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Tactics Ogre - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Tactics Ogre - Strategy Guide (Page 01).

                            In an ancient era,
                             there was a time
                           where strength ruled
                                 the world.

                              It was an era
                            where evil reigned
                                   with
                           the knowledge of Iron.

                          An era called Zeteginea.


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                      --- Tactics Ogre FAQ ---
                        --- Version 0.8 ---
              --- By Seigfried (seigfried@iname.com) ---

I've been playing Tactics Ogre for a while now, and I've noticed that there are
very few English FAQs, and most of those- quite frankly- are pretty bad. This is
my attempt to remedy that situation. Feel free to EMail me at the above address
with any suggestions, corrections, or additions.
                                       - Seigfried

** This FAQ is best viewed in a mono-spaced font. Viewing it in Courier or
Courier New in 9-point font should work quite nicely. If you're on a Mac, try
Monaco.

Contents:

I.    Classes
II.   General Strategies
III.  Battle Strategies
       - Chapter 1
       - Chapter 2L
       - Chapter 3L
       - Chapter 2C
       - Chapter 3C
       - Chapter 3N
       - Chapter 4
IV.   Sidequests
       - Hell's Gate
       - FireSeal
       - Four Sisters/Forbidden Power
       - Gunners
       - Deneb
       - The Elusive Undead Ring
       - Getting the Shotgun
V.    Equipment
VI.   Tidbits
VII.  Legal Crap
VIII. Credits

Version History:

Version 0.7: I worked on the Chapter 3L walktrhough a bit. I apologize for the 
last two battles; they were kinda last-minute. I also added the "Cannon Fodder" 
section to the General Strategies. I reformatted the battle descriptions
slightly; now I list the Guests and Treasures available in any battle (See the 
note Re: treasure at the top of the Battle Strategies section). On a more
personal note, this was included in the GIA's coverage of Tactics Ogre and
recognized as the best Tactics Ogre FAQ out there- Woohoo! : )

Version 0.6: Well, what's new is best described by a clip from IRC:
   What, you're putting a walkthough update in your [TO] FAQ?
  * DragonFogel looks at the flying pigs
Yep, that's right, I actually added the walkthough for Chapter 2L! Woohoo!
Chapter 3L will follow shortly (I hope). I've also confirmed the location of the
Fireseal. Other than that, I've made a bunch of the usual minor corrections and
the like- nothing really major, though.

Version 0.5: Includes the location of the Undead Ring (finally!). I've also
added the description of the Four Sisters sidequest (thanks to Matt) and a
trick to avoid the first battle at Brigantes Castle in chapter 4. The proposed
method for getting a Templar Knight was disproven and has been removed.
Information on the Shotgun was added, curteousy of Yulius Leonard. I made a
slight change to my nick for personal reasons.

Version 0.4: Well, I took Matt off the byline since he's become involved with a
couple other projects and has decided not to help directly- Oh, well : (  I
corrected a number of errors from the last version (Such as the fact that the
first battle in Gruborza Plains was missing entirely.. Doh : P) and added the
Tidbits section, which deals with the relations between Tactics Ogre and Ogre
Battle. I also added a few secrets to the General Strategies section, including
the Necro/Rettisue trick (Thanks, Jon!) and an unconfirmed method of getting a
Templar Knight in your army (If anyone can confirm this either way, please
EMail me).

Version 0.2: Woohoo! There's finally an actual version number! Well, the item
lists are completed, the class lists are pretty much completed (I may later go
into more detail on the specific classes). The Chaos path walkthrough is now
completed in it's entirety. I'm currently trying to force Matt to write a
section on Gameshark codes.

Beta: Matt got on the FAQ bandwagon, chapter 3C completed, more classes added,
Sidequests section added, started updating items from Matt's list. The phrase
"Knights are dullards" was officially added to this FAQ.

Alpha: The absolute first version. Contains most Classes, general strategies,
Chapter 1 and 2C strategies, and a partial Equipment List.

