Shining Force III

Shining Force III

15.10.2013 14:48:19

English

SHINING FORCE III GUIDE
written by Hahn (peterson.b@mankato.msus.edu)
Last edited 10.MAY.99

AUTHOR'S NOTE:
This isn't meant so much as a FAQ or a Walkthrough as it is a collection of useful
information while playing Shining Force 3. There are a few pieces of missing
information, but overall I believe that there is much to be gotten from it.
If any readers of this FAQ have information that could help it out, feel free
to e-mail me at the address above.

This FAQ may be posted anywhere so long as it is left unchanged.
I'd like to thank Snarf's weapon FAQ on RPGFan for supplementing my
weapon information. I would also like the thank "The Shining Force Homepage"
at http://www.seh.de/private/wl/sf-web/index.shtml for supplying the wonderful
character portraits.

NOTE: This document is best read in WordPad with wrapping disabled.

-PARALLEL STORY LINES-
Shining Force 3 is a very special story in that it can be played through three
different sets of eyes via the three different scenarios available. Each scenario
consists of six chapters of gameplay, and Scenario 3 has a final conclusion
chapter at the end that uses the characters from all three scenarios. The
diagram below shows roughly how the actual plot timeline of the three
adventures relate to each other, with the numbers indiciating points in the
story where the three main characters meet each other. Note that the length
of the chapters indicates plot time passed, not actual gameplay. All chapters
consist of 4 or 5 battle scenarios.

Disc 1: Shining Force of Aspinia Republic
Leader: Synbios

|----------|----------|----------|----------|----------|---------|--------------|--------|
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 NPC Control Final

*1* *2* *3* *4**5* *8* *9*

Disc 2: Shining Force of Destonia Empire
Leader: Medion

|------------------|---------------|-------|-------|-------|-------|--------------|--------|
Chapter 1 Chapter 2 Chap.3 Chap.4 Chap.5 Chap.6 NPC Control Final

*6* *7* *8* *9*

Disc 3: Shining Force of Enrich Kingdom
Leader: Julian

|-----------------|------|-----------|----|----|----|----|----|----|--------|
Aspinia Gone Destonia Ch.1 Ch.2 Ch.3 Ch.4 Ch.5 Ch.6 Final

Events:
*1*: Synbios and Medion meet for the first time in the floating city of Saraband.
*2*: Synbios and Julian meet in Railhead and Julian joins Shining Force of Aspinia.
*3*: Synbios and Medion meet when Imperial refugees are attacked on the train tracks.
*4*: Julian leaves Shining Force of Aspinia after battle against Galm.
*5*: Synbios and Medion meet at Barrand Waterfall after battling Edmund and Garzel's armies.
*6*: Medion and Julian meet near Barrand and Julian joins Shining Force of Destonia.
*7*: Julian leaves the Shining Force of Destonia and sails for Imperial Capitol with Gracia.
*8*: Synbios, Medion, and Julian meet in the Aspia after fighting Arrawnt, Tybalt, and Kudan.
*9*: Synbios, Medion, and Julian joins forces at Remotest for final chapter.

-WEAPONS-
Most of your soldiers will have a choice between 3 or 4 weapon types during the game.
Some weapons are stronger than others, while others have more impressive special
techniques available. When selecting a weapon for a character, don't necessarily
just upgrade what the character comes with, but pick one weapon that you would
like to develop and *stick with it*. As you take actions with a weapon equipped
(even using herbs, breaking barrels, etc.), your skill level with the weapon
type will increase. The higher your skill level with a weapon, the more special
techniques will be available and the higher the Attack bonus will be of equipping
the weapon. Although limiting yourself to one weapon type will allow you to
gain skills faster, do not ignore the possibility of using more than one type.
For example, Soldiers can keep a Dagger in inventory to attack enemies beyond
the range of the heavier swords. Characters who can use weapons from different
classes (David, Spiriel, etc.) can keep several different weapons in inventory
in order to fully take advantage of the enemy's weaknesses based on their
equipped weapons. Ultimately, it is up to you to select how to build your
characters' weapon skills. Also don't neglect your spellcasting characters.
Even though they rarely strike the enemy directly with weapons, the skill
of their weapon affects their magic strength as well as the maximum casting
level for the spell granted by their weapon. Usually, this level matches
the skill level or one-half the level for 2-level spells. (ie. having a
Wand skill of Lv.2 with an Angel Wand allows you to cast Blaze Lv.2).
Even though the Ankh weapons seem to be fitting for priests, try giving
your priest a Wand or Rod instead. Ankhs tend to enable helpful spells
like Support and Aura which Priests learn anyway, so they would benefit
more from an offensive spell. Likewise, try giving your Magicians and
Shamans Ankhs for a change of pace. Having another spellcaster with
the Aura spell is generally more helpful than having just another
attack spell.

DAGGER
Range: 1-2
Equip by: Soldier, Ranger, Commander(see below)
Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons
Techniques:
SOLDIER/RANGER/COMMANDER:
Lv.1 Shadow Edge - The dagger smothers an enemy's vision with black energy, causing blindness
Lv.2 Twin Slash - Throws two daggers quickly to stab the enemy from a distance
Lv.3 Laser Edge - Transforms the dagger into a ray of pure light to penetrate the enemy
SPECIAL:
Spc. Silent Kill - Transforms the dagger into a ray of green light that dispatches the opponent
Spc. Rainbow Edge - The knife explodes into a ring of light that blinds the opponent's vision
Spc. Blood Sucker - The dagger breaks the opponent's flesh and transfers HP to the attacker
=
DAGGER ATK Lv1 Lv2 Lv3 Special
Bronze Knife 3 6 9 12 -
Steel Knife 7 10 13 16 -
Hunter Knife 12 16 19 23 -
Mithril Dirk 12 17 21 27 Critical% UP
Killer Knife 13 18 22 28 Luck +2; adds technique "Silent Kill"
Butterfly Knife 14 19 23 29 Agility +3; adds technique "Rainbow Edge"
Ripper Knife 19 24 28 34 Shadow Res +10; adds technique "Blood Sucker"

SWORD
Range: 1
Equip by: Soldier, Birdsoldier, Commander(see below)
Class: Cutting - Strong vs. Bashing class weapons, weak vs. Thrusting class weapons
Techniques:
SOLDIER/COMMANDER:
Lv.1 Sonic Wave - A quick slash that projects a beam of energy through the opponent
Lv.2 Twin Wave - Two swift strokes cause a pair of energy waves to slice through the enemy
Lv.3 Mirage Dance - A devastating combination of seven fast sword slashes cuts up the enemy
BIRDSOLDIER:
Lv.1 Power Slash - A quick attack that slashes the enemy twice with the sword
Lv.2 Sky High - Performs a diving slash before stabbing and slashing the enemy again
Lv.3 Eagle Dive - A graceful four-hit combination of diving slashes and lunges at the enemy
SPECIAL:
Spc. Heat Wave - A sword swing causes two trails of fire to rush past the opponent
Spc. Thunder Shock - The sword trails lightning bolts to strike and paralyze the opponent
Spc. Dazzle Edge - Throws two multi-colored waves of energy at the opponent for severe damage
Spc. Soul Eater - Slashes the opponent and absorbs health energy into the attacker
Spc. Gold Rush - The sword transforms the enemy into gold and shatters them to pieces
Spc. Mirage Round - Traps the opponent in a dimension of gold light and strikes repeatedly
=
SWORD ATK Lv1 Lv2 Lv3 Special
Steel Sword 5 8 11 14 -
Broad Sword 9 12 15 18 -
Bastard Sword 14 17 20 23 -
Great Sword 23 27 30 34 -
Counter Sword 23 28 32 38 Counter% UP
Leviathan 25 30 34 40 Fire Resist +30; adds technique "Heat Wave"
Shiva Sword 25 30 34 40 Thunder Resist +30; adds technique "Thunder Shock"
Phoenix Sword 25 30 34 40 Fire/Thunder/Wind Resist +30; adds magic "Phoenix"
Justice Sword 26 31 35 41 Light/Shadow Resist +20; adds technique "Dazzle Edge"
Dark Sword 31 36 40 46 Shadow Resist +20; adds technique "Soul Eater";
CURSED
Sword of Blood 32 37 41 47 Ice Resist +20; adds technique "Gold Rush"
Shining Sword 44 49 53 59 Light/Shadow Res +20; adds technique "Mirage Round"

RAPIER
Range: 1
Equip by: Soldier, Birdsoldier, Commander(see below)
Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons
Techniques:
SOLDIER/COMMANDER:
Lv.1 Triangle - A three-stroke maneuver that lunges at the enemy at three different points
Lv.2 Pentagram - A five-stroke maneuver that repeatedly jabs and thrusts at the enemy
Lv.3 Centurion - Divides the attacker's image into two forms that pierce the enemy to death
BIRDSOLDIER:
Lv.1 Power Feint - A swift maneuver that jabs the enemy twice with the rapier
Lv.2 Double Feint - Strikes the enemy three times quickly with the rapier
Lv.3 Danse Macabre - A powerful attack that strikes four times and is potentially fatal
SPECIAL:
Spc. Mist Feint - Jabs at the opponent with colored energy that impairs vision
Spc. Rune Magic - Surrounds the opponent with a cage of light, sealing off magical ability
Spc. Alchemy - Repeatedly jabs at the opponent, transforming them into gold and paralyzing
Spc. Das End - Thrusts intense light rays through the enemy that inflict sudden death
Spc. Helicar Spin - Swiftly dances circles around the enemy making repeated jabs
Spc. Absolute Zero - Surrounds the opponent with cold and attacks repeatedy to break into pieces
=
RAPIER ATK Lv1 Lv2 Lv3 Special
Epee 6 9 12 15 Agility +2; Critical% UP
Foil 12 15 18 21 Agility +3; Critical% UP
Rapier 19 23 26 30 Agility +4; Critical% UP
Magic Rapier 20 25 29 35 Agility +5; Critical% UP; adds technique "Rune Magic"
Mist Rapier 21 26 30 36 Agility +8; Critical% UP; adds technique "Mist
Feint"
Shiny Rapier 23 28 32 38 Agility +5; Crit% UP; adds tech "Alchemy"; Regen HP3
God Rapier 27 32 36 42 Crit% UP; Lght/Shdow Resist +20; adds magic
"Thanatos"
Final Rapier 28 33 37 43 Agility +5; Crit% UP; adds tech "Das End"; Regen HP2
Nebula Rapier 30 35 39 45 Agility +5; adds tech "Helicar Spin"; Regen HP3
Arc Rapier 44 49 53 59 Agility +5; adds tech "Absolute Zero"; Regen MP3

BLADE
Range: 1
Equip by: Soldier
Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons
Techniques:
SOLDIER:
Lv.1 After Burner - A blade swing causes a path of flames to rush past the enemy
Lv.2 Ice Breaker - A blade slash that throws a wave of ice at the enemy, stopping all mobility
Lv.3 Dimension - The blade projects a searing ray of energy through the opponent, killing them
SPECIAL:
Spc. Poison Blade - Cuts the opponent and floods the enemy's body with a powerful venom
Spc. Melt Armor - Cuts the opponent and impairs the enemy's Defense and Agility levels
Spc. Light Cross - Generates a brilliant sphere of flashing light to harm the opponent
Spc. Light Fire - Causes four powerful light rays to surround and paralyze the opponent
Spc. Element Flare - Divides the attacker's image and surrounds the enemy with green flame
Spc. Force Edge - Traps the opponent in spectral light and strikes with a shining beam of energy
=
BLADE ATK Lv1 Lv2 Lv3 Special
Iron Blade 7 10 13 16 -
Battle Blade 13 16 19 22 -
Steel Blade 22 26 29 33 -
Venom Blade 24 28 31 35 adds technique "Poison Blade"
Luster Blade 25 30 34 40 adds technique "Melt Armor"
Rune Blade 25 30 34 40 adds technique "Light Cross"
Photon Blade 27 32 36 42 adds technique "Light Fire"
Chaos Blade 28 33 37 43 LightRes-20;ShadowRes+20;adds magic"Chaos Gate";CURSED
Varion Blade 33 38 42 48 Thunder Res +20; adds technique "Element Flare"
Force Blade 45 50 54 60 Light/Shadow Res +30; adds technique "Force Edge"

