Tactics Ogre - Strategy Guide (Page 03)
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Kadoriga Fort
Enemies: Berserker, Soldier (2), Ninja, Amazon, Cockitraice
Guests: Zapan (Berzerker), Kachua (High Preistess)
Treasure: Undead Ring (Cockitraice)
Although it's not neccecary that you save Zapan- the Berserker under attack-
it's highly advisable, and this battle is much easier than the corresponding
battle in the Chaotic chapter. The key here, in short, is to get near enough to
the enemies that they will attack you instead of Zapan as quickly as possible-
he's also close enough to you to be in range of healing spells on the first or
second round of combat. This battle is, as I've said, pretty easy- just get in
and start killing the foot soliders as quickly as possible. Be aware that if you
kill the Cockitraice, you'll get an Undead Ring- which can be useful for your
magic-users later on.
Tanmas Hill
Enemies: Archer, Red Dragon (2), Knight(2), Ninja(2), Cleric, Witch
Guests: Kachua (High Preistess)
Treasure: Fire Orb (Red Dragon)
There's nothing particularly special about this battle- just keep your party
together. Don't take too much time killing the Dragons; they don't take much
damage and have pretty high defense. After you kill most of the helpers, take
out the Archer and be done with it. Be forewarned that most of the enemies here
do have bows, however.
Story Update: After the battle at Kadoriga Fort, Denim returns to Amorika, where
he learns that the news is indeed true- the Walsta Liberation Army has been
defeated. Duke Ronway makes the descision to ask Lodis for help- and throws
Leonard out of the Liberation Army for resisting. Finally, he sends Denim to
carry the letter to Fiduc...
Gruborza Plains
Enemies: Ninja, Gryphon(2), Wizard(2), Amazon(2), Soldier(2)
Guests: Kachua (High Preistess)
Treasure: Undead Ring (Gryphon)
Once again, as long as you're on equal levels with the enemies, this shouldn't
be too hard. The enemies won't move until you move closer to them (It's an odd
AI glitch), so that should help you get into a better postion before you attack
them- if you play your cards right, you can probably kill or seriously damage
one of the soldiers before he even moves. The Ninja here is pretty tough; don't
take him on until you're ready.
Story Update: You meet up with Leonard in Rime, who suggests that you kill Duke
Ronway- after a long chat, Denim decides to go along with it. On your way out of
town, however, Vice shows up with Aloser, who starts a fight with you.
Rime City
Enemies: Vice (Knight), Aloser (Archer), Cleric, Knight(2), Soldier,
Valkyrie(2), Wizard
Guests: Kachua (High Preistess)
Treasure: Revivify Spell (Aloser)
This is a tough battle- your best bet here is to kill Vice as quickly as
possible. Make sure you're at level 12 before you get here; otherwise both Vice
and Aloser will be able to demolish your characters easily. My startegy here was
to have my army move to the left immediatley (towards the hill with the two
Archers on top) while my ghost moved to block the knights from attacking.
Although the ghost 'died' fairly quickly, that allowed Vice to move out into a
position where Zapan, Denim, and Canopus could attack him and drop him down to
low enough health that the battle ended. It's probably best to use this or a
similar strategy to kill Vice as quickly as possible- the enemies here don't
carry much of use, and the longer you fight, the more likley it is that a few
important characters in your party will be killed (While you can always recruit
new generic characters, you're in big trouble if, say, Canopus or Zapan get
killed- they're two of the more powerful helpers in the game). You'll probably
need a try this battle a few times before you win- don't be discouraged if you
do. Also be sure to kill Aloser, as she carries the all-important Revivify
spell.
Story Update: As you defeat Vice, the Bacrum army attacks Rime, complete with a
group of Dark Knights. Lans Hamilton attacks their leader, while Vice and Denim
retreat. Denim retreats to Gruborza Plains, preparing to attack Amorika Castle.
Amorika Castle Enterance
Enemies: Sorceror, Knight (3), Blue Dragon, Valkyrie(2), Cleric(2)
Guests: Kachua (High Preistess)
Treasure: Necro (Sorceror), Heal + (Clerics)
This is a tough battle- you're really trapped into attacking from the front, and
the Sorcerer and Valkries (who both have bows) here can do some serious damage
from long range while you're dealing with the Knights and the Dragon (although
the Knights and Dragon are indavidually fairly weak, they can absorb a lot of
damage before dying). Things are made worse by the fact that this is a
three-part stage- since your army doesn't recover HP between battles, you'll
have to be sure you've got decent HP at the end of this one. Kill the Dragon
and Knights as quickly as possible; I found that if I moved my army just a
couple spaces forward, the enemies would get close enough that I could attack
them the next round, and yet far enough away that they couldn't hit me. After
you kill the fighters, move directly for the Sorceror- he's a powerful enough
mage that he can do 50 or 60 points of damage with his magic, and he hits
multiple characters, too. The good news is that his defense is rather low, so
if you have a couple bow-wielders, you shouldn't have too hard of a time
defeating him. If you have a couple Gryphons in your party, you may consider
trying to use thier WindShot ability to dispatch him quickly.