-----------------------------------------------------------------------
------------------------ Part I: The Classes --------------------------
-----------------------------------------------------------------------

--- Male Classes ---

Class: Soldier
Alignment: L, N, C
Requirements: None.
Preferred Weapon: any.
Magic: None.

This is the basic male class. All your characters start out as this.  They are
decent fighters, but can't use Magic and don't specialize in any particular
weapons. Upgrade as soon as possible (usually around level 6).

Class: Knight
Alignment: L, N
Requirements: STR 45, VIT 44, DEX 46
Preferred Weapon: Swords
Magic: None.

Despite being better fighters than Soldiers, Knights are not very useful in the
grand scheme of things. They specialize in Swords, which seems good- until you
realize that Swords are weak compared to other weapons for the first two
chapters. This changes somewhat in the third chapter, when Balder Swords become
available (as opposed to Short Swords). On top of that, Knights are slow, have
terrible statistic growth, and are generally incompetent. You're better off with
Berzerkers or Beast Tamers; Knights are dullards.

Class: Berzerker
Alignment: N, C
Requirements: STR 45, VIT 46, DEX 44
Preferred Weapon: Axes
Magic: None.

These are far better at fighting than Knights. Their Axes are often stronger
than Swords, and they have higher attack strength and defense. They are a tad
slow, however. These are the best characters for close-range fighting until the
third chapter or so, when Terror Knights and the other "advanced" character
classees become available.

Class: Beast Tamer
Alignment: L, N, C
Requirements: STR 45, VIT 44, MEN 46
Preferred Weapon: Whip
Magic: None.

Beast Tamers are a much better class than you may at first think. The first
thing you need to realize is that unlike in FF Tactics, monsters are actually
useful- they can't use equipment, but they are strong enough that they don't
need it. The second thing to realize is that unlike in Ogre Battle, L size
creatures do not take up any more space than S size creatures do, although you
can only have two of them in a battle (In Ogre Battle, an L size creature took
up the same amount of space as two S size creatures). Beast Tamers make monsters
even more useful by increasing their attack; Monsters will gain power when they
are within three steps of a Beast Tamer. Furthermore, Beast Tamers are decent
fighters on their own. While they're not the fastest of characters and their
defense is somewhat lacking compared to other fighters, their Whips have a two-
square reach and do decent damage. If you have a monster or two in your army, a
Beast Tamer makes a good addition.

Class: Wizard
Alignment: N, C
Requirements: INT 44, MEN 42, MP 16
Preferred Weapon: None (Staff; see below)
Magic: Offensive, three spells.

These are the basic magic-using class in the game. Be forewarned that they are
not very powerful when you first get them, so I suggest having them sit out a
couple battles until their intelligence raises to the point where useful. I
suggest that you equip them with Staffs to raise their INT (Making their spells
more powerful). One or two of these are a good addition to your army. As the
game goes on, they will become drastically more powerful, eventually gaining the
ability to use spells which hit a much larger area.

Class: Exorcist
Alignment: L
Requirements: VIT 44, INT 42, MEN 44
Preferred Weapon: None (Staff)
Magic: Light, three spells.

This is the only male "healer" class, and also the only class which can use the
"Exorcism" spell to destroy Undead characters. This is a fairly useful class- in
addition to Exorcism, they can use a few other weak offensive spells like
Lightbow. You will get Presance, an Exorcist, fairly early in the game, and he
makes an excellent addition to your army. One of these, however, is enough-
they're useful, but not as much so as Wizards or Clerics. As a side note, I 
don't think that enemy Exorcists ever wield the Exorcisim spell- usually just
some combination of Heal and Lightbow.

Class: Warlock
Alignment: L, N
Requirements: MP 84, INT 124, MEN 112
Preferred Weapon: None (Staff)
Magic: Effect magic (Stun, Poison, etc.) and Elemental magic (Zoshnell, Gurza,
etc.), 3 spells.

