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Tactics Ogre - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Tactics Ogre - Strategy Guide (Page 04).

Vahanna Plateau

Enemies: Lizard Man (4), White Dragon (4)
Guests: None
Treasure: None

This is a very easy and rather cold battle- remember, all the enemies are water-
elemental, so if you're not loaded down with water-elemental characters, use the
Witch Trick. If you cast Zoshnell enough, the enemies will be rendered nearly
helpless. This is pretty much a warm-up (No pun intended) for the next few
battles.

Brigantes Castle South

Enemies: Knight, Soldier (3), Archer, Wizard (2), Valkyrie (2), White Dragon
Guests: None
Treasure: None

This is the easier of the two battles to enter the castle, with the right
strategy. The first thing you will probably notice is that the obvious way to
finish the level is simply to storm up the stairway- this is, therefore, the
absolute last thing that you should do. A far better strategy is to work your
way around the side of the castle (in the snow). Somewhat surprisingly, when you
do this, the enemies will not attack until you put yourself into an obvious
location (such as on top of a wall). I suspect this is because the AI does not
think that it "sees" you, which is somewhat odd considering that the Knight
yells at you at the very beginning of the battle. The key here is to kill the
two Mages as quickly as possible- the three Soldiers have bows, but are
surprisingly inaccurate. Don't be discouraged if one or two of your characters
die, since you should have Revivify by now. Keeping your HP high is the most
important thing here, as in most 2-part battles. One other thing to note is that
the knight here is realistic- he doesn't get any significant statistic bonuses,
and therefore is incompetent.

West Brigantes Caslte
Enemies: Hawk Man (5), Siren(2), Archer(2), Cockitrace
Guests: None
Treasure: Aqua Hammer (Hawk Man)

This is the other method of ingress to Brigantes Castle. While I have never
attempted this path, I can honestly say that it wouldn't seem to be worth your
while unless you really want the Aqua Hammer (Held by one of the Hawk Men)- the
enemies have the high ground across a river, and nearly all of them have bows or
crossbows. If you do decide to try this battle, I suggest relying mostly on
magic to destroy enemies from the greatest possible range or changing most of
your fighters into Ninja, who can walk across water. Once again, I really
suggest that you take the southern path.

Inside Brigantes Castle
Enemies: Zaebos (Knight), Knight(3), Terror Knight, Amazon(2), Exorcist,
     Wizard(2)
Guests: None

You get to this battle through either entrance to the castle. This is a fairly
tough battle, but Archers are useful as most of the fighting is on level ground.
Don't bring any Undead, however, as doing so will result in their utter
destruction at the hands of the Exorcist. Your first order of business is to
kill the two Wizards, as usual, and then the Terror Knight, who has very good
defense and reduces the attack power of anyone near him. The Amazons are also
very annoying due to their accurate and painful spears. After you take out about
half of his troops so that the immediate pressure is off of you, throw
everything you have a Zaebos- expect to lose a couple party members in this
battle (I lost two of my better fighters in this one). After the battle, you
will always pick up Zaebos' powerful Fafniel sword.

Story Update: No sooner do you liberate Brigantes castle and free the prisoners
there than the Walsta Liberation Army takes Coritani again.

Vahanna Plateau
Enemies: Sorcerer, Ninja (7)
Guests: Haborym (Sword Master)
Treasure: Petrify Spell (Sorcerer)

As you pass Vahanna Plateau again, you come upon a Sword Master running from a
group of Walsta Liberation Army forces. On the logic that anything which hurts
the Liberation Army is good for you, your army moves to defend him. I'm going to
point out right now that it's nearly impossible to save him- The Ninja are
powerful enough to kill him when they attack en masse, and he has a Rafa
Complex. You also cannot revivify him, as he is not a member of your army. All
in all, your best bet is to kill the Sorcerer as soon as possible- two Archer
shots should be able to do the trick if you manage to get close enough to hit
him. My recommendation here is to bring a Warlock or two with Quick and use it
on either the archers or the Sword Master. I have also heard that you can finish
this battle relativley easily by bringing a group of fast archers into the
battle and having them kill the Sorcerer. Another strategy is to hit Haborym
with projectiles so that he retreats behind you so that you can heal him- I
personally haven't had much luck with this one (I find that the Ninja usually
catch up with him before I can heal him), you can try it. If you decide that
it's not worth the trouble to save him, the battle is tremendously easier- he
will generally mortally wound one or two ninjas, and everyone is fairly poorly
equipped.