Amorika Castle
Enemies: Terror Knight, Berserker(4), Wizard(2), Valkyrie(2)
Guests: Kachua (High Preistess)
Treasure: Fire Sword (Terror Knight)
This battle is a lot easier than it looks- although there is a large force
against you, the leader is exposed and will probably attack you immediatley. If
you simply throw everything you have at him and switch in a group of characters
which are in fairly good shape after the last battle, you will probably be able
to kill him before you take any serious damage. This is one of the only stages
where I recommend that you keep your chracters bunched up in a tight group- the
four berserkers here won't be able to gang up as effectivley then, and the
wizards probably won't get in range quickly enough to take advantage of your
bunching. Be sure that Denim is in relativley good shape at the end of this
battle- you'll need him as healthy as possible for the next one.
Story Update: While you fight, Leonard kills Duke Ronway in his chambers- and
then comes out to frame and kill Denim, not neccecarially in that order.
Luckily, Vice shows up at the last minute, leading to a battle.
Amorika Castle
Enemies: Leonard (Knight)
Guests: Vice (Knight), Kachua (High Preistess)
Treasure: None
The key here is to stay away from Leonard as long as possible- let Vice do as
much of the fighting as you can. You'll probably want to equip Denim with a cure
potion of some description and a two-square weapon (Denim was a Beast Tamer at
the time in my game, so I used a Guard Whip). Attack Leonard from two squares
away, and keep your distance so that he'll (hopefully) attack Vice instead of
Denim. I thought that this was a cool battle, and it should only take you two or
three tries (if that), assuming that you're prepared for it. Although Kachua is
in this battle as a guest, she will usually be killed before she can do
anything.
Story Update: Before dying, Leonard tells Denim to blame him for the plot to
kill the duke, and then go on to defeat Gargastan. In doing so, Denim unites the
Walsta Liberation Army (now under his control) and the Neo Walsta Liberation
Ally (Formerly under Vice's control) into one unit (which you named back in
chapter one). They prepare to move against Gargastan, while Bacrum mysteriously
retreats from Rime after invading it.
---- Chapter 3L ----
---- Betrayal ----
Story Update: The new Walsta Liberation Army moves to take Coritani Castle-
capital of Gargastan- by a split action- while Vice will move through Swanzi
Forest, Denim's forces will move around through Burmor and Brigantes Castle,
attacking Coritani from behind.
Brumor
Enemies: White Dragon(4), Lizard Man (4)
Guests: None
Treasure: None
This is a rather tough battle- you'll have a hard time doing any appreciable
damage if you're standing on the Ice when you attack. If you have any Dragoons
or Dragon-slaying weapons, this is a good time to use them. Otherwise, my
strategy here was to move to the hill to the right of my starting location and
use the solid ground there to defend against the miscellaneous enemies- the hill
in the upper-right corner makes an excellent place for a few Archers to stand.
This may take you a few tries, but in the long run it isn't that tough.
Story Update: There are two ways to enter Brigantes; through the South (the main
enterance) or the West (more commonly known as the back). I prefer the West.
There's no real advantage to going either way- there's no special equipment to
be had here.
South Brigantes
Enemies: Wizard, Ninja (3), Valkyrie (2), Witch, Cleric, Golem (2)
Guests: None
Treasure: None
You're under attack immediatley here- the three Ninja will probably go before
you have the chance. You'll want to retreat far enough that the Archers won't be
able to hit you. My suggestion here is that you retreat and kill the three Ninja
and the two Golems (they should arrive fairly quickly), and then use magic or
flying characters to destroy the three archers and the Wizard. This battle is a
lot tougher than the West Brigantes counterpart; I really can't see doing it
instead. If you do choose to do this battle, be sure to keep your HP up- there's
another section at the end.