KATANA
Range: 1
Equip by: Assassin, Samurai
Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons
Techniques:
ASSASSIN:
Lv.1 Cocoon Dance - Surrounds the enemy with butterflies that put them to sleep
Lv.2 Izuna Drop - A fierce move that impales and drops the enemy, inflicting confusion
Lv.3 Fine Mist - Throws a veil of fog before sneaking up to the opponent to deliver a clean cut
SAMURAI:
Lv.1 Crescent Moon - A single powerful blade swipe to cut deep into the opponent
Lv.2 Full Moon - Executes two circular slashes that surround the opponent with illusions
Lv.3 Sudden Kill - A fierce rushing attack that dashes past the enemy, cutting them to ribbons
SPECIAL:
Spc. Kamaitachi - Summons a vortex of wind around the opponent before slashing them
Spc. OniHyakusoku - Summons a wreath of fire to surround the katana and poison the enemy's body
Spc. Umi Zato - Summons a tidal wave of water and slashes quickly, sealing off the enemy's magic
Spc. Ice Sword - Strikes the opponent as a storm of ice fragments falls from above
Spc. Yellow Road - Divides the attacker's image before converging on the enemy with flames
Spc. Ruin Kill - A swift katana attack leaves the opponent broken into pieces
=
KATANA ATK Lv1 Lv2 Lv3 Special
Shoto 6 9 12 15 -
Shinobi 12 15 18 21 -
Steel Ninjato 21 25 28 32 -
Wind Cutter 22 27 31 37 use effect "Tornado Lv.2"; adds technique
"Kamaitachi"
Bone Eater 23 28 32 38 adds technique "OniHyakusoku"
Rumbling Sea 24 29 33 39 adds technique "Umi Zato"
Masamune 31 36 40 46 adds technique "Ice Sword"
Muramasa 32 37 41 47 adds technique "Yellow Road"; CURSED
Murasame 34 39 43 49 adds magic "Summon Demonking"; CURSED
Kusanagi 37 42 46 52 adds technique "Ruin Kill"; CURSED

WING
Range: 1
Equip by: Birdsoldier, Pegasus Knight
Class: Cutting - Strong vs. Bashing class weapons, Weak vs. Thrusting class weapons
Techniques:
BIRDSOLDIER/PEGASUS KNIGHT:
Lv.1 Twister - Flies upwards like a drill to slash the enemy, then backflips away to safety
Lv.2 Cross Slash - Performs powerful diving motions to strike the enemy from three angles
Lv.3 Bloody Spin - Spins toward the opponent to slash twice and transfer HP to the attacker
SPECIAL:
Spc. Hell Dive - A powerful series of flaming dives and slashes leaves the opponent confused
Spc. Hyper Boom - Slices through the opponent with force and decreases Defense and Agility
Spc. Zero Count - Dives into the opponent, leaving a massive fire explosion and sudden death
Spc. Metal Jacket - Transforms the attacker into metal before a fierce diving attack
=
WING ATK Lv1 Lv2 Lv3 Special
Metal Wing 5 8 11 14 Defense +2; Counter% UP
Silver Wing 11 14 17 20 Defense +3; Counter% UP
Battle Wing 18 22 25 29 Defense +4; Counter% UP
Cosmic Wing 21 26 30 36 Defense +4; Counter% UP; adds technique "Hell
Dive"
Sonic Wing 21 26 30 36 Def +4; Agil +2; Counter% UP; adds tech "Hyper
Boom"
Silk Wing 22 27 31 37 Defense +4; Counter% UP; Regen HP3
Zero Wing 22 27 31 37 Defense +4; adds technique "Zero Count"
Full Metal Wing 28 33 37 43 Defense +6; Shadow Res +20; adds tech "Metal Jacket"

LANCE
Range: 1
Equip: Knight, Pegasus Knight
Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons
Techniques:
KNIGHT:
Lv.1 Lance Charge - A powerful thrusting attack with the lance at high speed
Lv.2 Super Charge - A two-hit attack that thrusts with the lance, then stabs downward
Lv.3 Mega Charge - A three-hit move that charges, stabs down, and kicks with the knight's hooves
PEGASUS KNIGHT:
Lv.1 Lance Charge - A powerful thrusting attack with the lance at high speed
Lv.2 Bee Strike - Flies high above the opponent before dropping down quickly with the lance
Lv.3 Queen Bee - Flies around the opponent and stabs from three different angles
SPECIAL:
Spc. Dragon Breath - Issues forth a powerful jet of flames to consume the opponent
Spc. Death Charge - Blazes into the opponent with an intense charge attack, inflicting death
Spc. Mega Leap - Encloses the enemy in an energy tube and charges into them quickly
=
LANCE ATK Lv1 Lv2 Lv3 Special
Bronze Lance 7 10 13 16 -
Iron Lance 11 14 17 20 -
Heavy Lance 16 19 22 25 -
Steel Lance 22 26 29 33 -
Nelson Lance 24 29 33 39 Agility +5; use effect "Support Lv.2"
Holy Lance 26 31 35 41 Regen HP3
Dragon Lance 27 32 36 42 adds technique "Dragon Breath"
Ultra Lance 27 32 36 42 adds technique "Death Charge"
Bozone Lance 33 38 42 48 adds technique "Mega Leap"

SPEAR
Range: 1-2
Equip: Knight, Ranger, Commander(see below), Pegasus Knight
Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons
Techniques:
KNIGHT/RANGER/COMMANDER/PEGASUS KNIGHT:
Lv.1 Side Winder - The javelin spins like a drill as it curves its way towards the opponent
Lv.2 Energy Fall - Throws the javelin in a high arc before it slams down on the enemy with force
Lv.3 Thunder Fall - The javelin showers the enemy with lightning and inflicts paralysis
SPECIAL:
Spc. Flash Gazer - The javelin explodes into a wall of violet energy that halts all mobility
Spc. Salamander Throw - Smothers the javelin in fire and tosses it at the opponent
=
SPEAR ATK Lv1 Lv2 Lv3 Special
Spear 6 9 12 15 -
Power Spear 12 15 18 21 -
Battle Spear 18 22 25 29 -
Counter Spear 18 23 27 33 Counter% UP
Silver Spear 19 24 28 34 Critical% UP
Rune Spear 19 24 28 34 Light Resist +25; adds technique "Flash Gazer"
Mercury Spear 26 31 35 41 Agility +3; Fire Res +20; adds tech "Salamander Throw"

HALBERD
Range: 1
Equip: Knight, Commander(see below)
Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons
Techniques:
KNIGHT:
Lv.1 Tornado - Quickly swings the halberd to make an updraft of wind to sweep the enemy away
Lv.2 Cross Break - A vicious three-stroke attack implementing two powerful swipes and a chop
Lv.3 Air Dance - Impales the enemy before flinging them up and chopping them as they fall
COMMANDER:
Lv.1 Tornado - Quickly swings the halberd to make an updraft of wind to sweep the enemy away
Lv.2 Cross Break - A vicious three-stroke attack implementing two powerful swipes and a chop
Lv.3 Death Drive - Spins the halberd while rushing the opponent, causing sudden death
SPECIAL:
Spc. Road Rash - Covers the halberd with flames before repeatedly swiping and chopping the enemy
Spc. Lightning - Holds the halberd to the sky, calling powerful bolts to paralyze the opponent
Spc. Death Gate - Divides the attacker's image before slicing the enemy, inflicting sudden death
Spc. Gorgon Buster - Petrifies the opponent before breaking them into pieces
=
HALBERD ATK Lv1 Lv2 Lv3 Special
Halberd 10 13 16 19 -
Heavy Halberd 16 19 22 25 -
Poleaxe 23 27 30 34 -
Holy Halberd 24 29 33 39 Defense +3; Regen HP3
Star Halberd 25 30 34 40 adds technique "Road Rash"
Ark Halberd 26 31 35 41 use effect "Spark Lv.3"; adds technique
"Lightning"
Dark Halberd 29 34 38 44 adds technique "Death Gate"; CURSED
Buster Halberd 32 37 41 47 adds technique "Gorgon Buster"

AXE
Range: 1
Equip by: Warrior
Class: Bashing - Strong vs. Thrusting class weapons, Weak vs. Cutting class weapons
Techniques:
WARRIOR:
Lv.1 Full Swing - Spins around quickly with the axe to strike the opponent four times
Lv.2 Power Wheel - Leaps into the air and descends onto the enemy with a twirling chop
Lv.3 Mega Wheel - Slashes the enemy four times before executing a leaping chop
SPECIAL:
Spc. Laguna Lock - Transforms and expands the axe into a huge weapon to slam down on the enemy
Spc. Death Wheel - Leaps into the air and chops the enemy, smothering them in dark fire
Spc. Corona Wheel - Transforms the axe into a giant flame weapon before striking
=
AXE ATK Lv1 Lv2 Lv3 Special
Small Axe 6 9 12 15 -
Power Axe 10 13 16 19 -
Battle Axe 15 18 21 24 -
Great Axe 21 25 28 32 -
Heat Axe 22 27 31 37 Fire Resist +10; use effect "Blaze Lv.2"
Gigantic Axe 24 29 33 39 Defense +2; adds technique "Laguna Lock"
Gaia Axe 25 30 34 40 Defense +2; Agil +5; use effect "Aura Lv.1"; Regen HP2
Sharp Axe 26 31 35 41 Fire/Ice Resist +20; Critical% UP
Sorrow Axe 30 35 39 45 Shadow Resist +20; adds technique "Death
Wheel";CURSED
Apollon Axe 32 37 41 47 Fire Resist +30; adds technique "Corona Wheel"

TOMAHAWK
Range: 1-2
Equip by: Warrior, Ranger, Commander(see below)
Class: Bashing - Strong vs. Lance class weapons, Weak vs. Sword class weapons
Techniques:
WARRIOR/RANGER/COMMANDER:
Lv.1 Power Throw - Throws the tomahawk at the enemy with increased speed and impact
Lv.2 Boomer Throw - Twirls the tomahawk in a circular pattern to slash the enemy
Lv.3 Vortex - Ignites the tomahawk on fire before throwing it to burn the opponent
SPECIAL:
Spc. Deadly Strike - Throws the tomahawk with lethal accuracy to inflict instant death
Spc. Heat Cyclone - Twirls a powerful flaming axe at the opponent
=
TOMAHAWK ATK Lv1 Lv2 Lv3 Special
Hand Axe 7 10 13 16 -
Iron Hand Axe 11 14 17 20 -
Steel Hand Axe 16 20 23 27 -
Arrow Axe 16 21 25 31 *Range 1-3
Accurate Axe 17 22 26 32 Critical% UP
Super Axe 17 22 26 32 adds technique "Deadly Strike"
Flame Tomahawk 24 29 33 39 Fire Resist +20; adds technique "Heat Cyclone"

MACE
Range: 1
Equip by: Warrior, Commander(see below)
Class: Bashing - Strong vs. Thrusting class weapons, Weak vs. Cutting class weapons
Techniques:
WARRIOR/COMMANDER:
Lv.1 Power Crash - Slams the enemy with the mace and reduces their Defense and Agility levels
Lv.2 Stun Bomb - Slams the enemy with the mace and paralyzes their body
Lv.3 Earthquake - Beats the ground three times to damage the enemy and inflict confusion
SPECIAL:
Spc. Thunder Storm - Strikes the opponent and showers them with lightning bolts
Spc. Press Bomb - Crushes the opponent beneath the weight of the mace, inflicting sudden death
Spc. Geo Spark - Slams the ground to send sparking tremors at the opponent, inflicting blindness
=
MACE ATK Lv1 Lv2 Lv3 Special
Mace 9 12 15 18 -
Flail 15 18 21 24 -
Maul 22 26 29 33 -
Revenge Mace 23 28 32 38 Counter% UP
Saint's Mace 23 28 32 38 Regen HP3
Power Hammer 25 30 34 40 adds technique "Thunder Storm"
Macho Maul 26 31 35 41 Defense +2; adds technique "Press Bomb"
Geo Hammer 32 37 41 47 adds technique "Geo Spark"

ANCHOR
Range: 1-2
Equip by: Steam Knight, Robot, Ogre Rider
Class: Bashing - Strong vs. Thrusting class weapons, Weak vs. Cutting class weapons
Techniques:
STEAM KNIGHT/ROBOT/OGRE RIDER:
Lv.1 Rocket Punch - Launches the anchor at the enemy with increased velocity and impact
Lv.2 Boost Punch - Smothers the anchor in flames before launching it at the opponent
Lv.3 Nova Shot - Throws the anchor before it explodes into a spinning zone of light rays
SPECIAL:
Spc. Hammer Throw - The attacker spins in circles before launching the anchor at the opponent
Spc. Gestalt - A multi-colored energy explosion around the opponent inflicts confusion
Spc. Drill Smash - Throws the anchor along a spinning trail to inflict severe damage
Spc. Soul Grapple - Traps the opponent in a funnel of harmful blue energy
=
ANCHOR ATK Lv1 Lv2 Lv3 Special
Heavy Anchor 14 17 20 23 -
Power Anchor 21 24 27 30 -
Crash Anchor 22 26 29 33 adds technique "Hammer Throw"
Grav Anchor 23 27 30 34 adds technique "Gestalt"
Spin Anchor 24 28 31 35 adds technique "Drill Smash"
Plasma Anchor 27 32 36 42 adds technique "Soul Grapple"

