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Kartia - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Kartia - Strategy Guide (Page 02).

--Chapter 9: The Day She Cried--
The winding layout of this level makes it a bit different
than usual.  Keep your Shadows and Commons in the lead
as you go down the road, since the first enemy group you'll
be encountering are all Common Morderes.  Keep your
human characters near the front of the pack; you'll want
them for their healing abilities and attack magic -- water
magic is very effective against the Kabandas (use Gun
Water).  Watch out for the Pardos (the centaur guy), it
can really do a number on you and has high defense.  The
Morderes should be your last priority; they're annoying,
but they shouldn't do too much damage at this point in the
game.  However, if they start to run away, kill them to
stop them -- otherwise, you'll have to chase them to the
far edge.  On turn 8, the enemy will get some reinforcements
at the windmill on the final bridge, making things a bit
more interesting there.  Just send two human characters
in the lead (as they generally have a higher defense) to
block the enemies and take hits until the next round, when
you can move in and attack.  Oh, and this probably goes
without saying, but don't forget the chests and barrels.

--Chapter 10: Quiet Stream--
This level is extremely similar to Toxa's chapter 9 (Sign
of Fun), but it's easier.  Fill up any blank spots in
your roster with Common Pardoses, and equip Duran with a
Slashing Sword.  Spread your characters out towards the
corners and attack all the Doll Kabandas (the only kind of
starting enemy).  Use the Sea Water spell against them; not
only are they weak against water, Sea Water does extra
damage to Dolls.  Try and keep your human characters in
the lead, because at the beginning of the enemy's second
turn, a bunch of Pardoses will appear and start attacking.
You'll want them to attack your human characters, as they
have the highest defense.  The Common and Shadow Pardoses
are weak against fire, while the Dolls are weak against
water.  Be sure to open all the chest; two of them contain
Diamond Gear, and the other two contain a load of Text,
including the mighty Ultra text, a Silk text that can
combine with anything to give it a +3 bonus.  The battle
will end when either a human character dies (you still go
on to the next level as it's just an arena), or you kill
all the enemies... try to make it the latter.  You *do*
lose any phantoms that die here for good, so be warned.
When the battle ends, you'll receive Kartia and items based
on the number of rounds you fought and whether or not you
won the battle.  In the scenes that follow, you'll receive
an Intermediate Grammar text, and all your characters'
Kartia and equipment levels will increase (except for
Bachstail's).

--Chapter 11: Silence--
First of all, since all your main characters have advanced
in equipment ranks, be sure to re-equip them.  Then use
the Remove Phantom command and delete any Morderes and
Polypens you might still have, and replace them all with Pardoses
and Centaurs. They're probably going to get killed anyway, and
you need tougher troops.  Equipment does make a difference,
so if you're still using garbage, make some Platinum
Blades and armor -- it can mean the difference between
taking off 92 HP out of 100 or all 100.  After equipping
everybody, arrange your characters so that they're all
as close to the road as you can get, and spread out your
human characters among the line.  Move your characters
to the far edge of the road, spreading them out into three
equal groups, but don't move past the road.  Wait through the
first two rounds (torch the barrels while you're waiting
for Text and items), and the enemy Minotaurs will move up
near the road into you range.  On the beginning of turn 3,
rush forward and attack.  Try to keep your characters fairly
close together and don't rush one character (especially not
human ones) into a bunch of enemies; they'll be dead for
sure.  Remember to use axes when attacking an enemy from
above, and spears when attacking from below.  As long as you
don't go down the slope, the Garorks will leave you alone, so
wait until you've killed off all the Minotaurs before you go
after the Garorks.  As you're fighting the Garorks, the soldiers
will probably start moving forward.  Aside from Energy Monster,
spells don't work very well on the soldiers, so use weapons.
The soldiers will often try to run by you; if they do, quickly
chase after them and kill them or you'll have to waste valuable
time (as the old saying goes, "Time is Kartia", or something
like that) chasing them down.  Oh, and for the pyro in all
of us, you can burn the sign by the road ^_^. 