West Brigantes
Enemies: Hawk Man, Hawk Man (3), Octopus(2), Lizard Man(4)
Guests: None
Treasure: Aqua Hammer (Hawk Man)
While the moat in this stage may appear to be a serious obstacle, keep in mind
that the enemies have to cross it somehow too- if you bring your mages and
archers into this battle, you'll have an easy time picking off the hapless
Lizard Men and Octopi as they try to cross. The Hawk Men are a little tougher,
but if you stay on the small raised area where you start, you'll probably be
able to hit them with bows or spells as they cross one of the small island
chains to reach you- keep in mind that your bows have much better range then
their crossbows, especailly if they're wielded by skilled archers. Be sure to
keep your HP up here, since there's a second part to this battle.
Inside Brigantes
Enemies: Knight, Earth Dragon, Berzerker, Witch, Siren, Exorcist
Guests: None
Treasure: None
The one thing you really have going for you here is that while the enemies are
all fairly tough, very few of them have missile attacks- although the one
Berzerker is a good shot with his bow, most of the other enemies will have to
take you on in hand-to-hand combat. With this in mind, my strategy here was to
send a Ghost forward to keep the enemies occupied while I moved my power
fighters into a line between the two torches near the starting place and used
two Valkyries to form a "lip" around the side toward my party (to make myself
more difficult to flank). One this was set up, I used an "attack by defending"
strategy- I had my three fighters wait and use their counterattacks to do damage
while they were supported by my two healers in the rear and my Wizards, Archers,
and Valkyries attacked with long-range magic spells. I managed to hold out until
the Knight came close enough that I could move forward and kill him- he is a
"normal" knight, unlike most of the other story knights (*ahem* Leonard) who get
huge stat bonuses.
Story Update: After you liberate Brigantes, there's a scene with a group of
Gargastan traitors who were imprisoned in Brigantes Castle. Their leader will
say that the Gargastans are your enemies, despite the fact that they're
traitors- if you respond "You're wrong!" to this, Jenounes- a powerful Dragoon-
will join your party. Meanwhile, you set out for Coritani...
Vahanna
Enemies: Ninja, Ninja (2), Hawk Man (2), Gryphon (2), Preist
Guests: None
Treasure: None
This is a pretty easy battle- you start with the high ground and the enemies
don't have all that much in terms of magical attacks. If you have a few archers,
keep them on the high ground and you should be able to kill the leader of the
enemy group before they get too close- none of the others carry anything
worthwhile (unless you want the Airleons carried by the two Hawk Men), so it's
probably best just to end this quickly.
Coritani Castle Enterance
Enemies: Hawk Man, Berzerker (4), Wizard, Cleric, Witch, Hawk Man (2)
Guests: None
Treasure: None
This is another fairly easy battle- again, the enemies here are tough, but those
few of them who have missile attacks start out from a good distance away. The
most dangerous enemy initially is probably the Witch- her spells will, at this
point, be able to hit a large area- enough to freeze a good number of your
troops with Stun. My suggestion is to move to the right of where you start and
then kill the enemies as they try to cross the bridge- remember to keep your HP
up here, since this is a two-part battle.
Inside Coritani
Enemies: Terror Knight, Terror Knight (2), Valkyrie (2), Siren, Cleric, Witch,
Preist
Guests: None
Treasure: None
If you have Jenounes with you, there's some interesting conversation between him
and the Terror Knight here. Other than that, this is a fairly standard battle.
If you have a Ninja or flying character, you can try and lure as many of the
enemies as possible into one of the pits on either side of the "bridge" down the
center- although anyone can jump in, only Ninja or Flying/Teleporting characters
can get out. The lead Terror Knight is agressive enough that he should come down
with the main force (although the two other Terror Knights will arrive first),
so you should be able to kill him with magic or bows relativley easily.
Story Update: After you capture Coritani, the Cardinal kills himself rather than
be captured by the Liberation army. Meanwhile, Zaebos- a Gargastan knight-
defeats the Liberation Army in Swanzi Forest and captures Vice. He sends out two
of his squads to stop Denim while he retreats to Amorika castle. At this point,
you have a choice of two battles- Swanzi Forest and Bordo Lakeside. They're both
pretty equal in difficulty, and they both lead where you want to go.
Swanzi Forest
Enemies: Sorceror, Cleric, Lizard Man (4), Beast Man (2), Gryphon (2)
Guests: None
Treasure: None
The enemies here are tough and, unlike many recent groups, have several
characters with powerful ranged attacks who start out in positions where they
can use them. This is still a fairly standard battle, though- I found that the
enemies tended to crowd into groups on the "island" in front of your starting
point- making them an easy target for magic. I found that the Stun spell was
particularly effective here. If you can keep most of the enemies incapacitated,
this battle shouldn't be too hard- just watch out for the Sorceror's Charm
spell; it hits a large area and works a good percentage of the time.