CLAW
Range: 1
Equip by: Monk, Werewolf, Dragonman, Hermit
Class: Neutral
Techniques:
MONK:
Lv.1 Dragon Claw - Leaps into the air and spins around to slash the enemy with the claw
Lv.2 Sky Claw - Quickly slashes in the air to generate a barrage of sonic waves at the enemy
Lv.3 Heaven Claw - Kicks the enemy into the air and strikes repeatedly with the claw
WEREWOLF:
Lv.1 Wolf Fang - A single powerful blow that strikes the opponent with a swiping claw maneuver
Lv.2 Air Fang - Slashes three times in the air to generate a stream of sonic waves at the enemy
Lv.3 Wolf Slash - Executes a rapid flurry of slashes and kicks to cause severe injuries
DRAGONMAN:
Lv.1 Dragon Fang - A single powerful blow that strikes the opponent with a swiping claw maneuver
Lv.2 Air Fang - Slashes three times in the air to generate a stream of sonic waves at the enemy
Lv.3 Dragon Rush - Executes a rapid flurry of slashes and kicks to cause severe injuries
HERMIT:
Lv.1 Dragon Claw - A single powerful blow that strikes the opponent with a swiping claw maneuver
Lv.2 Sky Claw - Quickly slashes in the air to generate a barrage of sonic waves at the enemy
Lv.3 Light Claw - Attacks the opponent with dual lasers shot from the attacker's eyeglasses
SPECIAL:
Spc. Storm Fang - Circles the opponent with a spiralling wind that cripples Defense and Agility
Spc. Venom Fang - Swipes at the opponent, inflicting a potent poison and possibly instant death
Spc. Change Dragon - Transforms the attacker into a red dragon to issue forth flaming breath
Spc. Dark Spirit - Phases the claw into bright energy before swiping at the opponent
=
CLAW ATK Lv1 Lv2 Lv3 Special
Bronze Claw 3 6 9 12 Counter% UP
Iron Claw 6 9 12 15 Counter% UP
Steel Claw 10 13 16 19 Counter% UP
Battle Claw 15 19 22 26 Counter% UP
Mithril Claw 17 22 26 32 Critical% UP; Counter% UP
Tiger Claw 18 23 27 33 Counter% UP; adds technique "Storm Fang"
Berserk Claw 19 24 28 34 Counter% UP; use effect "Berserk"
Pokey Claw 24 29 33 39 Counter% UP; adds technique "Venom Fang"; CURSED
Dragonman Claw 25 30 34 40 Dragonman only; adds technique "Change Dragon"
Gehenna Claw 26 31 35 41 Fire Resist +20; adds technique "Dark Spirit"

GLOVE
Range: 1
Equip by: Monk, Werewolf, Dragonman
Class: Neutral
Techniques:
MONK:
Lv.1 Brutal Shock - A powerful, charged-up hook punch that blows the enemy away
Lv.2 Bullet Heel - A devastating four-hit combination of uppercuts and roundhouse kicks
Lv.3 Vortex Kick - A fierce attack that volleys the enemy into the air before kicking them down
WEREWOLF/DRAGONMAN:
Lv.1 Cork Screw - Jabs twice with the left claw before pummeling the enemy with a right hook
Lv.2 Wild Blow - A powerful leaping attack that lands on the opponent with a hooked fist
Lv.3 Wild Rush - Kicks the opponent repeatedly while driving them high into the air
SPECIAL:
Spc. Bruce Fist - Punches the opponent with brilliant red energy to charm them
Spc. Sky Dance - Repeatedly strikes the opponent into the air with blazing intensity
Spc. Heavenly Fire - Executes mutliple attacks to strike and confuse the opponent
Spc. Frost Tumble - Multiple blows transform the enemy into ice, then break them into fragments
=
GLOVE ATK Lv1 Lv2 Lv3 Special
Cloth Glove 4 7 10 13 Critical% UP; Counter% UP
Iron Glove 8 11 14 17 Critical% UP; Counter% UP
Steel Glove 13 17 20 24 Critical% UP; Counter% UP
Pretty Glove 17 22 26 32 Agil +5; Crit% UP; Cntr% UP; adds tech "Bruce Fist"
Spark Glove 17 22 26 32 Crit% UP;Cntr% UP;Thndr Res+40;use effect "Spark
Lv.2"
Spiked Glove 18 23 27 33 Critical% UP; Counter% UP
Muscle Glove 18 23 27 33 Def+5;Crit%UP;Cntr%UP;add"SkyDance";use"Attack Lv.1"
Magna Glove 19 24 28 34 Critical% UP; Counter% UP; adds tech "Heavenly
Fire"
Kokutos Glove 25 30 34 40 Ice Resist +30; adds technique "Frost Tumble"

KNUCKLE
Range: 1
Equip by: Monk, Werewolf, Dragonman
Class: Neutral
Techniques:
MONK:
Lv.1 Fist O' Fury - Punches the enemy and throws a net of light rays to surround them
Lv.2 Thunder Drop - Uppercuts the opponent into the air, then pounds them into the ground
Lv.3 Conquer King - Punches the enemy into the air and throws punching shock waves repeatedly
WEREWOLF/DRAGONMAN:
Lv.1 Soul Smash - A powerful punch that throws spinning light beams at the opponent
Lv.2 Soul Spark - Punches the ground to send a tremor of energy at the opponent
Lv.3 Soul Gun - Volleys the enemy into the air before pummeling mercilessly
SPECIAL:
Spc. Backstep Fist - A powerful hook punch that leaves the opponent paralyzed
Spc. Buddha Fist - Surrounds the opponent and punches with a light string that causes blindness
Spc. Calm Wave - Projects a devastating beam of holy light energy at the opponent
=
KNUCKLE ATK Lv1 Lv2 Lv3 Special
Cestus 5 8 11 14 Critical% UP
Iron Cestus 9 12 15 18 Critical% UP
Steel Cestus 14 18 21 25 Critical% UP
Wire Cestus 17 22 26 32 Critical% UP, adds technique "Backstep Fist"
Giant Cestus 17 22 26 32 Defense +8; Critical% UP
Mist Cestus 18 23 27 33 Agility +6; Critical% UP; adds technique "Buddha
Fist"
Aura Knuckle 27 32 36 42 Wind Res +30; Light Res +20; adds tech "Calm Wave"

ROD
Range: 1
Equip by: Magician, Priest, Shaman, Fairy
Class: Beast - Strong vs. dragons, wolves, hydras, etc.
Techniques:
MAGICIAN/PRIEST/SHAMAN/FAIRY:
Lv.1 Double Palm - Quickly slaps the opponent twice with the rod
Lv.2 Stun Palm - Slams the rod down onto the opponent and paralyzes their body
Lv.3 Panic Palm - Strikes with the rod and leaves the opponent's mind confused
SPECIAL:
Spc. Meta Dream - Strikes the enemy with a wall of violet fog, putting them into a deep sleep
Spc. Change Gold - The rod strikes and transforms the opponent into gold, inflicting immobility
Spc. Nine Gate - Strikes the opponent with the rod and surrounds them with blinding light
Spc. Ruled Heaven - Enlarges the rod before striking the opponent twice
Spc. Demon Breath - A caustic funnel of multi-colored dark energy consumes the opponent
=
ROD ATK Lv1 Lv2 Lv3 Special
Wooden Rod 4 7 10 13 -
Bronze Rod 9 12 15 18 adds magic "Dispel"
Earth Rod 15 19 22 26 adds magic "Golem"
Talisman Rod 16 20 23 27 adds magic "Freeze"
Sleepy Rod 17 22 26 32 adds magic "Sleep"; adds tech "Meta Dream"; Regen
MP2
Soul Rod 17 22 26 32 Agl+4;add mgc"SoulSteal";add tech"ChangeGld";Regen HP3
Torture Rod 18 23 27 33 adds magic "Confuse"; adds technique "Nine Gate"
Dragon Rod 18 23 27 33 Defense +7; adds magic "Helldragon"
Tiamat Rod 18 23 27 33 Defense +5; Luck +2; Speed +1; adds magic "Tiamat"
Rod of Buil 22 27 31 37 Defense +6;adds magic "Blaze";adds tech "Ruled
Heaven"
Demon Rod 23 28 32 38 adds technique "Demon Breath"; CURSED

WAND
Range: 1
Equip by: Magician, Priest, Shaman, Fairy
Class: Occult - Strong vs. monks, demons, etc.
Techniques:
MAGICIAN/PRIEST/SHAMAN/FAIRY:
Lv.1 Soul Shot - Uses the wand to throw a string of light rays at the enemy
Lv.2 Fairy Soul - Summons a cluster of butterflies to surround and attack the opponent
Lv.3 Soul Blast - The wand creates a funnel of energy that steals HP from the enemy
SPECIAL:
Spc. Shannon Sea - Blows soft pink energy at the opponent to charm their mind
Spc. Fetamorgana - Surrounds the opponent with multiple images and strikes to cause confusion
Spc. Tachion Shot - A twisting energy tube surrounds and blinds the opponent
=
WAND ATK Lv1 Lv2 Lv3 Special
Small Wand 5 8 11 14 -
Magic Wand 10 13 16 19 adds magic "Sleep"
Angel Wand 17 21 24 28 adds magic "Blaze"
Jewel Wand 17 22 26 32 adds technique "Shannon Sea"
Jester Wand 18 23 27 33 adds magic "Slow"; adds technique "Fetamorgana"
Wendigo Wand 18 23 27 33 Defense +8; adds magic "Wendigo"
Arc Wand 18 23 27 33 Thunder Resist +40; adds magic "Thor"
Witch Wand 19 24 28 34 Luck +2; adds magic "Attack"
Volcano Wand 19 24 28 34 Fire Resist +30; adds magic "Phoenix"
Abyss Wand 19 24 28 34 Defense +3; adds magic "Proserpina"
Eternal Wand 20 25 29 35 Def+4;add magic"Spark";add tech"Tachion Shot";RegenMP2

ANKH
Range: 1
Equip by: Magician, Priest, Shaman
Class: Undead - Strong vs. skeletons, zombies, vampire bats, etc.
Techniques:
MAGICIAN/PRIEST/SHAMAN:
Lv.1 Seal of Sin - Pierces the enemy with a ray of pure red light
Lv.2 Judgement - The ankh creates a wide sphere of green light that harms the opponent
Lv.3 Apocalypse - A devastating fire blast from within the enemy inflicts sudden death
SPECIAL:
Spc. Fool Prayer - A blue funnel of light transfers HP from the opponent to the attacker
Spc. Holy Silence - A light ring blasts outward through the opponent and seals off magic ability
Spc. Apostle Fire - A sphere of holy light descends from above to consume the opponent
Spc. Crown Eye - Covers the ankh in swirling red light that cripples Defense and Agility
=
ANKH ATK Lv1 Lv2 Lv3 Special
Power Ankh 7 10 13 16 adds magic "Tornado"
Saint Ankh 12 15 18 21 adds magic "Support"
Misty Ankh 19 23 26 30 adds magic "Resist"
Holy Ankh 19 24 28 34 adds magic "Aura"; Regen HP4
Tornado Ankh 19 24 28 34 adds magic "Tornado"; adds technique "Fool Prayer"
Silence Ankh 20 25 29 35 adds magic "Dispel"; adds technique "Holy Silence"
Raphael Ankh 20 25 29 35 adds magic "Zephyrus"
Blessed Ankh 21 26 30 36 adds magic "Support"; adds technique "Apostle Fire"
Mitra Ankh 21 26 30 36 adds magic "Thanatos"
Golgoda Ankh 23 28 32 38 adds magic "Resist"; adds tech "Crown Eye"; Regen HP5

ARROW
Range: 2 or 2-3
Equip by: Archer, Archer Knight, Metal Gunner
Class: Projectile - Strong vs. aerial opponents
Techniques:
ARCHER/ARCHER KNIGHT/METAL GUNNER:
Lv.1 Ice Arrow - Launches the arrow to guide a stream of ice particles at the enemy
Lv.2 Mesmer Arrow - Transforms the arrow into a ray of energy that puts the opponent to sleep
Lv.3 Drain Arrow - Lauches a magical arrow that pierces the enemy and transfers HP to the archer
SPECIAL:
Spc. Poison Arrow - Causes a toxic explosion around the opponent that poisons their body
Spc. Lunatic - Launches an enchanted arrow at the opponent that causes mental confusion
Spc. Dragon Snipe - Lauches a powerful burning arrow to scorch and paralyze the enemy
Spc. Spell Virus - Fires two arrows that explode into light rings and silence magic users
Spc. Stardust - Launches a dazzling golden arrow of cosmic energy at the opponent
=
ARROW ATK Lv1 Lv2 Lv3 Special
Small Bow 8 11 14 17 -
Short Bow 12 15 18 21 -
*Range 2-3 Arrows*
Faerie Bow 17 20 23 26 -
King's Bow 23 27 30 34 -
Kantar's Bow 23 28 32 38 adds technique "Poison Arrow"; CURSED
Moon Bow 23 28 32 38 adds tech "Lunatic"; use effect "Berserk"; Regen HP3
Dragon Bow 24 29 33 39 Defense +5; adds technique "Dragon Snipe"
Breaker Bow 25 30 34 40 Defense +7; adds technique "Spell Virus"
Sagittarius Bow 29 34 38 44 adds technique "Stardust"