--Chapter 12: Inquirer--
In this clever level, you have to use Quake spells to
modify the terrain so that you can reach the top of the
cliffs where the enemy's cannons are located.  Divide
your characters into two groups; one small group heading
left (burn through the barrels and fence) and the main
group going forward.  The thieves and soldiers will rain
cannon fire and Takeru Thunder spells down on you, but
they can rarely do enough damage to kill any one target,
so you should be able to just heal back up with Chrysan
Water.  The small group should have no problem taking
out the two enemies and taking over the cannon, but the
large group will need to use Harsh Quake (or any other
spell that raises the land) to raise the land around
the cannon.  Try to aim the spells so that you'll damage
the Soldier and Idorus Knight on top while still changing
the terrain.  As soon as the land is high enough to
attack the enemies, move in and attack them with spears
(assuming they're standing on the edge) -- just be
careful not to get within range of the Satelles.  Keep
raising the land until you can move up on top of the
plateau to finish off the enemies above and take over
the cannon (and don't forget to burn the box for a Text).
Once you have the cannons, position one character on the
metal square next to them and you can fire them.  Leave
some wimpy characters here (note that anybody can fire
the cannons and not just humans) to shoot at the Satelles
and Garorks, while the rest of your characters in to attack
the Satelles on foot.  Earth spells, like Wide Quake,
are particularly effective on them, and if you lower the
ground enough, you might get items (I got a Weave Robe).
By this time, the small party should have rejoined the
main party, and you can charge the fortress.  To hit the
further two Garorks, you'll have to use magic or (preferably)
your own Garorks.  Other than that, you should be able to
wipe out the enemies pretty easily, especially if you use
wide-range spells like Wide Quake or Flame King.  Just
don't forget to loot all the barrels and chests.

--Chapter 13: Wandering Mind--
First, the good news: Garorks move faster in water than
they do in land.  Now, the bad news: Pardoses can't cross
water at all.  In other words, you'll have to make an
ice bridge.  First, create a Garork of each phantom type
if you don't have one of each flavor already.  Then send
Kun and Ele out to burn the nearby barrels, while Troy uses
the Ice Age spell (or a weaker spell, if you don't have Ice
Age) to freeze a path across the river.  Make the path as far
downstream as you can.  Meanwhile, send your Pardoses
(and Lizauros, if you still have any) into the river, and
have them shoot at the three Pardoses.  As long as you don't
move right up the shore, they can't hit you, either.  By the
time you finish the ice bridge, the Pardoses should be
dead.  If this all sounds a bit too easy to be true, that's
because it is.  On the enemy's fourth turn, six Garorks will
appear at the head of the river and immediately move in
to attack.  Use your own Garorks and Lizauros to take them
out, aided by some spells.  Your land-based troops (Pardoses,
Minotaurs, and Satelli) should concentrate on the soldiers.
Wind spells are generally the most effective on them
magic-wise, but you're probably better off with weapons.

--Chapter 14: Bride of Heathen--
This level would be difficult were it not for the fact
that it features what is quite possibly the worst AI in
the history of video games.  Instead of attacking you,
the enemies will actually RUN AWAY from you or just
stay put while you mow them down.  You almost feel
guilty slaughtering them... almost ^_^.  First of all, almost
all the enemies are Commons, which a few Shadows mixed
in -- so make a lot of Shadow Kaliyas, a few Dolls, and
one or two Commons.  The only enemies you really have
to worry about are the soldiers, but you should be able
to kill all them in the first round.  Meanwhile, send
Lacryma backwards to the door and grab the chests and
barrels there.  Then just send your phantoms up onto the
upper level and start hacking away the Akoniets.  Unless you
are standing right next to them, the Akoniets will run away
from you, towards Lacryma, so you don't have to worry about
them sneaking up on your characters -- just move the right
kind of phantoms in and kill them.  The Kaliyas don't
even move at all, so you can pick them off completely
at your leisure.  You might as well do it quickly, though,
so you can get as much Kartia as possible for your
reward -- just don't forget to burn all the crates and
barrels sitting around.  Honestly, if you can't beat
this level, you don't deserve to be playing this game.
Try Yoshi's Story, it might be more your speed.  After
this sad little level comes to a close, there will be
a whole bunch of scenes, so sit back and relax -- you
didn't earn it.