Bordo Lakeside
Enemies: Summoner, Lizard Man (3), Hawk Man (2), Gremlin, Skeleton (2), Ghost
Guests: None
Treasure: None
Interestingly, this is one of the few places where Gremlins appear in a story
battle. I took the Swanzi Forest route, so I don't have all that much advice
here- I do suggest, however, that you take an Exorcist to deal with the undead
enemies here.
Tanmas Hill
Enemies: Ganb (Beast Tamer), Gryphon (2), Cockitraice (2)
Guests: None
Treasure: None
This is a fairly simple battle- if you're fast enough, you can finish it before
Ganb and his ever-increasing number of pets get to move simply by having your
archers and spell-casters move in and attack him quickly. This is a pretty easy
battle; try to avoid killing Ganb's pets so that you can get the Rifle later.
Amorika Castle Entrance
Enemies: Siren, Archer (2), Berzerker (3), Terror Knight (2), Black Dragon,
Earth Dragon, Witch
Guests: None
Treasure: Galdia Fan (Siren)
This is a tough battle. Your best bet here is to stay in place for the first
round; although the enemies are fairly well-equipped and do have long-range
attacks, they probably won't be able to kill anyone the first round- and you
should be able to do significant damage to their forces on the second. The
biggest thing to watch out for here is the Witch's Stun spell- it works a good
portion of the time and can hit a fairly large group of characters. Try to keep
your HP up during this battle; you'll need it for the next one.
Inside Amorika Castle
Enemies: Zaebos (Knight), Knight (4), Valkryie (2), Witch, Wizard, Cleric
Guests: None
Treasure: Fafniel Sword (Zaebos)
Zaebos' little group won't be able to attack you until the second round or so of
this battle; I started out by using my flying characters and magic-users to
attack the group of enemies which starts to the right of your starting place
first. Once this group is dealt with (you should definitley kill the Witch and
the bow-wielding Valkryies; you can kill the Knights if you have time, but it's
not neccecary), you can attack Zaebos and his troops en masse. Assuming that
you're in pretty good shape after the enterance, this battle shouldn't be all
that hard.
Story Update: Having liberated Amorika, you meet up with Guildus, Mildain, and
Warren again- they were captured at Rime, but have since escaped. While Warren
is seriously injured and is unable to help you, Guildus and Mildain join your
party, along with Vice and a few generic characters (a Knight, an Exorcist, and
a Preist). Meanwhile, Denim plans to attack Fiduc castle- the center of the Dark
Knights' power- by going through the volcanic Wyoburi and Rime rather than going
straight through the Gruborza Plains.
Wyoburi
Enemies: Red Dragon (2), Lizard Man (2), Hawk Man, Gremlin, Gryphon (2)
Guests: None
Treasure: None
This is a pretty standard "eliminate all enemies" battle. The most dangerous
enemies here are the two Dragons, but if you play your cards right, you can
block off their access to your side of the lava river by moving characters in
front of the crossings. Besides, at this point, you have just gotten a couple
dragon-slaying weapons and powerful fighter to wield them. The other thing to
watch out for is the Hawk Man; while he does have a bow, you may well be able to
kill him before he can do any serious damage with archers. The two Gryphons here
are a pain to kill, since they tend to retreat onto the high plateau across the
river from where you start, but you should be able to send a few Ninja after
them. You may want to consider recruiting the Gremlin here if you get the
chance; they make decent archers and they can fly.
Rime
Enemies: Ozma (Temple Commando), Knight, Archer, Wizard, Dragon Tamer,
Black Dragon, Thunder Dragon, Terror Knight, Siren
Guests: Haborym (Sword Master)
Treasure: Kaminari Spell (Wizard), Fenril Spell (Siren), Warp Boots (Terror
Knight), Rosebud Whip (Ozma)
It's a lot easier to save Haborym in this battle than it is in the corresponding
battle in the Chaos path- it's still difficult, though. The problem is that
Haborym will almost always go after Ozma and then attempt to hit her in the
back- and, after she counters, the Archer can make short work of him. What I
ended up doing, as much as I usually hate the strategy, was saving the game
right before Haborym's turn and then re-loading until Ozma's attack missed.
That's pretty much the only option- you can't move your troops fast enough to
prevent Haborym from attacking or to defeat Ozma or the Archer. The good news is
that after the first round, Haborym usually has the presence of mind to retreat
away from the battle. After that, it's pretty easy to kill all the enemies for
the good amounts of equipment here- I find that if I use Archers and Canopus, I
can kill the Siren and the Wizard before they manage to use their attack spells
(definitley advisable), and the other enemies are relatively easy to kill
assuming that you have a couple Dragoons or characters equipped with
dragon-slaying weapons (Vice works wonders with the Fire sword). Do keep in mind
that Ozma's Petrify spell isn't just there for looks- she prefers to attack with
her whip if possible, but she will use the spell on occasion.