QUARREL
Range: 2 or 2-3
Equip by: Archer, Archer Knight, Metal Gunner
Class: Projectile - Strong vs. aerial opponents
Techniques:
ARCHER/ARCHER KNIGHT/METAL GUNNER:
Lv.1 Double Bolt - Shoots two crossbow quarrels at the enemy
Lv.2 Sniper Bolt - Shoots a powerful crossbow quarrel that has a spinning trail
Lv.3 Vulcan Bolt - Shoots several powerful crossbow quarrels quickly at the opponent
SPECIAL:
Spc. Demon Wind - Shoots a powerful twisting wind to sweep the opponent away
Spc. Saint Flame - Causes a ring of fire to explode from within the opponent
Spc. Prism Ray - Fires a volley of streaming energy rays at the opponent
=
QUARREL ATK Lv1 Lv2 Lv3 Special
Light Crossbow 9 12 15 18 Critical% UP
Heavy Crossbow 14 17 20 23 Critical% UP
*Range 2-3 Quarrels*
Arbalest 20 24 27 31 Critical% UP
Ranger Crossbow 23 28 32 38 Critical% UP
Sonic Crossbow 24 29 33 39 Crit% UP;Wind/Shadow Resist +30;adds tech "Demon Wind"
Flame Crossbow 24 29 33 39 Crit% UP;Fire/Light Resist +30;adds tech "Saint Flame"
Doppler Quarrel 29 34 38 44 Light/Shadow Resist +20; adds technique "Prism Ray"

SHELL
Range: 2 or 2-3
Equip by: Archer, Archer Knight, Metal Gunner, Steam Knight, Robot, Ogre Rider
Class: Projectile - Strong vs. aerial opponents
Techniques:
ARCHER/ARCHER KNIGHT/METAL GUNNER/STEAM KNIGHT/OGRE RIDER:
Lv.1 Dazzle Shot - Fires an exploding flash missile that blinds the enemy with its light
Lv.2 Armor Shot - The shell explodes into a zone of concussive waves around the enemy
Lv.3 Explode - A fierce explosion attack that surrounds the enemy with a blasting wall of fire
ROBOT:
Lv.1 Plasma Shot - Projects a beam of searing light to scorch and blind the opponent
Lv.2 Armor Shot - The shell explodes into a zone of concussive waves around the enemy
Lv.3 Explode - A fierce explosion attack that surrounds the enemy with a blasting wall of fire
SPECIAL:
Spc. Desert Storm - Fires a spinning whirlwind explosion to harm and confuse the opponent
Spc. Planet Dance - The shell explodes into a flying cascade of light rays around the opponent
Spc. Muzzle Blast - Shoots a cone of multi-colored energy at the opponent
=
SHELL ATK Lv1 Lv2 Lv3 Special
Long Bow 11 14 17 20 -
Heavy Long Bow 16 19 22 25 -
*Range 2-3 Shells*
Elven Bow 22 26 29 33 -
Storm Bow 23 27 30 34 Agility +3; adds technique "Desert Storm"
Magnum Bow 24 28 31 35 Critical% UP
Meteor Bow 25 29 32 36 adds technique "Planet Dance"
Hotrod Shell 29 34 38 44 adds technique "Muzzle Blast"

SHURIKEN
Range: 2 or 2-3
Equip by: Assassin, Samurai
Class: Projectile - Strong vs. aerial opponents
Techniques:
ASSASSIN/SAMURAI:
Lv.1 Shadow Loom - Throws a glowing star at the enemy that paralyzes their body
Lv.2 Dark Raven - Throws a star that erupts into black flames that blind an opponent
Lv.3 Demon Circle - Transforms the shuriken into a web of light rays to inflict repeated damage
SPECIAL:
Spc. Battle Array - Multiple shurikens and lightning bolts strike and paralyze the opponent
Spc. Chaos Call - Muddles the attacker's image before throwing multiple stars to cause confusion
Spc. Evil Wind - Enlarges the shuriken and throws it to continuously grind the opponent to death
Spc. Dark Hand - Grinds into the enemy with an enlarged flaming metal star
=
SHURIKEN ATK Lv1 Lv2 Lv3 Special
Shuriken 4 7 10 13 -
Razor Star 8 11 14 17 -
Shaken 13 17 20 24 -
*Range 2-3 Shurikens*
Deadly Star 15 20 24 30 Thunder Resist +30; adds technique "Battle Array"
Octagon Star 16 21 25 31 adds technique "Chaos Call"
Wind Star 18 23 27 33 adds technique "Evil Wind"
Dark Hand 27 32 36 42 Shadow Res +30; adds technique "Dark Hand"

WHIP
Range: 1
Equip by: Tamer
Class: Beast - Strong vs. dragons, wolves, hydras, etc.
Techniques:
TAMER:
Lv.1 Maniac Beat - Quickly slaps the opponent four times with swift whip strokes
Lv.2 Mad Spin - Spins the opponent around in circles with the whip until they become dizzy
Lv.3 Merry Go Round - Ensnares the opponent before spinning them quickly, causing confusion
SPECIAL:
Spc. Balloon Bomb - Four fierce whip strokes flatten the enemy to death
Spc. Slave Dance - Flails the opponent into the air three times before charming them
Spc. Beast Bash - Throws two sparks along the ground to injure the opponent
=
WHIP ATK Lv1 Lv2 Lv3 Special
Chain Whip 17 21 24 28 -
Love Whip 17 22 26 32 use effect "Love Flick"
Muchi Whip 18 23 27 33 adds technique "Balloon Bomb"
Queen Whip 19 24 28 34 adds technique "Slave Dance"
Silk Whip 27 32 36 42 adds technique "Beast Bash"

BEAK
Range: 1
Equip by: Penguin
Class: Neutral
Techniques:
PENN:
Lv.1 Penn Kick - A three-hit rolling attack and bounces off the enemy
Lv.2 Penn Spit - A powerful single-hit charge that dashes into the opponent with the beak
Lv.3 Penn Dynamo - Shoots a powerful jet of flames to consume the opponent
PENKO:
Lv.1 Penn Kick - A three-hit rolling attack and bounces off the enemy
Lv.2 Penn Spit - A powerful single-hit charge that dashes into the opponent with the beak
Lv.3 Penko Carnival - Repeteadly volleys the opponent into the air with rapid kicks
PENDOLF:
Lv.1 Penn Kick - A three-hit rolling attack and bounces off the enemy
Lv.2 Penn Spit - A powerful single-hit charge that dashes into the opponent with the beak
Lv.3 Penn Vaccuum - Creates a funnel of air to draw HP out of the opponent and into Pendolf
SPECIAL:
Spc. Penn Flash - Charges into the opponent with a blast of light, impairing vision
Spc. Penn Expander - Syphons HP out of the opponent with the Penguin's beak
=
BEAK ATK Lv1 Lv2 Lv3 Special
Pen Beak 0 5 9 15 -
Penko Beak 0 5 9 15 -
Gold Beak 3 8 12 18 use effect: Random Summoning
Silver Beak 5 10 14 20 Light Res +10; Shadow Res +20; adds tech "Penn
Flash"
Rainbow Beak 12 17 21 27 adds technique "Penn Expander"

HORN
Range: 1
Equip by: Unicorn
Class: Thrusting - Strong vs. Cutting class weapons, Weak vs. Bashing class weapons
Techniques:
UNICORN:
Lv.1 Unicorn Charge - Strikes the enemy six times with mighty hooves
Lv.2 Unicorn Ray - The horn emits a powerful beam of pure light to penetrate through the enemy
Lv.3 Unicorn Stampede - Impales the enemy before flinging them up and charging them as they fall
Lv.4 Unicorn Transform - Takes human form to accost the enemy with a barrage of sonic waves

TALON
Range: 1
Equip by: Dragon
Class: Beast - Strong vs. dragons, wolves, hydras, etc.
Techniques:
DRAGON:
Lv.1 Tail Stomp - Crushes the opponent with a powerful swinging tail blow
Lv.2 Breath Geyser - Butts the enemy into the air before keeping them aloft with flaming breath
Lv.3 Gigaton Press - Flies over the opponent and drops down with four claws for instant death
Lv.4 Thunder Breath - Exhales a crackling web of electricity to attack the enemy

-CLASSES-

SOLDIER
Equip: Dagger, Sword, Rapier, Blade
Promotion: Soldier => Swordsman => Light Bearer
Support: Attack Power is increased
Mobility: 6
Soldiers are mobile swordfighters that develop strong attack magic. Having a considerable
choice of weapons, Soldiers can be quite different depending on which weapon their
expertise is in. Deploy Soldiers against enemies equipped with axes and maces.
Summoner magic is available through special swords.

Characters:



Synbios (Disc 1-1) Human Male Soldier Lv.1
Condition: None
Initial Equip: Steel Sword
Initial Skill: None
Initial Magic: Return Lv.1
Final Magic: Return Lv.1, Spark Lv.4, Inferno Lv.2



Medion (Disc 2-1) Human Male Soldier Lv.1
Condition: None
Initial Equip: Epee
Initial Skill: None
Initial Magic: Return Lv.1
Final Magic: Return Lv.1, Spark Lv.4, Inferno Lv.2



Julian(Disc 1-2,2-3,3-1)Human Male Soldier Lv.4
Condition: None
Initial Equip: Iron Blade
Initial Skill: None
Initial Magic: Return Lv.1
Final Magic: Return Lv.1, Spark Lv.4, Inferno Lv.2

KNIGHT
Equip: Lance, Spear, Halberd
Promotion: Knight => Cavalier => Paladin
Support: Enemy's Critical% is decreased
Mobility: 7
Knights have very high mobility and are the most reliable allies to have in the front lines.
They struggle in thick terrain, but are an invaluable asset. Deploy them against enemies
equipped with swords.

Characters:



Dantares (Disc 1-1) Centaur Male Knight Lv.1
Condition: None
Initial Equip: Bronze Lance
Initial Skill: None



Campbell (Disc 2-1) Centaur Male Knight Lv.1
Condition: None
Initial Equip: Bronze Lance
Initial Skill: None



Cybel (Disc 1-2) Centaur Female Knight Lv.6
Condition: None
Initial Equip: Halberd
Initial Skill: None



Donhort (Discs 2-3,3-1) Centaur Male Cavalier Lv.2
Condition: None
Initial Equip: Heavy Halberd
Initial Skill: Halberd Lv.1



Arthur (Disc 2-5) Centaur Male Cavalier Lv.4
Condition: Joins when spoken to in Saraband Floating City.
Initial Equip: Power Spear
Initial Skill: Spear Lv.1
Initial Magic: Blaze Lv.1, Freeze Lv.1
Final Magic: Blaze Lv.2, Freeze Lv.2, Spark Lv.2

MAGICIAN
Equip: Rod, Wand, Ankh
Promotion: Magician => Wizard => High Wizard
Support: Magic Power is increased
Mobility: 5
Magicians are usually weak offensively and defensively, but can do great damage with their
magical attacks. They must be protected well so they can use their art to the greatest advantage.
Their weapons, though weak, are effective against some opponents. All Magicians learn the
powerful Spark spell which can inflict heavy damage on many opponents at once.

Characters:



Masqurin (Disc 1-1) Elf Female Magician Lv.1
Condition: None
Initial Equip: Wooden Rod
Initial Skill: None
Initial Magic: Blaze Lv.1
Final Magic: Blaze Lv.4, Spark Lv.4, Attack Lv.2



Syntesis (Disc 2-1) Elf Female Magician Lv.1
Condition: None
Initial Equip: Wooden Rod
Initial Skill: None
Initial Magic: Blaze Lv.1
Final Magic: Blaze Lv.4, Soul Steal Lv.2, Spark Lv.4



Noon (Disc 1-3) Elf Male Wizard Lv.1
Condition: Joins when spoken to in Quonus IF Kahn is allowed to dispel ALL Kyon-Shi in cemetery.
Initial Equip: Small Wand
Initial Skill: Wand Lv.1
Initial Magic: Freeze Lv.1
Final Magic: Freeze Lv.4, Spark Lv.2, Soul Steal Lv.2



Bridget (Disc 3-1) Elf Female Wizard Lv.7
Condition: None
Initial Equip: Magic Wand
Initial Skill: Rod Lv.1, Wand Lv.1
Initial Magic: Spark Lv.2, Drain Lv.1
Final Magic: Spark Lv.4, Drain Lv.2, Attack Lv.2

PRIEST
Equip: Rod, Wand, Ankh
Promotion: Priest => Cleric => Bishop
Support: Magic Defense and Luck are increased
Mobility: 5
Priests use the same weapons as magicians, but use their magic for healing purposes. Their
magic can save many lives, and equipping them with the right weapon can give them
offensive magic as well. All Priests learn the potent Aura spell, which can be used to
replenish many characters' HP at once.

Characters:



Grace (Disc 1-1) Beast Female Priest Lv.1
Condition: None
Initial Equip: Wooden Rod
Initial Skill: Ankh Lv.1
Initial Magic: Heal Lv.1
Final Magic: Heal Lv.4, Antidote Lv.2, Aura Lv.4



Uryudo (Disc 2-1) Hobbit Male Priest Lv.1
Condition: None
Initial Equip: Wooden Rod
Initial Skill: Ankh Lv.1
Initial Magic: Heal Lv.1
Final Magic: Heal Lv.4, Antidote Lv.2, Aura Lv.4



Isabella (Disc 3-1) Human Female Cleric Lv.7
Condition: Joins in Chapter 1 if Stella was spared in disc 2, otherwise joins in Chapter 3.
Initial Equip: Saint Ankh
Initial Skill: Rod Lv.1, Ankh Lv.1
Initial Magic: Heal Lv.3, Antidote Lv.2
Final Magic: Heal Lv.4, Antidote Lv.2, Aura Lv.4

ARCHER
Equip: Arrow, Quarrel, Shell
Promotion: Archer => Marksman => Bow Master
Support: Critical% is increased
Mobility: 5
Archers provide backup for the front lines by striking from a distance and remaining in a
defensive position. They are great anti-aircraft units and fight well against flying opponents.
Upgrade their weapons often until they get a weapon that has a range of three steps.