--Chapter 15: Tender Lie--
There will be a bunch more scenes, in which Lacryma gets
a stat boost, then you have to save Rimzan from a pack
of dragons.  Move all your characters up to the upper-right
corner of the allowable area (closest to the chests),
then begin the battle.  Start by moving Rimzan into
the water and having him cast a Glacier spell on the water
in front of him to make a platform.  Have him sit here
(to avoid most of the dragons) while the rest of your
characters run around the side of the lake towards
the dragons (be sure to grab the chests; one of them
contains the Hydra text that will allow you to make
dragons in the next level).  It's basically just a melee
-- just rush at the dragons and start hacking away.
They can't counterattack, and with their long range
they can hit you no matter where they are, so there's
no reason not to rush them.  You might lose a few
phantoms, but there's not a whole lot you can do about
it.  After the battle, you'll get the Advanced Grammar,
and Rimzan joins.

--Chapter 16: Invisible Chain--
Kun gets his stat boost, then your new team of five
fights a bunch of phantoms (original, huh?).  This is
a pretty generic battle; just split up into two
groups and fight your way down the sides of the town.
Watch out for the two Doll Kaliyas that start right
next to you; they're easy to mistake for your own
troops.  Your new Grammar Text allows you to make
Dragons, and cast a bunch of new spells, including
Roll Typhoon, which is one of the best spells in the
game.  It causes a very strong Typhoon spell to
strike a random enemy (and any other ones nearby),
which means you can hit guys all the way across the
map.  With it and your other stuff, you should have
no problem breezing through here.  Just be sure to
burn *every* crate, because all of them contain at
least one Text, and some contain two.

--Chapter 17: End of the Dream--
Rimzan has sort of vanished (d'oh!), so you're back
to your core four characters.  Be sure to mix up
your character and phantoms a little from the initial
lineup, as it's a little unbalanced.  Put a bunch of
Shadows on the left side and some Dolls on the right.
On the first round, be sure to kill the Kyau right
away before it devours any chests.  Send two speedy
characters up the back to grab the chests while you
clean up all the Akoniets.  Regroup, and send two
Shadows up the far left staircase and two Dolls up
the far right side.  They shouldn't have any trouble
beating the dragons and collecting the chests.  Also
send two well-armored characters into the little rooms
near the side staircases to get the chests tucked in
there (the dragons will shoot at you, so you need a
good defense).  Be sure to get all the chests, because
the last one you open will contain the Unlimited
License, which fills the remaining slots in your Grammar.
The rest of your gang should move up onto the front platform
to fight Vandor and the soldiers (Vandor and the Soldiers...
that would be a good band name).  Use Decadent Quake (End + 
World + Law + Quake; it won't be in your Grammar unless
you have the Unlimited License, but you can always use
the Grammar Trick) to take out the soldiers.  Vandor
is pretty tough; have Troy and Lacryma use Thunder Copy
or Speed Fire (you need the Unlimited License to cast
Speed Fire) to take him out in 2 hits.  Note that you have
to defeat *every* enemy to win the battle, not just Vandor,
so getting rid of him quickly might be a good idea.

