +9 Str +4 Agi +3 Int +1 High Sky, Large Front Row- Tail (x2) -physical HTH attack Back Row- Fire Breath (x2) -identical to a Dragon's attack Can't be a leader Can't recruit Rating-7 -The Wyvern is the badder-@$$er version of the Wyrm, and he gets more HP per level. Back row is interesting, he can Fire Breath, but his intelligence is likely to be very low, so keeping him in the front is usually the best idea. They may only attack twice per combat, but with all that strength they'll have, each hit will hurt a LOT. (End Wyrm group) 14-Undead Group -The living dead have returned to the earth, to wreak havoc, angry because their eternal rest has been disturbed. Undead creatures in this game are very interesting and different from many other RPGs (I like this game's style), and they are also powerful. ***NOTE- Undead creatures have no HP (they're DEAD! Dead stuff doesn't have HP!) and are COMPLETELY invulnerable to any and all forms of attack EXCEPT white magic, which will destroy them INSTANTLY. Skeleton -A rotting gray skeleton warrior with decaying rags for clothing, carring a broken shield and a jagged sword. HP N/A Str +3 Agi +2 Int +1 Plains, Small Front Row- Sword (x2) -physical HTH attack w/black power thrown in Back Row- Sword (x1) -same as above Can't be a leader Can't recruit Rating-3 -I don't like Skeletons in this game because I'm the patient type and go for Wraiths that appear later in the game. The Wraith is by FAR better than a Skeleton. Trust me. The thing that sucks about undead is they can't class-up, so they are stuck in the class they start in. Skeletons and Wraiths are also extremely STUPID creatures, so expect them to not dodge a white magic attack directed at them. Wraith -Same appearance as a Skeleton, only brownish-yellow in color- looks like he's been in the soil too long :) HP N/A Str +4 Agi +2 Int +1 Plains, Small Front Row- Sword (x3) -physical HTH attack w/black elements Back Row- Sword (x1) -physical HTH attack w/black Can't be a leader Can't recruit Rating-8 -Wraiths are AWESOME, and are pretty much the dead Paladin and Samurai Master. They attack three times in the front row, and are extremely strong individuals. They're as dumb as rocks, but they still pack a very powerful punch. I like to have two Wraiths in the front and two Phantoms and a Lich in the back for a SUPER evil unit. Ghost -A phantasmal creature, pretty much your average halloween ghost- looks like a floating white bedsheet with an evil smile and evil eyes. HP N/A Str +2 Agi +3 Int +4 Low Sky, Small Front Row- Curse (x1) -physical HTH attack w/black elements Back Row- Nightmare (x2) -black magic attack, one target, ranged Can't be a leader Can't recruit Rating-5 -I like Ghosts at least better than Skeletons, but still, you should be patient and wait until you can get Phantoms, as they are by far a whole helluva lot better. Ghosts and Phantoms make excellent back row fighters, casting their evil magic on the unwary. Ghosts and Phantoms do have good resistance to white attacks, though, they are fast and intelligent, so they're hard to hit. Works both ways, though, as the enemy has the same benefit. :) Phantom -Same appearance as the Ghost, only dark yellow in color. Pretty much picture that bedsheet, only soiled a whole lot of times. :) HP N/A Str +2 Agi +3 Int +4 Low Sky, Small Front Row- Curse (x2) -physical HTH attack w/black elements Back Row- Nightmare (x3) -black magic attack, one target, ranged Can't be a leader Can't recruit Rating-9 -Phantoms are PHENOMINAL! :) They are awesome, with three attacks in the back row, and high intellegence and agility to boot! They make nasty spellcasters, while Wraiths in the front row mix it up with their evil dark swords. Phantoms are awesome, and go great for any evil unit. (End Undead group) 15-Pumpkin Group -The Pumpkin group consists of either magically animated creatures or extremely weird living ones. I have no idea what these creatures are in Ogre Battle, they are living pumpkin people. Don't ask me, and I dunno about you, but if I had a jack-o-lantern for a head, I'd be really pissed-off, too. :) Pumpkinhead (default character class) -A humanoid looking-like person in ragged clothes, except it has a jack-o-lantern for a head, which it uses to attack people. HP +3 Str +2 Agi +2 Int +1 Forest, Small Front Row- Pumpkin (x1) -reduces target's HP by 1/2 Back Row- Pumpkin (x1) -reduces target's HP by 1/2 Can't be a leader Can't recruit Rating-1 -These things are STRANGE. Straight out of Friday the 13th or Nightmare on Elm Street or something. I have no idea what the hell these things are, and thank goody you only encounter them in one Imperial unit in the entire game (Deneb uses them.) These things are pretty much like an "evil clown" of RPGs. Their attack is really interesting, and they are cool to use against a 500 HP Zombie Dragon. It's really funny to see a gigantic "250" pop up for damage. :) But still, I've never seen a real big use for them, and if you don't have Deneb and/or the Glass Pumpkin, these things are RARE to come across. Halloween (Pumpkinhead plus Item: "Rotten Pumpkin") -Same appearance as a Pumpkinhead, only with a green/brown head. Looks like they let his jack-o-lantern sit out and rot for a few days... :) HP +4 Str +3 Agi +3 Int +2 Forest, Small Front Row- Pumpkin (x2) -reduce enemy target's HP by 1/2 Back Row- Pumpkin (x2) -same as above Can't be a leader Can't recruit Rating-4 -Even more mystifying than the Pumpkinhead, the Halloween character smacks the enemy with his gigantic pumpkin head. What's even more disturbing is these things have INSANELY high Luck, of all statistics! I had a Halloween once that had like Luck 92 or something!!! (Uh...?) I still have no idea what purpose these things serve in this game, but if you want to use one, go ahead, I'm sure there are creative ways to use them... (End Pumpkin group) 16-Griffon Group -The Griffon group consists of gigantic flying half eagle/half lion creatures. They are large, fast, and agile. Griffon (default character class) -A large creature, with white eagle feathers and a brown lion body. HP +7 Str +2 Agi +4 Int +1 High Sky, Large Front Row- Tackle (x2) -physical HTH attack Back Row- Wind Storm (x1) -physical magic attack, strikes all enemies Can't be a leader Can't recruit Rating-5 -Griffons are respectable creatures, but I wouldn't recommend using more than a couple in your army, and I like to use them in the back row, as their all-hit attack is decent. A really good "liberator" good- guy unit I like to make is Ashe and two of his Knight buddies in the front, and a Griffon in the back. Highly mobile and decently powerful, and when the Knights become Paladins, it's whoopin' time. Cockatrice (Griffon- Level 9+, Ali 0-60) -Same appearance as the Griffon, only a bland gray/cream coloring. HP +6 Str +3 Agi +4 Int +1 High Sky, Large Front Row- Tackle (x2) -physical HTH attack Back Row- Petrify (x2) -physical magic, attempts to petrify one enemy Can't be a leader Can't recruit Rating-1 -Golly, do I think Cockatrices suck. There's a bug in the PSX version anyway (the version I own and like best) that prevents them from hitting you like 90% of the time or something close to that. Every time I see the petrify attack come up, it practically always misses. Either because they're so dumb, and/or because of the glitch. These things are not worth it, and are one of the only classes in the game I can think of where "classing-up" is actually BAD for you. Leave him as a Griffon instead. They are much more useful. (End Griffon group) 17-Octopus Group -Your friendly neighborhood 8-armed sea-dwelling monsters of Ogre Battle. Octopus (default character class) -An octopus, what did you expect? He's red, and has 8 arms. :) HP +9 Str +3 Agi +2 Int +1 Deep Sea, Large Front Row- Tentacles (x4) -physical HTH attack Back Row- Tentacles (x2) -physical HTH attack Can't be a leader Can't recruit Rating-4 -Octopi, in my opinion, are good fighters (four attacks! WOW!) but I don't find them that practical because they make your unit move SLOW across land, due to the fact they like to dwell in deep water, and as such, are slow on land as they have to slither and crawl their way around. They also don't fight that well on land surfaces. Kraken (Octopus- Level 12+, Ali 55+) -A fearsome brown/tan/gray colored octopus. HP +10 Str +4 Agi +2 Int +1 Deep Sea, Large Front Row- Tentacles (x4) -physical HTH attack Back Row (on water)- Maelstrom (x2) -physical all-hit attack Back Row (not on water)- Tentacles (x2) -physical HTH attack Can't be a leader Can't recruit Rating-6 -The Kraken is a very strong opponent, and gets a lot of health each level up. They still move slow on land, however these things are BEASTS when on water! Their Maelstrom attack in the back row does INSANE damage to enemy units on water (mostly due to the fact he fights better on water, and most other characters SUCK on water), but if your Kraken is not on water, he will only do two tentacle attacks in the back row. A good water unit is two Krakens and a Nixie, especially on the "big water maps" like the Kastolatian Sea, Ryhan Sea, and Shrine of Kulyn, these guys will OWN enemies! (End of Octopus group) Special Group -There are basically only three types of creatures you get here that don't fit in anywhere else. These characters are generally very strong. Lord (ie, YOU in this game!) -Varies in color and appearance, depending on being male or female, and your allegiance (Chaotic, Lawful, etc) from the questions you answered at the start of the game. HP, Str, Agi, and Int all VARY Front Row- (Chaotic) Death Cloud (x2) -black magic attack, ranged, one target (Neutral-Chaotic) Sword (x2) -physical HTH attack (Neutral) Sword (x3) -physical HTH attack (Lawful) Banish (x2) -identical to Angels and whatnot Back Row- (Chaotic) Phantom (x1) -all-hit black magic attack (Neutral-Chaotic) Thunder Flare (x1) -all-hit lightning magic (Neutral) Sonic Strike (x1) -identical to that of the Samurai (Lawful) Ice Cloud (x1) -identical to Platinum Dragon's attack MUST be the unit leader! Recruits- Fighter (male), or Amazon (if female) Rating- Depends on how strong you make yourself! -I don't have much to say, it's YOU in this game! You make yourself to be the way you want, as strong or as weak as you want, you're the one playing. :) General (Debonair and Tristan) -A VERY long blonde-haired "anime-style" warrior with a round shield and carrying a VERY large sword in one hand. Looks kinda like Cloud from FF7, in a way (with long flowing hair and not the spikes!) FF7 must have ripped this look off from Ogre Battle. :) Debonair wears black armor, and Prince Tristan wears aqua blue armor. HP, Str, Agi, and Int vary between both characters. Front Row (both)- Sword (x3) -physical HTH attack Back Row (Tristan)- Sonic Strike (x1) -same as Samurai's attack Back Row (Debonair)- Sonic Blade (x1) -Samurai attack, doesn't lose HP Leadership ability Recruits- Vary between Tristan and Debonair. They both recruit REALLY good stuff like Magi and Enchanters, though! Rating-10 -Generals are insanely good fighters. High magic resistance and insane stats. They are nastier than Paladins and Samurai Masters. You will mostly see Generals as enemy stage bosses (Debonair, Figaro, Previa, and Luvalon), but there are two in this game that you can get on your side. Heck, you even have to give Debonair a beat-down early on before he joins you later in the game! Dragoon (Slust, Fenril, and Fogel) -A tall and slender warrior clad in a sinister suit of armor, wearing a helmet with wings on the end of it in the shape of dragon wings. Slust wears red armor, Fenril blue, and Fogel deep dark forest-green. HP, Str, Agi, and Int per level vary between the three. Front Row (all)- Sword (x3) -physical HTH attack Back Row (all)- Sonic Strike (x1) -identical to the Samurai's attack Leadership ability Recruits- Vary between the three, but all a lot of good stuff, especially Fogel!!! Rating-10 -Dragoons, the three servants of the Wind Gods, are AWESOME, and are even MORE powerful than a General. They are by FAR the most powerful "warrior" class heroes in this game. They are just so tough and strong, and are almost completely untouchable with nearly all magic spells! It'll either miss or you'll laugh at how much pitiful damage they take from an enemy wizard's spells! There are only three in the game, they are VERY hard to obtain (require lots of holy path stuff!) but they are by FAR worth it! Fogel is by far in my opinion the best special character in this game, and put him in ANY one-on-one fight (except Diablo, Rashidi, Hikashi, or Endora) he would beat them. He doesn't flaunt and boast about his strength for nothin'! That's why he's cursed! :) Try putting one in the back sometime and watch how much damage a Sonic Strike from them can do! I got Fogel to dish out about 200 damage to the enemy one time! :) (End Special group, and class checklist) Quick Checklist to Pursuing a Holy Path- -Note that you do not have to do all of these steps if you wish, but to get a really good ending, make sure you obtain most or all of the "good" special characters in the game. Obtaining the Mystic Treasures and the Zodiac Stones will heavily influence your ending type as well. Also consider making your Lord (yourself) character's Alignment, Charisma, and Reputation Meter extremely high. This will also really help. 1-The Castle of Warren Recruit Lans the Knight at Zeltenia. Fight and recruit Warren the Wizard at Volzak, and he'll get the rest of the rebel troopers to join you in your quest. 