Warlocks are essentially male Witches, with one not-so-important difference:
They increase the power of any Golems nearby. Although you probably don't use
Golems, they are a useful class anyway as they will become available at about
the same time Prests do- when you will probably also want to change any Witches
available into Clerics. They become increasingly important later in the game,
since they can use the "charge" spell- making life easier when magic gets
expensive. They can also use the HealRain spell when it becomes available, as
well as Dragon Magic (including several powerful attack spells), increasing
their general usefulness. They will become much more useful near the end of the
game.

Class: Ninja
Alignment: L, N, C
Requirements: STR 45, DEX 44, AGI 46
Preferred Weapon: Claw
Magic: Offensive

These flexible characters are not as good at fighting as Berzerkers, but they
are fast, can move long distances, jump farther than other characters, and use
some offensive magic. They also have the ability to equip a weapon in both hands
and attack with both in the same round (The enemy will only counterattack once).
They can do pretty much anything you need them to (short of killing Undead).
They are not vital to your success, but they are not a bad class, either. They
also get the Shiruken ability as their standard indirect attack instead of
Stone; Shiruken have a longer range and better accuracy than stones.

Class: Dragoon
Alignment: N
Requirements: STR 115, VIT 106, DEX 114
Preferred Weapon: Sword
Magic: Offensive, one spell

This class specializes in killing Dragons, and will do roughly 150% damage when
attacking them. Other than that, they are a fairly basic fighting class- they're
better than the incompetent Knights, but not as good at fighting as Berzerkers.
Unlike Knights, they can actually do decent damage with their swords and also
probably become available in the third chapter, where Balder swords are
available (as opposed weak Short Swords). Although their magic power isn't as 
high as that of a Wizard or Siren, it does give them the ability to do some 
damage at long range. I generally keep one around to help with Dragons.

Class: Sword Master
Alignment: L
Requirements: STR 95, AGI 102, DEX 126
Preferred Weapon: Sword
Magic: Supplemental, 1 spell

Between being able to attack with two hands like a Ninja and using some
supplemental magic, Sword Masters are halfway decent for Lawful characters
(Unlike the incompetent Knights). They are a tad slow, however, especially when
equipped with two swords, and tend to have a low defense- making them especially
vulnerable to attack if they're using a mantle to increase their speed. While
this is not a truly powerful class, it's useful when you don't have anything
else available.

Class: Terror Knight
Alignment: C
Requirements: STR 117, VIT 114, DEX 104, 30 Kills
Preferred Weapon: Axe
Magic: None

Terror Knights are annoying and powerful fighters. They have great attack
strength and equip powerful Axes (like Berzerkers). Furthermore, they reduce the
attack power of enemies within three squares of them. Their major weakness is
their relatively low speed, but this can be remedied by equipping them with
lighter armor (Using a helmet or pair of boots instead of a shield, for example)
or having them alternate between this class and the Ninja class. They are very
strong due to their combination of high HP, high Defense, and the Terror effect.
They are a great asset to your team, and by far the best normal fighting class.

Class: Gunner
Alignment: N
Requirements: STR 120, AGI 164, DEX 150
Preferred Weapon: Gun
Magic: None

This is a secret class, obtainable by means described in the "sidequests"
section. This is a very strong class, mostly due to the strengths of their Guns,
but they have a few notable weaknessess as well. Their guns have infinite range
and do very good damage, and the Gunners themselves are fast. However, Gunners
have low defense against essentially all types of attacks (both magical and
physical), and the damage their guns do drops significantly as the defense of
their target increases. There are also only two or three guns available in the
entire game, and the most powerful of these is available only if you
specifically attempt to get it. Finally, after a character becomes a Gunner,
they cannot change their class again. Gunners are a good class, but I don't
suggest that you use more than the one who joins you automatically (See below).

Class: Warrior
Aignment: N/A
Requirements: N/A
Preferred Weapon: Sword
Magic: Attack, 1 spell.

Vice uses this class in Chaper 3L- he has decent strength and speed and can
attack with both hand. Pretty good all around, due to his high statistics and 
decent magical damage; this is essentially an enhanced Ninja class. He can do 
excellent damage when equipped with a good weapon.

