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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter S » SaGa Frontier 2 - Strategy Guide (Page 01)

SaGa Frontier 2 - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for SaGa Frontier 2 - Strategy Guide (Page 01).

================================================================================
 FAQ TITLE  : SAGA FRONTIER2 - Detailed FAQ and Walkthrough [Version : 1.0]
 GAME INFO  : Saga Frontier2, US Version.
                Copyrighted by SquareSoft (Europe) in 1999/2000. 
                  Genre -- Adventure, RPG, Battle Simulation
 FAQ WRITER : Nathan Prima Suwanto [shinichi@sby.dnet.net.id]
 DATE/TIME  : Friday - 07 January 2000 - 14 00 GMT/21 00 WIB
================================================================================

-----------------------
Note To Readers
-----------------------
This FAQ is best viewed on 1024 x 768 on Microsoft Word 97+. I'm sure most 
people can support this resolution, if you can't then 800 x 600 is okay but you 
should change the zoom from 100% to a lower zoom percent. Also, do not forget to 
turn on the Automatic Word Wrapping. Many people complained to me because the 
text was too lengthy, and then I found out it was because they don't have Wrap 
activated. Actually, I wrote every paragraph without using 'Enter' at all. So if 
you don't wrap it, a paragraph is just one long long line....

Contacting Me and Sending submissions to me :
E-Mail	: shinchi@sby.dnet.net.id
ICQ UIN #	: 13520752

===============================================
FAQ Revision Information
===============================================
Ver 1.0 -- Initial Release of Saga Frontier2 FAQ.
           Walkthrough available up to these scenarios :
           Gustave XIII -- The Fake Gustave Arrives
           Wil Knights  -- Wil vs Egg (and some more)

===============================================
Version Notes
===============================================
1.0 : - Need information about Art Moves (US).
      - Need US GameShark Codes.
      - This FAQ doesn't have the complete walkthrough yet. But if you want to 
        talk with me about this game, I've made a topic on this game's message
        board so maybe if you have ideas/tricks I can know and if you need help
        I can send it to you... E-mail will also work, too...

===============================================
Table of Contents
===============================================
01. FAQ Introduction

02. Game Reviews and Scoring

03. Starting The Game

04. Explanation about the SF2 Systems
  - Scenario Screen
  - Menu Screen
  - Battle System
  - Battle Arts 
  
05. Walkthrough for Gustave XIII
     until The Fake Gustave arrives

06. Walkthrough for Wil Knights
     until Wil vs Egg

07. Credits

08. Copyright

-----------------------------------------------
01. FAQ Introduction
-----------------------------------------------
Hi guys. In this chance I want to express my apologize for stopping my Monster 
Rancher 2 FAQ. I am planning to make the V:F (Version : Final) for that FAQ and 
add all the monster CDs list I've got so far. One reason why I was stopping that 
FAQ is because I want to put more concentration on this HARD FAQ...

Anyways, I'm doing this FAQ because I got a lot of free time on my school 
holiday. I have heard that the US people will get a copy of this game on 
February 2000. Well, I live in the Southeast Asia region - where piracy dwells - 
so I've been able to get my hands on this game since November 1999. Well, I'm 
not supporting piracy, it's just I saw a good game on the store so I bought it 
and played it directly. Enough chit-chat, let's move on into the game !!

And please don't ask why I didn't wrote the game's name Saga Frontier 2. Well, 
in the game intro it says 'Squaresoft presents : SAGA FRONTIER2' and I do like 
it that way. So Saga Frontier2 it is. Actually, I enjoyed writing this FAQ. It 
feels so exciting because Saga Frontier2 has got a good story and writing a FAQ 
for it feels like I was writing a novel of some sort.

-----------------------------------------------
02. Game Reviews and Scoring
-----------------------------------------------
Graphics	: 100 %
The graphics arts are absolutely perfect !! Although the characters are made in 
Super Deformed Style, it's hand-drawn characters are smooth and not blocky. 
Imagine a cross between Xenogears and Final Fantasy Tactics characters with 
improved smoothness. The backgrounds are finely hand-drawn like storybook 
graphics, adding the sensation like we're playing a game in the fantasy world. 
Absolutely the most amazing graphic arts I've ever seen. Effects are cool too.

Sound		: 95 %
The music are good. Let's say that they've got the right music in the right 
place and in the right time. One of the theme I like most is the Battle Theme 
where there's many variations in the theme and it's like putting you into 
action. If there's going to be a soundtrack CD for this game, I'll buy it.

Gameplay	: 95 %
The improvised Art and Magic system from Saga Frontier I definitely rocks. Added 
with the duel battle and map battle, this game offers you many kinds of actions 
to play with. It's cool that you can learn arts by entering moves in the duel 
mode. And when you've got one new arts in the team battle you can use it in duel 
mode. And unlike SF1 you can share your arts and magic abilities.

Story		: 100 %
Whoa, man ! No doubt on the storyline. It's somewhat good and complex but 
unfolded in a path that is easy to follow (as long as you played the game in the 
correct scenario line, that is). Maybe the only storyline that is equal/better 
than this one is Xenogears. Not even FF VIII can beat this storyline.