Fiduc Castle West
Enemies: Sword Master, Dragon(2), Terror Knight, Dragon Tamer (2), Archer(2),
Wizard, Siren, Soldier(*)
Guests: None
Treasure: MagmaGod Spell (Wizard), Gnome Spell (Siren), Ice Bow (Archer), Light
Bow (Archer), Aqua Armor (Terror Knight), Wing Armor (Sword Master)
This is the easier of the two battles leading to the castle. If you initially
stand still, the enemies will not move- so you can use a Warlock or Witch to get
the MP of any mage in your party up, then the battle with the five enemies will
be rather easy as you can simply smash through them with a couple shots of
Kaminari or Fenril (I recommend getting the Terror Knight out of the way first),
and then you will have a couple rounds to recuperate before the Sword Master and
his group reach you. The most important thing here is to keep your HP high for
the battle inside the castle, and if you can kill the two Archers for their bows
before you kill the Sword Master, it wouldn't hurt. You get quite a few good
pieces of equipment here: two elemental bows and two suits of elemental armor,
as well as the Gnome and MagmaGod spells (the Earth and Fire counterparts to
Kaminari and Fenril). Be aware that Soldiers may appear as you fight here, but
they are slow and poorly-equipped, and thus not much of a problem.
Fiduc Castle South
Enemies: Witch, Archer (2), Wizard (2), Knight (4)
Treasure: MagmaGod Spell (Wizard), Gnome Spell (Wizard), Sand Bow (Archer), Fire
Bow (Archer), Granite Armor (Knight), Pheonix Armor (Witch)
Because of the positions your characters start relative to the enemies, this
battle is much more difficult than the East battle, and there is no real
difference in the gains. There's really no reason to take this route instead of
the easier Fiduc Castle West route.
Inside Fiduc
Enemies: Oz (Temple Commando)
Treasure: Gramrock Axe (Oz)
This battle is a one-on-one between Denim and Oz. This is actually pretty easy
if you got the Warp boots back in Rime- equip the boots and a bow and then warp
up to the ledge above Oz and demolish him from there. It may take a while, but
you'll be able to stay out of his reach in the mean time.
---- Chapter 2C ----
Story Update: The Gargastan Army, now having to deal with uprisings inside
Gargastan in addition to the Walsta Liberation Army, is in serious trouble.
Meanwhile, Duke Ronway has arranged for Denim to take the blame for the
massacre at Baramus, putting a price on his head in hopes that he can be
eliminated before he causes too much damage. Denim and Kachua take refuge in the
nearby port of Ashton. Their only hope is to get through to Lans, the only
member of the army that they can trust, who is currently with the army of Tanmas
Hill.
Ashton City
Enemies: Aloser (Archer), Witch, Cleric, Knights (2), Hawkmen (2)
Guests: Kachua (High Preistess)
Treasure: None
Before you try to leave the city (which will trigger this battle), turn Denim
into a Berzerker, give him a Phlanka Axe, and get the rest of your party up to
level 9. This is one of the more annoying battles in the game. Aloser, an Archer
with an unfortunate name who wants to avenge her brother killed in Baramus, is
10th level, has the high ground, and has several powerful backup fighters.
However, the good news is that right before this stage, you can buy the
supremely useful Zoshonell, Gurza, Hahnela, and Bartha spells, which increase
the powers of various elements. Promote someone to a Witch, buy one of the
spells which increases the power of an element most of your party has and few of
the enemies do, and have your Witch stay in back and constantly fire off that
spell. If you take cover until Aloser gets close and then swarm her, you
shouldn't have too much trouble here. When her HP gets low, she will join as a
guest after a short exchange with Denim.
Zodo Marsh
Enemies: Berzerker, misc. fighters
Guests: Kachua (High Preistess)
Treasure: None
I don't actually remember much about this battle. Since you start on the high
ground, it should be rather easy to defeat the enemies simply by holding that
ground and using Canopus to fly out and kill any characters with long-range
attacks who get close. The leader should be easy enough to kill once he gets
close, particularly if you manage to kill a couple of his peons with magic or
arrows before he closes with you. The trick described above with the Witch is
also useful.