2-Sharom Border Have Lans confront and fight Usar at Jindark. Obtain the Star of Heroes at hidden temple north of base. 3-Sharom District Recruit Canopus the Eagleman at Bah'Wal. Have Canopus confront Gilbert at Parcival. Forgive Gilbert the Beast Tamer and allow him to join you. 4-Pogrom Forest Find the city of Selshippe in the far northwest, obtain the Mercury from there. Return to Selshippe with the Gem of Doun to receive the Olden Orb. 5-Lake Jansennia Obtain a Rune Axe at the hidden temple in the western mountains by speaking to the monk there. Obtain the Opal Zodiac Stone here. 6-Deneb's Garden Refuse to forgive Deneb. This will give you a big boost in reputation, but your Lord character will suffer a -5 Alignment for your decision. 7-The Slums of Zenobia Recruit Ashe the Knight at Byroit. Hire the mercenary Beast Tamer, Lyon, for $20000 at Anglem. Have Ashe confront General Debonair at Zenobia. Return to Kal Robs and speak with the nanny to get the Key of Destiny. Receive the Garnet Zodiac Stone at a temple here. 8-Island Avalon Recruit Aisha the Shaman at central hidden temple. Receive the Emerald Zodiac Stone here as well. Have Aisha confront The Black Prince, Prince Gares, at Amad. 9-Kastolatian Sea Obtain the Brunhild Sword at the far NW hidden temple at edge of map. 10-Diaspola Give Posha (the little girl at Somyul) a Golden Beehive to cure her mother, and receive a Sentoul Demon statue from her. Fight and recruit Norn at Diaspola by sparing her life after the fight and then asking her to join you (you will suffer a small reputation penalty for this.) Receive the Aquamarine Zodiac Stone at the city of Ajan. Give the Ginger Cake (obtained from the crazy monk in Organa) to Posha and she will find the Pearl Zodiac Stone in it and gives it to you. 11-Kalbian Peninsula Locate the Chaos Gate (it is in the northeast, in the grassy areas) Have Debonair confront his friend, General Figaro, at Kalbia. He will give you the Durandal Sword after he is defeated, before dying. 12-Valley of Kastro Find and recruit Rauny the Muse at a western temple. Have Rauny confront Ares at Tash Kent. Locate the Chaos Gate in the southern mountain ranges. 13-Balmorian Ruins Obtain the Bell of Light at Kalyao. Use the Bell of Light on the statue of Saradin at the temple near Balmoa. Saradin will come back to life, and ask him to join you. Have Saradin confront his former friend Albeleo at Balmoa. Locate the Chaos Gate in the far northeast. 14-Muspelm Confront and break the spell on Slust the Dragoon, and recruit him. Find the Chaos Gate on a nearby island. Obtain the Peridot Zodiac Stone at a temple in this area. 15-Organa Fight and break the spell on Fenril the Dragoon, and ask her for help. Find the Chaos Gate on this island. Obtain the Ginger Cake from the crazy monk at the hidden SE temple. 16-The City of Malano Recruit Prince Tristan ("General" class) at Bel Chel by having the Key of Destiny or a high Reputation, and taking your Lord there. Have Rauny or Prince Tristan confront Baron Apros at Malano. Obtain the Ruby Zodiac Stone at the city of Sanbelnia. 17-The Tundra Have Yushis confront her older sister Mizal at Valhalla. Receive the Turquoise Zodiac Stone at a temple on central north island. 18-Antalia Recruit Yushis the Cherubim at hidden temple in the central mountains. Find the Chaos Gate on the far western island. 19-Antanjyl Confront Galf and destroy him and send him back to the Underworld. Do NOT give him the Brunhild Sword and do NOT let him join you. If your Reputation and/or Alignment is high anyway, he won't even ask. 20-Shangrila Confront Prince Gares with Prince Tristan at Shangrila. Recruit General Debonair at Shangrila after defeating Gares. You must also have Norn in your army for this to happen. Obtain the Sapphire Zodiac Stone at a temple here. Take the Olden Orb, Gem of Doun, and the Gem of Truth to Shangrila to speak with the Goddess of Justice, and receive the Tablet of Yaru. The Tablet allows you to collect the Zodiac Stones. 21-Fort Alamoot Find the Chaos Gate in the southwestern island with the blocking walls. 22-Shiguld Fight and break the spell on Fogel the Dragoon, and have him join you. Obtain the Diamond Zodiac Stone in this stage. 23-Dalmuhd Desert Obtain the Gem of Doun by taking the Mercury to Aliabard, hidden in the northeast desert. Visit a nearby temple here to obtain the Amethyst Zodiac Stone. 24-The Ryhan Sea Obtain the Gem of Truth by taking the Gem of Doun and the Olden Orb to Ramoto. Obtain the Topaz at a nearby temple. 25-Fort Shulamana Confront General Previa with Prince Tristan, and return to Shulamana after the battle to receive the Mystic Armband. 26-Shrine of Kulyn Confront and defeat General Luvalon honorably to receive the Bizen Sword, and return to Kulyn after the fight to obtain the Holy Grail. 27-The City of Xanadu Have Rauny confront and defeat her father, Overlord Hikashi, at Xanadu. Avoid liberating temples and cities until after the defeat of Hikashi, the people hate you here in the home of the Empire, and you will suffer massive reputation penalties for liberating Imperial cities/temples. 28-Zeteginea Visit Azuzau and speak with Sir Gawain, a Zeteginean Paladin. Beat the crap out of all of Prince Gares's clones (close to 15 or so!) Visit the hidden NE temple and speak with the REAL Prince Gares. Confront Empress Endora with Debonair at the Zeteginean castle. 29-Temple Shalina Confront the real Prince Gares with Debonair at Shalina. Confront Sage Rashidi with Saradin, Yushis, or the Lord (yourself) at Shalina. Prepare for an extremely difficult fight with Diablo, the God of the Underworld, at Shalina, and destroy him to end and win the game. 30-Dragon's Heaven This is a special secret stage and is purely meant for fun. Enjoy. Imperial Specific Character Classes- -These are character classes that you will NEVER be able to receive, and don't even ask me for ways to get them, because you just CAN'T! There is absolutely no way to get these characters, and even if by some crazy rare chance that you somehow get a neutral Dark Prince (Prince Gares) to join you in a neutral encounter--which I have SEEN happen in the Zeteginea stage on the SNES version, your game will start to glitch up and then will crash. You cannot get them anyway as there are probably no reverse angle frames of animation made for them (ie, so they move when on your side of the table in the battle screen, and that's probably why the game crashes if you get a Dark Prince Gares to join you because there are no animated or still frames of him being shown from the backside.) Almost all of them are stage bosses or the enemy unit encounter (in the case of Gares). Dark Prince (a huge, nasty evil knight in black armor with a huge axe) Vanity (a slender blond haired nobleman in expensive clothes n'cloaks) Gemini Twin (a huge and really buff looking guy wearing little armor) Highlander (a huge warrior in dark armor with a gigantic broadsword) Black Queen (a very beautiful and slender blonde woman with light skin) Wiseman (a big dark-haired man in orange wizard robes and armor) Diablo (evil demon itself, I can't see an evil god on your side anyway) List of Special Characters who can join you- This is a list of the special characters who can join you in this game. Getting them is certainly worth it, as their abilities are super inflated compared to a normal member of the similar class. They often drag along really good bodyguards, who are usually better than their own class as well (ie, when you get Fenril to join you, she drags along a Gold Dragon that is MUCH stronger than the other average Gold Dragon you would recruit or raise from a lower class.) Getting these characters not only will enhance your ending, but practically all of them can be quite nasty in combat. 1-Warren (Wizard)- The boss of the first stage, the Castle of Warren. Defeat him and he will join you. If you cannot beat Warren, then turn the game console off RIGHT NOW you complete boob, as you are truly beyond help. :) 2-Lans (Knight)- He is in the hidden NE city of Zeltenia at Castle of Warren. Simply liberate the town, and he will join you. 3-Canopus (Eagleman)- In the city of Bah'Wahl in Sharom District. Recruit him by first liberating Chang'Gah, and then talk to him at Bah'Wahl. Answer one of his questions (choosing "for freedom" seemed to anger him the least), and then liberate the hidden temple SW of the boss's castle. You will receive the Wing of Victory here from his younger sister Yulia. Return to Bah'Wahl with the wing and he will join you. 4-Gilbert (Beast Tamer)- Stage boss of Sharom District. If you have Canopus with you, confront him with his best friend, Canopus. After the fight, agree to hear his side of the story, forgive him, and Canopus and Gilbert will reconcile their differences, and he will join you. 5-Deneb (Witch)- Stage boss of Deneb's Garden. First off you must forgive her, and then she will request you get her a Golden Bough (which is bought at Diaspola). Return here with it, and she will give you the Glass Pumpkin. If you Reputation is LOW enough, she will join you as well after you complete that quest of hers. 6-Ashe (Knight)- He's imprisoned in a walled-in city in the Slums of Zenobia. Simply liberate the city and he will request to join you. 7-Lyon (Beast Tamer)- He's a mercenary for hire at one of the towns in the Slums of Zenobia. You can purchase his services for $20000, or if you can wait until the end of the stage and come back later, you can buy his talent for only $5000. 8-Aisha (Shaman)- At a hidden temple in Island Avalon. You must have a high Reputation for her to join you. She drags along two Mermaids, who aren't too shabby, and are very close to turning into Nixies. 9-Norn (Shaman)- She's the stage boss of Diaspola. You must have a high Reputation, and after defeating her, refuse to kill her, and ask her to join you. Stating that General Debonair (her fiancee) is alive will help as well. Norn also drags along two Titans for the trip! Wowie- zowie! 10-Rauny (Muse)- At a temple in the Valley of Kastro. You must have a high Reputation for her to join you. 11-Saradin (Mage)- Saradin has been petrified at the Balmorian Ruins, and is a statue at the north temple near Balmoa (Albeleo's castle). The easiest (but longest) way to get him is you must first liberate all the towns and temples (including hidden ones) EXCEPT Balmoa (the boss's castle) and Kalyao (a hidden city in the southwest.) Then liberate Kalyao, and if you have a high Reputation and the Star of Heroes, they will give you the Bell of Light. Return to the northern temple, and use the bell on the statue. Saradin will then awaken and request to join you. 12-Slust (Dragoon)- The stage boss of Muspelm. Fight him and defeat him, and if your Reputation, Alignment, and Charisma are high, and you have the Star of Heroes, he will join you. 13-Fenril (Dragoon)- The stage boss of Organa. The same requirements to get Slust apply to her as well. 14-Tristan (General)- Prince Tristan is in the city of Bel Chel in the City of Malano stage. You must either have the Key of Destiny (obtained with a high Reputation at Kal Robs in Slums of Zenobia) or a high Reputation, and you must take your Lord personally there for him to join your ranks. Tristan is a powerful fighter, and check out the things he can recruit! 15-Yushis (Cherubim)- She is at a hidden temple in Antalia. You must have a high Reputation, Alignment, and Charisma for her to join you. 16-Debonair (General)- After you defeated him at Zenobia, he questioned Empress Endora's actions, and is now being imprisoned at Shangrila. You MUST have Norn (his fiancee) in your army, and a high Reputation for him to join you. Debonair is a VERY good character, not only is he strong, but check out the stuff he can recruit! 17-Galf (Devil)- The stage boss of Antanjyl. You must have an extremely LOW Reputation, low Alignment, and you must give him the holy Brunhild Sword (UH...) after defeating him for him to join you. Nasty little guy, he is... :) 18-Fogel (Dragoon)- The last (and probably the mightiest) special character in the game. He is the stage boss of Shiguld, and recruiting him meets the same requirements as those to get Slust and Fenril. Not only is he a nasty fighter, but check out what he can recruit! Level Up, Alignment, and Charisma Clarification- I) Level Up clarification- Characters gain experience points (XP) by defeating enemies. The amount gained/lost varies depending on these factors- 1) Enemy level compared to the level of your character. You will gain more if the enemy character is stronger than you, you gain less if the enemy is weaker than you. 2) Type of enemy character killed. For instance, killing a Mage is worth more than killing a Wizard. 