Characters:



Hayward (Disc 1-1) Elf Male Archer Lv.1
Condition: Joins if kept alive during battle on Saraband Bridge.
Initial Equip: Small Bow
Initial Skill: None



Barnard (Disc 2-1) Elf Male Archer Lv.3
Condition: Joins when spoken to in Dusty Village IF rescued from Balsamo Lodge in disc 1.
Initial Equip: Small Bow
Initial Skill: None



Kate (Disc 3-1) Elf Female Marksman Lv.5
Condition: None
Initial Equip: Short Bow
Initial Skill: Arrow Lv.1



Garosh (Disc 2-5) Human Male Marksman Lv.7
Condition: Joins automatically in disc 2 IF rescued during Saraband Bridge battle in disc 1.
Initial Equip: Faerie Bow
Initial Skill: Arrow Lv.2

ARCHER KNIGHT
Equip: Arrow, Quarrel, Shell
Promotion: Archer Knight => Bow Knight => Buster Knight
Support: Critical% is increased
Mobility: 5
Archer Knights, like knights, struggle in thick terrain. Otherwise, they are similar to Archers
except they tend to have higher defense levels. With a mobility accessory, they are very helpful.

Characters:



Val (Disc 2-1) Centaur Female Archer Knight Lv.2
Condition: Joins if paralysis is cured by using Antidote Herb or Fairy Powder in Balsamo.
Initial Equip: Light Crossbow
Initial Skill: None



Justin (Disc 1-3) Centaur Male Bow Knight Lv.1
Condition: Joins when attempting to leave Vagabond if spoken to inside tent.
Initial Equip: Heavy Crossbow
Initial Skill: Quarrel Lv.1

WARRIOR
Equip: Axe, Tomahawk, Mace
Promotion: Warrior => Gladiator => Baron
Support: Defense Power is increased
Mobility: 6
Warriors generally have high levels of attack and defense, but low agility. They are stout
allies to have in battle. Use them against enemies equipped with spears.

Characters:



Rock (Disc 2-1) Beast Male Warrior Lv.2
Condition: Joins if Val's paralysis is cured with Antidote Herb or Fairy Powder.
Initial Equip: Small Axe
Initial Skill: None



Obright (Disc 1-1) Dwarf Male Warrior Lv.3
Condition: None
Initial Equip: Small Axe
Initial Skill: None



Horst (Disc 1-4) Dwarf Male Gladiator Lv.2
Condition: Joins when spoken to in Aspia barracks.
Initial Equip: Flail
Initial Skill: Mace Lv.1



Leon (Disc 3-2) Beast Male Gladiator Lv.10
Condition: Joins if kept alive during battle outside Balief Fortress.
Initial Equip: Great Axe
Initial Skill: Axe Lv.2, Tomahawk Lv.1, Mace Lv.1

MONK
Equip: Claw, Glove, Knuckle
Promotion: Monk => Master Monk => Saint
Support: Magic Defense and Counter% are increased
Mobility: 5
Monks are suitable for both healing magic and fighting purposes. Their MP and magic is not as
good as priests, and their fighting ability is not as good as warriors and knights, but they
are very versatile and can be a great asset with good weapons. They specialize in protection
magic.

Characters:



Irene (Disc 1-2) Human Female Monk Lv.4
Condition: Joins if kept alive during battle inside Railhead cargo hold.
Initial Equip: Cloth Glove
Initial Skill: None
Initial Magic: Heal Lv.1
Final Magic: Heal Lv.4, Tornado Lv.4, Resist Lv.2



Kahn (Disc 1-3) Human Male Monk Lv.8
Condition: None
Initial Equip: Cestus
Initial Skill: Knuckle Lv.1
Initial Magic: Heal Lv.2
Final Magic: Heal Lv.4, Support Lv.2, Slow Lv.2



Hera (Disc 2-4) Human Female Master Monk Lv.2
Condition: Joins if kept alive in civilian battle outside Elbesem Temple.
Initial Equip: Iron Glove
Initial Skill: Glove Lv.1
Initial Magic: Heal Lv.2
Final Magic: Heal Lv.4, Support Lv.2, Resist Lv.2

BIRDSOLDIER
Equip: Sword, Rapier, Wing
Promotion: Birdsoldier => Birdknight => Wing Lord
Support: Evasion% is increased
Mobility: 6 (Flight)
Birdsoldiers are unique in that they can fly to retreive distant treasure or attack enemies from
advantageous angles. They must be used cautiously, however, and their low attack and defense
must be kept in mind when deploying them. Use them against axe and mace users.

Characters:



Zero (Disc 2-2) Male Birdsoldier Lv.7
Condition: None
Initial Equip: Steel Sword
Initial Skill: Sword Lv.2, Wing Lv.1



Eldar (Disc 1-2) Female Birdsoldier Lv.6
Condition: None
Initial Equip: Metal Wing
Initial Skill: None



Fynnding (Disc 1-6) Male Birdknight Lv.15
Condition: None
Initial Equip: Foil
Initial Skill: Sword Lv.1, Rapier Lv.3, Wing Lv.1

ASSASSIN
Equip: Katana, Shuriken
Promotion: Assassin => Ninja => Master Ninja
Support: Magic Power and Counter% are increased
Mobility: 7
Assassins have very high mobility and agility. They are very useful back-up to have in battle,
but they have low defense. Their combination of weapons and magic is nice to have.

Characters:



Hazuki (Disc 2-2) Human Female Assassin Lv.6
Condition: Joins if kept alive in battle behind waterfall cavern.
Initial Equip: Shoto
Initial Skill: None
Initial Magic: Tornado Lv.1
Final Magic: Tornado Lv.4, Charm Lv.2, Attack Lv.2



Hagane (Disc 1-5) Human Male Ninja Lv.6
Condition: Joins if rear right pillar is searched inside Lookover Tower ruins.
Initial Equip: Steel Ninjato
Initial Skill: Katana Lv.2, Shuriken Lv.1
Initial Magic: Sleep Lv.1
Final Magic: Sleep Lv.1, Soul Steal Lv.2, Attack Lv.2



Murasame (Disc 1-6) Human Male Ninja Lv.9
Condition: None
Initial Equip: Steel Ninjato
Initial Skill: Katana Lv.2, Shuriken Lv.1
Initial Magic: Blaze Lv.2, Slow Lv.1, Resist Lv.1
Final Magic: Blaze Lv.4, Slow Lv.2, Resist Lv.2

RANGER
Equip: Dagger, Spear, Tomahawk
Promotion: Ranger => Commando => Striker
Support: Attack Power is increased
Mobility: 6
Rangers are extremely versatile in that they have a great variety of weapons to use from a
distance, and can exploit almost any enemy's weakness. Good candidate for Attack accessories.

Characters:



David (Disc 2-3) Elf Male Ranger Lv.7
Condition: None
Initial Equip: Hand Axe
Initial Skill: None

SHAMAN
Equip: Rod, Wand, Ankh
Promotion: Shaman => Summoner => Sorceror
Support: Magic Power is increased
Mobility: 5
Shamans are similar to Magicians except they learn magic that calls spirits to attack, which
differs from regular magic. The spirits can be used to attack one or more opponents, but the
damage is evenly divided among the targets, so Shamans specialize in harming single opponents.
Shamans also learn the Freeze spell which can be used for more conventional magic attacks.

Characters:



Hedoba (Disc 2-3) Elf Female Shaman Lv.8
Condition: Joins if not defeated during battle against Bulzome monks at top of Sutan.
Initial Equip: Small Wand
Initial Skill: Wand Lv.1
Initial Magic: Freeze Lv.2
Final Magic: Freeze Lv.4, Summon Zephyrus Lv.2, Summon Wendigo Lv.2



Marki (Disc 3-5) Human Female Summoner Lv.21
Condition:
Initial Equip: Sleepy Rod
Initial Skill: Rod Lv.3, Wand Lv.1, Ankh Lv.1
Initial Magic: Freeze Lv.4, Soul Steal Lv.2, Summon Proserpina Lv.1
Final Magic: Freeze Lv.4, Soul Steal Lv.2, Summon Proserpina Lv.2

PENGUIN
Equip: Beak
Promotion: Penguin => Emperor Penguin => Super Penguin
Support: Evasion% and Luck are increased
Mobility: 5
Penguins are... cute but extremely difficult to develop because of their lack of experience.
It takes a lot of hard work and dedication, but they can become decent soldiers. Their
special attacks tend to be a bit cooler than the average technique.

Characters:



Penn (Disc 1-4) Male Penguin Lv.1
Condition: Joins when spoken to in Storich if Large Egg from Vagabond is used on train chicken.
Initial Equip: Pen Beak
Initial Skill: Beak Lv.1



Penko (Disc 2-5) Female Penguin Lv.1
Condition: Joins when Large Egg from Airo is used on chicken from Rainside village.
Initial Equip: Penko Beak
Initial Skill: None



Pendolf (Disc 3-4) Male Emperor Penguin Lv.12
Condition: Joins when approached in Aspia if Penn and Penko were hatched in discs 1 and 2.
Initial Equip: Pen Beak
Initial Skill: Beak Lv.2
Initial Magic: Support Lv.2, Summon Penko Lv.2, Summon Penn Lv.1
Final Magic: Support Lv.2, Summon Penko Lv.2, Summon Penn Lv.2

ROBOT
Equip: Anchor, Shell
Promotion: N/A => Robot => Ancient Robot
Support: Defense Power is increased
Mobility: 5
A robot is pretty similar to a Steam Knight, but with higher defense. As long as you keep a
robot in your front lines, they can be a good range fighter.

Characters:



Robie (Disc 2-4) Robot Lv.3
Condition: Joins if Robot AI is used in ruins of Elbesem Plaza.
Initial Equip: Heavy Long Bow
Initial Skill: Anchor Lv.1, Shell Lv.1

STEAM KNIGHT
Equip: Anchor, Shell
Promotion: N/A => Steam Knight => Steam Baron
Support: Attack Power is increased
Mobility: 5
A Steam Knight can fight from a distance has good defense, but lacks agility. Use of both
available weapons makes them quite versatile.

Characters:



Ratchet (Disc 1-4) Goblin Male Steam Knight Lv.3
Condition: Joins later if machine is searched in Quonus mansion, then spoken to in Vagabond.
Initial Equip: Heavy Anchor
Initial Skill: Anchor Lv.1, Shell Lv.1

WEREWOLF
Equip: Claw, Glove, Knuckle
Promotion: N/A => Werewolf => Berserker
Support: Counter% is increased
Mobility: 7
A werewolf fights similarly to a Monk, but better. The drawback is the total lack of magic.
Werewolves have high mobility, however.

Characters:



Frank (Disc 1-4) Male Werewolf Lv.4
Condition: Joins if pushed into headquarters in Flagard.
Initial Equip: Iron Claw
Initial Skill: Claw Lv.1, Knuckle Lv.1

HOLY CHILD
Equip: Rod (Elbesem Staff only)
Promotion: N/A => Holy Child => Innovator
Support: Magic Defense and Luck are increased
Mobility: 5
A very unique and special priest and magician. Imbued with the power of the Creator's spirit.
He is capable of the most powerful magic in both healing and destruction. The unique Elbesem Staff can enable both
Shining and Blessing magic.

Characters:



Gracia (Disc 3-1) Human Male Holy Child Lv.5
Condition: None
Initial Equip: Elbesem Staff
Initial Skill: Rod Lv.1
Initial Magic: Aura Lv.1
Final Magic: Aura Lv.4, Inferno Lv.2, Shining Lv.2

COMMANDER
Equip: Varies (see below)
Promotion: N/A => Commander => General
Support: Attack Power is increased
Mobility: 6
An interesting class, Commanders consist of the respected military leaders of Aspinia
and Destonia. Each character within this class can equip different types of weapons, but
each is quite versatile and can use weapons from different classes.

Characters:



Edmund (Disc 3-1) Human Male Commander Lv.5
Equip: Dagger, Rapier, Mace
Condition: Joins if Stella was killed in disc 2, or if playing disc 3 from the beginning.
Initial Equip: Foil
Initial Skill: Dagger Lv.1, Rapier Lv.1
Initial Magic: Antidote Lv.1
Final Magic: Antidote Lv.2, Tornado Lv.4



Produn (Disc 3-3) Human Male Commander Lv.12
Equip: Sword, Spear, Tomahawk
Conditions: Joins if Stella is spared in disc 2, and Produn is NOT killed in beach battle.
Initial Equip: Great Sword
Initial Skill: Sword Lv.2, Spear Lv.1, Tomahawk Lv.1
Initial Magic: Slow Lv.2, Blaze Lv.1
Final Magic: Slow Lv.2, Blaze Lv.4



Spiriel (Disc 3-4) Human Female Commander Lv.14
Equip: Rapier, Halberd, Mace
Conditions: Joins if NOT killed in Aspia Catacombs battle in disc 1.
Initial Equip: Poleaxe
Initial Skill: Rapier Lv.1, Halberd Lv.3, Mace Lv.1

METAL GUNNER
Equip: Arrow, Quarrel, Shell
Promotion: N/A => Metal Gunner => Metal Buster
Support: Critical% is increased
Mobility: 5
A Metal Gunner is pretty similar to an Archer, but has lower agility and higher defense.