Story Update: If you saved Haborym, the Sword Master, he offers to join your
army.

Coritani Castle Entrance
Enemies: Terror Knight, Wizard (2), Dragon(2), Dragon Tamer(2), etc.
Guests: None
Treasure: Fire Sword (Terror Knight)

This is a pretty easy battle, once you figure out the trick to beating it. What
you want to do is retreat to the small island below where you start in the
middle of the mote, using Canopus or Magic to kill the wizards. Once on this
island, after you have killed all the enemies, it is fairly easy to block the
enemy Terror Knight from attacking while you revive any dead characters.

Inside Coritani Castle
Enemies: Leonard (Knight), Knight(2), Hawk Man(2), Witch, Wizard, Valkyrie(2)
Guests: None
Treasure: None

Coritani castle is guarded by none other than Leonard himself. At the beginning
of the scene, he will challenge you to a one-on-one battle- do NOT agree to
this. The battle with him is nearly impossible to win. If you decline, he will
summon a large group of enemies to attack you. However, this is deceptively
easy- if you have a few fast archers and mages in the front row of your army, it
is very likely that you will be able to kill him before he even gets to move.
Just put all of the mages and archers available into the front row of your
attack group and keep Canopus in the back if you have trouble, and things will
be a snap.

Story update: After Leonard's death, Denim decides to go to Rime in an attempt
to kill the Good Duke Ronway, through the Wyoburi mountain range.

Wyoburi
Enemies: Ganb (Beast Man), Gryphon (2), Cockatrice(2)
Guests: None
Treasure: None

The Beast Man here is the same one you met way back in the first chapter, and
he's just as easy in this second battle. Use archery and Magic to take out his
beasts, and then whatever means necessary to kill him. He's on the low ground
and all four of his monsters are relatively weak.

Rime
Enemies: Terror Knight, Knight (2), Wizard(2), Cleric, Dragon Tamer (2),
     Dragon(2)
Guests: None
Treasure: Kaminari spell(Wizard), Fenril spell (Wizard)

This battle is made very difficult be one factor: The two Wizards wield Kaminari
and Fenril, two very powerful attack spells. They can demolish a single
character in one casting. Be sure to kill them as soon as possible. I finished
this battle by moving up from the location where I started and keeping my Priest
far away from the action, where she was able to revive one or two of my
characters who died over the course of the battle. Be aware that the Terror
Knight wears Warp Boots, which allow him a greater movement range than he would
otherwise have, and that the Knights have bows.

Story Update: Vice kills the Duke and attempts to kill the Dark Knight Lans, but
Lans is a step ahead of him and has Oz and Ozma for backup. Lans spares Vice
while the Liberation Army heads for Amorika. At Amorika, both Guildus and
Mildain, the Paladin Lans' two knights, join your army (!) as you prepare to
attack Fiduc, where the Dark Knights are currently holed up.

Bodo Fort (Optional)
Enemies: Oz (Temple Commando), Templar Knight (5)
Guests: None
Treasure: None

This is your first encounter with the Dark Knights in battle. The Templar
Knights aren't much more powerful than regular knights, but the Temple Commando
Oz packs a serious punch and has the DarkCage ability- which stuns it's targets
with a 100% success rate as well as doing the same damage as a physical attack.
I suggest staying in the location you start and using Kaminari and Fenril or
sending Canopus to deal with enemies who get too close. When Oz arrives, you
will want to have all of your party available to attack him so that you can
defeat him as quickly as possible- unfortunately, he will escape before you can
kill him.