--Chapter 18: Farewell--
It's off to Pentagram for the last battle, but before
you start, make a bunch of equipment for your characters,
especially weapons (Kusanagi Blades and Dark Muramasas).
Arrange your characters so that they're at the upper-left
corner of the start area, then begin.  The toughest
opponents here are the Fyni, the ultimate phantoms.
Use a combination of Akoniets, Dragons, and magic to
beat them -- the spell you want to use here is Core Quake,
the strongest spell yet discovered (there may be a better
one...).  It's not in the Grammar, so you have to mix it
manually with End + World + Star + Law + Quake.  It will
slaughter the dragons, and do a fair amount of damage to
the Fyni.  Advance your guys across the altar (don't worry
about being hit by the dragons, they can't do much damage).
Zakuro is a wimp -- in my game, I took him out with ONE
Core Quake -- but Beltshumeltz (love that name!) is a bit
stronger.  First, Core Quake and attack away his Fynus
bodyguards (in this game's usual display of AI incompetence,
they won't attack unless you move right up next to them)
until you have a clear path to Beltshumeltz.  The big B is
basically immune to magic (Core Quake won't even do 10
damage), so you have to use physical attacks -- but his
weapon recovers HP when he counterattacks.  First, use
all your dragons fire at him to lower his HP as much as
possible, then have Lacryma, Kun, and your phantoms attack
him up close.  He gets back about 15 HP when he attacks,
so make sure you deal more than that to him.  Once
Beltshumeltz and Zakuro are both dead, you'll win the
game!  Sit back and enjoy the ending... I liked this one
a lot more than Toxa's...

%%%VERSUS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Coming in version 3.0.

*******************************************************
IV. CHARACTERS AND PHANTOMS
*******************************************************

%%%CHARACTERS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

TOXA CLASSICO - Free Knight
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  B
Kartia:      3              Magic Defense: 25/12/25/37
Can create Phantoms

ALANA IL VANYA - Kartia Swordsman
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  D
Kartia:      4              Magic Defense: 37/25/25/37
Can create Phantoms

DURAN BOUQUET - Shrine Warrior
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Kartia:      3              Magic Defense: 25/37/37/25

ELE LA MONELLA SHINON - Daughter of the Count
Move Type:   Ordinary       Weapon Rank: E
Attack Type: Direct/1       Armor Rank:  E
Kartia:      2              Magic Defense: 35/25/25/37

MISTY ROUGE - Kartia Swordsman
Move Type:   Ordinary       Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  C
Kartia:      3              Magic Defense: 12/25/25/25

RIMZAN, WHO DOESN'T SEEM TO HAVE A LAST NAME - Chief
Move Type:   Ordinary       Weapon Rank: A
Attack Type: Direct/1       Armor Rank:  A
Kartia:      2              Magic Defense: 76/55/55/55
Can create Phantoms

POSHA SAINT-AMOUR - Medium
Move Type:   Ordinary       Weapon Rank: E
Attack Type: Direct/1       Armor Rank:  E
Kartia:      2              Magic Defense: 14/14/14/14

BACHSTAIL - Adventurer
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  C
Kartia:      4              Magic Defense: 58/58/58/58
Can create Phantoms

LACRYMA CHRISTI - Shrine Warrior
Move Type:   Ordinary       Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  D
Kartia:      3              Magic Defense: 48/68/68/48

KUN VINE - Trainee Knight
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Kartia:      1              Magic Defense: 31/31/31/31

KARIS - Inquirer
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Kartia:      5              Magic Defense: 85/85/85/85

TROY WEATHERING - Encrypter
Move Type:   Ordinary       Weapon Rank: E
Attack Type: Direct/1       Armor Rank:  D
Kartia:      4              Magic Defense: ?
Can create Phantoms

POSHA SAINT-AMOUR - Shrine Warrior*
Move Type:   Ordinary       Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  C
Kartia:      4              Magic Defense: 57/77/77/57

LACRYMA CHRISTI - Inquirer**
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  B
Kartia:      5              Magic Defense: 127/107/107/107

KUN VINE - Knight***
Move Type:   Ordinary       Weapon Rank: A
Attack Type: Direct/1       Armor Rank:  A
Kartia:      3              Magic Defense: 81/81/81/81

*  Posha becomes a Shrine Warrior near the end of Toxa's
   quest, boosting her stats.