Bordo Lakeside
Enemies: Ninja, Golem, Octopus, Hawk Men, misc. Fighters
Guests: Kachua (High Preistess)
Treasure: Matou Claw (Ninja)
Again, this is pretty easy. Do what you can to knock off the Archers. The Golem
is actually not that strong- anyone with decent attack power should be able to
do serious damage to it. Canopus shouldn't have too much trouble flying over and
demolishing the Hawk Men, if they prove to be a problem. You also have another
opportunity to get a Matou Claw here from the Ninja.
Tanmas Hill
Enemies: Vice (Ninja), Gryphon (2), Beast Man (2), misc. fighters
Guests: Kachua (High Preistess)
Treasure: None
It turns out that Duke Ronway has played a rather nasty trick on you: Lans is
not here, but Vice is- with help and orders to kill you. If Aloser is with you,
she will fight as a guest in this battle (This is the only battle where she
fights with you as a guest). The Gryphons are actually a threat this time, due
to the presence of the Beast Men, who will increase their strength. Kill the two
Beast Men first, then kill the Gryphons. As I recall, the characters here are
not all that well-equipped, but as the battle in general is fairly easy, it
isn't a bad idea to kill them off for the experience and whatever you can get
from them treasure-wise. The one thing you should be aware of is the fact that
Vice, for no apparent reason, has a Crossbow, so make sure any seriously wounded
characters are well clear of him. When you do enough damage to him, Vice will
use his escape jewel to remove himself from the battle. If Aloser survives this
battle, she will join you permanently.
Story Update: Despite this setback, Denim and Kachua still hope that Lans can
help him. Working under more reliable information that he is actually in Rime,
they plan to go to Krizar and hopefully get on a ship. In Krizar, the Walsta
Liberation Army have captured someone who they think is a member of your army-
but neither you nor Kachua have seen him before.
Krizar City
Enemies: Knights (A whole bunch), Wizard
Guests: Kachua (High Preistess)
Treasure: Crossbow (Knights), Chain Mail (Knights), Slender Spear (Knights)
After a short chat, the Knights decide that the best course of action is to toss
the Knight in jail and attack. You shouldn't have too much trouble here; just
bring a couple healers to make sure that nobody gets killed in the ensuing
battle. The Wizard starts in a location where he will probably not get to attack
before you either win the battle or kill him, but don't forget that he's there.
A few of the Knights have Crossbows (Crossbows are not really as useful as Great
Bows, of which you should have a couple by this time), most of them have useful
Chain Mail, and two of them carry Slender Spears, which you should probably try
to get for any Valkyries in your party or for Canopus.
Story Update: The Knight who you saw earlier is actually a member of the Valeria
Liberation Front like Sisteena. He can help you get a ship, but you will have to
help him save his companion from pirates who have apparently moved into Kadoriga
Fort since Nybbas left.
Kadoriga Fort
Enemies: Berzerker, Ninjas, Cockitarice, misc. fighters
Guests: Kachua (High Preistess), Byan (Wizard)
Treasure: Undead Ring (Cockitraice)
The Wizard who is trapped on top of the fort by the enemy is the Knight's
companion. However, I am warning you right here that his chances of surviving
this battle are slim to none- At the very beginning of the battle, he develops a
Rafa Complex and will usually run into a group of enemies and get himself killed
before you can do anything to help him. The biggest immediate threat here- as
most of the enemies will be occupied attacking the Mage- is the Cockitrace, who
can petrify your characters essentially for the rest of the battle (Usually
resulting in their death). If you can stun it with Stun or Incubus, I strongly
recommend that you do so, then move a group of fighters in to finish it off.
Otherwise, use projectile attacks or magic if you can. If all else fails, you
can kill it in hand-to-hand combat, but that's somewhat risky since it's
petrifaction attack is close-range. If one of your characters is Petrified, you
may still be able to win the battle, but try to draw enemies away from that
character if at all possible. After that, the battle is pretty standard. You can
get a Guard Whip from the Berzerker, and some of the Ninjas carry Matou Claws.
Story Update: If you saved the Wizard, you are allowed an optional battle at
which you can save Sisteena. Otherwise, you grab a ship and head for the Valeria
Liberation Army's secret hideout. You decide to stop in at Griate for supplies
on the way.
Griate City
Enemies: Wizard, Dragons, Witches, Archer, misc. fighters
Guests: Kachua (High Preistess)
Treasure: Necro (Wizard)
The Wizard is a bounty hunter looking for you. Big surprise. The two Valeria
Liberation Front members will help you if they're still alive. Your biggest
concern here is the Archer who starts on top of the house: She has a great bow
and will make your life a living hell unless you kill her, ASAP. I suggest
sending Canopus up after her and throwing a couple spells her way if you have a
chance. Other than that, the battle is fairly basic. Look out for the Witches
and be aware that the Dragons may cause trouble if you're not ready for them.