Story Update: The Dark Knights have your father, Plancy, captive and have killed
the entire Valeria Liberation Front that you know of except for Selye, who
reluctantly joins you.

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.

Fiduc Castle Inside
Enemies: Oz (Temple Commando), Ozma (Temple Commando), Templar Knight(2),
     Valkyrie(2), Magic-users
Guests: None
Treasure: GramRock Axe (Oz), Rosebud Whip (Ozma)

If you approach this with the right strategy, it's a fairly difficult battle.
Otherwise, it's darn near impossible. Yes, both Ozma and Oz are here, and yes,
you have to kill them both. I found that the key to surviving the battle was to
kill Oz as quickly as possible- if you have two mages with repeated-attack
spells and Magi++ items, you should be able to kill him in their second rounds.
Be sure to bring a Warlock or Witch with the Charge spell, as you will probably
need to refill your MP with some frequency. After you kill Oz, the most
important thing to do is take out the two Valkyries (both of whom have bows) as
quickly as possible. The Templar Knights are probably the weakest enemies here;
they will usually kill themselves attacking your fighters before they can do any
serious damage. Also try to spread your characters as much as possible over the
low floor you start on, as one of Ozma's most dangerous abilities is her three-
square-radius Pertify spell. When she gets close enough, you can defeat her by
the same method you defeated Oz. This is a rather tough battle; I can't count
the number of tries it took me to finish it. Save once at the beginning, and
make a backup save before you enter the castle.

                       ---- Chapter 4 ----
                      ---- Hand in Hand ----

Story update: Depending on what path you took to get here, you will see a
variety of different scenes, but the chapter itself is essentially the same.
Regardless of your path, Kachua is installed as the ruler of Valeria by the Dark
Knights. She is not recognized, however, by the Walsta Liberation Army (now led
by Denim), but there is dissension in the ranks as a religious group takes
prisoners and demands that the Liberation Army surrender to Bacrum. As the
chapter opens, Denim sets off to contact their leader in Brigantes castle. I
have a couple other notes here- first, random encounters will get very difficult
at this point- enemies begin to appear at four or five levels higher than the
average character. If you manage to survive at least one of these battles,
however, you will gain quite a few levels- bring a Priest and do what you can.

Vahanna Plateau
Enemies: Wizard, Witch(2), Cleric, Archer(3), Exorcist, Terror Knight, Dragon
     Tamer, Lizardman (Note: The first time I tried this battle, there was no
     lizardman, but I had to leave in the middle and couldn't complete it. The
     second time, there was a lizardman there as well as the normal troopers. I
     think his appearance may be random)
Guests: None
Treasure: None

Naturally, on your way to Brigantes, you are attacked by the survivors of
Zaebos' army. This is a rather easy battle, as long as you keep track of the
Wizard. Stay on the side of the river you start on and demolish the enemies with
bows or magic. Since there's only one path over, you can block the Terror Knight
fairly easily, and the Dragon Tamer isn't that much of a problem even if she
does come across. As usual, the most important thing to do is to kill the
archers quickly.

Story Update: You can avoid the battles here if you remove all of Denim's
equipment and spells, then send him alone to the South gate. If you do this,
Olivia will stop her troops from attacking you. The down side to this is that
you don't get any of the nifty equipment you otherwise would (most notably the
Black Shield). The battles are both fairly messy, so I suggest that you skip
them and go in the South. If you do want to fight, the west route is probably
easier.

South Brigantes Castle
Enemies: Dragoon(2), Sword Master, Cleric, Archer(3), Wizard, Exorcist, Warlock
Guests: None
Treasure: Black Shield (Dragoon)

No sooner do you finish explaining to the guards that you just want to talk,
they attack you. Don't you just hate it when that happens? Seriously, this is a
pointlessly difficult battle to subject yourself to. You start in a position
where you will likely be cut down where you stand without making a move, and
even if you do get to go, you end up fighting uphill against a fairly well-
fortified force. The strategy you used before also simply doesn't work this time
because of your position. I strongly suggest that you simply take the other
path, or else bring a large contingent of Wizards and Clerics into the battle.