Addictive ?	: 100 %
It is definitely very addictive. Once you've unfolded one scenario and got into 
the save screen, you'll want to open up the scenario and follow the storyline as 
soon as possible. For this reason I ever played 6 hours non-stop because I just 
can't hold my desire to know more about the story.

Overall	: 100 %
This is a perfect RPG game as far as I know. Although there's still some flaws 
here and there (well, nobody's perfect) it doesn't make the game fall back too 
far enough. And between the option to BUY or RENT, I suggest you to BUY it 
anyway if you desire a good RPG game or if you say that yourself is a RPG mania.

-----------------------------------------------
03. Starting The Game
-----------------------------------------------
After you put your Saga Frontier2 game CD into your console, the game will check 
the data on your memory cards, looking for a previously saved Saga Frontier2 
game. If the game can't find any Saga Frontier2 game saves, then it will proceed 
immediately to the "Gustave Born" scenario. After this scenario you will be 
given an option to save, do so so you don't have to do this scenario again the 
next time you play this game.

If you DO have a Saga Frontier2 save game available, the game will proceed to 
the Saga Frontier2 main menu. This menu consists of : New Game, Load Game, and 
Quick Start (available if you do 'Soft Reset' on the game when you have Quick 
Saved at the game).

After you select New Game you're presented to a scenario screen.

-----------------------------------------------
04. Explanation about the SF2 Systems
-----------------------------------------------
Squaresoft has put a lot of work on making the Saga Frontier2 game system as 
complex as possible so this section may be the most lengthy one because I need 
to cover every aspects that is available in the game

Scenario Screen
-----------------------------
After each scenarios, you will be presented with a scenario selection screen. 
You will be able to choose between Gustave's/Wil's scenario. Often there is more 
than one scenario available for one character. The order in which you do the 
scenario is not important. It is important that you do the easier ones first to 
build experience and gain arts. As you will carry on the characters status and 
arts to the next scenarios.

Some people have asked me before in the GameFAQ's Message Boards about how can 
they play the game's scenarios on the right track. Well, for Gustave's scenario 
there is a way where you can play the game in the right track. You'll just have 
to open the chronicle and follow the story scribed there. How to access the 
chronicle ?? Hmm... from the scenario select screen move the pointer to the 
lower left/right screen and select 'Atlas'. After the World Map is presented, 
select 'Chronicle' on the same place. Use L1/R1 to switch pages. Some scenarios 
are not scribed in the chronicle. You'll have to do it before it's scribed 
(especially Wil's scenarios).

Menu Screen
-----------------------------
There are many menu screens in Saga Frontier2. You can access them by pressing 
SQUARE, and to gain help on the menus/see item properties you can press TRIANGLE 
where a help box will appear.

-- Party Screen --  
>From this screen you can see the basic stats (Name,Age,Sex,HP,LP,WP,SP) of your 
current (4) main party members, as well as the place you're now on plus the 
amount of Chips and Cr you got.
Note : Numbers in the brackets beside WP and SP shows how much WP/SP you'll 
       regain in one turn of battle.

-- Equip Item Screen --
You can check/change your party's equipments. Each members have the ability to 
equip 2 weapons with no shield or 1 weapon + 1 shield and 4 accessories (hat, 
armor, shoes/gauntlets, accessory rings). To see the item's properties press the 
TRIANGLE button.

-- Equip Arts Screen --
You can check/change your party's equipped arts. Each person can equip 10 arts 
for use in the Team Battle. For the Duel Battle equipped arts have no effects 
since you have to enter commands. The border is used to place new arts. New arts 
are placed in the slots below the border. If the slots are full, a new art will 
be added to the first slot below border and move the lowest slot back to the 
Arts Pool.
Note : Once an art is learned by a character, everybody can equip that art too. 
       Keep this in mind to plan your arts training.

-- Item Screen --
You can use, unequip, discard and sort items from here. And if you got a 
PocketStation you can download the items you've got from the go-go digger game. 
I don't have one so I can tell you nothing about it.

-- Player Notes --
Every art combos, custom arts, and learned arts are stored here for reference. 
Note that you've only got 8 slots for the art combos so use them well. If you 
got a pocketstation you can upload the arts to it and trade combos with your 
friends (grrr... I don't have one !!!).

-- Battle Style --
To gain the most from your party in battle, use this menu. Here you can change 
party members (if you got more than 4 in your party), control the order of 
movement your party members will move in the battle, and change their role. For 
info on the role, press TRIANGLE on the Role Select screen.

Battle System
-----------------------------
Battle System in Saga Frontier2 is divided into three : the normal Team Battle 
mode, One-on-One Duel Battle, and Scenario Map Battle. I will explain them one 
by one.

-- Team Battle --
4 members from your main party will face the enemy's party. At the beginning of 
each turn, you will be given an option to 'Enter Battle Commands' or 'Recover 
HP'. By choosing 'Recover HP' you can recover your party members' HP to maximum 
at the cost of one LP per recovery. Know when to do this to avoid your party 
members from dying or from using too much LP for recovery.