Story Update: At their base in Fort Bodo, the Valeria Liberation Front's head
will tell you of their plan to assassinate Duke Ronway. Kachua is indignant,
although Denim considers the suggestion. The two do not join just yet, and
instead go on to Rime City to meet with Lans. You should be up to at least level
12 at this point.
Rime City
Enemies: Zapan (Berzerker), Hawkman (2), Witch (2), Dragon (2), Lizardman (2)
Guests: Kachua (High Preistess)
Treasure: None
Denim and Kachua approach Rime, but they are stopped by none other than Zapan, a
Berzerker they fought earlier. His force starts surrounding Denim and Kachua on
three sides, and the rest of your army is in a corner at least two turns away.
Kachua has- literally- a 98-100% chance of being killed by the Hawkmen before
she even gets to move, so be concerned mostly with Denim's well-being. Zapan can
do around 90 points of damage with his Hammer and has a high defense to boot, so
don't expect to be able to end the battle by just quickly defeating him. I find
that it's best to retreat straight backwards and have most of your troops
cluster around the large house which Kachua is hiding behind at the beginning of
the scene while Canopus flies out and dispatches the Hawkmen. Attack Zapan after
all or most of the enemy forces have been dealt with (especially the bow-
wielding ones)- I prefer using ranged weapons or Magic against him. When you're
close to killing him, he recovers with a Cure+, so be ready for it. I find that
a Dragon's Breath attack generally does very good damage to him. Otherwise, just
keep in mind that this is a hard battle and expect to have to try it a couple
times. I eventually put up with losing one replaceable character to get rid of
him.
Story Update: Just as you're about to kill Zapan, the Bacrum army- complete with
a group of Dark Knights- attacks. Lans engages their leader in single combat,
and in the chaos Zapan takes Kachua hostage and runs off. As you are about to
follow him, a Dark Knight shows up and blocks your path long enough for Zapan to
escape- luckily, one of Lans' knights shows up to fight him before he decides to
take on your unit. Zapan challenges you to fight him at Amorika Castle.
Gruborza Plains
Enemies: Summoner, Ninja (3), Cleric (2), Witch (2)
Guests: None
Treasure: Revivify Spell (Summoner)
After the last battle, this is a cake walk. Two of the Ninja have crossbows;
they should be your first priority. The Witches also have a couple new spells-
one has SlowDown, which essentially paralyzes you until your next turn, and the
other has Charm (Which can be the most supremely annoying spell if they manage
to hit your healers with it). Also be sure to bring Presance here, as the
Summoner summons skeletons with some frequency. Although he can create more
monsters, the Summoner himself isn't that powerful- one or two hits should be
able to kill him. You will also get the very useful Revivfy spell in this battle
from killing the Summoner.
Story Update: You arrive at the gate to Amorika Castle. Your characters should
probably be up to level 14. Naturally, Zapan is waiting for you when you get
there.
Amorika Castle Gate
Enemies: Zapan (Berzerker), Ninja (2), Knight (5), Golem(2)
Guests: None
Treasure: None
The Golems here are more threatening than ones you have met in the past, but
they're still the least of your worries. The Ninjas both carry Great Bows, but
because of their AI, if you have several relatively quick characters, you should
be able to kill them after a single move. Zapan and the large number of Knights
here are the most dangerous foes- the knights are weak individually, but will
overwhelm you fairly easily. I suggest that you have your fighters take up
positions on the bridge and simply hold them (Do not attack; plan to do most of
your damage by counterattacking and projectile attacks). Don't try to move onto
the large, open area near the middle of the road you start on, as that is a sure
way to get slaughtered. If you have a pair of Healers with you (as you should),
they can stay back and keep up your fighters' HP. Your spell and bow-wielding
characters should stay back and take out the two Knights with Crossbows ASAP,
and then concentrate on the fighters attacking your position. After the rest of
the troop (or a significant portion of it) has been defeated, use magic or
ranged attacks to kill Zapan. I also find that Dragon special attacks work well
against him- he can't counter them and they do surprising damage. This battle
will probably take a few tries to get past without losing any of your
characters, but it's not as hard as the battle back at Rime. Be sure to get
Denim's HP as high as possible before finishing the round.
Story Update: The mastermind behind the plan of kidnapping Kachua is none other
than your "friend", Vice. After killing Zapan (You bastard! He was MINE!), he
vents his aggressions at you for a while and then attacks you alone.