3) Participating in a battle earns you 1 experience point, no matter the outcome. Win or lose, you will still get at least 1 XP. 4) If one of your characters is killed in action, their "To next level" experience counter is set back to 100 (ie, the very start to a new level) the next time they are revived. In effect, you pay a penalty by starting over because they were killed in battle. Experience is gained by ALL members of the unit, not just by the character who kills another. Ie, a member of your squad WITNESSING the death of an enemy character will gain experience points. Upon reaching 100 points, your character will advance a level (and will gain appropriate statline bonuses depending on their class when they leveled up) and then will start over to gain a new level with the counter reset at 100. VERY IMPORTANT NOTE-- You CANNOT gain more than one level per battle, and any "left-over" XP does **NOT** carry over towards your next level. I'll explain this below- IE, say if you were 30 XP away from level 7, but yet you slaughtered 60 XP of stuff, you will gain a level and go to level 8, but the 30 "left- over" points ***DO NOT CARRY OVER*** to your counter to reach level 9. You will start again with 100 XP needed to gain another level to level 9, and **NOT** 70 XP. This is VERY important, and is VERY different from almost all other RPGs and strategy games out there, so remember this clearly when destroying enemy units. In effect, this is a very neat and clever way by the game designers to make this game more difficult and challenging for you. II) Alignment clarification- You may wonder how Alignment works in this game. Alignment, in essensce, is how good or evil a person is. A good-hearted person has a very high alignment. An evil-hearted person has a very low alignment. Many reasons in the reviews of this game I have seen in some places is people become so frustrated with it because their characters Alignments are outta whack and they cannot change class. Like you have a Level 15 Knight who has an Alignment of 17 and a Charisma of 21, and thus, he can't turn into a Paladin, because, well, he's evil. :) Alignment is actually a VERY simple formula, and requires no complex knowledge of algorhythms or numbers to figure it out. I figured it out myself easily the **SECOND** time I played through the game. Alignment, as may be perceived, does NOT just affect your Reputation meter when you liberate towns and cities! Some complain because they say the "Alignment" system is unrealistic (in fact, it's NOT!) and they can't figure out why their Knight is so evil and can't turn into a Paladin. I can't believe these people couldn't figure this out. There are no complex/erronious numbers or equations involved, any average basic educated person should be able to easily figure this out. I'll explain below. :) Ogre Battle is one of the very few games that takes this IMPORTANT "Karma Characteristic" into account. It is a rare game where you cannot just run around slaughtering enemies left and right and expect to become the champion of the people simply because you whooped a bunch of monsters' @$$es. Not that Final Fantasy or other RPG games like this suck, they are good, but not as involving as this game is. Well, enough with my brief opinion, here we go- It is a very realistic system. Here's how it works- Alignment is a 0-100 measure of how "good" or "evil" you are, and can be based roughly (on my estimate) by this scale (you may have seen this before earlier in my FAQ)- 0-10: Evil 11-20: Very Chaotic 21-34: Chaotic 35-49: Neutral-Chaotic 50-60: Neutral 61-70: Neutral-Lawful 71-80: Lawful 81-90: Very Lawful 91-100: Saintly The characters in your armies' alignment is affected by these factors- 1) Starting character class. If you recruit a brand-new Fighter (ie, from the "Replenish Character" command by the unit leader in a city) his Charisma and Alignment will be around 50 because he's Neutral and just starting off to make a name for himself. If you recruit an Imp, his Charisma and Alignment will start much lower because he's evil, see? If you recruit a Cleric, her charisma and alignment will be naturally high to start because she's a priest/holy warrior. Got it? 2) WHO YOUR CHARACTER KILLS! This is the HUGEST part of alignment. Your alignment will rise and fall depending on these conditions- 1) Level of your character compared to the level of the enemy character that you killed. 2) Alignment of your character compared to the enemy character's alignment that you killed. In essence, it is who is seen as "the good guy" and who is "the bad guy". It works this way- Your character will GAIN alignment if he (or she or it, but "he" refers to ALL characters in general) kills an enemy character that is higher in levels than he is. In essence, your character is seen as "the underdog" and is taking on a person/monster more powerful than he is. So, you are seen as "the good guy" here because you are being honorable and challenging someone mightier than you to a fight, and besting them. Your character will also GAIN alignment if he slays an opponent who has lesser Alignment points than he has. In effect you are playing the role of "good guy" by vanquishing an evil person from the world. So, in essence, your Knight gains alignment by ridding the people of that foul Imperial Werewolf (such as Sirius...) that plagued the countryside. Your character will LOSE alignment by killing someone who has HIGHER Alignment points than he has. You are "the bad guy" because you are killing someone who is generally good-hearted. Your character will LOSE alignment by picking on someone who is weaker than he is. This represents you killing enemies who are LOWER in levels than your character is. You are seen as "the bad guy" here because you are being a bully and picking on someone who is not a difficult fight. NOTE- This is not "black and white", and does have some acceptable gray areas to it. IE, for gaining alignment, if you kill someone who is higher in level than you, you gain alignment. You will gain MORE alignment for each level the enemy is stronger than you. So you gain more points killing someone four levels above you than you do 2 levels above you. If you kill someone who is equal or a level or two lower than your level, your alignment will not change. If you kill someone who's level is three or more levels less than you, you will lose alignment. Works the same way as gaining- you will lose more Ali depending on HOW MUCH weaker the enemy is compared to you. These effects are COMPOUNDED together, as well, so, if you do it right, you can really SOAR your alignment by having high Alignment to begin with, and then mauling a Phantom who is two levels higher than you and has much less Alignment. You can lose Alignment just as easily by sending your low ALI Level 10 Wizard against a high ALI Level 8 Cleric and killing her. See? It's not that hard. If you are REALLY clever you can manipulate this to your advantage (example- letting your Level 15 Mages "whittle down" a level 12 Demon to near death, and then letting your level 10 Knight finish him off so he can gain Alignment and Charisma. If you set your "Battle Tactics" carefully you CAN do it. You actually DO control more over your troops in combat than you may THINK you do.) Note that the changing Alignment applies ONLY to the character that killed the enemy character. A person witnessing an enemy dying at the hands of an ally does not gain or lose alignment because of it. III) Charisma clarification- Charisma works almost the same way as alignment, you gain charisma in pretty much the same way. Charisma is defined as your "spunk" and your appearances and conduct towards others. A highly charismatic person is easily likable, the "toast of the town", the "hit of the party", and works well with others. A person with low charisma is seen as a "douchebag" or "spaz" to others, and isn't likable. It's a little more of a relaxed system, though. Pretty much having a lower level character of yours kill a higher level enemy character will help raise your character's charisma. And on a final note- HIGH CHARISMA in this game (and most RPGs) is a VERY GOOD THING, ***REGARDLESS*** of what path (good, evil, or neutral) you are pursuing with a character. It is ALWAYS an advantage to be more liked and more charismatic. There is pretty much no bad thing to having high charisma. Being a "likable bad guy" does have its good perks. You may be chaotic, but at least you're not a douchebag about it. :) A high charisma will help raise/lower your character's alignment to fit his proper class. In essence, charisma helps raise/lower your alignment faster and better when you defeat someone. Experiement to see what it does, and note that almost all of the VERY POWERFUL character classes (good AND evil) in this game require HIGH charisma to obtain. As a side note, it is CONSIDERABLY more difficult to gain Alignment when your own Alignment is very low. If your character EVER hits "0 Alignment" (rock bottom), than if you ever want to get it back up again, you will have to kill some VERY high level characters higher than you to remedy it. Consequently, it's also kinda hard (but not as difficult) to lose Alignment if your Alignment is really high. In general, though, I tend to like to shoot for "light" (ie, High Alignment) units and characters because in general "good" character classes are better fighters than evil classes. This also applies to Charisma, the less liked you are, the harder it is to up it. But what do you do if your Samurais and Knights (whom you want to be good) suddenly see an enemy unit of Angels and Shamans (high Ali) coming at them? If you kill them, Mr. Samurai's Alignment goes down, and we don't want that, do we? Because he wants to eventually be a Samurai Master, right? Well, the answer is simple- don't fight them. :) Retreat your unit be moving it away/using 7-League-Boots/Dinner Bell, etc, and instead, send in your Mage and his two Tiamats and give the goody-two-shoe enemy unit a mugging they won't forget. Your Mage and his Tiamats won't care about losing alignment one bit. :) This works to your advantage- you can send "evil" units to wipe out "good" enemy units that you don't want your Neutral or "lesser" (as in "lesser" meaning lower Alignment and Charisma) Good units to fight. Or if you REALLY have to fight a good unit like this with a "lesser good" or "neutral" unit of your own, set your tactics to "Leader" and just try and kill the unit leader, and then let the enemy unit run away from you back to Imperial base. It is the only real "honorable" way to try and do it, as killing just one person in the enemy unit and then having it run away from you, and you suffering a small penalty in Alignment is MUCH better than you mauling the entire unit stack and having someone's Alignment go down the toilet, of who's Alignment you do not WANT to go down the toilet. But don't worry. If you follow the stages in general order (1,2,3,etc) then the enemy units in general will be higher in level to start than most of your units. If you find that one of your units is more powerful than the majority of the enemy units in the stage, and you don't want your unit's Alignment or Charisma to drop, than be a good general- simply let that unit sit on the sidelines for the current stage. Deploy them again when the enemy is stronger (and have them gain even MORE Ali and Cha!) Let your weaker units get more action (and killing stronger opponents nets more XP, by the way!!!) If you also find that one of your units levels up in the field and is at or exceeds the enemy units' levels, then it's, in general, a good idea to pull them out of action. Dinner-Bell the unit, or whatnot, and have another unit take their place. You can do the opposite if you want to LOWER the alignment of a specific unit of yours (ie, you want that Mage, but your Level 11 Wizard is at Alignment 40 and needs to kill a few holy characters or weaklings to get it down to turn into a Mage), ie, just keep sending him at people, killing left and right, raising the levels and dropping his Ali. So just be a smart general and go about what you need to do. So there, that's the end of the level/charisma/alignment schpeel. And, if in the future you happen to have that Level 17 Knight (whom you are trying to turn into a Paladin) and who is at Alignment 10 because he killed too many people weaker than him (which you shouldn't have done as that's STUPIDITY) than either turn him into a Black Knight (or something where he's more USEFUL!) or DITCH him altogether and get a replacement. Nobody ever said you couldn't "fire" someone from your army. In fact, I do it all the time. I've fired Salamanders before who's Alignment fell too low and they couldn't become Flare Brasses, etc. If the character isn't working out, just hit the "Erase Character" icon and select the offending individual. Ka-put. Gone for good, never a worry anymore, that useless Alignment 10, Level 17 Knight is no more. Though, amusingly, an Imperial character may show up later with the same name. I like to think of that person then as a "disgruntled employee" who joined the Empire because I got rid of him. :) There, that's the end of that part! Encyclopedia of Magic and Special Attacks- -Within this area lies the explanations of all the sorts of special attacks in Ogre Battle. Key- (Name of the Attack) (Element/Special Ability) (What targets it hits) (Who uses it) Melee Attacks- 1)Hand to Hand Combat Attack (varies in MANY names) -Physical, non-magical -One enemy -Nearly ALL characters in this game have some form of melee attack -This can be changed by equipping certain armors and weapons (or by using Fire Bolt or Ice Bolt with the