Class: White Knight
Alignment: N/A
Requirements: N/A
Preferred Weapon: Sword
Magic: None

Lans' two knights are of this class. It is basically an enhanced Knight class;
they have better statistics but slightly worse defense. They are excellent
fighters (Surpassed only by Terror Knights and some special classes such as
Temple Commandos), but you cannot promote normal characters to this class.

Class: Lord
Alignment: N/A
Requirements: N/A
Preferred Weapon: Sword
Magic Healing, 3 spells

This is probably the best class in the game, but is only available to Denim. He
can use three healing spells and has great attack and defense. Denim will 
automatically advance to this class if Kachua dies at Banisha castle.

Class: Paladin
Alignment: N/A
Requirements: N/A
Preferred Weapon: Sword
Magic: Healing

This is Lans' class. He is a devastating fighter and can use Healing magic as
well. Unfortunately, your characters cannot be promoted to this class.

Class: Lord Mancer
Alignment: N/A
Requirments: N/A
Preferred Weapon: None
Magic: Attack

This is Warren's clas, a basic improved mage. He has powerful magic... Too bad
you only have him for two or three battles : P

--- Female Classes ---

Class: Amazon
Alignment: L, N, C
Requirements: None
Preferred Weapon: Any
Magic: None

These are the female equivalents of the Soldier class. Like Soldiers, they are
decent characters, but should also be upgraded as soon as possible.

Class: Valkyrie
Alignment: L, N
Requirements: STR 44, VIT 46, INT 42
Preferred Weapon: Spear
Magic: Some offensive, two spells.

Valkyries are good general-purpose characters. I have always found that they are
good fighters, especially because of their spears, and they can use a little
magic. They're relatively quick and can also move in water. As they go up in
levels, their Magic becomes a very useful long-range attack. They also get
stronger in storms; a wind-elemental Valkyrie in a storm is a character to be
feared. One or two of these supplement your attack team quite nicely.

Class: Archer
Alignment: N, C
Requirements: VIT 44, DEX 48, AGI 44
Preferred Weapon: Bow
Magic: None.

Archers are very powerful characters. Their bows do serious amounts of damage,
and- if you are on the high ground- often shoot accurately beyond the indicated
range. They can do more damage than almost any other character class on the same
level. Their only drawback is that if you are on lower ground than your target,
your range and chance of hitting is sharply reduced. Despite this, I strongly
recommend having at least two of these in your army.

Class: Cleric
Alignment: L, N
Requirements: INT 42, MEN 41, MP 16
Preferred Weapon: None (Staff)
Magic: Healing magic (Heal, Clear, etc.), 3 spells.

Clerics are, if you hadn't guessed, absolutely vital to your success. Their
Healing spells are very important, as most characters don't have room to haul
around even one item, let alone multiple items, or the time to use those items.
You should keep at least two healers of any description in your party at all
times- usually, one of those will be Presance and the other will be a Cleric.
Like all other magic users, they have no preferred weapon, but you should
probably equip them with Staffs to raise their magic power.

Class: Witch
Alignment: N, C
Requirements: INT 45, MEN 41, MP 15
Preferred Weapon: None (Staff).
Magic: Effect magic (Stun, Poison, etc.) and Elemental magic (Zoshnell, Gurza,
etc.), 3 spells.

Depending on your party, Witches may be absolutely vital or nearly worthless. If
most of your party is of one or two elements, they are incredibly powerful,
since they can just sit in back of your party constantly casting the spell to
raise the power of that element (assuming, of course, that most of the enemy
party is of a different element). Their other spells- Stun, Poison, and so on-
are not as useful, since they often don't work- unlike the Oracle magic in FF
Tactics, which generally worked 50% of the time, these spells generally only
work 20-30% of the time. They can also use some very useful ability-enhancing
spells, such as Heat and Quick. These are probably their most powerful attack in
the long run.