**  Lacryma becomes an Inquirer near the end of her quest,
    boosting her stats.

*** Kun becomes a Knight near the end of Lacryma's quest,
    boosting his stats.

%%%COMMON PHANTOMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

KYAU
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/1     Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 25/25/25/25
Speed: 50                   Movement: O/O/X/^

COMMON MILES
Move Type:   Ordinary       Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  E
Can Equip: All but armor    Magic Defense: 13/25/31/31
Speed: 5                    Movement: O/O/X/^

COMMON BEHEAD
Move Type:   Ordinary       Weapon Rank: E
Attack Type: Direct/1       Armor Rank:  D
Can Equip: All but helm     Magic Defense: 14/34/47/14
Speed: 10                   Movement: O/O/X/^

COMMON MORDERE
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/2-3   Armor Rank:  D
Can Equip: Helm only        Magic Defense: 2/51/37/30
Speed: 0                    Movement: O/O/X/^

COMMON GOLEM
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapons, helm    Magic Defense: 25/25/33/47
Speed: 5                    Movement: O/O/X/^

COMMON LIZAURO
Move Type:   Wtr and Grnd   Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  D
Can Equip: All              Magic Defense: 27/51/35/26
Speed: 5                    Movement: O/O/^/^

COMMON POLYPEN
Move Type:   Floating       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  N/A
Can Equip: Weapon only      Magic Defense: 29/62/29/29
Speed: 10                   Movement: ^/^/^/^

COMMON KABANDA
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Can Equip: Weapons, boots   Magic Defense: 23/32/66/40
Speed: 5                    Movement: O/O/X/^

COMMON PARDOS
Move Type:   Ground         Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but boots    Magic Defense: 7/43/60/60
Speed: 10                   Movement: O/O/X/^

COMMON MINOTAUR
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but helm     Magic Defense: 27/54/54/45
Speed: 5                    Movement: O/O/X/^

COMMON GARORK
Move Type:   Water surface  Weapon Rank: N/A
Attack Type: Indirect/3-4   Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 28/76/38/48
Speed: 0                    Movement: ^/^/O/X

COMMON SATELLES
Move Type:   Ordinay        Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapon, boots    Magic Defense: 30/60/80/30
Speed: 5                    Movement: O/O/X/^

COMMON KALIYA
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but boots    Magic Defense: 53/42/73/42
Speed: 10                   Movement: O/O/X/^

COMMON AKONIET
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapon, armor    Magic Defense: 12/87/53/66
Speed: 5                    Movement: O/O/^/^

COMMON DRAGON
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/1-5   Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 46/69/58/58
Speed: 0                    Movement: O/O/X/^

COMMON FYNUS
Move Type:   Ordinary       Weapon Rank: A
Attack Type: Direct/1       Armor Rank:  A
Can Equip: All              Magic Defense: 92/141/141/125
Speed: 0

%%%DOLL PHANTOMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

KYAU
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/1     Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 25/25/25/25
Speed: 50                   Movement: O/O/X/^

DOLL MILES
Move Type:   Ordinary       Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  E
Can Equip: All but armor    Magic Defense: 38/6/31/25
Speed: 5                    Movement: O/O/X/^

DOLL BEHEAD
Move Type:   Ordinary       Weapon Rank: E
Attack Type: Direct/1       Armor Rank:  D
Can Equip: All but helm     Magic Defense: 41/14/47/8
Speed: 10                   Movement: O/O/X/^

DOLL MORDERE
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/2-3   Armor Rank:  D
Can Equip: Helm only        Magic Defense: 30/30/37/23
Speed: 0                    Movement: O/O/X/^

DOLL GOLEM
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapons, helm    Magic Defense: 55/3/33/40
Speed: 5                    Movement: O/O/X/^