appropriate Giant), and the color change in the strike indicates what type of element is being added: Yellow/Orange= Physical Blue= Cold Red= Fire Green= White (Holy) Dark Gray= Black (Unholy) Purple= Electrical -Therefore, for example, a Knight equipped with a Notos sword will perform cold attacks. A Fighter equipped with a Rune Axe will perform white attacks, and so on. Black Magic- 1)Fireball (big ball of fire hits target) -Fire, magical -One enemy -Wizard, Black Knight, Sorcerer 2)Tornado (wind storm slashes target's skin) -Physical, magical -One enemy -Wizard, Sorcerer 3)Ice Field (orb of ice engulfs target) -Cold, magical -One enemy -Wizard, Sorcerer, Dragon Master 4)Lightning Bolt (electrical bolt slams enemy) -Electrical, magical -One enemy -Wizard, Sorcerer, Valkyrie 5)Nightmare (evil spirit energy attacks enemy) -Black, magical -One enemy -Wizard, Sorcerer, Imp, Demon, Ghost, Phantom 6)Fire Wall (flaming wall of fire hits enemies) -Fire, magical -All enemies -Mage, Sorcerer, Lich 7)Ice Storm (whirlpool of swirling ice and water slashes enemies) -Cold, magical -All enemies -Mage, Sorcerer, Lich, Nixie 8)Phantom (evil poltergeist spirit energy engulfs enemies) -Black, magical -All enemies -Mage, Sorcerer, Lich, Lord (Chaotic) 9)Thunder Flare (lightning storm smashes enemies) -Electrical, magical -All enemies -Mage, Sorcerer, Lich, Muse, Lord (Neutral-Chaotic) 10)Acid Cloud (strong sulfuric acid gas corrodes tissue and armor) -Physical, magical -All enemies -Mage, Sorcerer, Lich, Doll Mage, Enchanter 11)Meteor (huge meteorite drops from the sky onto enemies) -Black, magical -All enemies -Devil 12)Wind Storm (waves of fierce wind slash skin) -Physical, magical -All enemies -Griffon 13)Wind Shot (sonic waves/fierce winds cause targets to disintegrate) -Physical, magical -All enemies -Titan 14)Blizzard (ice crystals and snow hit enemy) -Cold, magical -One enemy -Mermaid 15)Thunder Arrow (electrical bolt zaps enemy) -Electrical, magical -One enemy -Eagleman 16)Firestorm (explosion of oxygen creates fierce firestorm on target) -Fire, magical -One enemy -Ravenman 17)Stun Cloud (paralyzes enemies) -Non-elemental, magical (does not damage targets) -All enemies- paralyzes them in place, disabling them from moving and attacking. Striking a paralyzed target with magic or physical attacks MAY break the hold on them. -Witch 18)Mesmerize (paralyzes an enemy) -Non-elemental, magical (does not damage targets) -One enemy- works like Stun Cloud, only this hits one target -Cerberus 19)Charm (hypnotizes an enemy to do your bidding) -Non-elemental, magical (does not damage targets) -One enemy- confuses the target and makes him attack his friends -Vampire 20)Life Suck (drains spiritual life force from a target) -Physical, non-magical -One enemy- drains health of the target and gives it to you -Vampire White Magic- (white magic is less available than Black Magic, but rest assured that the all-hit power spells of white magic are indeed much more powerful than pretty much all black magic spells. Note that it pays to be a good person in this game...) ***NOTE- **ALL** White spells/attacks will INSTANTLY destroy an undead character (Skeleton/Wraith/Ghost/Phantom) upon contact. To have your characters use "healing" white magic on undead, set your battle tactics to anything BESIDES "Strong" before they cast the spell. If it is set to "Strong", they will heal your own characters normally instead of attacking all the undead characters. Note that a spell such as "Healing" that normally heals one ally will attack ALL undead enemies. And as a final word, undead can ONLY be destroyed by white attacks. They are completely invulnerable against everything else. 1)Banish (rings of pure energy destroy evil will) -White, magical -One enemy -Angel, Cherubim, Lord (Lawful) 2)Halo (ring of holy energy from angel halo strikes target) -White, non-magical -One enemy -Angel, Cherubim, Seraphim 3)Jihad (mystical purity zaps enemies and erases evil spirits) -White, magical -All enemy -Seraphim 4)Stardust (phantasmal space energy hits target) -White, non-magical -One enemy -Princess 5)Starlight (rains radiant energy of stars and the sun on enemies) -White, magical -All enemies -Princess 6)Healing (restores health to an ally) -White, magical -One ally/all undead enemies -Cleric, Shaman, Paladin 7)X-Healing (restores health to all allies) -White, magical -All allies/all undead enemies -Monk 8)Magic Missile (white fireballs of mystic energy slam the enemy) -White, magical -All enemies -Sylph 9)Kiss (give a flirting sexy kiss to your ally) -Non-magical, non-attack (cannot destroy undead) -One ally- raises his attack and defense for the duration of the battle -Faerie, Pixie Ninjutsu Magic- (HAI-YAHH! USE 'YER MAD NINJA SKILLZ, BRO'!) 1)Katon (blows a mystical fireball/lava wave at the enemy's feet) -Fire, magical -One enemy/all enemies -Ninja (one enemy), Ninja Master (all enemies) 2)Suiton (cold rainstorm/tsunami wave hits enemy) -Cold, magical -One enemy/all enemies -Ninja (one enemy), Ninja Master (all enemies) 3)Ikazuchi (thunderbolt/lightning storm hits enemies) -Electrical, magical -One enemy/all enemies -Ninja (one enemy), Ninja Master (all enemies) Warrior's Code Lore- (HAI-CHAH! I GOT THE SUPER HIDDEN SKILLZ!) 1)Sonic Strike (sacrifices your own spiritual power to strike a mortal blow upon the enemy) -Physical, non-magical -One enemy (heavily damages the target, you take some damage in return) -Samurai, Samurai Master, Lord (Neutral), Dragoon, General (Tristan) 2)Sonic Blade (inner secret power of the warrior's code unleashed) -Physical, non-magical -One enemy (heavily damages enemy target, does NOT take your own HP) -General (Debonair) -Stage Boss Attacks- General Luvalon (Extinction), General Figaro (Down Claws), and the Gemini Twins' (Gemini Attack) would also fall into this category. Breath/Monster/Special Magic- 1)Fire Breath (breathes a fireball from the lungs at the enemy) -Fire, non-magical -One enemy -Dragon, Red Dragon, Salamander, Flare Brass, Cerberus, Hellhound, Wyvern 2)Ice Breath (breathes cold air from the lungs at enemy) -Cold, non-magical -One enemy -Silver Dragon, Gold Dragon, Platinum Dragon 3)Acid Breath (vomits corrosive stomach acid on enemies) -Physical, non-magical -One enemy -Black Dragon, Tiamat, Zombie Dragon 4)Super Nova (breathes out a concussive and intense explosion) -Fire, magical -All enemies -Flare Brass 5)Ice Cloud (cold air freezes target's blood and bodily fluids) -Cold, magical -All enemies -Platinum Dragon, Lord (Lawful)
6)Toxic Breath (belches noxious stomach gas onto target) -Black, non-magical -One enemy -Zombie Dragon 7)Death Cloud (changes enemy's breathing air into poisonous vapors) -Black, magical -One enemy -Lord (Chaotic) 8)Evil Ring (summons evil spirit energy upon the enemy) -Black, magical -All enemies -Tiamat 9)Pumpkin (gigantic jack-o-lantern drops onto an enemy) -Non-elemental, magical -One enemy (damage is calculated as halving the target's current HP) -Pumpkinhead, Halloween 10)Maelstrom (huge whirlpool swallows up enemies) -Physical, magical -All enemeies -Kraken (this attack can ONLY be performed while on water) 11)Petrify (cloud of gas changes character into a stone statue) -Physical, magical -One enemy (petrifies them so they cannot attack for rest of battle) -Cockatrice ***NOTE- There is apparently a BIG glitch in the PSX version with Petrify- this spell will hardly, if ever, hit an enemy. (That does it for the Encyclopedia of Magic and Special Attacks!) Battle Tactics/Lord System Subscreen- -Ogre Battle has a different battle system compared to other games. When you are in battle, you are limited in manipulating certain commands that influence what your troopers attack. Some complain that this is unrealistic and that they cannot completely control their troops in battle like Final Fantasy games or whatnot (ie, they complain as they say that "I lack the control to tell my Samurai to attack THIS specific target.") In fact, this is a VERY realistic system. You are the general, commanding your troops from a very long distance. Your troops DO NOT possess the "god-like" knowledge that you do, as the general, the gamer, who can see the entire world/area map and whatnot. They cannot, they are in the field fighting the enemy in the middle of battle. Swirling and wild combat seriously impairs people's judgements often, so be wary that your troops may not ALWAYS respond correctly to your commands or perform EXACTLY what you want them to do. That is life, and that is how combat in the real world works. This is also medieval combat, so there are no radios or comm-links for you to talk to your unit's leaders, so don't expect that ability. There aren't even magical devices that enable this. :) Due to the fact that your troops lack this "god-like" knowledge, they will act in general on their own accord, and will decide what is best for the combat. You CAN set the tactics to make them in general attack certain things, but even then, your control is limited. Hitting the the X button in battle (forget what it is on SNES) will pause the battle AFTER the next creature's attack and bring up a menu of options for you, listing: Tarot Card, Tactics, Retreat, and Animation. First, you CAN change your Tactics setting and control in general what your troops will do. There are four settings: Tactics- -Tactics are essential to cause not only raw damage to the enemy unit, but to also kill enemy characters. If you do not kill the entire enemy unit (and they don't kill you), then the winner of the combat is determined by who caused the most damage, and the losing unit retreats. Should the combat end in a draw (VERY rare, but I have done it!) BOTH sides will retreat away from each other. Winning combats is important, as if you are defending a city or fighting on terrain your unit likes, you will have added attack and defense bonuses. 1) "BEST"- "Best" in essence, is assigning your unit the task of attacking characters with the most appropriate attacks/targets to CAUSE THE MOST DAMAGE POSSIBLE. Spell casters like Magi who can cast multiple element spells will therefore pick an elemental spell that will damage the enemy as a WHOLE the best. Hand to hand attacks in general will be aimed at targets to rack up pure damage points. If there are two Imperial Knights in front of your Ninja, and one Knight has 10 HP left (and could be slain in the next attack) but the other next to him has 56 HP left, your Ninja will most likely attack the one with 56 HP, to cause more damage (note that when you do enough damage to kill a character in this game, it will do the number of HP they have left, IE, if you kill that 10 HP Knight in one blow, the attack will do 10 damage. This is how "Best" tactic works. 2) "STRONG"- "Strong" defines your tactic of having your characters try and attack the target with the MOST HP. I generally have my tactic set to this usually for most of my units. If there are multiple characters in the enemy unit, and your all-hit Mage is choosing which spell to cast, he will cast a spell that will damage the STRONGEST character the most. Note that if you are fighting UNDEAD characters, having your tactics set to this tactic will cause your healers to NOT attack the undead with their magic, and heal your allies instead. Keep this in mind. 3) "LEADER"- Self-explanatory. Your unit will attempt to strike the enemy unit's leader. All magical attacks from your creatures will be purely centered on hurting the enemy unit leader the most. 4) "WEAK"- The opposite of "STRONG". You will attempt to attack the target with the LEAST Hit Points in the enemy unit. A decent tactic to use if you want to "pick on" somebody in the enemy unit, and kill them quickly. ***NOTE- You CAN change your fighting tactics in the MIDDLE of battle!! If you are smart, you can use this to your advantage, and adequately guide your troops in the fight! Know that you actually DO control more power over your troops in combat than you may THINK you do! You just have to be smart about it, and all I can say is that you have to get experience in doing this yourself. Magical attacks are pretty much ranged and can strike ANYONE, so if you set your tactics right your Wizards and whatnot can pretty much whack what you want them to, but the real puzzle is hand to hand attacks. Your physical attacks may not always land where you want them to go. This is normal. Remember that your characters will always try to attack in the way you have your tactics set, but there are certain things that can stop your character from damaging what you want him or her to. Here are some: 1)The desired target is in the back row and is being blocked by creatures in the front row. -In order for you to physically attack the back row, you must destroy everything in the front row first. This is fundamental battle tactics, and the enemy will also use this to their advantage. There could be a Zombie Dragon or something in the front to be a big "meat shield" to protect a more vulnerable Lich in the back row, for example. There are very rare exceptions to being able to hit the back row if there is still something left in the front row, however, but they are extremely few and VERY far in between, usually involving a small creature in the back on the far left, and a small creature in the front row on the extreme right, etc. 2)The