Class: Dragon Tamer
Alignment: L, N, C
Requirements: HP 180, STR 115, MEN 103
Preferred Weapon: Sword
Magic: Offensive, one spell

The Dragon Tamer is a more weapon-oriented Valkyrie- they get only one spell and
their magic is weaker, but they also do much more damage with their swords. In
addition to that, they increase the power of Dragons in a three-square radius,
so are definitely worthwhile if you are using Dragons. Their major weakness is
that their defense is fairly low- but between the fact that they can avoid most
counterattacks with their Spears and have pretty good HP, this shouldn't be a
major concern. Unfortuantley, this class really isn't as powerful as the
Valkyrie class due to a combination of low magic power and the fact that they
specialize in Swords instead of the more useful (IMO) Spears.

Class: Siren
Alignment: L, N
Requirements: INT 75, MEN 71, MP 36
Preferred Weapon: None (Staff)
Magic: Offensive, 3 spells.

The Siren is essentially a female Wizard. Their statistics grow slightly faster
than a Male wizard's do and their magic is a little stronger, but they are
otherwise essentially identical. Like Wizards, they should equip Staffs to
maximize Magic power.

Class: Priest (Ed's Note: Shouldn't that be Priestess?)
Alignment: L (Note: Despite what the status screen claims, only Lawful 
characters can become Preists)
Requirements: MP 70, INT 125, MEN 110, Less than 15 Kills
Preferred Weapon: None (Staff)
Magic: Basic light magic plus Revivify, 3 spells.

Priests are similar to Exorcists, but they have the ability to use Revivify
instead of Exorcism. They are basically a requirement- however, you will still
probably want a Cleric in your party as well, since Clerics can use the
important Heal+ spell (Which affects an area), while Priests and Exorcists
cannot.

Class: Angel Knight
Alignment: Lawful
Requirements: MP 92, STR 135, VIT 122, INT 144, MEN 119, AGI 122, DEX 124
Preferred Weapon: None
Magic: Any spell an Exorcist can use, 1 spell. (Plus special abilities)

Angel Knights cannot be obtained through normal means- after you have them up to
the above stats, let them be killed in battle, and they will randomly
automatically be revived as an Angel Knight. Angel Knights themselves are not,
for the expenditure it requires to obtain, that useful. While they can wield
some useful healing magic (Including Exorcism), they do not make good Magic-
users, as they only have one spell. They do gain two semi-useful abilities-
CalmSong takes away the target's MP, while SadSong heals undead characters.
However, if they have been fighters already, they will be very good with weapons
and the Hell's Gate abilities. While these are not the best class in the game,
they do make strong and versatile characters.

Class: Shaman
Alignment: N/A
Requirements: N/A
Preferred Weapon: None
Magic: Two Spells, Attack, Elemental + a 'Pray' skill

Sisteena, Selye, Shelley, and Olivia can all be premoted to this class if
they're all on the team, and after a certain sub-quest. They're about
average fighters, who can also use some magic. They each have a Pray special
ability that raises the power of their element without lowering the power of the 
opposing element (unlike the Elemental-summoning spells).

Class: Sorceress
Alignment: N/A
Requirments: N/A
Preferred Weapon: ?
Magic: Any non-Light spell, 3 spells.

If you grabbed the MagmaGod spell when you had a chance, Deneb is an incredibly
powerful character, due to the fact that she can carry both attack spells and
the Charge spell. Even if you don't have MagmaGod (She's Fire-elemental), she is
a decent character with her combination of Witch/Warlock and Wizard magic.

Class: High Priest
Alignment: N/A
Requirements: N/A
Preferred Weapon: None (Staff)
Magic: Healing magic, offensive Light magic, 3 spells.

This is Kachua's class initially. It's fairly powerful, although it is
essentially an improved Cleric class.

Class: Dark Priest
Alignment: N/A
Requirments: N/A
Preferred Weapon: None (Staff)
Magic: any Light magic, 3 spells

When Kachua works with the Dark Knights, this is her class. She may join with
this class in some of the paths; I don't know. She's essentially the same as a
High Priest.