Characters:



Jade (Disc 2-5) Human Male Metal Gunner Lv.7
Condition: Joins if Garosh was killed during bridge battle in disc 1, or starting from disc 2.
Initial Equip: Heavy Long Bow
Initial Skill: Shell Lv.2



Harold (Disc 3-3) Human Male Metal Gunner Lv.12
Condition: None
Initial Equip: Elven Bow
Initial Skill: Shell Lv.2

DRAGONMAN
Equip: Claw, Glove, Knuckle
Promotion: N/A => Dragonman => Dragonmaster
Support: Counter% is increased
Mobility: 6
A special half-man, half-dragon who can tame and control dragons after defeating them.
Also makes a strong close-range, high-mobility fighter.

Characters:



Cyclops (Disc 3-2) Dragonman Male Lv.8
Condition: None
Initial Equip: Steel Claw
Initial Skill: Claw Lv.1, Knuckle Lv.1

TAMER
Equip: Whip
Promotion: N/A => Tamer => Master Tamer
Support: Critical% is increased
Mobility: 6
A tamer has the unique ability to recruit monsters after defeating them. Try to capture
strong monsters to add to your force.

Characters:



Pappett (Disc 2-6) Human Male Tamer Lv.14
Condition: Joins when spoken to in Storich tavern.
Initial Equip: Chain Whip
Initial Skill: Whip Lv.2

UNICORN
Equip: Horn
Promotion: N/A => Unicorn => Great Unicorn
Support: Enemy's Critical% is decreased
Mobility: 7
A high-mobility animal comparable to a knight, but with assorted magic abilities.

Characters:



Rollie (Disc 3-2) Unicorn Female Lv.9
Condition: Joins in Dragon Valley if Julian answers "Yes" when Jane saves Goriate from Destonia.
Initial Equip: Horn
Initial Skill: Horn Lv.1
Initial Magic: Antidote Lv.1, Charm Lv.1
Final Magic: Antidote Lv.2, Charm Lv.2, Sleep Lv.1

DRAGON
Equip: Talon
Promotion: N/A => Dragon => Holy Dragon
Support: Defense Power is increased
Mobility: 6 (Flight)
A powerful flying fighter. Can inflict great damage, but is vulnerable to arrows and rods.

Characters:



Sauzan (Disc 3-2) Dragon Male Lv.9
Condition: Joins if NOT killed during Dragon Valley battle and spoken to by Cyclops.
Initial Equip: Talon
Initial Skill: Talon Lv.1

PEGASUS KNIGHT
Equip: Wing, Lance, Spear
Promotion: N/A => Pegasus Knight => Pegasus Lord
Support: Enemy's Critical% is decreased
Mobility: 7 (Flight)
Similar to a knight, but with the ability to fly. Watch out for both arrows and axes/lances
depending on which weapon is being used. Don't abuse the high mobility and flight to get into
dangerous situations.

Characters:



Holly (Disc 3-3) Pegataur Female Pegasus Knight Lv.11
Conditions: None
Initial Equip: Steel Lance
Initial Skill: Wing Lv.1, Lance Lv.2, Spear Lv.1

SAMURAI
Equip: Katana, Shuriken
Promotion: N/A => Samurai => Shogun
Support: Magic Power and Counter% are increased
Mobility: 6
A Samurai is similar to a Ninja, but has higher defense and lower mobility. They make a
better front line troop than a Ninja, but aren't as swift.

Characters:



Jubei (Disc 3-4) Human Male Samurai Lv.17
Conditions: Joins if kept alive during battle against Rainblood Guardians on northern mountain.
Initial Equip: Bone Eater
Initial Skill: Katana Lv.3, Shuriken Lv.1
Initial Magic: Resist Lv.2, Soul Steal Lv.1
Final Magic: Resist Lv.2, Soul Steal Lv.2, Summon Demonking Lv.2

FAIRY
Equip: Rod, Wand
Promotion: N/A => Fairy => Light Fairy
Support: Magic Defense and Luck are increased
Mobility: 5 (Flight)
A Fairy can both fly and cast healing magic, making them a very effective field medic. The Fairy
has low defense, but can cast an array of helpful magic.

Characters:



Primrose (Disc 3-5) Fairy Female Lv.19
Condition: None
Initial Equip: Jewel Wand
Initial Skill: Rod Lv.2, Wand Lv.3
Initial Magic: Heal Lv.4, Attack Lv.1, Summon Zephyrus Lv.1
Final Magic: Heal Lv.4, Attack Lv.2, Summon Zephyrus Lv.2

OGRE RIDER
Equip: Anchor, Shell
Promotion: N/A => Ogre Rider => Mad Rider
Support: Critical% is increased
Mobility: 5
Similar in strength and combat style to a Steam Knight or Robot. Suitable for both close range
and long range combat, as well as fighting both enemy lancers and fliers.

Characters:



Turk (Disc 3-6) Leprechaun Male Ogre Rider Lv.24
Condition: Joins in Dormante if Ogre food is purchased in shop and well is searched.
Initial Equip: Magnum Bow
Initial Skill: Anchor Lv.2, Shell Lv.3

HERMIT
Equip: Claw
Promotion: N/A => Hermit => Sensei
Support: Counter% and Magic Defense are increased
Mobility: 5
An unusual martial artist fighter who attacks opponents like a Monk, but does not use magic.
Attack and Defense levels are respectable, however.



Unoma (Disc 3-7) Human Male Hermit Lv.21
Conditions: Joins when spoken to in Enrich Shining Force headquarters of Remotest
Initial Equip: Berserk Claw
Initial Skill: Claw Lv.3

-MAGIC-

SPELL MP Range Area Effect/Learn

Tornado Irene, Hazuki, Edmund, Power Ankh, Tornado Ankh
Lv.1 2 2 0 Light air-elemental damage
Lv.2 4 2 1 Light air-elemental damage
Lv.3 7 2 1 Moderate air-elemental damage
Lv.4 7 2 0 Heavy air-elemental damage
Blaze Masqurin, Syntesis, Murasame, Arthur, Produn, Angel Wand, Buil Rod
Lv.1 2 2 0 Light fire-elemental damage
Lv.2 5 2 1 Light fire-elemental damage
Lv.3 8 2 1 Moderate fire-elemental damage
Lv.4 8 2 0 Heavy fire-elemental damage
Freeze Noon, Hedoba, Arthur, Marki, Talisman Rod
Lv.1 3 2 0 Light ice-elemental damage
Lv.2 7 2 1 Light ice-elemental damage
Lv.3 10 3 1 Moderate ice-elemental damage
Lv.4 10 3 0 Heavy ice-elemental damage
Spark Synbios,Medion,Julian,Masqurin,Syntesis,Noon,Bridget,Eternal Wand
Lv.1 8 2 1 Light thunder-elemental damage
Lv.2 15 3 2 Light thunder-elemental damage
Lv.3 20 3 2 Moderate thunder-elemental damage
Lv.4 20 3 0 Heavy thunder-elemental damage
Shining Gracia, Elbesem Staff
Lv.1 >8 2 1 Uses all remaining MP to inflict light-elemental damage
Lv.2 >16 2 2 Uses all remaining MP to inflict light-elemental damage
Inferno Synbios, Medion, Julian, Gracia
Lv.1 20 3 1 Heavy fire-elemental damage
Lv.2 30 3 2 Ultimate fire-elemental damage
Soul Steal Syntesis, Noon, Hagane, Jubei, Marki, Soul Rod
Lv.1 8 2 0 Light shadow-elemental damage/death
Lv.2 13 2 1 Light shadow-elemental damage/death
Chaos Gate Chaos Blade
Lv.1 20 2 2 Moderate shadow-elemental damage
Lv.2 35 2 2 Heavy shadow-elemental damage
Drain Bridget
Lv.1 3 1 0 Absorbs HP from the enemy
Lv.2 3 1 0 Absorbs MP from the enemy
Heal Grace, Uryudo, Irene, Kahn, Hera, Isabella, Primrose
Lv.1 3 1 0 Light HP recovery
Lv.2 5 2 0 Light HP recovery
Lv.3 10 3 0 Heavy HP recovery
Lv.4 20 1 0 Maximum HP recovery
Aura Grace, Uryudo, Isabella, Gracia, Holy Ankh
Lv.1 7 3 1 Light HP recovery
Lv.2 11 3 2 Light HP recovery
Lv.3 15 3 2 Heavy HP recovery
Lv.4 18 0 ALL Maximum HP recovery
Blessing Elbesem Staff
Lv.1 5 2 0 Restores HP to allies or inflicts damage to enemies
Lv.2 10 3 0 Restores HP to allies or inflicts damage to enemies
Antidote Grace, Uryudo, Edmund, Isabella, Rollie
Lv.1 3 1 0 Cancel Poison, Paralysis
Lv.2 6 2 0 Cancel all negative status except Curse
Support Kahn, Hera, Pendolf, Saint Ankh, Blessed Ankh
Lv.1 5 1 1 Raise Defense/Agility
Lv.2 9 2 2 Raise Defense/Agility
Resist Irene, Hera, Murasame, Jubei, Misty Ankh, Golgoda Ankh
Lv.1 5 1 1 Raise all elemental Resistance
Lv.2 9 2 2 Raise all elemental Resistance
Attack Masqurin, Hazuki, Hagane, Bridget, Primrose, Witch Wand
Lv.1 7 3 0 Raise Attack
Lv.2 12 3 1 Raise Attack
Slow Kahn, Murasame, Produn, Jester Wand
Lv.1 5 2 1 Lower Defense/Agility
Lv.2 9 2 2 Lower Defense/Agility
Dispel Bronze Rod, Silent Ankh
Lv.1 5 2 1 Disable spellcasting
Confuse Torture Rod
Lv.1 6 2 1 Surround with illusions
Lv.2 11 2 2 Cause confusion
Sleep Hagane, Rollie, Sleep Rod, Magic Wand
Lv.1 6 2 1 Put to sleep
Charm Hazuki, Rollie
Lv.1 7 2 0 Charms the opponent
Lv.2 12 2 1 Charms the opponent
Summon Penko Pendolf
Lv.1 5 2 0 Light light-elemental damage
Lv.2 10 2 0 Moderate light-elemental damage
Summon Penn Pendolf
Lv.1 7 2 1 Distributes fire-elemental damage
Lv.2 14 2 1 Distributes moderate fire-elemental damage
Summon Golem Earth Rod
Lv.1 7 2 1 Distributes non-elemental damage
Lv.2 14 2 1 Distributes heavy non-elemental damage
Summon Zephyrus Hedoba, Primrose, Raphael Ankh
Lv.1 8 3 1 Distributes air-elemental damage
Lv.2 15 3 1 Distributes heavy air-elemental damage
Summon Phoenix Phoenix Sword, Volcano Wand
Lv.1 8 2 1 Distributes fire-elemental damage
Lv.2 15 3 1 Distributes heavy fire-elemental damage
Summon Demonking Jubei, Murasame(katana)
Lv.1 9 1 1 Distributes shadow-elemental damage
Lv.2 16 1 1 Distributes heavy shadow-elemental damage
Summon Wendigo Hedoba, Wendigo Wand
Lv.1 10 2 1 Distributes ice-elemental damage
Lv.2 17 2 1 Distributes heavy ice-elemental damage
Summon Thanatos Mitra Ankh, God Rapier
Lv.1 12 2 1 Distributes light-elemental damage
Lv.2 19 2 1 Distributes heavy light-elemental damage
Summon Helldragon Dragon Rod
Lv.1 12 2 1 Distributes fire-elemental damage
Lv.2 20 3 1 Distributes heavy fire-elemental damage
Summon Proserpina Marki, Abyss Wand
Lv.1 13 2 1 Distributes ice-elemental damage
Lv.2 22 2 1 Distributes heavy ice-elemental damage
Summon Tiamat Tiamat Rod
Lv.1 14 2 1 Distributes shadow-elemental damage
Lv.2 23 2 1 Distributes heavy shadow-elemental damage
Summon Thor Arc Wand
Lv.1 15 2 1 Distributes thunder-elemental damage
Lv.2 24 2 1 Distributes heavy thunder-elemental damage

-STATUS AILMENTS-
CONDITION CURE EFFECT
Poison Antidote Lv.1+,Antidote Herb,Fairy Powder Gradual HP loss at end of each turn
Paralysis Antidote Lv.1+,Antidote Herb,Fairy Powder Body is numb -- randomly loses actions
Illusion Antidote Lv.2, Fairy Powder, wears off Blinded by images -- attacks often miss
Confuse Antidote Lv.2, Fairy Powder, wears off Executes random actions, accuracy is low
Silence Antidote Lv.2, Fairy Powder, wears off Spellcasting is disabled
Sleep Antidote Lv.2, Fairy Powder, wears off Cannot move or act
Charm Antidote Lv.2, Fairy Powder, wears off Fights for opponents' side
Berserk Antidote Lv.2, Fairy Powder, wears off Fights random targets, Attack is increased
Frozen Blaze Lv.1+, wears off Cannot move
Slow Support Lv.1+, wears off Defense and Agility are decreased
Curse* Cure at Church Random paralysis and damage when fighting

*Equipping a Chaos Ring as an accessory will allow a character to have a cursed weapon
equipped without suffering the effect of the curse.