West Brigantes Castle
Enemies: Archer(3), Cleric, Exorcist, Siren, Wizard, Dragoon(2)
Guests: None
Treasure: Wing Ring (Archers), Black Shield (Dragoon)

This battle is easier than it appears at first- if you simply wait on your
little island until the enemies get into the moat, thier defense is drastically
reduced while your offense is the same as always. This allows you to use your
Archers and Wizards to kill any opponents foolish enough to get close. The three
Archers here carry useful Wing Rings, which allow you to fly, and one of the
enemies carries a Black Pearl shield which defends against magic. You may have
to go to the other side of the moat to get the Cleric and Exorcist, but they're
fairly weak anyway and are more of a hassle than anything else.

Story Update: Denim enters the castle and speaks with the leader of the order,
Olivia. She tells him that Plancy is with them, but is ill and does not have
long to live. After a LONG scene, Olivia joins and tells you to seek Moruba in
the Banhamuba Temple.

Hedon
Enemies: Warlock, Lizardman, Dragoon, Ghost, Siren, Dragon, Valkyre(2), Terror
     Knight, Black Dragon
Guests: None
Treasure: None

You're assaulted by this group (including the first undead character you've seen
since the first chapter) on the way to the shrine. This battle is actually
fairly easy- if you play your cards right, you can block all of the fighters
from moving onto your platform in the beginning of the battle, and then destroy
them with bows or magic before moving on to kill the Warlock and his friends.

Banhamuba Temple
Enemies: Shelly (Siren), Ninja(4), Knight(2), Cleric, Dragoon
Guests: None
Treasure: None

The enemies here are led by Shelley, the fourth sister, and I reccomend that you
avoid killing her if possible so that you can get the Shamans later. This is
easier than it may at first seem- you have the high ground initially, so Archers
are very effective, and Shelley will rarely- if ever- use her powerful Dark Law
spell (I should note that you can win Dark Law here by killing Shelley- but this
is not advised, because then you are unable to complete the Shamans subquest).
My advice is to hold your position on the stairs while you kill the other
members of the enemy party, and then use rocks to weaken Shelley until she runs.

Story Update: After a talk with Moruba, Denim decided to fake a troop movment
elsewhere so that he can save Kachua from Lans.

Lanbees Hill
Enemies: Dragoon, Dragon Tamer (4), Dragon (2), Holy Dragon
Guests: None
Treasure: None

This is a fairly easy battle- the Dragoon is aggressive, so he should be
relativley easy to take out with Bows or Magic. Don't spend too much time
worrying about the other enemies in the party; although the Dragon Tamers wield
Magic, it's fairly weak. The most threatening are the two with Bows- but you
should be able to kill the leader before they do too much damage.

Banisha Enterance
Enemies: Templar Knight (5), Golem (2)
Guests: None
Treasure: None

Take your time here and you shouldn't have too much trouble. If you have any
Dragon magic, this is the time to use it- otherwise, hang back and use
conventional magic against any enemies which are foolish enough to get too
close. When the remaining enemies are weak enough, you may be able to attack the
rest directly. The most important thing here is to heep your HP high for the
next battle.

Banisha Courtyard
Enemies: Barbas (Temple Commando), Templar Knight(6), Tiamat(2)
Guests: None
Treasure: RimFire Gun (Templar Knight)

This is a rather difficult battle. You will probably want to kill the Templar
Knight who Barbas gives the RimFire gun to at the beginning of the battle, but
this proves difficult since he will usually retreat to the back of the
battlefield. I suggest that you send Canopus or another teleporting character
after him while your mages throw spells at Barbas and his main troops. Some of
them do wield attack magic, but it's not particularly strong attack magic, so
you can probably recover with a Heal+ spell or two. The enemies will generally
reach you by jumping down from the fortifications, so don't try to attack by
going around and up. If you wait him out, Barbas will generally put himself into
a position where you can kill him by attacking with multiple characters.