Amorika Castle
Enemies: Vice (Ninja)
Guests: None
Treasure: None
As long as Denim is at full HP and has been a Berzerker long enough to get his
defense and attack fairly high, this is a breeze. Vice has bad equipment and
should only be able to withstand two hits from your Axe- he will walk up and
attack, you will counter, then you can hit him in the back to "kill" him.
Story Update: As you fight Vice, Leonard walks in with the news that Rime has
fallen to the Bacrum army. After a short chat, he offers you the chance to
rejoin the Walsta Liberation Army to help Walsta. If you agree, your alignment
will become N and you will go on to Chapter 3N. If you disagree, you will go on
to Chapter 3C.
---- Chapter 3C ----
---- Ambition and desire is the motivation. ----
---- Losers are called dogs and hogs. ----
Story Update: In the wake of Rime's fall, Duke Ronway increases the bounty on
Denim's head. Denim, trapped between the Bacrum forces who want to kill him and
Duke Ronway who wants to kill him, retreats once again to Ashton. Denim hopes to
implement Selye's plan and kill Duke Ronway. As the chapter opens, Kachua runs
off, objecting to your method of helping the people (Quoth Canopus: "You'd have
to smack her around with a club to convince her"). At the end of the scene, a
Bounty Hunter finds your hideout and you are forced to attack him.
Ashton City
Enemies: Berzerker, Fairy, Soldier, Lizard Man (2), Gryphon (2)
Guests: None
Treasure: None
Although the Berzerker here is even higher-level than Zapan, his statistics are
considerably worse. This is actually a fairly easy battle- most of the enemies
are fairly weak. Your first order of business should be to get rid of the
Gryphons, who have long-range attacks but are rather weak, and the Fairy, who is
surprisingly well-equipped. Since you start on the high ground in this battle,
Archers are very effective. You will most likely end up killing the Berzerker
before you can kill the rest of his army.
Story Update: You set off for Coritani Castle, which has been taken by Zaebos, a
knight formerly of the Gargastan forces. You hope to free it before the Walsta
Liberation Army, weakening their position. On a completely separate note, Balder
equipment and a load of new spells become available at this point- spend some
time re-equipping all your troops before you move on.
Zodo Swamp
Enemies: ???
Guests: None
Treasure: None
The strategy in this battle is roughly the same as the last chapter- hold your
ground and kill anyone who gets too close. The battle shouldn't take more than
two or three tries.
Cortaini Castle Entrance
Enemies: Siren, Dragon (2), Wizard (2), Berzerker (2), Hawk Man (2)
Guests: None
Treasure: Gladia Fan (Siren)
The key to winning this battle is speed- if you run over the upper drawbridge,
you will generally be able to stay ahead of the lower group of enemies. You may
have to kill the Wizard, but that's rather easy if you have an archer standing
on the nice, high structure near the upper bridge. The most dangerous enemies
here are the Wizards, who are probably powerful enough to cast spells in an
increased radius. The Hawk Men here are not all that much of a threat as long as
you can get some Archers close enough to kill them before they get too close. I
suggest that you don't attack the Siren at close-range, as her Gladia fan can
confuse you if it hits you.
Inside Cortaini Castle
Enemies: Zaebos (Knight), Knight (2), Cleric (2), Wizard (2), Valkyrie (2),
Dragon
Guests: None
Treasure: Fafniel Sword (Zaebos)
This is a supremely annoying battle, but there is a trick to beating easily. Be
sure to bring a Priest into this battle with you, as you will most likely need
her Revivify magic. Your first order of business should be to kill any non-Wind-
elemental mage, as they will have the ability to cast spells on a vast area- not
something you want to be on the wrong end of. As you close with the enemies on
the bridge, you will most likely lose a few characters- this is okay, as long as
you know the trick to this battle. The thing to remember is that the pits on
either side of the bride are traps- any S-size character can jump in, but only
Ninjas or flying characters can get out. The easy way to win this battle,
knowing that, is to lure Zaebos into the pit (I use Canopus as bait; sometimes
he will also go on his own) where he cannot attack out or get out, and then kill
all of his helpers (Pretty easy after you get rid of him and his Dragon). You
may now wait and revive any dead characters at your leisure. When everyone is
alive, use bows or magic to kill Zaebos with ease- be forewarned, however, that
he will escape when he is in any danger- do NOT attempt to harm him until
everyone else in your party is alive. Also be forewarned that you may need a
couple tries to finish this battle- his party is strong and he has the upper
ground and two Clerics who can heal people in a frighteningly large area.
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