desired target is being blocked by a larger creature. -For instance, say your Samurai Master is on the far side of your left front row, and you want him to hit an enemy Muse on the far right of the enemy back row, but there is a Zombie Dragon on the left in the back row. Your Samurai Master will attack Mr. Zombie Dragon instead, on account your Samurai Master cannot reach the Muse because the Zombie Dragon is a very large target and takes up two squares (the left and the center.) This is a key advantage to using a large target in this game, as they can block attackers from reaching other units. This is a big upside to large characters on account of the handicap they inflict because they take up two spots in the unit. 3)Some of your own allied creatures are blocking you from striking an enemy target. -This happens all the time. Unlike other RPGs and military strategy games, your own friends can block your path or line of sight to attacking the enemy. In a game like Starcraft (a computer game) and Warhammer 40K (a board game) your Space Marines can shoot over the heads and even THROUGH your own allies without hitting them, but this is not the case in this game. You may want your far left front row Paladin to attack the enemy Monk on the far right front row, but he can't because you have an allied Paladin in the center front row, and one on the right front row. Thus, your own troops are blocking your far left Paladin from striking the far right. However, sometimes flying creatures can fly over the heads of your friends, and still strike the target you want them to. A little advantage for flying creatures like Griffons, Ghosts, Imps, Hawkmen, and so on. ***However, do note that all of these range restrictions are moot points if there is only one enemy left in the unit, etc. Due to the fact that there is only ONE enemy character left in the unit, none of your characters will sit around and miss a turn or whatnot, even if friends might normally block their movement. You will just have to see for yourself what these restrictions can do to you, and just make the best of things. Tarot Card- This enables your Lord to play a Tarot Card in the battle to give your unit a little bit of a "boost" or an "edge" over the Imperial unit by attacking the enemy or giving your characters a temporary boost in agility, defense, etc. The effects of Tarot Cards will be discussed in a lower section. You can only play one Tarot Card at a time with this command. If you wish to use another card, you must hit the X button again later after resuming combat. Retreat- This fight isn't going very well for you? One of your characters is about to level up, but is at the verge of dying? Then, don't stay in the fight anymore. Retreat and run away to fight again later. Do keep this in mind, though- Running away frequently can be bad, as each time you run away, ALL of the characters in your unit will lose 1 Charisma point. Running away every so often isn't bad, but don't do it REPEATEDLY, or you will find your Charisma in the toilet as the people will see you as a coward. :) Animation- All this simply does is turn the graphical animations of movement and attacks on or off. Personally I like to leave it on, it makes the combat more lively and fun to watch. Effects and Uses of Tarot Cards- Key- (Name of Tarot Card) (Description) (Bonus Effects when drawn after liberating city or temple) (Effect when used in battle) (Commentary) -Tarot Cards are earned by either liberating cities/temples and drawing them (where you get their bonus effect immediately, and then the option to keep the card for battle use, or discard it and not keep it for battle use) or by using the "Joker Tarot" item (where you will randomly draw a card and be asked if you want to keep it for battle or not. You do NOT get the bonus effects of the card when drawn this way, but you may keep it for battle purposes.) 1) Magician A wizard holding a staff in a flaming background Characters' Intelligence +1 Causes fire damage on all enemy units (based on Lord's INT) -The Magician card is a fairly good card to draw after liberating cities, and its effects in battle aren't that bad. Almost all of the magical7 attacks are based on the Lord's intelligence, just so you know, and they also calculate your Lord's alignment as well (ie, if you are lawful, your Magician or Hermit cards, etc, will cause more damage in the day and less in the night.) The Magician card is an ideal card to use against Ice Giants and Nixies, things like that. Magician is drawn fairly commonly. 2) Priestess A woman with a bishop's cap on her head, wearing white robes, sitting on a throne and bowing her head down in prayer. Characters' Alignment +1 Heals 50 HP to all characters in your unit -The Priestess card, in my opinion, isn't that good of a card. Drawing it isn't bad, as boosting the alignment of all the characters in that unit by +1 isn't bad, but the combat effect is near worthless after your characters reach around level 10 or so and have around 130+ HP. Still, though, it can be useful to keep to save someone heavily wounded from certain death at the hands of the enemy. The Priestess card is drawn fairly common. 3) Empress A very beautiful queen sitting on a throne with a tiara on her head, wearing red robes, and surrounded by a cloak of feathers. Characters' Charisma +1 Heals all characters in your unit to FULL Hit Points -The Empress card is a VERY good card to draw, and she shines the best when used in battle. If your unit gets heavily damaged, toss this card on the table to be brought back to full health! She is rare to draw, though, but, it is an outstanding card (and the illustration is VERY pretty, too!) 4) Emperor A shaggy bearded king wearing blue robes, standing upright, with both hands resting on a long scepter. Characters' Charisma +2 Gives all characters in your unit +1 Attack -The Emperor card, in my opinion, is by FAR the BEST card to use in combat! Drawing him is really good too, but the kicker is what he does in combat! Playing the Emperor card will give all the members of your unit an additional attack!!! And, if you have more than one Emperor card, if you really need (or want) to, you can use another and get another attack! He's awesome! The Emperor card is rare to draw, so definitely take it if you do draw it from the deck! 5) Chariot It's the Norse God Loki wearing a helmet and carrying a HUGE super sledgehammer! Smacky-hitty-poundy hammer! :) Characters' Strength +2 Summons Loki to attack all the enemies (based on Lord's STR) -Chariot is a REALLY good card to draw, but he's not that good in combat. Enemy characters with high strength will just laugh at the damage done to them, and in general the Lord doesn't gain a whole lot of strength per level up (unless you are Neutral, in which Chariot can dish out a LOT of damage.) Chariot is drawn on an average base, but he appears less than common cards. 6) Strength A picture of a woman scratching the head and mane of a big lion. Characters' Strength +1 Ups the defensive power of your allies in battle -Strength, in my opinion, is a pretty worthless combat card. It doesn't really help you a whole lot. The draw bonus isn't phenominal either, but better than nothing. If you draw this card, I would suggest not keeping it. Strength is VERY common. 7) Death A picture of the grim reaper skeleton with a huge scythe. Reputation Meter -2 Casts "Death" spell on enemy unit in battle -Death is a horrible card!!!! You don't want to draw him, either! Not only does this lower your reputation by two (ouch!), but the spell in battle will ONLY kill enemies that are reduced to less than 50% of their health. Plus, ALL the experience of characters slain this way goes to your Lord, and NOT your unit. I personally keep my Lord weak (people trust you more when you are weaker than your troops you command!) and killing creatures with the Lord or with Tarot Cards will cause all the points to go to him/her and cause him/her to level up very quickly. I never use the Death card. Discard it if you get it. Unfortunately, Death shows up fairly common. 8) Fool A picture of a hobo in ragged clothes toting a bandana sack on a pole. Characters' Luck +1 Causes all enemies except the unit leader to flee from the combat. -The Fool is a great card to draw (besides a Lucky Charm item, it's the only way to raise your Luck!) and his ability to cause enemies to run away is pretty useful! This is an AWESOME card to use against the stage boss, and get rid of his bodyguards! Or, if you feel like you may lose an upcoming fight with the enemy, get rid of everyone in the enemy unit but the leader, and you will probably easily win the fight! The Fool is fairly rare to draw. 9) Moon A picture of a beautiful woman soaring on a moonbeam through the night. Changes the time of day to midnight Inverts the front row and back rows of the enemy unit. Back row characters move to the front, and front row characters move to the back. -The Moon card doesn't affect your unit directly at all, it just turns the time of the day to 12:00 AM. This is a really interesting card to use in combat, you can use it on enemy units to screw over their formation and mess them up by bringing Witches, Magi, and Clerics to the front, and throwing Ninjas and Paladins (and other good front- liners) in the back row! Note that the enemy unit characters will still attack the same number of times from their STARTING position before the Moon card was used, but the TYPE of attack will change (ie, if you move a Phantom from the back row to the front, he will attack three times, but it will be Curse, and not Nightmare.) The Moon card does have its clever uses, and I generally keep one or two handy for just such an occasion where I can really SCREW UP the enemy formation and move things like Liches and Sorcerers in the front row, and Ninjas to the back, making the fight a lot easier. Moon is drawn every so often, on an average basis. 10) Sun A picture of a near-naked muscular man and near-naked athletic-looking woman standing back to back (the woman faces towards you) and embracing the strength of the sun by reaching their arms toward it. Changes time of day to high noon Damages ALL characters on the battlefield, hurts those with low ALI heavily, and those with high ALI less. This will also slay undead characters instantly. -Sun is a terrible card to draw. The near naked woman looks really cute, but this is a family game, and of course she's just in what looks like a really revealing swimsuit. Changing the time to noon doesn't affect your units directly, but I hate this card's combat effects on account is hurts EVERYONE. I rarely use this card. Sun is drawn fairly common, unfortunately. This card is exactly like the "Crusader" esper from Final Fantasy 3(6), so make sure your unit has HIGH Alignment when you use it, or you will receive a TON of damage! 11) Hermit A picture of Merlin the wizard with a huge long white beard. Characters' Intelligence +2 Attacks the enemies with lightning (based on your Lord's INT) -The Hermit is a decent attack card, and attacks the enemy with an electrical blast. He is drawn on a fairly average basis, but ironically, a little more frequently than the Magician. The Bonus of the draw is better, but Hermit doesn't do as much damage as the Magician usually does. 12) Star A picture of a pretty woman standing on stars and pouring two pitchers of water onto the world. Characters' Agility +1 Increases the Agility of all allies when used in battle. -Star is a good and useful card, and helps your units hit those otherwise hard-to-hit-physically characters like Griffons, Ghosts, and Eaglemen. The bonus when drawn is really good, too. Star shows up on an average basis. 13) Lovers A picture of a naked woman and man standing back to back with their intimate spots being covered by an intertwining flowering plant and the woman's arms. Reputation Meter +2 Calls forth Eros to attempt a charm spell on the entire enemy unit, causing some/all/or none of them to start fighting each other. -What is up with all the beautiful near-naked/naked women? It's like everyone wants to draw these cards simply to look at them. :) Oh well. Lovers is a good card to draw, and the battle effect can turn the tide as if you zonk an enemy Mage or Sorcerer, things really turn ugly for the enemy fast. :) However, the charming spell hits random targets, so you may hit all, some, or NONE of the enemy at all when you use it! Lovers is relatively rare to draw. 14) Hanged Man A picture of an unfortunate man being hanged from a tree limb. Characters' Strength -1 Lowers the defensive strength of the whole enemy unit. -The Hanged Man card isn't that bad of a card, and in fact, I find it quite useful to throw at the start of a fight, so that enemy characters can suffer more damage from magical attacks. It doesn't lower their physical resistance a whole lot, but it seems to lower magical resistance more for some reason. Hanged Man is a good card, but unfortunately has a serious negative penalty for drawing it. Hanged Man appears on a fairly average basis. 