Inside Banisha
Enemies: Lans Tartare (Death Templar), Kachua (Dark Priest), Templar Knight(8)
Guests: None
Treasure: None

This battle is actually easier than it may seem at first, assuming that your
characters are all okay in the HP department (If you didn't do so well in the
last battle, you may want to use a different set of characters here). Remember,
normal magic can't be targeted through walls. Since the Templar Knights all have
Warp Boots, they will generally teleport into your section of the map in
handleable numbers (One or two at a time). Dragon Magic, if you have it, doesn't
hurt either. Lans and Kachua, meanwhile, will take the long way around, so you
will have time to deal with any Templar Knights before they arrive. When Lans
arrives, I suggest that you use magic, bows, or multiple fighters to defeat him-
his attacks are pretty powerful and he tends to be lucky with parries.

Story Update: If Kachua survived the last battle, then she will speak with you
afterwards; what answers you gave to her questions here determine her fate. The 
conversation will be slightly different in each chapter- in the Chaos chapter, 
answer "I did, once" and "I love you!" to her questions and she will join as a 
Princess. In the Neutral chapter, asnwer "I did, once", and "Come with me!". 
Otherwise, Denim will become a Lord (Debatably the best class in the game) upon 
his return to Fiduc. Either way, your army will move to attack the capital city,
which is still held by the Dark Knights.

Yomlahaba
Enemies: Beast Tamer, Octopus(3), Valkyrie(2), Lizard Man, Hawk Man, Witch
Guests: None
Treasure: None

If you have a Hawk Man with a bow, this is the place to use him. From the top of
the cliffs behind your starting location, you should be able to fire a couple
squares across the river at least. This battle isn't all that hard, but it may
take a while to finish. The Octopi tend to be a pain due to the fact that
they're incredibly hard to damage when they're in the water- luckily, they
don't do much damage to you either. As there are no convienent crossings here,
you're pretty much restricted to your own little section of the map
(Translation: Bring flying chracters). Take your time here and attack the Beast
Tamer whenever possible.

William City
Enemies: Sword Master, Dragoon(2), Knight(5), Exorcist, Cleric
Guests: None
Treasure: Fire Sword (Dragoons)

This battle is made difficult mostly by the terrain- you will have a tough time
getting close to the enemies and Guns and Bows are essentially useless. Luckily,
the Sword Master who leads the enemies is rather aggressive and will move after
your characters. The biggest threat here is the two Dragoons- the knights do not
have any of the major stat bonuses which occasionally make enemy knights
difficult, and the wield fairly weak weapons. The Dragoons, however, are
stronger to begin with and wield Fire swords. Bring a lot of mages and any
flying characters available into this battle. Be aware as well that many of the
enemy Knights wear Wing boots, which allow you to fly- if you're having trouble,
just go after the Sword Master, but otherwise you may want to consider getting
these boots as well.

Entrance Heigm
Enemies: Terror Knight, Archer(3), Witch, Siren, Cleric, Tiamat(2)
Guests: None
Treasure: None

This is a tricky battle, due to the three Archers who start off in an excellent
position to snipe at you. If you do try this path, put any weaker characters
toward the left side of your group in the selection screen, so that they will be
farther away from the Archers when you start. I suggest, however, that you
simply take the other route.

West Heigm?
Enemies: ?
Guests: ?
Treasure: ?

I did not take this route, so I have no details on the enemies you will
encounter here or the battle itself.