BATTLE SCENARIOS:

Chapters are listed in gameplay order by disc. NOTE indicates a special event or
circumstance that affects characters that join you immediately or later, or valuable
items that require some forethought to acquire. HELP indicates my personal suggestions
on areas that can be a bit tricky.

GENERAL RUINS STRATEGY: There are 18 ruins in the game, one in each chapter of each
disc. Ruins are special optional maps that your soldiers (except your main character)
can explore to retrieve items from thieves. In order to open a ruin, you need a map
specific for that ruin. These maps are almost always located in a chest in the previous
city. Regular chests can be opened by your soldiers, but the silver-lined chests are
locked and can only be opened by thieves. Since the thieves move quickly, it is imperative
that you get as many high-mobility soldiers as you can inside the ruins on the first turn it
is opened. The ideal situation is to have your highest-agility character open the ruins,
then have several other soldiers (preferably knights, warriors with tomahawks, archers with
a mobility enhancement, etc.) enter the ruins so they'll be ready to chase the thieves and
attack to retrieve the items before they escape. Bear in mind that your soldiers will be
forced to exit the ruins permanently if all the thieves are either defeated or escape.
There are many complications that can foil a ruins expedition, but many valuable items can
be obtained.

--Disc 1--

-Chapter 1-
*Synbios the Soldier joins
*Dantares the Knight joins
*Masqurin the Magician joins
*Grace the Priest joins
Battle #1: Saraband Market Square
Battle #2: Saraband Docks
NOTE: Destroy the barrel on the pier during battle to have access to the ship afterwards.
NOTE: Rescue Garosh for him to join later in disc 2. (Though this means you won't have Jade.)
*Hayward the Archer joins (if not killed during battle)
Battle #3: To Balsamo
NOTE: Rescue Barnard from secret passage in Balsamo Lodge to get him to join in disc 2.
*Obright the Warrior joins
Battle #4: Dwarf Valley
Battle #5: To Railhead *Chapter 1 Ruins: Dwarf Hill

-Chapter 2-
Battle #6: Railhead Cargo Hold
HELP: Saving Irene can be difficult. Have Dantares and Obright enter the right hole in the
crates near the starting position and exit through the rear right tunnel. Speak with
Irene or use a Medical Herb on her as quickly as possible, and protect her from harm.
*Irene the Monk joins (if not killed during battle)
*Julian the Soldier joins
Battle #7: Escape from Railhead *Chapter 2 Ruins: Blue Ruins
Battle #8: Rescuing Refugees
HELP: Saving the refugees can be very difficult. Have Dantares move toward the rail switch as
directly as possible while Synbios, Obright, and Julian move straight down to cross the
tracks before the train arrives. When moving the refugees, check the mobility range of
each so they are moved in the most efficient pattern, and are always outside the
enemy soldiers' attack range. If a refugee must be placed in a dangerous position, note
that one of them has more HP than the others as well as a Medical Herb. Have your
soldiers engage the enemy troops as quickly as possible and move the refugees right
to safety once they cross the tracks.
NOTE: Each group member will gain 10 experience for each refugee rescued.
*Cybel the Knight joins
NOTE: Use Chicken Feed on box chicken to get it to follow you if you want Penn later.
Battle #9: Inside the Train
*Eldar the Birdsoldier joins
Battle #10: Bandit Chief Shiraf

-Chapter 3-
Battle #11: Quonus Graveyard
NOTE: Do not attack Kyon-Shi and let Kahn dispel them if you want Noon to join later.
HELP: To use Kahn efficiently, realize that he will always attempt to follow Synbios.
Do not move Synbios beyond Kahn's mobility range, or else he will walk slowly. Kahn
will also not move through your own soldiers, so keep a clear path between him and
Synbios that allows him to reach the Kyon-Shi. Also be wary of standing next to Irene
if you have a Friendship with her, since Kyon-Shi can be killed by counter attacks.
*Kahn the Monk joins
Battle #12: Quonus Mansion
HELP: This battle can turn bad very quickly if your soldiers are unorganized when the Vandal
appears. Draw the Skeletons, Liches, and Succubus out and defeat them before engaging
the Vandal in combat. When only the Vandal is left, approach slowly in a checkered
formation so he can only affect one soldier at a time with his magic until his MP is
exhausted. Go to Kahn's Item => Equip => Use Acc command to cancel his invulnerability.
NOTE: Destroy barrels to allow access to treasure room after the battle. Search steam
appartus to get Ratchet to join later.
*Noon the Wizard joins (if Kyon-Shi were not harmed in Battle #11)
Battle #13: Destonian General Franz
NOTE: Purchase Large Egg from old woman, then use it on chicken in Headquaters to hatch Penn.
NOTE: Speak with Ratchet if you want him to join in Chapter 4.
*Justin the Bow Knight joins (if spoken to in tent)
Battle #14: Spiriel and the Statue *Chapter 3 Ruins: Middle State
Battle #15: Destonian General Garzel

-Chapter 4-
*Horst the Gladiator joins (if spoken to in barracks)
Battle #16: To Storich
*Penn the Penguin joins (if hatched in Vagabond in Chapter 3 and spoken to in Storich)
Battle #17: To Volcano *Chapter 4 Ruins: Desert Ruins
*Ratchet the Steam Knight joins (if spoken to in Quonus and Vagabond)
Battle #18: Dragon Volcano
NOTE: Do not kill Baby Dragon to avoid fighting Mother Dragon in disc 2. If Baby Dragon is
killed, then a passage containing the Dragon Rod will be sealed off in disc 2.
Battle #19: Aspinian General Fafhard
*Frank the Werewolf joins (if pushed into headquarters of Flagard)
Battle #20: Fall of Lord Conrad
NOTE: Attack Fiale near the start of the combat to retreive the Ship Key if you want to
have Rogan accompany you in disc 2.

-Chapter 5-
NOTE: Summoner item "Phoenix Sword" can be found in Flagard castle.
Battle #21: To Lookover
Battle #22: Lookover Tower *Chapter 5 Ruins: Lookover Ruins
HELP: Handing the complex ruins while fighting the monsters can be a handful. Send six swift
soldiers to handle the ruins while the other six fight their way along the low path.
When the ruins soldiers complete their raid, have them move up the stairs directly
across from the ruins to meet up with the other team. When facing Fiale, do not let
any soldier become isolated or they will be quickly dispatched with his summoning magic.
Fiale's magic resistance is extremely high until Kahn uses the Elbesem Orb on him.
NOTE: Summoner item "Wendigo Wand" can be found in locked chest of Lookover Ruins.
NOTE: Search rear right pillar inside ruins to discover Hagane during or after battle.
*Hagane the Ninja joins (if discovered inside ruins)
Battle #23: The Great Wall
HELP: The Golem's attack pattern involves a relatively weak Tremor attack around him on every
first and second turn, and a more serious Rock Fall attack on every third turn. The Rock
Fall attack will harm all combatants within its line of effect. If the rock travels
along the right, then the two rows on the left will be safe. If the rock travels along
the left, then the two rows on the right will be safe. If the rock travels along the
center, then one row on each side will be safe. Keep your soldiers equally divided along
the two side edges to ensure that not all of your soldiers will be crushed at once.
NOTE: Summoner item "Volcano Wand" can be found in barrel in Vagabond.
Battle #24: Queen Poison Worm

-Chapter 6-
*Murasame the Ninja joins
Battle #25: Malorie Courtyard
NOTE: Destroy the barrels surrounding the corner door to have access to treasure afterwards.
Battle #26: Braff
Battle #27: Catacombs of Aspia *Chapter 6 Ruins: Aspia Catacombs
NOTE: Do not attack Spiriel to get her to join in disc 3.
NOTE: Summoner item "Mitra Ankh" can be found in Aspia Catacomb Ruins.
HELP: It can be difficult to get past Spiriel to defeat Basanda without defeating Spiriel
herself. "Sleep" magic can be effective against Spiriel.
*Fynnding the Birdknight joins
Battle #28: Ancient Dungeon (Optional)
HELP: The Skull Mage at the fourth level of the Ancient Dungeon can be difficult. The best
defense against his Summon Tiamat magic is to stick together to distribute the damage,
as well as any equipment that raises Shadow defense. Resist magic and Slow magic will
be the most effective in securing victory.
NOTE: Summoner item "Tiamat Rod" can be found in Ancient Dungeon.
Battle #29: Colossus of Aspia
HELP: The goal of this battle is for Fynnding's party to defeat the Giga Breaker guarding the
dam valve as quickly as possible so that the primary team can sustain as few casualties
as possible. Before defeating the Giga Breaker, make sure that all the members of the
first team are within one turn of reaching the 3x4 area near the castle door behind the
stone bank. Do not bother fighting the Colossus directly. To lessen the effects of its
attacks, do not keep too many soldiers on one horizontal line along the bridge, do not
let soldiers linger directly in front of him, and do not let soldiers become too
isolated, since the X-Spark attack distributes damage like a Summon spell.
Battle #30: Imperial Prince Arrawnt
HELP: Prince Arrawnt gets two actions per round. Use Spark Lv.3, flying troops, and archers
to eliminate the High Wizards as quickly as possible. Use Resist Lv.2 and Attack magic
to support the attackers against Arrawnt, and engage him with a powerful lancer if
possible. Keep Grace far enough away so she can use Aura Lv.2 without being harmed.
**DISC 1 END**

--Disc 2--

-Chapter 1-
*Medion the Soldier joins
*Campbell the Knight joins
*Syntesis the Magician joins
*Uryudo the Priest joins
Battle #1: Saraband Harbor
Battle #2: To Balsamo
*Val the Archer Knight joins (if cured with antidote herb or fairy powder)
*Rock the Warrior joins (if Val is cured)
Battle #3: To Dusty *Chapter 1 Ruins: Dusty Ruins
*Barnard the Archer joins (if rescued by Synbios from Balsamo Lodge in disc 1)
Battle #4: Dusty Mountain
Battle #5: Aspinian General Varlant

-Chapter 2-
Battle #6: Anafect Docks
NOTE: When all enemies but Stella are defeated, speak with Medion to spare her life. If
Stella is defeated, Edmund will be playable in disc 3 and Isabella will join in
Chapter 3 of disc 3. If Stella is spared, Isabella will join in Chapter 1, and Produn
will be available, but Edmund will be an enemy.
*Zero the Birdsoldier joins
Battle #7: To Waterfall Cave
Battle #8: Behind Waterfall Cave
*Hazuki the Assassin joins (if not killed during battle)
NOTE: Use Chicken Food on correct chicken to get it to follow you to get Penko later.
Battle #9: Leaving Rainside *Chapter 2 Ruins: Rainside Ruins
Battle #10: Edmund's Army

-Chapter 3-
*David the Ranger joins
Battle #11: Treetops of Sutan
Battle #12: Rescue of Hedoba
NOTE: Do not harm Hedoba to get her to join after the battle.
HELP: To help subdue your burning urges to kill Hedoba, keep your soldiers in a checkered
formation until she exhausts her MP.
*Hedoba the Shaman joins (if not killed in battle)
Battle #13: To Barrand
*Julian the Soldier joins
*Donhort the Cavalier joins
Battle #14: To Sand Bridge *Chapter 3 Ruins: Barrand Ruins
Battle #15: Kraken
HELP: When the Kraken Legs and Kraken Arms appear, bear in mind that they can move across
both water and sand, and the Kraken Arms have an attack range of 2. Have Zero use the
Elbesem Orb on the Kraken Head to cancel its invincibility.