In Battle, you can choose weapons by pressing Left/Right and choose arts by 
pressing Up/Down. Each weapon - except Gustave's - has its own Anima Power thus 
giving you one 'Anima Art' for each weapon below the normal attack move. This 
Anima Art is just like a normal attack but added with the weapon's element power 
adding more damage. Weapon Arts use WP while Anima/Spell Arts use SP.

If you got it right, sometimes the characters can unleash their Arts together at 
one enemy thus making a combo arts. To do it, the characters whom you want to 
perform the combo must attack one same enemy.
- 2 characters combo is called 'Duo Combination'
- 3 characters combo is called 'Triple Onslaught'
- 4 characters combo is called 'All Out Attack'
With the name of the first Art added in the front name.

-- Duel Battle --
Sometimes, you will have the option to 'Fight as Team' or order one of your 
party members to do the fighting. Remember, if this character lost the battle 
there won't be a chance to change character, thus giving you 'Game Over'.

Before each screen you will have the usual Battle and Recover HP screen added 
with a Change Weapon option. In Battle, you will be given a set of commands to 
do with your weapon. If you put in the correct commands, you will be able to do 
an Art you already learned, or even pull out a New Art. To know which commands 
make which Arts, consult the Player Notes - Art Section and press TRIANGLE to 
see the set of commands to work on for the art.

-- Map Battle --
This is the most difficult and complex battle. You will be given a few units to 
face the enemy's units and to accomplish the Victory Condition. If you run into 
an enemy's unit it will do a Team Battle, that only consists of 1 turn. After 1 
turn, the losing unit will have to draw back, and both units are recovered.

After one map turn, one troop will be added to units that have lost its troops. 
The number of troops you can replace is displayed in the 'Reserves' section. A 
unit will be considered 'Death' if all 4 members of the party is killed.

There are 3 types of units :
Infantry	-- Equipped with sword and spear, the normal unit.
Archer	-- Equipped with bow and spear, can provide cover fire to adjacent 
               units in the 8 blocks that are surrounding the archer unit.
Steel Unit	-- Gustave's Unit. Has steel weapons. Gustave led this unit equipped
               with Gustave's Sword (Atk 53 !!).

Hints :
For the map battle, always use the strongest attack possible, in this case, 
FLAME SPEAR, because all your units are equipped with flame-anima spears except 
Gustave's Unit which has steel (non-anima) weapons.

Battle Arts
-----------------------------
In this game, arts are divided into 2 main arts. Weapon Arts (including Martial 
Arts) and Anima/Spell Arts.

Weapon Arts itself are divided into 6 main Arts. They are Martial Arts, Sword 
Arts, Spear Arts, Staff Arts, Axe Arts and Bow Arts. To do these types of arts 
in battle, you need to equip the respective weapon for the arts on the character 
that you've equipped the art with. Weapon Arts use WP for its use. 

For use in the Duel Battle, you have to enter the correct commands, example :
- Double Slash	(Cleave-Cleave)
- Cross Slash	(Slash-Backslash)
- Bull Crush	(Charge-Charge-Cleave)
- Bear Crush	(Charge-Charge-Charge-Cleave)

One more thing, the use of WP is different from Team and Duel Battle mode. In 
Team Battle you use the amount of WP displayed next to the art. But in Duel 
Battle you only use as much as you use the commands. So, for example : Bear 
Crush in Team Battle costs 10 WP, but in Duel Battle it only costs 1 WP because 
Charge costs 0 WP while Cleave costs 1 WP. Get that ? OK, let's move on.

Spell Arts - furthermore - are divided into 6 main Elements. They are Fire, 
Water, Tree, Beast, Tone, and Rock Elements. Unlike the Weapon Arts which stands 
for itself, Spell Arts consists of combinations of elements, examples are :
- Woodstock 	(Tree-Beast spell)  5 SP - Attack 1 enemy
- Needle Shot	(Tree-Stone spell)  4 SP - Attack 1 enemy
- Bushfire		(Tree-Flame spell)  6 SP - Attack enemy (area)

You can also create 'Custom Spell Arts' in two ways. First, using the same anima 
power repeatedly, for example, Fire x2, Fire x3, Fire x4, and same goes with 
another anima powers.

Take note though, not all spells could be used immediately in battle. To use the 
spells, you have to equip items that have the same anima powers with the spell 
that you are going to use. So for example if you are going to use 'Needle Shot' 
you need to equip items that have the 'Tree' and 'Stone' elemental. It doesn't 
need to be 1 item. 2 item (1 tree + 1 stone) is okay.

But also, there are some cases that you can use a spell without equipping the 
necessary elements. I think this has something to do with the environment you 
are on. Maybe environmental Anima can affect this ? In the Deserts, I can use 
'Needle Shot' just by equipping a Tree item. Guess what, the deserts must have a 
lot of stones there it gives enough Anima to cast it.