Rear Heigm
Enemies: Dragon Tamer, Wizard(2), Knight(2), Cleric, Holy Dragon(2), Archer(2)
Guests: None
Treasure: None

The archers in this battle are in a much less dangerous position, and the
enemies suffer from the same problems that they had back in Brigantes- they will
not move unless you get close enough. While the geography of the area prevents
guns and archery from being all that useful, you can unload Dragon or Forbidden
magic while the enemies are still far enough away that they won't be able to
counterattack. If you have a few flying characters (and you should by this point
in the game), this battle shouldn't be all that difficult. Just be careful to
take out the Archers as soon as possible and keep your HP high.

South Heigm
Enemies: Knight, Archer (2), Warlock, Sword Master, Dragon Tamer, Tiamat(2),
     Siren
Guests: None
Treasure: Fire Sword (Sword Master)

This is another relatively easy battle. The most dangerous enemy here is the
Sword Master, who wields two powerful Fire swords and can so serious damage in a
single attack. Once again, guns and archery aren't that useful, but Dragon magic
is very handy. You can probably kill most of the enemies by waiting for them to
get close enough that you can attack them- be sure to use spears against the
Sword Master. Keeping your HP high is a priority here, too.

Heigm
Enemies: Branta (Bishop), Terror Knight (6), Siren(2)
Guests: None
Treasure: Penetant Sword (Branta)

This battle is either incredibly easy or incredibly difficult, depending on how
many sidequests you've completed. If you have a Gunner in your party, they start
with a clear shot at Branta and even the RimFire gun can do about 200 points of
damage to him. While this is not enough to kill him outright, it means that a
single blast of any magic spell which targets all enemies will kill him, and it
is possible that he may not be fully healed until the Gunner's next round.
Unfortunatly, if you can't kill Branta quickly, you'll have to deal with the
prodigious numbers of Terror Knights. If that is the case, the best strategy is
probably to try and bring as many Archers and Mages into the battle as you can
and kill them at a distance. Branta himself has some healing magic, but he is
not a major concern as a fighter due to his low HP.

Story Update: During your attack on Heigm, the lower-ranking Dark Knights pull a
coup and take the Brunhild sword which Warren may have told you about earlier.
They travel to a tower called Eden. Meanwhile, the Valeria Liberation Army makes
an uneasy truce with the Bacrum army. Denim goes to a small church by the sea
and finds an apparently wounded man who stares at the sea all day. In his room
is a rather farmiliar Music Box- yes, the man is the Holy Knight Lans, last seen
in the Dark Knights' custody. The girl caring for him gives you his Zenobia
sword, one of the most powerful one-handed swords in the game, to take with you
as you journey to Eden. Eden itself works somewhat like Hell's Gate- it's 18
floors high, and you must open the door on each floor by moving a character in
front of it to continue. While there are battles on each floor, depening on the
route you take (You will be offered a choice of proceeding to two different
floors at two points in the tower) you will only encounter some of them. So far,
I only have data on the route I took. Most of the battles here are pretty easy
if you're prepared at all- at least until you get to the Ancient Ruins- so I
won't go into as much detail as usual here. The general strategy is to petrify
or stun one enemy, kill everyone else, open the door, and then kill that last
enemy. I strongly reccomend that you do at least twenty or thirty floors of
Hell's Gate (covered elsewhere in this FAQ) before you attempt this tower-
things will get very difficult near the end, and you'll be glad you did.

1F Enterance
Enemies: Templar Knight(6)
Guests: None
Treasure: None

Use a flying character to open the upper door here and use magic against the
Templar Knights on the upper floors. If you have a couple flying characters,
that's even better.

2F Water Snake Spine
Enemies: Templar Knight(4), Golem(2)
Guests: None
Treasure: None

The biggest threat here is the Templar Knights with Petrify- they can rally make
your life miserable if you give them the oppurtunity. If you have a flying
character with a two-square or higher attackn range, it's relativley easy to
defeat one of the golems by luring it onto the lower walkway. Since this walkway
is broken every other square by water, you can trap the golem on one and hit it
until it "dies" while it can't reach you.