15) Devil A picture of an evil demon with his hand on top of a near naked woman. She appears to be unconscious and it looks like he's hypnotizing/taking control of her. Reputation Meter -1 Summons the demon Asmodeus to perform a black attack on the enemy unit. -The Devil card has a very cool graphic effect, one of my favorites in the game. It is a very powerful attacking magical card, only faltering to those who have high black magic resistance. Devil is a decent card, but drawing it lowers your reputation. The Devil card is very common, and is easily drawn by low-alignment units that liberate towns. 16) Hierophant A picture of a shaman priest with his hands on a staff, with holy light shining from it. Characters' Alignment +2 Puts the entire enemy unit to sleep in a shower of flower blossoms. -Hierophant is a very useful card, and is one of my favorites. Of course, the unit can still have a chance to wake up if attacked, but I really like to use it to put enemy Clerics and Shamans to sleep so they don't heal their comrades (or maul your undead allies if you happen to have them in the wrong place at the wrong time!) Also really works to turn the tables back on a stupid Witch who would try to Stun Cloud you. Put her to sleep before she stuns you! :) The Hierophant card is drawn on a fairly average basis. 17) Justice Shows a knight carrying a sword and the equality-scale of justice. Characters' max HP +1 Showers the entire enemy unit in an ice storm. -The Justice card is drawn very often (and the bonus isn't that great), and its attack power is relatively average. The Justice card is an average attack card, to say the most, and the least about it. Nothing super special here. 18) Judgement Shows a female angel with her feathered wings sitting down on a stone. Characters' max HP +2 Blasts the enemy unit in an intense blast of holy light. Judgement will also instantly pulverize any undead creatures. -Judgement is the most powerful attack card, even more so than Sun and Devil. The Judgement card will REALLY hurt those with poor alignment and low white magic resistance. This blast will also fry any undead enemies that happen to be standing around, as well. The graphic effect is absolutely stunning, also. The exploding white/blue fireball is awesome. This is a great card to draw and have, but it is relatively rare to run across. Keep it if you draw it. 19) Tower A picture of an evil looking black tower in a lightning storm. Characters' Alignment -2 Hits the enemy unit in a screen-shaking earthquake. -Tower is a horrible (and evil) card, not only to draw, but to use in combat. The damage from this card is almost always awful, unless your Lord is evil and has high intelligence. Tower is drawn on an average basis, but for some reason always shows up at the wrong time! :) 20) Temperance A picture of a woman in white robes gathering water from a marsh. Reputation Meter +2 Cures your unit of any status-ailment spells when used in battle. -The Temperance card is a good card to draw (getting reputation bonuses is always a good thing!) but it doesn't have a huge practical use for combat purposes, unless you run into a Witch who will Stun Cloud you, a Cerberus who will Mesmerize you, Vampires that Charm, etc. The Temperance card has to be one of the most commonly drawn cards. This thing shows up almost on a regular basis for average to high aligned units. 21) Fortune A picture of a blindfolded woman blindly looking for a twist of fate. Reputation Meter bonus/penalty from +3 to -3, decided randomly. Causes the entire enemy unit to flee from battle. -The Fortune card isn't that great, and it only comes in handy in very rare circumstances, like if you want time to regroup or you have already lost the battle, and you want the enemy unit to retreat instead of you doing so. It does have its rare uses. Fortune is drawn on an average basis. 22) World A picture of a beautiful woman (again) in multiple colored robes representing all the points of the compass on the world map. All allied units are now effected by drawn tarot cards for the rest of the stage (ie, if you then draw a Tower, ALL of your units and characters that are deployed will lose two alignment. Draw a Chariot, and ALL characters and deployed units on your side gain two strength, etc.) Throws forth a magic shield, protecting your unit from magical attacks. -The World tarot card is another one of the really good cards to have. Not only does it have an aweseome effect for your units (draw a World and then draw Hierophants, Chariots, Hermits, and Judgements!!!) but is a GREAT card to use when coming under fire from stage bosses, and heavily magical enemy units. This also makes a GREAT card to protect your undead friends from getting fried by healing magic or a Jihad! :) This card is a MUST against Empress Endora, Sage Rashidi, Omnicron the Necromancer, Baron Apros, and Cardinal Randals. The following tarot cards DO NOT WORK on bosses! -Fortune (boss runs away; then taking the enemy HQ would be CHEEZY!) -Sun (as many bosses have low ALI in this game) -Hierophant (bosses are immune to sleep, but their bodyguards aren't) -Lovers (yeah, like Prince Gares would whack himself with his own axe) -Death (reducing him to half HP and then insta-kill would be cheap!) -Moon (does not work on him AND his unit) -Hanged Man (works on his bodyguards but not him, I believe) -Bosses are also totally immune to corresponding magic spells like Charm, Mesmerize, Stun Cloud, and Petrify, etc. (End of Tarot Card summary) Rare Items -These are extremely hard to find items in this game that can either adversely affect the abilities of characters, change their classes, or are items that help you get a really good ending. Be wary that these items are EXTREMELY hard to come across, and enemy units only drop them a small percentage of the time, if at all (again, your characters' Luck comes into play!!!) 1.Undead Staff- The Undead Staff is an extremely powerful piece of work, and it allows you to turn a Mage into a Sorcerer. You can get Undead Staffs in these ways- First, either by visiting the "Great Wizard" Borginine in the city of Anglem in Diaspola, and trading a Sentoul Demon to him by refusing his offer for $10000, and then taking the Undead Staff. Sentoul Demons show up every now and then from encounters with grateful townspeople. You will also get a Sentoul Demon from Posha (the little girl in Diaspola who has the sick and dying mother) by giving her a Golden Beehive to cure her mom. Second, is through enemy encounters. Certain enemy characters may drop one after battle, but this is all up to really slim chance. Third, is after killing Omnicron in Antalia, head back to Kander Hall, and a monk there will say "I found this in Omnicron's room", and he will give you one to use. 2.Full Moon Stone- VERY rare to get, it allows you to summon a Weretiger to recruit. This can be obtained in only two ways that I know of- First, through enemy encounters. This is rare, of course, though. Second, by getting a Tome of Myths from a monk in a city in the area of Zeteginea (or somewhere very late in the game in one of these nearby areas.) You can also buy Tomes for a lot of money in a shop in either the City of Xanadu or Zeteginea itself. The monk who is willing to trade for your Tome of Myths is somewhere in the Fort Shulamana area. 3.Undead Ring- The Undead Ring allows you to either turn a Sorcerer into a Lich, or mutate a Tiamat into a Zombie Dragon. The former is usually a better choice for this hard to come by item. First, you can get this item in enemy encounters, although this is of course very rare. Second, the Wizard Badista in Sharom is looking for a "Book of the Dead", and in fact, several copies of this book exist in this game. Revisit towns after liberating the entire stage and you may receive a Book of the Dead. Take it back to Badista for a ring. 4.Dream Crown- The Dream Crown is needed to turn an Amazon into the all-powerful Princess. You can get this in three ways- First, of course, through the SUPER RARE chance you find it after killing an imperial unit. Second, after revisiting the far NW city in Muspelm, and if your reputation is very high, you can answer a question about elegance and beauty. Choose a good answer and the monk will give you the crown. Third, you can also obtain a Dream Crown in a city in Temple Shalina (at the end of the game) if you have a very high reputation. 5.Blood Kiss- The Blood Kiss turns a Knight into a Vampire. There are two ways to get it- through either the lucky random chance you find one after a battle, or by having a low reputation and visiting a town in Temple Shalina for one. 6.Stone of Dragos- Obtained through either enemy encounters, or the Great Wizard Borginine (by refusing his offer for the Undead Staff, then choose to take the Dragos Stone.) The Stone of Dragos allows you to turn a Beastmaster into a Dragon Tamer. 7.Trade Ticket- The Trade Ticket allows you to conjure up the ever-elusive (and super expensive!) merchant who calls himself "Anywhere Jack". Jack will sell you all the status enhancing potions in the game except for the Soul Mirror (raises ALI) and the Heart of Leo (raises CHA). I suggest you have a TON of money before using the ticket to buy a lot of stuff from him! You can only get a Trade Ticket off of enemy units. 8.Mercury (needed for the Tablet of Yaru) (puzzle item)- You can get the Mercury from a wizard in Selshippe in the Pogrom Forest after completing the stage, if you have a high reputation. 9.Gem of Doun (needed for the Tablet of Yaru) (puzzle item)- You can get this gem if you have the Mercury, and by revisiting the hidden NE town in the middle of the desert in the Dalmuhd Desert stage. I believe it is named "Aliabard". The old man there will give you this glowing gemstone. 10.Olden Orb (needed for the Tablet of Yaru) (puzzle item)- Return back to Selshippe in the Pogrom Forest with the Gem of Doun, and the wizard will give you this orb. 11.Gem of Truth (needed for the Tablet of Yaru) (puzzle item)- In the Ryhan Sea, revisit it, and in one of the towns a witch will talk to you, and if you have both the Olden Orb and the Gem of Doun, she will give you this gem. 12.Tablet of Yaru (puzzle item)- Bring the Gem of Doun, Gem of Truth, and Olden Orb to Shangrila to earn the right to speak with the Goddess of Justice, Felana. She will then give you this tablet. With this tablet in your possession, you can now obtain the Zodiac Stones that are hidden in temples throughout the land (see the guide to a holy path above to find them.) 13.Brunhild Sword (equippable item) (1st of 3 Mystic Treasures) Fenril's long-lost mystic holy sword. You can get the Brunhild Sword only if you have a high reputation. It is found in the FAR northwest temple in the Kastolatian Sea. This sword now allows you to find the Chaos Gates that are in different locations on the land. These gates will allow you to travel to the floating continents and the cursed land of Antanjyl. This sword is also a super-bad-@$$ weapon, equipping it gives a +20 Strength bonus (!!!) and also counts as a white magic weapon to boot! 14.The Mystic Armband (2nd of 3 Mystic Treasures) This is the sacred wristband of Queen Floran, the former Zenobian Queen. You will get this item by having Prince Tristan confront and kill General Previa at Fort Shulamana. He will then find out that the rescue mission was in vain as Previa had already murdered Queen Floran, and Tristan then gives you the armband as a memento. 15.The Holy Grail (3rd of 3 Mystic Treasures) The Grail is the chalice King Gran used to unify the land, and this sacred goblet can be found at the Shrine of Kulyn. You must defeat General Luvalon "honorably" (no tarot cards or running away!) and if you have a high reputation, charisma, and alignment, return to Kulyn to receive the grail from the ghost of the knight Parcival. 