Here I'll give you the Arts combinations. This is a courtesy from Andreas Angga 
Indrawan's (anggasquall@yahoo.com) Arts FAQ. The orders of writing are :

Arts Name		Arts Commands			WP Cost	Atk		Best Vs#
												Effect*
-- Martial Arts --
1.  Karate Punch	Ready-Punch				2 WP		Atk 09
2.  Back Hand	Feint-Punch				3 WP		Atk 15
3.  Rotation Kick	Charge-Kick				3 WP		Atk ??
4.  Bear Paw	Charge-Grab				4 WP		Atk 24
5.  Brawl		Punch-Kick-Punch			4 WP		Atk 27
6.  Crush Beat	Charge-Punch-Punch		4 WP		Atk 35	#Stone
7.  Heart Breaker	Focus-Grab-Punch			5 WP		Atk 38	*Cripple
8.  Arm Hammer	Charge-Charge-Punch		5 WP		Atk 45
9.  Kick Rush	Kick-Kick-Kick			5 WP		Atk 49
10. Corkscrew	Charge-Focus-Punch		6 WP		Atk 51
11. Somersault	Charge-Kick-Kick			5 WP		Atk 54	
12. Triangle Kick	Feint-Kick-Kick			6 WP		Atk 57
13. Sumo Throw	Punch-Grab-Kick			8 WP		Atk 60
14. Kitchen Sink	Charge-Feint-Kick			7 WP		Atk 62
15. Rolling Thdr. Focus-Punch-Punch-Punch		9 WP		Atk 64
16. Tumbler		Feint-Grab-Charge-Grab		9 WP		Atk 72
17. Cascade Rsng. Focus-Kick-Kick-Kick		10 WP		Atk 79
18. Kamikaze	Charge-Charge-Charge-Grab	10 WP		Atk 90
19. Eradication	Punch-Punch-Kick-Kick		10 WP		Atk 99

-- Sword Arts --
1.  Double Slash	Cleave-Cleave			2 WP		Atk 21	
2.  Cross Slash	Slash-Backslash			3 WP		Atk 25
3.  Strike Slash	Feint-Slash				3 WP		Atk 27	*Stun
4.  Running Slash	Feint-Backslash			3 WP		Atk 33
5.  Mist Double	Feint-Cleave-Slash		3 WP		Atk 34
6.  Smash		Charge-Cleave			4 WP		Atk 37
7.  Final Letter	Backslash-Cleave-Backslash	6 WP		Atk 39	*Death
8.  Dead End	Cleave-Backslash-Slash		7 WP		Atk 42	*Death
9.  Double Stroke	Ready-Backslash-Backslash	4 WP		Atk 44
10. Cross Break	Charge-Cleave-Cleave		5 WP		Atk 46
11. Slice & Dice	Slash-Backslash-Cleave		5 WP		Atk 49	
12. Dragon Tail	Feint-Slash-Backslash		5 WP		Atk 50
13. Head Cracker	Ready-Charge-Slash		6 WP		Atk 52	#Beetle
14. Heaven & Hell	Charge-Slash-Backslash		6 WP		Atk 55	*Stun
15. Head Wind	Feint-Cleave-Backslash		7 WP		Atk 59
16. Bull Crush	Charge-Charge-Cleave		8 WP		Atk 63
17. No Moment	Ready-Ready-Ready-Slash		8 WP		Atk 66	*Unavoid
18. Blade Spray	Ready-Charge(x2)-Backslash	9 WP		Atk 71	*Area
19. Bear Crush	Charge-Charge-Charge-Cleave	10 WP		Atk 80
20. Multi Way	Slash-Backslash-Cleave-Slash	13 WP		Atk 88

-- Axe Arts --
1.  Tomahawk	Charge-Throw			2 WP		Atk 17
2.  Heel Crush	Focus-Backslash			2 WP		Atk 19
3.  Hyper Hammer	Charge-Backslash			3 WP		Atk 24
4.  Wood Cutter	Charge-Charge-Slash		4 WP		Atk 27	#Plants
5.  Fake Out	Feint-Backslash-Slash		3 WP		Atk 34	*Unavoid
6.  Skull Crush	Focus-Charge-Slash		4 WP		Atk 40	#Skulls
7.  Axel Turn	Ready-Charge-Backslash		5 WP		Atk 44
8.  Ogre Crossing	Ready-Backslash-Backslash	4 WP		Atk 49
9.  Sky Drive	Charge-Feint-Throw		5 WP		Atk 53
10. Yo-Yo		Focus-Charge-Throw-Throw	7 WP		Atk 55
11. Mega Hit	Ready-Charge-Slash		6 WP		Atk 60
12. Wheel Grind	Feint-Slash-Slash-Slash		5 WP		Atk 61
13. Flash Trinity	Ready-Slash(x2)-Backslash	8 WP		Atk 70
14. Sky Rendzvous	Throw-Throw-Focus-Throw		9 WP		Atk 73
15. Tornado Div.	Backslash(x2)-Charge-Slash	12 WP		Atk 91	#Plants