DOLL LIZAURO
Move Type:   Wtr and Grnd   Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  D
Can Equip: All              Magic Defense: 58/27/35/20
Speed: 5                    Movement: O/O/^/^

DOLL POLYPEN
Move Type:   Floating       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  N/A
Can Equip: Weapon only      Magic Defense: 62/38/29/21
Speed: 10                   Movement: ^/^/^/^

DOLL KABANDA
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Can Equip: Weapons, boots   Magic Defense: 57/6/66/32
Speed: 5                    Movement: O/O/X/^

DOLL PARDOS
Move Type:   Ground         Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but boots    Magic Defense: 43/16/60/51
Speed: 10                   Movement: O/O/X/^

DOLL MINOTAUR
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but helm     Magic Defense: 64/27/54/36
Speed: 5                    Movement: O/O/X/^

DOLL GARORK
Move Type:   Water surface  Weapon Rank: N/A
Attack Type: Indirect/3-4   Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 67/48/38/38
Speed: 0                    Movement: ^/^/O/X

DOLL SATELLES
Move Type:   Ordinay        Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapon, boots    Magic Defense: 70/30/80/20
Speed: 5                    Movement: O/O/X/^

DOLL KALIYA
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but boots    Magic Defense: 94/11/73/32
Speed: 10                   Movement: O/O/X/^

DOLL AKONIET
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapon, armor    Magic Defense: 55/55/55/55
Speed: 5                    Movement: O/O/^/^

DOLL DRAGON
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/1-5   Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 91/35/58/46
Speed: 0                    Movement: O/O/X/^

DOLL FYNUS
Move Type:   Ordinary       Weapon Rank: A
Attack Type: Direct/1       Armor Rank:  A
Can Equip: All              Magic Defense: 156/92/141/108
Speed: 0

%%%SHADOW PHANTOMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

KYAU
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/1     Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 25/25/25/25
Speed: 50                   Movement: O/O/X/^

SHADOW MILES
Move Type:   Ordinary       Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  E
Can Equip: All but armor    Magic Defense: 25/25/13/35
Speed: 5                    Movement: O/O/X/^

SHADOW BEHEAD
Move Type:   Ordinary       Weapon Rank: E
Attack Type: Direct/1       Armor Rank:  D
Can Equip: All but helm     Magic Defense: 28/34/28/21
Speed: 10                   Movement: O/O/X/^

SHADOW MORDERE
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/2-3   Armor Rank:  D
Can Equip: Helm only        Magic Defense: 16/51/16/37
Speed: 0                    Movement: O/O/X/^

SHADOW GOLEM
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapons, helm    Magic Defense: 40/25/10/55
Speed: 5                    Movement: O/O/X/^

SHADOW LIZAURO
Move Type:   Wtr and Grnd   Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  D
Can Equip: All              Magic Defense: 43/51/12/35
Speed: 5                    Movement: O/O/^/^

SHADOW POLYPEN
Move Type:   Floating       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  N/A
Can Equip: Weapon only      Magic Defense: 46/62/5/38
Speed: 10                   Movemenet: ^/^/^/^

SHADOW KABANDA
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Can Equip: Weapons, boots   Magic Defense: 40/32/40/49
Speed: 5                    Movement: O/O/X/^

SHADOW PARDOS
Move Type:   Ground         Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but boots    Magic Defense: 25/43/34/69
Speed: 10                   Movement: O/O/X/^

SHADOW MINOTAUR
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but helm     Magic Defense: 45/54/27/54
Speed: 5                    Movement: O/O/X/^

SHADOW GARORK
Move Type:   Water surface  Weapon Rank: N/A
Attack Type: Indirect/3-4   Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 48/76/9/57
Speed: 0                    

SHADOW SATELLES
Move Type:   Ordinay        Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapon, boots    Magic Defense: 50/60/50/40
Speed: 5                    Movement: O/O/X/^