16.Star of Heroes (puzzle item)- Really easy to get. Just liberate the hidden temple north of your starting base camp in the Sharom Border stage, and the monk will give you this emblem. This is needed to get many special characters in this game, so make sure you don't forget to obtain this! Reputation Meter Clarification- There is a meter in the intertwined dragon symbol in this game (above this meter shows the 24-hour clock and how much money you have), which rises and falls depending on what actions you do. This is your reputation. This is what the populace thinks of you, personally. The decisions you make in this game and what you have liberate cities will reflect what the people think of you. Finishing the game with an extremely high reputation meter is very important to getting a good ending. The people will not trust you if your reputation with them is shady, so, try and get it as high as possible. Your reputation meter will be affected by the following factors: 1. What unit you have liberate cities -Before you liberate a city, you should check its "vital statistics", which are labeled below in this order: NAME (name of the city) POPULATION (castle) (how many people live in this city) MORALE (cross) (how spirited/moral the people of this city are) COMPASSION (heart) (how the people feel about your rebel cause) TRIBUTE (coin) (how much money they will contribute to you each day) The MOST important two statistics are the town's Morale and Compassion levels. When liberating cities, you should in general send in a high charisma, high alignment unit to "spread the good word" of the rebellion. Towns with low morale and high compassion are most easily persuaded to your cause (and liberating it with a high ALI and CHA unit will GAIN you reputation points), and towns with high morale and low compassion are the HARDEST to persuade (and sending in a medium to low ALI and CHA unit will LOSE you reputation points.) So, alas, depending on your unit's ALI and CHA levels compared to the town's Morale and Compassion levels will affect your reputation. In general, though, use "good guy" units to liberate cities. Nobody wants to be liberated by a bunch of Demons, Liches, and Undead. :) 2. Liberating Roshian Temples -Temples give you **NO** bonus or penalty to your reputation when you liberate them, as the Roshian Monks welcome all and any in their forms, good or evil. So, if you want some tarot card bonuses for your evil units without suffering reputation, have evil units liberate the Roshian temples. :) 3. Dialogue Options -Over the course of the game, your Lord character will be involved in dialogue where you can choose your response. Depending on what you choose can affect your reputation. For instance, as an example, if you refuse to forgive Deneb the Witch after beating her, you will gain a lot of reputation points. Answering the wrong choice in dialogue options or refusing to sell/give something to someone wants it will lose you reputation points. I should also point out that if you want a good reputation, ***DO NOT*** deal with thieves or Toad the Merchant AT ANY TIME, as these are shrewd people, and dealing with them lowers your reputation. Toad always rips you off, anyway. :) Also, never torment the Old Great Wizard Borginine, as tormenting him regularly (ie, refusing to trade your Sentoul Demon to him) can kill your reputation, which is very fun to do if you are pursuing an evil path! :) 4. Lord's Level -This comes into play heavily. You should try and keep yourself OUT of combat if possible because the people like and trust a general who is weaker than his forces. This is a little easier said than done, as your Lord gets any experience exclusively from kills through Tarot Cards, and earns DOUBLE the amount of experience points that normal troops do, so the Lord character in this game levels-up EXTREMELY FAST. All I do is get into a few fights with my Lord early on to get his CHA and ALI really high, and then keep him out of action the rest of the game. So, essentially, if your Lord is a complete bad-@$$ walking tank, the people will lose trust in you, and you will lose reputation points. You were assigned to free the continent from the rule of the evil Empire, and NOT kill everything in your path. :) 5. Tarot Cards -Yes, this does affect your reputation in a way. Drawing a Temperance card will up your reputation, and drawing the Death card will lower it, etc. This is fate, in essence, as the draw of the card is random. 6. Tribute -Collecting tribute (ie, daily taxes when the tariff bells ring and the Income Projection screen pops up at high noon each day) affects your reputation. Your reputation will go down if you take longer than the expected "leeway" time period in each stage. Sitting around and collecting money each day from the people can help your war effort, but don't sit around and do it for more than 5 days (in game, not in real time, silly) or your reputation will begin to suffer. Also, towns will contribute MORE money to your cause the higher your reputation meter is. So... a big incentive to having a high reputation, as you get more cash each day! 7. Enemy re-captures town or temple/captures Rebel HQ -This will KILL your reputation a BUNCH, so don't let the Empire re- take any towns or temples you liberated from their rule, or the people will get really angry! If the enemy manages to capture your HQ (the castle your Lord's unit starts on at the start of each stage) then your forces will retreat and you'll have to restart the ENTIRE stage over again from scratch. So DON'T let the Empire re-take things you freed from them! Hard to Find (but yet purchaseable) Items- -These items are REALLY useful items to take along in your quest. They can make your journey a lot easier. -Using Rays and Moonbeams to avoid Income Projection until you are done with the stage (and set the appropriate time of day for one of your units entering combat, ie, best for midnight for evil, high noon for good), and the like is great. Take all the time you need, when it gets near midnight, just use a Ray and it goes back to high noon (without the income projection screen popping up) or vise-versa if the day is already past midnight, just use a Moonbeam. Then when you have all the enemies wiped out (except for the boss), withdraw all of your units back into your HQ, and sit back for a few game days and collect some big money from the tributes. After all, you need a lot of money to fund a very strong war effort against the Empire! -A surplus of Joker Tarots is good, so you can draw extra random tarot cards for battle when you really need some! Just use a Joker Tarot and you will draw a random tarot card, and then be asked to keep it or not. Get a truckload of Jokers and you'll never have to worry about not having any battlefield outside-enhancements ever again, and you'll get to keep using them until you draw what you want! -Getting some Dowsing Rods and Crystal Balls is good, as then you can use a "save/reload" trick to find hidden treasures and hidden cities. Use the Dowsing Rod (for example) and remember the location of the treasure on the map where it moved to, and then reload, and walk to it and get it. This is a little underhanded, but hey, HIDDEN cities/temples and BURIED treasure shouldn't be in this game, and this game is insanely involving and tough, so go for it. Therefore, you don't need to bother searching around for them if you already have a Dowsing Rod and Crystal Ball. Makes your search A LOT easier. -7-League Boots are EXCELLENT for mass-transporting units wherever you want them to go. Just liberate a city close to the enemy castle with a flying unit, and then teleport any units there that you want to see combat and level up/get stronger. -Persuasion Spell is great to take along some rare characters from the Imperial units. Why go through the SUPER HARD trouble to get a Sylph, Werewolf, Vampire, or Zombie Dragon (or other like class that usually totally sucks until it reaches its highest class level, where it becomes a nasty tank) when you could just steal one from the Empire's unit instead? To this day I have NEVER obtained a Sylph, Titan (I stole two from Norn before I fought her, then she brings two other ones along with her when she joins!), Werewolf, Vampire, or Zombie Dragon the "normal" way. I have ALWAYS stolen them from Imperial units. It is a LOT easier this way. Plus it gets rid of enemies you have to fight. :) -Cure Ankhs are awesome, as mass-healing everyone in your party 100 HP can't be beat. Speeds up your game a lot, too, rather than using 5 Cure Stones on people one at a time. These are also a necessity later in the game (after stage 16 or so) when most enemy units have Magi and Muses and stuff, things with attacks that hit your ENTIRE unit at once. These are some handy (but not ALL, you can find some of these at several spots) of these items' locations: Cure Ankh- SLUMS OF ZENOBIA- $2000 each Ray of Sunshine- LAKE JANSENNIA- $4000 each Moonbeam- KALBIAN PENINSULA- $4000 each Persuasion Spell- CITY OF MALANO- $50000 each 7-League Boots- DIASPOLA- $4000 each Joker Tarot- SLUMS OF ZENOBIA- $2000 each Dowsing Rod- SHIGGULD- $25000 each Crystal Ball- ANTANJYL- $50000 each -Should you wish to look at all of the hidden towns, temples, and treasures, I would like to refer you to Mr. Anzulovich's FAQ on GameFaqs, as this lists every buried treasure and hidden town in a specific section, but once you get some Crystal Balls and Dowsing Rods, this isn't necessary. Just use the items to find what you want, and then save/reload and walk over them yourself. You can also find more detailed "numerical" information on stage bosses and units alike. Opinions of best units/best characters to use- -Here's my list of what I think is totally a "hammer" combo of units in this game. Front Row All-Stars (in no real best order)- 1. General- These guys are insanely strong and tough. Tristan and Debonair are truly front-line hammers. 2. Dragoon- Fenril, Slust, and Fogel are dynamic opponents for the enemy. They are fearsomely strong with three attacks in the front. 3. Paladin- These guys are fantastic, with three attacks. 4. Samurai Master- Again, just like the Paladin, only faster in agility (little less HP) and three attacks. 5. Ninja Master- Phenominal agility and good intelligence, they make a good "bad guy" front liner. 6. Zombie Dragon- A GIGANTIC sponge who can absorb insane amounts of damage, while protecting the rest of your unit. Their combat abilities are only average to good, but they are awesome for protective purposes. Back Row All-Stars (in no real best order)- 1. Princess- A rare treat to get, but the Princess is in my opinion the best character class in the game. The most powerful white magic attack in the game, plus the +1 Attack bonus to your entire unit (including herself!) if she is the unit leader. Can't best that! 2. Lich- Another rare treat, but more common than the Princess, three all-hit magic spells in the back usually sends enemies to an early grave quickly and efficiently. 3. Titan- Their "Wind Shot" spell is VERY strong for a "monster" class character. This causes good damage to any small targets, and utterly decimates magician-type characters if it connects. 4. Sorcerer- Well, sometimes you can't get a Lich. Really good, but just two all-hit spells instead of three, and he only recruits second- rate undead creatures. 5. Devil- Evil at its finest, this little dude possesses the most powerful black magic attack in the game. He only drops his meteors once per combat, but they HURT. 6. Seraphim- If you can't get a Princess, for a white magic super attack, she's probably your next best thing. 7. Sylph- Same goes with the Seraphim. Can't get a Princess? She's good. The Magic Missile attack does wonders of damage. Sylphs are really intelligent and are ungodly agile, so they're really hard to hit to boot. 8. Flare Brass/Platinum Dragon/Tiamat- The super-powers of each class of dragon, with powerful all-hit back row magic attacks. It takes a LOT of work to get a Flare Brass or Platinum Dragon (the evil Tiamats are EASY to get but aren't as good of fighters!) but it pays off! Super-Good Unit Combos- (these are some of my personal favorite units) 1. Front Row- Two or three Paladins/Samurai Masters Back Row- Two or three (depending on the front) Muses or Enchanters -This unit is a HAMMER of a good-guy unit. These guys (and gals) can liberate cities at will with usual good bonuses to your reputation, and they have so many attacks (a good bit of which strike the whole unit) that most enemies die very quickly. 2. Front Row- Two Paladins Back Row- Two Nixies and a Princess (usually Aisha turned into one) -This unit has a lot of powerful attacking potential. Nixies who can cast TWO Ice Storms instead of one become double the trouble. The Paladins strike FOUR times as well, but are in the front mostly as an insurance policy for safety. 3. Front Row- Nothing Back Row- Two Titans and a Princess (usually Norn turned into one) -Titans who can strike THREE Wind Shots per combat become so nasty you should see what this does to enemy units. Norn usually dishes out about 90 damage to each opponent since her INT is around 160 or so! 'Nuff said about these guys. 4. Front Row- One Iron Golem Back Row- Three Cherubims/Seraphims -This is what I like to do with Yushis and her unit. The Iron Golem in the front is a bit of an enigma, but Iron Golems are actually pretty good. Especially if you drop a couple speed and vitality potions on him. The white magic from the back provides excellent support. 5. Front Row- Two Wraiths Back Row- Two Phantoms and either a Devil or a Lich -This is a phenominal "bad guy" dark unit. UNTOUCHABLE to any form of attack except white magic, these guys make good for beating up units you don't want your good guys to fight. Undead can care less about Alignment and Charisma. And if you're looking for Figaro's Durandal Sword, most of the units in the Kalbian Peninsula stage will be WELL BEHIND your own units by this time, so send out all of your evil guys and mop the floor with the enemy! And check out the damage this unit can do when the sun goes down! 5. Front Row- Three Ninja Masters Back Row- One Tiamat -This is another great "bad guy" unit. You can also swap the a Ninja Master or two into the back row if you need some good all-hit ninjutsu for the coming fight. 6. Front Row- One Zombie Dragon Back Row- One Muse and two Sylphs -A weird combo, but really effective. Your unit will also move quite quickly over water as well, due to the presence of the Zombie Dragon! And if the Sylphs and Muse can't finish off an enemy, the Zombie Dragon puking all over it probably will. :) 7. Front Row- One Dragoon (Fenril, Slust, or Fogel) Back Row- Two "ultimate dragons" of their matching element (ie, Platinum for Fenril, Brass for Slust, and Tiamat for Fogel) -A very powerful stomper unit. Don't worry about your Dragoon being all by him/herself in the front, they will be able to hold their own. The Dragoon will also really boost the stats of the dragons of their matching element as well. 8. Front Row- Three Werewolves Back Row- One Vampire and one Werewolf -A sundown ONLY unit. These guys will be absolutely worthless during the day (sarchasm alert- four Lycanthropes and a Coffin=AWESOME!!!!), so remember- combat at night-time only! The Werewolves will have so many attacks it'll make the enemy's head spin. Plus use your battle tactics carefully and zap stuff like enemy Sorcerers and Enchanters and the like with the Vampire's "Charm" spell, and laugh at the hilarity insuing as the Enchanter or whatnot starts casting Acid Clouds on his own allies! :) -Those are some of my favorite suggestions, but make what units you want. After all, true knowledge is best gained through your own experience and experimentation. Cheats and Easter Eggs -There really aren't any ways to cheat in this game, but there are two "codes" that you can use to get some more enjoyment out of this game. Both cheats are accomplished by entering these as your name in the New Game area where Warren reads your fortune with the tarot. 1) Enter name as "MUSIC/ON" -This lets you listen to all of the music tracks in the game (except for the ending credits music, you must win the game for that.) Nothing really special, except if you just wish to listen to some of the game's good music tracks like "Santa's Coming", "Go-Go March" and "Thunder". 2) Enter name as "FIRESEAL" -This lets you play the ultra-hidden secret stage of "Dragon's Heaven", which is not accessable in the normal story mode. This is a one-time play level, where you start with very strong characters (around Level 15 or so) and $300,000. This is a roughly tough stage, as the enemy is strong as well. Enjoy, as once you beat this stage you get a fairly