-- Staff Arts --
1.  Roll Beat	Swing-Swing				2 WP		Atk 10	*Unavoid
2.  Heart Beat	Focus-Beat				3 WP		Atk 14	*Cripple
3.  Lobster Slayr	Swing-Feint-Swing			4 WP		Atk 28	#Sh.Fish
4.  Bone Crush	Focus-Charge-Beat			4 WP		Atk 31	#Skulls
5.  Head Splitter	Focus-Focus-Beat			4 WP		Atk 34
6.  Gong Beat	Ready-Charge-Swing		6 WP		Atk 42
7.  Painful Beat	Ready-Focus-Beat			5 WP		Atk 45
8.  Rock Crush	Charge-Beat-Beat-Beat		7 WP		Atk 50	#Stone
9.  Turtle Killer Charge-Focus-Focus-Beat		10 WP		Atk 61	*Unblock
10. Time & Tide	Focus-Focus-Beat-Beat		14 WP		Atk 77	*Unavoid
												*Death

-- Spear Arts --
1.  Swing & Stab	Backslash-Thrust			2 WP		Atk 18
2.  Double Thrust Thrust-Thrust			2 WP		Atk 22
3.  Lawnmower	Charge-Thrust			4 WP		Atk 27	*Stun
												#Plants
4.  Skewer		Charge-Charge-Thrust		4 WP		Atk 36
5.  Wave Thrust	Backslash-Thrust-Thrust		5 WP		Atk 43
6.  Brain Shaker	Focus-Feint-Feint			4 WP		Atk 51	
7.  Aiming		Focus-Focus-Thrust		5 WP		Atk 55	*Unavoid
8.  Squash		Feint-Backslash-Thrust		6 WP		Atk 57
9.  Shininh Arm	Charge-Feint-Thrust		8 WP 		Atk 63	*Unavoid
10. Heavenly Strk	Backslash(x2)-Thrust-Thrust	10 WP		Atk 65
11. Beast Lightng Ready-Focus-Backslash-Thrust	9 WP		Atk 69
12. Thousand Crss Thrust-Thrust-Thrust-Thrust	12 WP		Atk 80
13. Fearless Trpl Feint-Backslash(x2)-Thrust	14 WP		Atk 88

-- Bow Arts --
1.  Aim Shot	Focus-Shoot				3 WP		Atk 18
2.  Shadow Bind	Feint-Focus-Shoot			3 WP		Atk 00	*Cripple
3.  Mind Break	Focus-Feint-Quickshot		5 WP		Atk 36
4.  Sidewinder	Focus-Focus-Shoot			4 WP		Atk 44	#Frogs
5.  Shadow Slayer	Shoot-Focus-Quickshot		6 WP		Atk 49
6.  Thosand Needl Quickshot-Quickshot-Shoot	6 WP		Atk 52
7.  Rapid Fire	Charge-Quickshot(x3)		7 WP		Atk 55
8.  Hi Spd Arrow	Charge-Focus-Focus-Quickshot	7 WP		Atk 64
9.  Crystal Prism	Quickshot-Shot-Quickshot-Shot	9 WP		Atk 84

Ooooofff... finally done this hard and tiring part. Let's take a quick break 
then you can turn on your game and practice these lessons. If you got stuck in 
the game anyway, check out the walkthrough section below.

-----------------------------------------------
05. Walkthrough for Gustave XIII
-----------------------------------------------

-- Gustave Born --
In a Battlescene, Gustave XII of Finney's army is fighting against another army 
which I forgot the name (Marquis of Otto ?). The Marquis' army got defeated 
eventually. Somewhere along the way, news of the newborn baby is spread to the 
army of Gustave XII. Gustave XII goes home to Thermes and finds his wife, Sophie 
with the newborn baby, our hero Gustave XIII.

-- Gustave Exiled --
7 years has passed since Gustave was born. The Royal Family grows bigger with 
the presence of Gustave's younger relatives, Mary and Philippe. In the age of 7, 
Gustave has to do the Firebrand Ceremony, which will decide his fate whether he 
is worthy to be a successor of the throne of not. There he must be able to hold 
Firebrand and ignite it.

In the presence of all the castle officials and Finney soldiers, Gustave XII and 
XIII moves forward. Gustave XII moves forward, took the Firebrand and ignites 
the sword. Then Gustave XIII steps forward. He tried to focus his Anima in the 
power but soon he realized that he doesn't have any Anima power at all. His 
father, angry of of his child's failure, said that Gustave is more worthless 
than a stone. Sophie tried to stop his dear son from being exiled but in the end 
she got exiled as well.

After Gustave and Sophie left, Cielmer - Gustave's master and mentor - seeks an 
audience with the king to gain the authorization for going back to Gruegel. The 
king let him go. Cielmer went to the slums and bring Gustave and Sophie with him 
to Gruegel to seek refuge from King Sho of Na. It will be another 20 years 
before Gustave will see this castle again...

-- Gustave 13 years old --
After he moved to Gruegel, his heart grows wild. He became a bad boy because he 
think he is worthless without Anima. He started to harm people and living things 
that he thinks is more worthy than him. He has a close friend named Flynn, who 
always follows him everywhere he go, for he too, cannot use Spell Arts. One day 
his mother comes and slapped him. She asked him whether it is the Anima that 
makes the flowers grow and the birds fly. Then he ran away...