Class: Princess
Alignment: N/A
Requirments: N/A
Preferred Weapon: None (Staff)
Magic: Any, 3 spells

In chapter 4C, Kachua may rejoin as this class. Although her statistics are a
little low, she can use any magic spell (including Dragon Magic and normally
restricted spells like Necro and Revivify). She will become a very strong
magician if you have her pick up as many Mind and Mentality cards as possible.

--- Demihuman Classes ---

Class: Eagle Man
Magic: None.

This is Canopus' class. Canopus has excellent base statistics, plus he can fly,
and he can hit most enemies from outside their range with his spear.
Furthermore, at level 10, he gains the Windshot ability, allowing him to attack
at a distance, and he gains the more powerful Tornado ability at level 20. He
does take some damage from using these, but this tends to be in the 10-20 point
range. After he joins your party, he definitely deserves to be a standard
character in your army. I suggest that you keep him equipped with a two-square
weapon (such as a Spear or Whip).

Class: Hawk Man
Magic: None.

These are not as good as Canopus, but still formidable characters due to thier
natural ability to fly. I suggest giving them Bows and having them attack from
high points in the battlefield.

Class: Lizard Man
Magic: None.

Lizard Men are very good fighters- they do decent amounts of damage and have
very high defense- but they are also very slow, and their movement range is
fairly small. They can defeat Knights with ease but Archers cause serious
problems for them. If you can get one, they make fairly good fighters at any
time in the game.

Class: Skeleton
Magic: None.

These are rather weak fighters, with one important trait: They're Undead, and
thus can't be killed by anyone except an Exorcist. I personally don't like
Undead, since they're hard to recruit and tend to "die" rather quickly, but this
is the basic fighting Undead class. I feel that I should also point out here 
that enemies don't actually appear (in my expirience, at least) with the 
Exorcisim spell, so you generally don't have to worry about bringing Skeletons 
or Ghosts into battle only to have then eliminated in a single spell.

Class: Ghost
Magic: Offensive, 2 spells

This is the Wizard Undead class. It is somewhat better than the skeleton, as it
can teleport at will (Allowing it to get to difficult-to-reach locations from
which to cast spells), but they're hard to find and hard to recruit. They also
gain the LifeSuck special attack as their level goes up and have surprisingly
good physical attributes (at least early on in the game). Furthermore, they make
excellent bait since they're both undead and teleporting, so it might not be a
bad idea to keep one on your attack team for that purpose.

Class: Lich
Requirements: MP 114, INT 162, MEN 147
Magic: Offensive, 3 spells.

Liches are powerful magic-users which are available later in the game. You
create them by having a male character in one of the magician classes use an
Undead Ring. They have the same stats that the character did, but they can use
any attack spell.

Class: Faerie
Magic: Special Abilities

These small faeries get the CuteKiss, DeepKiss, and HolyBolt special abilities.
Their defense and attack are very low, so they make poor front-line fighters,
but they are excellent with bows and their special abilites are useful-
DeepKiss gives the target an extra turn (which I found quite useful) and
HolyBolt can destroy undead characters. CuteKiss restores some HP to one
character and clears up thier status, which is occasionally useful. At any rate,
Faeries are fairly good support characters, and their decent missile attack and
flying ability make them good bow users as well. Just be sure to keep them far
out of harm's way...

Class: Gremlin
Magic: Special Abilities

A "dark" version of the Fairy, these have some serious problems which prevents
them from being good characters. Like the Fairy, they have terrible defense, and
like the fairy, they have primarially close-range special abilites, but unlike
the Fairy, their abiliies are offensive instead of defensive. Translation: You
have to get within sword range before they can do anything, and by that time
they're dead. They do, however, make decent archers if you give them a bow or
crossbow.

--- Monster Classes ---

Class: Gryphon

These half-lion, half-eagle beasts have a weak attack, but they can fly, have
good defense and HP, and learn the Windshot ability at level 10. They aren't as
useful as some of the other monsters initially, but become more powerful as the
game goes on.