cheesy ending description and then the game's credits. What units you get to play with in this scenario depend on your answers to the tarot card questions. Endings -There are supposedly 12 or 13 different endings in Ogre Battle, only four or five of which I have actually seen. You will know which ending you will get depending on what Tarot Card you receive for your rating at the end. The endings I have gotten are: -Tower (the very first time I played through the game, on the SNES version, when I was 14. Boy, did I suck at it then. Had 78 chaos pts.) -Emperor (Lord character ascends the throne, 100 chaos pts.) -World (theoretically the "very best" ending in this game, 100 pts.) -Empress (female Lord takes the throne, 100 pts.) -Priestess (female Lord marries Prince Tristan, became Queen, 100 pts.) Information About the Author -Well, some of you will probably skip right over this, but, well, here's a little information about me: -I'm a native Wisconsinite, and I attend college at the University of Wisconsin at Madison (aka, "The Badgers") -I am a rower on the UW-Men's Rowing ("Crew") Team, and have rowed on the team for three years, and have one medal at national championships. -I am studying French and language for my major, and wish to teach French someday. -I played soccer for a good number of years back in the day when I was a kid. I have 14 years of experience, but I wasn't that good. -On September 9th, 2004, I will be 22 years old. -I've had my fare share of rowing medals, but a fellow teammate of mine won gold in the Olympic USA Men's 8+ in rowing at Athens this year, 2004. Congrats, Beau, you're the finest athlete I've ever known. You were one of my biggest sources for inspiration in our sport. :) Interests: -Video Games (hah, that was a no-brainer!) such as: Ogre Battle, games in the Resident Evil series (Gamecube version only), games in the Metal Gear series, Super Smash Brothers, Driver (smashing into police cars is kinda funny, acting like a Blues Brother), Final Fantasy series (though I've moved away from playing those, as I took my older bro's advice that RPGs are DEADLY to your grades in college), any of the Mega-Man games (the X series 1-3 are my favorites) and some limited computer games- Heroes of Might and Magic 3 (I'm EXTREMELY good at that game; there is a BAD reputation of a player named "Emperor Egley" --ie, me-- somewhere on the internet, as this character frequently kills EVERYONE he plays, and Conflux OWNZ, yo'!), and Starcraft-- I only play BroodWar, as the old edition is heavily unbalanced (ie, Protoss are too bad-@$$ and Terran flat out suck!) I am very good at Starcraft, but not phenominal, I don't play it all hours of the day! :) And I have played Medal of Honor: Allied Assault and Battlefield: Desert Combat from time to time on network play. Some crazy and stupid tough video game accomplishments of mine: 1) Beating Resident Evil as Chris on Hard mode. Beating it as Jill on "Real Survival" WITHOUT cheating using the "Grenade Launcher Glitch". However, I'm not stupid or insane enough to try "Invisible Enemy". 2) Beating MGS: Twin Snakes on Extreme. 3) Beating MGS2: Substance on Extreme, and completing 93% of the VR missions (the last five missions as MGS1 Snake are practically IMPOSSIBLE without cheating) and nabbing all the Dog Tags. 4) Beating Ogre Battle and getting the best ending. 5) Beating the Heroes of Might and Magic 3 campaigns without cheating. 6) Beating the Starcraft campaigns (both versions) without cheating. 7) Beating Doom 64 on the "WATCH ME DIE!!!" difficulty setting (I tell you, fighting four Cyberdemons on the second to last level, three of them at once, is NOT my definition of fun.) 8) Beating Star Wars 64: Shadows of the Empire on Jedi setting, collecting all the challenge points. 9) Beating Fallout 2 by liquoring up the final boss, Frank Horrigan. Used the Mutated Toe on him, too. Then shot him repeatedly in the eyeballs with the Gauss Rifle, and used the Vindicator Minigun. :) 10) Beating Ninja Gaiden 3 on the NES, which was terribly hard because there's a glitch in the USA version where you take massive damage when hit!!! 11) Beating the original MGS1 on the PSX on "Extreme". 12) Fully beating all the missions on MGS: VR Missions on the PSX. 13) Earning all the cheats on Perfect Dark without using a Gameshark or whatnot to get them. Plus I just plain owned the Combat Simulator against ANYONE I've ever played. Bond included, too, with great abilities for Deathmatch and also got all the cheats. 14) Beating Hexen 64 as all three characters on the hardest difficulty. 15) Beating Final Fantasy V, by far the hardest FF ever made. There are more, but they slip my mind at the time. Favorite Video Games: Resident Evil (Gamecube re-make) Metal Gear 2: Solid Snake (the one on the MSX) Super Conflict (a fun old SNES strategy game pitting the former USSR and the USA in a fantasy war setting in the middle-east. Fun to play against a friend) Heroes of Might and Magic 3 Starcraft: Brood War Metal Gear Solid 2: Substance Metal Gear Solid: Twin Snakes International Superstar Soccer 64 Super Smash Brothers 64 Ogre Battle Megaman X-3 Perfect Dark Fallout 1 and 2 Driver: You are the Wheelman (PSX) Hated Video Games (games I despise): Race Drivin' (play this gem on the SNES, I dare you.) Final Fantasy V (I HATED Exdeath and everything about him. Game-play is GREAT; storyline SUCKS!) Super Noah's Ark 3D (ran across this SNES game on the internet, god, does it suck! What a crazy rip-off of Wolfenstein 3D!) Final Fantasy 8 (BLAUGHHH!!!!) Any games that are totally japanimation, such as Xenogears, Phantasy Star Online, and whatnot. Neverwinter Nights (HIGHLY addictive, and you meet some REAL nerds there. Plus everyone practically tries the same path- Red Dragon Disciple, which has been banned on many servers) Starcraft (original version on-line) -HIGHLY unbalanced, everyone online always plays as Protoss. Little teenagers backstab everywhere. Hense why "CaptainJeffrey" (me on Battle.net) refuses to play ANY "Melee" type games or ANY maps without the "Blizzard Seal of Approval" (meaning it's an untampered map file.) It's "Free-for-All" for me, and an official Blizzard map, or I don't play. I've had enough of me playing and killing all the enemies only to get backstabbed by my immature kiddie allies. Heroes of Might and Magic 1- the computer CHEATS SO ROYALLY in this game it isn't even FUNNY. Heroes of Might and Magic 3 on-line, before version patch- Castle was SERIOUSLY unbalanced (Angels and Archangels costing only MONEY), glad to see it fixed. Fortress was also horribly WEAK, and they've since suped-up the reptiles' power. I've never lost a game of Heroes 3 where you had to eliminate opponents to win, but I was just annoyed at how many people played as Castle all the time. Also seen many of the kiddies have stopped playing as Castle since that patch fix happened, too. :) There's my stuff about video games. -Rowing, I got into it after getting into college and just walking on the team and making it. Finally found a sport I was good at. There's more info about me in the athletic field on the Wisconsin University webpage at www.wisc.edu. Just go to athletics, "Men's Rowing", and then click on my name in the bios. You also get to see a picture of my FABULOUS mug. Creepy, aren't I? :) -Soccer, swimming, and just working out in general to stay fit and healthy. -Sleeping late whenever I get the opportunity. -I also play (or at least used to) a table-top board/strategy wargame called "Warhammer 40000", made by GW (Games-Workshop.) I have recently stopped playing, but I still have all of my fully-painted figures packed away somewhere (I used to love to do artwork, so my paint-jobs aren't bad, but not 'Eavy Metal or high experience quality.) I have roughly 9000 points of Blood Angels (started them back in 1997), 2500 points of Eldar (Biel-Tan craftworld), 2000 points of Tyranids (Tiamat Brood), and 1000 points of Imperial Guard (UED Earth Defense Force.) I have stopped playing because this hobby has become FAR too expensive, not to mention in my opinion the niceness of social gaming is going down the toilet these days. People I run into to play take this game too damn seriously. -I am a super fanatic of playing "Space Hulk", another GW board game, which is basically GW's total and direct rip-off of the movie "Aliens" (which is also one of my favorite movies.) My friends and I always love playing Space Hulk, a classic "Man vs. Alien" board game. Making your own maps and missions (the ones in the book are by far way too easy and non-involving for the Marines) with the floor-tiles and whatnot in the box. I actually own two copies of the game, for more floor tiles and goodies. -Well, that's all about me. Disclaimer -This Ogre Battle FAQ is completely UNofficial and is not endorsed/affiliated with Enix, Quest, Atlus, or any of the developing team/manufactureurs. -Please do not distribute portions of this FAQ and take credit for any work you have not done. Plagurism sucks, man, so NEVER do it. Should you wish to use this FAQ on your website, please just e-mail me. I am near certain that I would not refuse your offer. -You may copy this FAQ in its ENTIRITY without ANY alteration for your own personal use. -This FAQ was authored by Jeff Egley (myself), with no co-authors. All description and work therein was fully typed and written by me. All of the opinions/errata are my experiences with playing through this game several times. -There were several borrowed exerpts I used from Daniel's FAQ (also located on GameFaqs) consisting of: 1) Several statistics on several characters in this game. 2) A couple parts on a checklist to pursuing a very good ending. 3) A couple of ways to get special characters (namely a way to get Galf and Deneb, some of the "bad" characters in this game.) 4) A couple bodyguard information on stage bosses- namely I had already played through the stage and didn't want to check back that far :) Contact Information- You can contact me at my student e-mail address listed at the top of this FAQ. Feel free to drop me a line, but please remember these golden-rule conditions: 1) Do not e-mail me with flame/hate/spam e-mail. Constructive criticism is OKAY to a mild part, but anything else I don't like at all. This will promptly get you put on my block list. 2) Don't e-mail me if the answer you are looking for can be found in this FAQ. Read through this first, and THEN if you are stumped, drop me a line. If your question is good and valid, I will respond. 3) Don't ask me stupid questions. 4) Don't ask me anything about my personal life or how rowing is going with me or whatnot. It's not your business, and not important to a person such as yourself whom I do not know and will most likely never ever see. 5) Do not submit my e-mail address to porn sites or whatnot. I get enough viagra advertisements as it is, and if I find out you did it, a very mean Jeff will come and visit you and knock your lights out. :) 6) I am a senior in college, so there are many priorities I have. I will probably get around to your question, though. Have patience. 7) DO NOT DISTRIBUTE THIS FAQ OR PARTS OF IT AS YOUR OWN MATERIAL. PLAGURISM IS A MOTHER OF ALL SINS, ESPECIALLY IN COLLEGE! NEVER TAKE CREDIT FOR ESSAY/WRITTEN/RESEARCH WORK YOU NEVER DID! 8) "Don't be stupid." It's a rule we have in rowing, and anything not listed above falls under this rule. Use your best judgement. :) -That should be all. WHEW, what a lot of typing! Enjoy the read, and better yet, a very involving and excellent gem of a game! -Jeff.