Gustave got angry with Flynn because he thought that it was Flynn's fault not to 
told him when his mother came. He started hitting Flynn when Leslie came along 
and stopped him. Gustave cried and ran away. Leslie wondered herself, "It is 
that hard to be unable to use Spell Arts ?". Leslie asked Flynn why do he follow 
Gustave even if he knew that Gustave is scary. He answered that Gustave is the 
only one who can understand the feeling about how it is to be unable to use 
Spell Arts. Flynn found Gustave sitting near the lake and offered him some food.

[From This Point You Will Be Able To Control Gustave XIII]

-- Gustave and The Blacksmith --
One years later, Gustave moved to Jade. Here, your adventure begins. Go to the 
general store and buy supplies, just in case. Go in the door beside the store to 
find the Blacksmith. Gustave wants to learn the arts of blacksmithy to make 
steel weapons. At that era, weapons are made from stone and wood, from which 
Anima can be drawn. He wanted to make a steel sword for he cannot use Spell Arts 
and he want to prove that even ungifted, he is still worthy to live.

In the age of 15, Gustave completed his Trial Dagger (Atk 12). He went with 
Flynn to the Cave of Jade, to seek for monsters and train himself. Despite his 
looks, Gustave has got fairly high stats so you don't have to worry of dying 
unless you play and fumbled around too much. In the village, Kelvin - the son of 
the Count of Jade, Sir Thomas - is warning the villagers not to go to the caves 
because there are bandits there. One villager told Kelvin that Gustave went to 
the cave. Kelvin went to cave and looked for Gustave.

After controlling Gustave for some moments, you will control Kelvin. Enter the 
cave on your right side to face a monster. Kelvin will mumble something about 
Gustave, thus calling Gustave right away to his side. Kelvin is equipped with a 
spear (that is not of infinite endurance like Gustave's Trial Dagger). He has 
got a pretty low HP somewhat of 110 and low defense so you've got to be careful 
with Kelvin. After the battle, Gustave asked Kelvin's help to rescue Flynn from 
the bandits and prove that he is not worthless after all.

Move around the cave and fight some enemies. Be sure to 'Quick Save' along the 
way to prevent you from playing all over the way again when you died. On the end 
of the cavern, you will found the Bandits hideout. Gustave will come out and 
attract attention of the Bandits. The leader will tell one of her men to attack 
Gustave. Thus a one-on-one battle ensued. It's not too hard, just use the Arts 
that you've learned along the way (don't try to learn now) to whack him good.

After you won, Kelvin will come along. The Bandit Leader noticed him as the son 
of the Count of Jade, thus ordering her men to capture him. A Team Battle ensued 
then, Gustave-Kelvin fought against the Bandit gang. Don't worry about attacking 
the leader, she won't attack you, she'll just whip his gang for morale boost. 
When it's just the leader, she will escape. I don't know what will happen if you 
kill her first, maybe it will end the battle quickly.

-- Reunion --
Gustave and Flynn went to a party. There Gustave reunited with Leslie for the 
first time after a long time. Kelvin came along and asked Flynn if Gustave likes 
Leslie. Flynn said that Gustave has been quarrelling around with Leslie every 
time they met and he doesn't know if there is a relationship between them.

-- Mother's Sickbed --
Sophie is being badly ill. She is treated by Leslie. She wanted to close her 
eyes after giving her final words to Gustave but he wasn't there. Kelvin then 
went to the cave to look for Gustave and bring him home.

The screen moves on to Gustave on the cave. By now, you should know pretty much 
about the layout of this cave. Move Gustave to the point where there is a 'giant 
mushroom' in the center of the room. You will meet Kelvin there. Kelvin told 
Gustave about Sophie and Gustave hurried home. After you move for some time, a 
Slime will fall on Gustave. Quickly finish him and you will be transported to 
Gustave Mother's Sickbed.

Gustave asked his mother not to leave him. Sophie said that she doesn't need to 
be with him again as he has found what he has been missing for these times, 
friends. Now he has got Flynn, Leslie and Kelvin on his side. Sophie asked him 
to take care of Leslie, be good friends with Flynn and always trust on Kelvin. 
Gustave can say nothing but 'yes...'. Then her Anima went on a long journey and 
so Sophie died at the age of 39.

The news of Sophie's death has reached Finney Kingdom at Thermes. Gustave XII 
express his sadness of his wife's death. Philippe got angry and went to his 
room. He thought that if only Gustave wasn't born, his mother won't have to die 
like this and he will be able to succeed the throne.

-- The Hidden Intention/Gustave in Wide --
Gustave went to the Wide Castle to tell stories of his adventures to the Count 
of Wide. After he finished, bring him outside the castle to the lower middle 
part of the town, and enter the bar. Go to the bar, up to the second floor to 
your room to find Leslie and Flynn. Gustave will order Leslie to gather info 
about Sir Mouton. Exit the bar and talk to all townspeople.

If you got money, you might want to go shopping and buy Gustave a new Steel 
Dagger that is better than your Trial Dagger. Note that you cannot unequip your 
Trial Dagger so you just have to equip it on the slot below it. This new dagger 
is basically the same with the Trial Dagger (steel-made and unlimited endurance) 
but it is stronger. You cannot change the Trial Dagger, there's a new one later.