Class: Golem

These animated dolls have more HP than they did in Ogre Battle, but their
attacks are rather weak and their defense also isn't what it used to be. They
generally take 1/4 to 1/3 the damage any other character would, compared with
one point of damage from virtually any physical attack in Ogre Battle. They are
also fairly slow and can't move through water. They are acceptable fighters, but
generally aren't that useful.

Class: Octopus

Octopi can move through water with ease and gain some special attacks when they
are in the water. However, outside the water, their defense and attack both drop
sharply. They are useful in areas with large amounts of water (The Lake stage
early on is a good example), but I wouldn't recommend that you take them outside
those areas. There are few enough stages which fit that description to make them
essentially worthless.

Class: Dragon

Dragons have high defense, good attack, and a variety of special abilities
depending on their element. Depending on their element, they will have a
different Breath attack. These always do damage and occasionally cause a
condition as well, depending on the type of attack. The most useful of these,
IMO, is the Wind Dragon's Lighting attack, which randomly stuns the target. They
reach only one square, but the opponent cannot counter it. Although you can only
take two L-size creatures into a battle, Dragons make excellent allies. Beware,
however, fighting Dragoons, who can kill the Dragons easily in hand-to-hand
combat. I suggest recruiting a Dragon early on in the game.

Class: White Dragon
Alignment: L, N
Requirements: HP 170, STR 135, VIT 90 DEX 55

This is an improved dragon class; they have the same breath attacks as a
standard dragon, but gain strength and defense more quickly. White Dragons take
less damage from Holy attacks.

Class: Holy Dragon
Alignment: L
Requirements: HP 270, STR 233, 161 VIT, 95 DEX

These powerful dragons use the same breath attacks, but have much higher STR and
DEF and can take incredible amounts of punishment before dying. Furthermore,
they are not affected particularly by dragon-slaying weapons. They are fearsome
enemies and a great asset to your army.

Class: Black Dragon
Alignment: N, C
Requirements: HP 170, STR 135, VIT 90 DEX 55

This is an improved dragon class; they have the Toxic breath attack and gain
strength and defense more quickly. Black Dragons take less damage from Dark
attacks.

Class: Tiamat
Alignment: C
Requirements: HP 270, STR 223, VIT 171, DEX 105, 40 Kills

These are like Holy Dragons, only they use the Toxic breath attack, have
slightly lower defense, and terrify enemies around them, lowering their attack
power. They are definitely a force to be reckoned with.

Class: Hydra

This is debatably the most powerful dragon-type monster- they can only be
obtained in Hell's Gate by using the Persuade command. They have very good
statistics and can use all four of the basic elemental attacks. Unfortuantly,
they are a tad slower than most of the other dragon types.

Class: Cockatrice

These supremely annoying monsters have good defense and can petrify characters,
a condition that will last the rest of the battle and still allows the character
to take damage. They have decent defense, too, and lots of HP. They are much
better for the enemy, because you will most likely have to reset if one of your
characters dies while CPU-controlled characters can afford to be useful as
cannon fodder. If you take one in your army, send it out with a group of
fighters to kill anything it petrifies.

Class: Cyclops

These massive creatures are the successor to the Golem class; like Golems, they
have very good attack and defense, but they also have higher HP than golems do
and can use the Toxic breath attack. They are rather slow, however, and have a
low magic defense (higher than a Golem's), making them easy pickings for a
Warlock with Stun or Petrify.

--- Enemy-Only Classes ---
(Note: I have not included many of the Hell's Gate monsters here unless they are
particularly important- most of the pallete-shifted monsters have been ommitted)

Class: Templar Knight
Magic: Effect

These are one of the classes used by the Dark Knight troops who you will meet
later in the game. They aren't all that strong, but be aware that they can cast
virtually any spell that a Witch or Warlock can. They are also somewhat stronger
than knights.

Class: Temple Commando
Magic: Effect, special abilities

Most high-level dark knights are of this class. They have very high statistics
and can carry some very powerful spells such as Charm and Petrify. They also
come with their own special abilities: These vary, but generally do damage and
cause conditions to targets up to two squares away on a straight line.

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