-Chapter 4-
Battle #16: Civilian Rescue
NOTE: Rescue the refugees if you want experience points and Robot AI, and eventually Robie.
HELP: This battle can go very badly if not managed well. At the start of the battle, Donhort
will ask Medion which road he should take. Say "NO" then "YES". He will move along the
east road and eventually block a Bulzome Knight by the southeast pond. Move the
civilians south into the thick woods as quickly as possible. Have Hera stay a few
steps behind so she will attract the Knights' attacks, and have her continually heal
herself. Move your soldiers, particularly Hazuki and Campbell, to intercept the
Bulzome Knights and protect Hera and the civilians as quickly as possible. When the
reinforcements appear from Elbesem Temple, destroy the Pegasus Knight immediately.
*Hera the Master Monk joins (if not killed in battle)
NOTE: After Battle #16, return to Elbesem and speak with man in tavern to gain Robot AI if you
rescued the civilian carrying the Robot AI. Also be sure to take the Ch.4 Ruins map.
Battle #17: Elbesem Plaza *Chapter 4 Ruins: Temple Ruins
HELP: Before entering this battle, give the Robot AI to Hazuki or Campbell.
Move Hazuki, Campbell, and Zero into the ruins on the right side of the plaza as soon
as possible. Have Zero touch the wall crystal close to the interior of the ruins first,
then fly to touch the other crystal. Have Hazuki and Campbell attack the thieves before
they can escape, then use the Robot AI to revive Robie.
*Robie the Robot joins (if Robot AI is used in Ruins)
Battle #18: Elbesem Temple
HELP: This battle looks intimidating, but understand that the objective is to shuttle your
soldiers down the staircase before Basanda and Dessheren run out of HP and the
Rainbloods come after your soldiers. Using Blizzards from the fountain and Hedoba's
Freeze spell should allow everybody to make it to the lower level.
NOTE: Summoner item "Earth Rod" can be found in chest near fountain.
Battle #19: The Seagate and the Executer
HELP: Use the Seagate's cannons to destroy the Executer's cannons in order from 1 to 4.
Rotate the cannon operators occasionally or heal them with Heal Lv.2 so the healer
is not caught in the blast if the cannon is hit. It is possible to hasten your victory
by using Zero to attack the soldiers operating the Executer's cannons. Be extremely
cautious when moving Zero and never move him into the attack range of the Wing Knights.
Battle #20: Destonian General Crewart

-Chapter 5-
*Arthur the Cavalier joins (if spoken to on white house)
NOTE: Summoner item "Volcano Wand" can be found in tunnels beneath Garvin's mansion
Battle #21: Saraband Dungeon
HELP: Be extremely careful to not let Syntesis or Arthur get defeated early on by the
guards. Use Arthur to defeat the guard carrying the Jailor's Key so he can quickly
unlock the doors and allow the others to escape. The jailed soldiers will need to
search the central table to retrieve their weapons and items. Keep in mind that
Hedoba can attack enemy troops with her magic as they pass her cell.
NOTE: Destroy barrels near door to open hall to treasure and alternate route to next battle.
Battle #22: Governor Garvin's Mansion
HELP: Be sure to destroy all the soldiers in the garden before entering the mansion, or else
they will follow you inside and attack from behind.
*Garosh the Marksman joins (if rescued during Battle #2 in disc 1)
OR
*Jade the Metal Gunner joins (if Garosh is killed in disc 1 or playing disc 2 from the start)
Battle #23: To Headland
HELP: In the next four battles, make sure that Domaric is not defeated. Keep a healer
near him in case his bodyguards do not protect him intelligently. If you acquired the
Ship Key in disc 1, then Zero will have rescued Rogan from the Seagate's cargo
hold and he will appear for the next four battles to help protect Domaric.
NOTE: Talk to pigs and search tree to discover Large Egg. Use on chicken in HQ to get Penko.
*Penko the Penguin joins (if Large Egg is used on chicken from Rainside in headquarters)
NOTE: Give the flowers from the Saraband merchant to the small girl in Airo to receive the
Chapter 5 Ruins Map.
Battle #24: Saios and Dacka *Chapter 5 Ruins: Dark Cavern Ruins
HELP: In order to retrieve the items from the ruins, have a soldier stand on the switch near
the ruins entrance to lower the barriers while Arthur chases the thief, then move off
the switch once the thief acquires the God Rapier. Arthur can cast Blaze magic to attack
the thief through the wall and receive the treasures.
NOTE: Summoner item "God Rapier" can be found in Dark Cavern Ruins.

-Chapter 6-
Battle #25: Marshlands
Battle #26: Dragon Volcano
NOTE: Summoner item "Dragon Rod" can be found in passage if Baby Dragon not killed in disc 1.
*Pappett the Tamer joins (if spoken to in Storich tavern)
NOTE: Summoner item "Mitra Ankh" can be found in crate behind train station in Storich.
Battle #27: Showdown with Dessheren *Chapter 6 Ruins: Underground Railroad
NOTE: Summoner item "Tiamat Rod" can be found in Underground Railroad ruins.
Battle #28: Ancient Dungeon (Optional)
HELP: To help defeat the Necromancer at the bottom of the Ancient Dungeon, first
have four soldiers stand on the monster generators. Have your other eight soldiers
each stand in pairs on each of the four sides of the magician, with the rear member of
each pair having either a range attack or healing magic. Have Hera rotate Resist magic
on the attackers.
NOTE: Summoner item "Arc Wand" can be found in Ancient Dungeon.
Battle #29: Mighty Tank
HELP: The objective of this battle is use David's team to defeat Garvin as quickly as possible
so the primary team does not suffer casualties. Even so, take this battle slowly and
carefully because of the small team size. Before entering this battle, have Pappett
capture strong monsters from the Ancient Dungeon, preferably Queen Worm, Griffon,
Minotaur, etc. I would suggest having Hedoba (equipped with Holy Ankh), Zero, Pappett,
and Hazuki accompany David. Do not have Medion's team advance too far ahead, since the
tank treads appear after a few rounds.
Battle #30: Republican General Tybalt
HELP: Be careful when climbing the stairs of the guard tower, and keep in mind that Yasha can
cast Spark Lv.3. Defeat him as quickly as possible, and make sure your front line
is constantly affected by Support and Resist magic.
**DISC 2 END**

--Disc 3--

-Chapter 1-
*Julian the Swordsman joins
*Gracia the Holy Child joins
*Donhort the Cavalier joins
*Kate the Marksman joins
*Edmund the Commander joins (if Stella was killed in disc 2 or if playing Disc 3 from the start)
Battle #1: Attack at Sea
Battle #2: Destonia Docks
*Isabella the Cleric joins (if Stella was spared in disc 2)
*Bridget the Wizard joins
Battle #3: Rise of the Walcuray *Chapter 1 Ruins: Valley Cave
HELP: When approaching the Mask Monk at the end of the valley, keep in mind that you soldiers
will not be affected by the Walcuray's attacks while in the dugouts.
Battle #4: Goriate in Imperial Palace
HELP: Keep your soldiers in the sidelines away from the Walcuray's attacks until Gracia can
cast Shining to disable the Walcuray. Use Goddess Tears on Gracia so he can heal the
group as they fight Goriate.
NOTE: Answer "Yes" to Jane when she resuces Goriate if you want Rollie to join later.

-Chapter 2-
*Cyclops the Dragonman joins
Battle #5: Sewers of Destonia
*Rollie the Unicorn joins (if Julian answered "Yes" to Jane in the Imperial Palace)
Battle #6: Valley of the Dragons *Chapter 2 Ruins: Sacred Dragon Vault
NOTE: Do not attack Sauzan to get him to join after the battle. If defeated by Cyclops,
he will join under automatic control. Use Cyclops to speak with him instead.
*Sauzan the Dragon joins (if spoken to by Cyclops)
Battle #7: Border Plains
*Leon the Gladiator joins (if not killed during battle)
Battle #8: Castle Siege
HELP: Be extremely cautious with your ground team. Keep all members healed, since even a
slightly injured soldier can be defeated if all the cannon soldiers concentrate their
attacks. Have your second team destroy the cannon soldiers first, then have your ground
team hide behind the side walls before destroying the gate. Defender can be defeated
with the cannons before he can attack your soldiers. However, you'll need to defeat him
manually if you want the Shiva Sword.

-Chapter 3-
*Isabella the Cleric joins (if she did not already join in Chapter 1)
*Holly the Pegasus Knight joins
Battle #9: Golems on the Delta
HELP: The Golems' attacks follow straight lines, so slowly and systematically shuttle your
troops across the bridges so they are never in the danger zone. Keep in mind that
Lady Melinda will always follow Isabella, so keep her from harm.
Battle #10: Gatebridge
HELP: Keep your soldiers in the shade to avoid metal gunner reinforcements from appearing.
Battle #11: Baersol Shore
NOTE: If Stella's life was spared in disc 2, do NOT attack Produn to get him to join.
*Produn the Commander joins (if Stella was spared in disc 2, and Produn NOT killed in battle)
*Harold the Metal Gunner joins
Battle #12: North Baersol Plains *Chapter 3 Ruins: Beach Cave
Battle #13: Temple of Kudan
NOTE: Summoner item "Earth Rod" can be found inside chest in Temple of Kudan.

-Chapter 4-
*Pendolf the Emperor Penguin joins (if Penn and Penko were hatched in discs 1 and 2)
Battle #14: Beyond the Great Wall
Battle #15: Northern Plains
*Spiriel the Commander joins (if not killed during Aspia catacombs battle in disc 1)
NOTE: Summoner item "Phoenix Wand" can be found in behind waterfall (through inn passage).
NOTE: Summoner item "Raphael Ankh" can be found in barrel in Aural blacksmith shop.
Battle #16: Foothills *Chapter 4 Ruins: Dark Temple
NOTE: Summoner item "Wendigo Wand" can be found in Dark Temple.
Battle #17: Mountain Guardians
HELP: To catch Jubei before he endangers himself by fighting the Rainbloods, have a mobile
soldier enter the first opening on the left side of the second level of the mountain
and speak with him as he passes. Enter the other openings to retrieve treasure.
*Jubei the Samurai joins (if not killed in battle)

-Chapter 5-
Battle #18: Maya at Night
NOTE: Destroy barrel in front of staircase to have access to treasure after the battle.
NOTE: Summoner item "Mitra Ankh" can be found under staircase behind barrel.
*Primrose the Fairy joins
Battle #19: Desert Monsters *Chapter 5 Ruins: Railcart Cave
HELP: The enemies constantly reappear after they are defeated, so use Sleep and Confuse
magic to reduce their harmfulness without defeating them. Have a team of three or
four soldiers break through the desert to attack the Skull Warrior.
NOTE: Summoner item "Dragon Rod" can be found inside locked chest of Railcart Cave.
Battle #20: Ark Hill
HELP: The robots change their direction clockwise each turn, so use your soldiers to block
and direct them until they surround Gracia. Keep in mind that the tiles they land on
will affect all of your soldiers with various magic. Only allow them to land on blank
tiles or the green cross tiles.
Battle #21: The Winter Sorceress
NOTE: Do not kill Marki if you want her to join after the battle. Use Julian to talk with her.
*Marki the Summoner joins (if spoken to by Julian)
Battle #22: Vandal King Galm

-Chapter 6-
Battle #23: To Glacier Cave *Chapter 6 Ruins: Ancient Cannons
NOTE: Summoner item "Tiamat Rod" can be found from thieves in Cannon ruins.
NOTE: Summoner item "Arc Wand" can be found from theives in Cannon ruins.
NOTE: Magical item "Chaos Blade" can be found from theives in Cannon ruins.
Battle #24: Shining Force of Aspinia
NOTE: Any member of the Aspinian Shining Force defeated here will need to be revived later.
*Turk the Ogre Rider joins (if shown Ogre Food and led to well in Dormante)
Battle #25: Volcanic Pass
Battle #26: Glacier Surface
HELP: Do not stand on fissures on ice. Any soldiers standing on the cracks in the ice will
be lost when they expand, and the cracks become obstructed after they open.
NOTE: Summoner item "Abyss Wand" can be found in chest at far end of glacier.
Battle #27: Shining Force of Destonia
NOTE: Any member of the Destonian Shining Force defeated here will need to be revived later.
If Medion is defeated, then the battle will be lost.

-FINAL CHAPTER-
*Unoma the Hermit joins (if spoken to in Julian's headquarters)
NOTE: Summoner item "Murasame" can be found in chest of southwest wing of sanctuary.
Battle #28: Ancient Dungeon (Optional)
HELP: The last level of this dungeon can be challenging. First of all, defeat the Arch Demons
carefully so you don't lose any soldiers, casting Aura Lv.4 if it keeps someone alive.
Do not move too close to the interior of the level or the Colossuses will be able to
cast Inferno. Once the Arch Demons are defeated, move your three highest Fire resist
soldiers into the interior corners of the outer ring to lure the Colossuses into
exhausting their MP. Use healing items to stay alive. Once their MP is exhausted, move
toward the center of the level to defeat them, but stay in the exterior corners of the
inner ring to stay out of Taros's Spark range. Once the Colossuses are defeated, move
one character into range to let Taros exhaust his MP. The ideal candidate for this is
a Priest equipped with an Arc Wand. (Bridget is also excellent since she can syphon
Taros's HP and MP.) Once Taros exhausts his MP, move all soldiers in to attack. Slow
magic, Attack magic, and lancers will be the most effective. Taros will try to attack
your main character, so stay watchful of HP and paralysis.
NOTE: The leader of each Shining Force can receive a special weapon by completing the dungeon.
The Shining Sword, Arc Rapier, and Force Blade can be earned here.
Battle #29: Scaling the Mountain
Battle #30: Bulzome's End
HELP: Resist, Attack, and Slow will help you defeat Bulzome. Use two soldiers to stand on the
Demon Knight generators. After Dessheren is defeated, Jane's capsule will begin to glow.
Cast Blessing on her to get her to join you before she breaks out.
NOTE: Do NOT harm Jane here if you want the happier ending sequence after Bulzome's defeat
**DISC 3 END**

 
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Walkthrough
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