Go back to the bar and gather info about Sir Mouton. Then go into the castle and 
seek audience with the count to frame Mouton. General Nebelstern will come and 
ask for a withdrawal. In the night time, you have to found a secret way in the 
castle that connects the castle to the outskirts of Wide, so the army of Jade 
led by Kelvin could sneak in the castle from outside town.

Enter the room on the main floor below the Count's Room. Check the painting in 
the upper left corner until it reveals a new way. Go into the dungeon. When 
there is an intersection, enter the door first and go upstairs to wind up the 
wooden bridge's rails. Go back down and cross the bridge. Break the door in the 
right part of the dungeon, go upstairs and fight the skeleton guardian to win 
1000 Cr (note : use a lot of 'Cross Slash' coz he's an undead, or if you have 
got Bear Crush, crush him !!).

Exit the room, go left past some enemies, and there you are in the outskirts of 
Wide. Gustave orders Flynn to call Kelvin's army. And from the hill, Gustave 
sees the sun rise to the sky, indicating a new era that is just going to begin 
for him since the takeover of Wide. Then, Gustave took Wide as his stronghold.

-- Gustave and The Pirates --
Gustave was in his workroom with Mouton reporting the progress of Wide. Gustave 
seems too tired and unconcentrated to hear Mouton's report. Mouton drags Gustave 
out of the stronghold and told him to have fun before going back in the castle. 
Talk to the people and you will hear about the pirates that are invading the 
city of Wide.

Go to the Bar. If there are 3 men blocking your way, go to the stable and talk 
to the pirates there, they will be missing by the next time you come back into 
the Bar. Inside the Bar, the swordsmen was trying to pick up on a little girl. 
Gustave can't hold his temper and started to insult those men. One of the men 
tried to fight Gustave but Gustave managed to deflect the attack and counter-
attacked with some lightning moves (this is done automatically, sit back and 
enjoy the good fight !!). The defeated man ran away from the bar. Exit the bar.

Come to a house near the stables, where a swordsman is standing in front of the 
door. Talk to him and Gustave will ask to see their leader. He will say that his 
leader was expecting him and he will just have to wait a little longer. Go to 
the stables and talk to the pirates. The captain will offer you to join the 
Seven ??? Fleet (oops forgot that). Gustave will think about the offer. Go back 
to the swordsmen's house.

The swordsman leader will tell you about the missing treasure, I think it was a 
symbol that can be used to make trading acceptable. With the symbol, the pirates 
will be able to do trading. He asked Gustave to retrieve the symbol, Gustave 
thought about it and remembered about Mouton asked him to have fun, he accepted.
Go back to the stable and join the pirates fleet.

On the pirates ship, talk to the captain about the Duke's fleet accident and he 
will go down to his room. Continue talking to the other pirates and you will be 
introduced to a great swordsman, whose name was Kyle? (?? I forgot again ??). Go 
to the captain's room and you will see the captain enters another room.

Exit the captain's room and you will have to face a Slime. You can ask Kyle to 
fight him or do it yourself. Choose to do it yourself. After the battle you will 
be asked to carry some things into the treasure room. You will see the symbol 
placed on the pedestal. Go to the captain's room and talk about the symbol. The 
captain will ask you what you feel when you see the world map on the room. 
Answer : 'vastness of universe' (or something like that).

Kyle will enter and demanded a private conversation with the captain. Go to the 
cargo room that is right below the captain's room. You will see the ship watcher 
getting drunk there. You will also be able to hear the conversation above. After 
that, the ship is attacked by a pack of slime. Go to the deck. Fight the slimes 
that attacks you.

Find Kyle and the Captain, talk to all pirates. Gustave will realize that the 
ship is empty below deck. Go to the treasure room, and you will find that the 
symbol is protected with a force field. Go through the door on the right to the 
captain's room. Look at the map and study the 'Northern Travel Route'. It's the 
key for opening the puzzle. Go back to the treasure room and check the compass.

Choose to remember the route. The number of stripes is the number of travel days 
while the direction is shown on the map. If my memory is still correct, solve it 
by entering : South 3 - Southeast 2 - East 1 - Northeast 2. Otherwise try the 
other combinations. Note : the South may look like a 4 but it's 3 !! (proved), 
this matter caused me to repeat the puzzle 10 times.

Kyle and The Captain will arrive. When Kyle and The Captain is attacked by the 
slime, Gustave thought that Kyle also has a dream, just like himself dreaming of 
becaming worthy, Kyle is dreaming to start the trading job. Gustave quickly 
fights off the other slimes and after a few fight the scene will switch back to 
Wide. There will be talk about the pirates and Gustave will assure the people 
that the pirates have good intentions....

-- Father's Sudden Death --
5 years after gaining Wide as his stronghold (Gustave at 27, Kelvin at 26). 
Gustave heard news that the King of Finney has died and replaced with his half 
brother, Gustave XIV. Gustave didn't want to start a war at first, but the 
soldiers convinced Kelvin to start the battle to regain Thermes as his throne.
Kelvin meets Gustave and suggested a battle. Gustave said that he has never 
commanded a fleet before, thus he has no experience in war. Mouton said that he 
will find someone capable and he will seek Nebelstern for it...