SHADOW KALIYA
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  C
Can Equip: All but boots    Magic Defense: 73/42/42/53
Speed: 10                   Movement: O/O/X/^

SHADOW AKONIET
Move Type:   Ordinary       Weapon Rank: B
Attack Type: Direct/1       Armor Rank:  B
Can Equip: Weapon, armor    Magic Defense: 34/87/23/77
Speed: 5                    Movement: O/O/^/^

SHADOW DRAGON
Move Type:   Ground         Weapon Rank: N/A
Attack Type: Indirect/1-5   Armor Rank:  N/A
Can Equip: Nothing          Magic Defense: 69/69/24/69
Speed: 0                    Movement: O/O/X/^

SHADOW FYNUS
Move Type:   Ordinary       Weapon Rank: A
Attack Type: Direct/1       Armor Rank:  A
Can Equip: All              Magic Defense: 125/141/92/141
Speed: 0

%%%ENEMIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

MISTY
Move Type:    Ordinary      Weapon Rank: D
Attack Type:  Direct/1      Armor Rank:  C
                            Magic Defense: 12/25/25/25

THIEF
Move Type:    Ordinary      Weapon Rank: C
Attack Type:  Direct/1      Armor Rank:  D
                            Magic Defense: 14/28/41/14

GARUM
Move Type:    Ordinary      Weapon Rank: B
Attack Type:  Direct/1      Armor Rank:  B
Can create Phantoms         Magic Defense: 21/21/21/21

ENCRYPTER
Move Type:    Ordinary      Weapon Rank: C
Attack Type:  Direct/1      Armor Rank:  D
Can create Phantoms         Magic Defense: 69/60/69/51

CROSS
Move Type:    Ordinary      Weapon Rank: C
Attack Type:  Direct/1      Armor Rank:  C
Can create Phantoms         Magic Defense: 76/55/76/33

SOLDIER
Move Type:    Ordinary      Weapon Rank: B
Attack Type:  Direct/1      Armor Rank:  C
                            Magic Defense: 78/59/71/59

IDORUS KNIGHT
Move Type:    Ordinary      Weapon Rank: B
Attack Type:  Direct/1      Armor Rank:  C
                            Magic Defense: 78/39/58/39

CROSS (2)
Move Tpye:    Ordinary      Weapon Rank: E
Attack Type:  Direct/1      Armor Rank:  B
Can create Phantoms         Magic Defense: 126/101/126/77

ASTY
Move Type:    Ordinary      Weapon Rank: D
Attack Type:  Direct/1      Armor Rank:  C
Can create Phantoms         Magic Defense: 50/73/97/97

SARADIART
Move Type:    Ordinary      Weapon Rank: D
Attack Type:  Direct/1      Armor Rank:  C
Can create Phantoms         Magic Defense: 136/136/136/136

RAGURUZET
Move Type:    Ordinary      Weapon Rank: E
Attack Type:  Direct/1      Armor Rank:  D
Can create Phantoms         Magic Defense: 57/64/57/57

KARIS
Move Type:    Ordinary      Weapon Rank: C
Attack Type:  Direct/1      Armor Rank:  B
                            Magic Defense: 50/50/50/50

ZAKURO
Move Type:    Ordinary      Weapon Rank: C
Attack Type:  Direct/1      Armor Rank:  B
Can create Phantoms         Magic Defense: 48/39/30/63

VANDOR
Move Type:    Ordinary      Weapon Rank: A
Attack Type:  Direct/1      Armor Rank:  A
Can create Phantoms         Magic Defense: 96/96/96/96

ZAKURO (2)
Move Type:   Ordinary       Weapon Rank: C
Attack Type: Direct/1       Armor Rank:  B
Can create Phantoms         Magic Defense: 52/52/52/111

BELTSHUMELTZ
Move Type:   Ordinary       Weapon Rank: D
Attack Type: Direct/1       Armor Rank:  C
Can create Phantoms         Magic Defense: 196/164/196/164

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