Mouton came to Nebelstern's house with Cielmer. Cielmer said that as his former 
master and mentor he wanted to know how far can Gustave walk without Spell Arts. 
Nebelstern thought over the idea and accepted to be appointed as the general of 
the Gustave XIII's Wide Army.

-- Landing on The Eastern Continent --
Gustave and Kelvin set foot on the continent of Merchmin Region. Kelvin asked 
Gustave how he feels to be able to see this place again after 20 years. Gustave 
felt nothing. He felt like he was a good for nothing and he didn't want to spill 
blood of the people. "Many Animas will disappear from this world just to fulfill 
a selfish ambition of a good-for-nothing like me. Ironic isn't it ?" -- Gustave.

Kelvin asked Gustave not to say that in front of the army because it will lower 
their morale. Nebelstern asked Gustave to set this battle like it was a Gustave 
vs Gustave battle, to make the troops doesn't realize that it's just an internal 
conflict. If the troops thinks that it's just an internal conflict, they won't 
care who won and they would give up their morale. Gustave asked Nebelstern to 
take care of everything and move away.

"Are you proud of your blood, Kelvin ?" -- Nebelstern.
"Sure. I am proud that I was born in Jade and I will do anything that the House 
of Jade ordered." -- Kelvin.

"Gustave curses his own blood. He thinks that he is a good for nothing and that 
makes him doesn't want to fight this battle. He thought that the people around 
him cursed him. But now it's our duty to get rid of Gustave's dark side".
-- Nebelstern.

-- The Battle of Buckethill --
The map will show units of Gustave XIII's and Gustave XIV's. Eventually, you 
will be brought in your first map battle where you are placed in the least 
fortunate side. You only got 4 reserves while the enemy got 20. But your task is 
actually easy. Eliminate Gustave XIV's unit and you'll win. You got strong units 
on your side so no fears, the commanders are also fighting on your side, unlike 
on Gustave XIV's troops.

To win easy, if you own a general, launch his best attacks. Nebelstern should 
attack with Spell Arts, he got a plentiful of useful spells. Kelvin will do with 
his Spear Arts, while Gustave will be the strongest commander. His Trial Dagger 
has been replaced with "Gustave's Sword" (Atk 53) giving you a hell of a power.

The normal infantry units should attack with "Flame Spear". It is the strongest 
attack available and it can deliver 100+ damage suppose you do it right. Don't 
bother to divide the attack 1 unit against 1 unit. Just focus all 4 members of 
your party into one enemy unit. Once he's died your units will move onto another 
unit. This way you'll make sure you has more number after the battle because the 
enemies usually use the spread 1-on-1 strategy.

Just trap the Gustave XIV's unit with your units and crush him. Make sure you 
attack Gustave XIV's unit with Kelvin's unit adjacent so he can brought in a 
cover fire producing 30 damage on each enemy. Once the battle is over, Gustave 
XIV will be executed by Kelvin and Nebelstern.

-- Back to Thermes after 20 years --
Gustave will meet Marie after 20 years. She is now wife of Marquis Cantal of 
Otto. You will have a few talks here-and-there. Really no action here. At one 
time Philippe will come over and try to kill you. But Gustave will call upon 
Mother Sophie's anima to speak upon Marie and Philippe. Thus calming Philippe. 
Gustave invited Cantal to come along with Marie sometime later.

-- Building of Hahn Nova --
In this scenario, there is just planning of how you would want to build the town 
of Hahn Nova. Just place the Blacksmith, Shopping and Entertainment section on 
the place you like. I think it doesn't matter where you place it.

-- The Firebrand Tragedy --
With Gustave's withdrawal to Hahn Nova, Philippe is currently placed as the king 
of Thermes (Finney) but he hasn't done the Firebrand Ceremony yet. There is talk 
among the people about the coming Firebrand Ceremony and some people predict 
that Philippe will fail the ceremony, because he is already old and his Anima 
will be consumed by Firebrand.

On the big day, Philippe tried to ignite the Firebrand but he got burned along 
the way. Gustave came to him and comforted him. He said that Philippe will just 
have to wait 5 more years until his son, Philippe II reached the age of 7.

5 years later, Philippe II managed to do the Firebrand Ceremony and thus he 
gained the throne of the Finney Kingdom. But unexpectedly, an assailant came and 
killed Philippe II. With anger Gustave asked him who ordered him to do this and 
he answered "Why master Gustave, wasn't it your command ?". Philippe took the 
Firebrand and burned him to death. Philippe's Anima got uncontrolled and got 
consumed by the Firebrand. He turned into a dragon and took Philippe II away. 
Gustave swore that he will kill all of the Anima Faith followers.

-- Anima Faith Fiasco --
This is a Gustave/Wil Scenario but I've placed it into Wil's as this scenario 
features Wil as the main character.

-- Gustave's Death/The Southern Fort --
In a night on Gustave's Fort, Gustave was waiting for a reinforcement army led 
by Dirk - Flynn's son - to come. Dirk appeared to be late and Gustave told his 
remaining army to keep watch until tomorrow comes. But unfortunately, tomorrow 
will never come for Gustave to see...

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