4F Stomping Woman
Enemies: Templar Knight(3), Cyclops(2)
Guests: None
Treasure: None

In this stage, characters on the right side of the party setup screen will be
right inside the range of a pair of Templar Knights with bows- not a good place
to put your Priest. If you have a couple flying fighters, this should be pretty
easy.

7F Hair in the Wind
Enemies:Templar Knight(3), Cyclops
Guests: None
Treasure: None

There's nothing especially dangerous or out of the ordinary about this stage.

9F (I don't recall)
Enemies: Templar Knight, Hydra(3)
Guests: None
Treasure: None

This is the second area where there are two doors. Be aware that the Hydra-
which you may not have met before if you didn't do the deeper floors of Hell's
Gate- can use all four breath weapons and are probably the most dangerous
dragon-type monsters. Incapacitate them quickly, either by killing or petrifying
them.

10F (I don't recall)
Enemies: Templar Knight(3), Holy Dragon(2)
Guests: None
Treasure: None

The biggest danger here is being charmed by the Templar Knights- this while it's
possible that your characters may recover on thier own, it's more possible that
they will attack someone on your side, inflicting fairly serious damage to both
their target and themselves (through a counterattack). Thrown stones will
usually recover a charmed character with only minor damage, though, so use them
or Vitalize and kill the Templar Knights with Charm as quickly as possible.

13F Honeymoon?
Enemies: Templar Knight(3), Basilisk(2)
Guests: None
Treasure: None

The Basilisks are another Hell's Gate enemy who you've probably learned to hate
and fear if you've been there. If you haven't, be forewarned that their EvilEyes
ability hits your entire party- this is defninitley a map to carry LifeRocks to.
You also may have learned in Hell's Gate that Basilisks will generally use
EvilEyes every round until they're damaged or a character on your side gets too
close. Use missile weapons to damage them as soon as possible.

15F Star Gazer
Enemies: Templar Knight, Skeleton(2), Ghost(2), Goblin, Dragon Zombie
Guests: None
Treasure: None

This is one of the very few story battles where there are Undead enemies. If you
have Starion, use it to kill most of the enemies, then have a flying character
open the door to the next floor. Otherwise, have a character with Exorcism (I
reccomend an Angel Knight here for their natural flight ability) use it on any
enemies foolish enough to bunch together.

17F (I don't recall)
Enemies: Templar Knight(6)
Guests: None
Treasure: None

This is another fairly easy one. Gunners work well here (Unlike in pretty much
any other place in Eden) due to the terrain, which allows you a nice, clear shot
at the Templar Knights most of the time.

18F (I don't recall)
Enemies: Andoras (Temple Commando), Templar Knight(6), Tiamat(2)
Guests: None
Treasure: Thunder Claw (Andoras)

This is far easier than it looks at first- Andoras will generally rush forward
to the stairs where you can hit him with magic, guns, or bows, and there is no
door to worry about. You will also have your HP refilled after finishing this
battle, so you don't have to worry too much about taking damage. Just bring a
few Archers and fliers and you shouldn't have too much trouble.

Underground Enterance
Enemies: Zombie(5), Death Giant(2), Death Hydra
Guests: None
Treasure: None

If you have the Starion spell, this battle is a snap- just cast it once, and
most of the enemies will die right away. Otherwise, unless you have multiple
characters with Exorcism or other undead-killing attacks, things are
considerably trickier. Cast Exorcism on whatever enemies group togehter and try
to kill the Archer as qucikly as possible. Unless you Excorcise enemies or knock
them into the few bottomless pits available, you will probably find yourself
running back and forth killing enemies multiple times quite a bit. The enemies
here are fairly strong, especially the Archer, so beware. Luckily, you don't
have to open the door here.

Ancient Ruins
Enemies: Templar Knight (3)
Guests: None
Treasure: None

This is another fairly easy battle. The Templar Knights are weak and there
aren't many of them, either. Gunners are useful here due to the fact that
essentially the entire battlefield is flat. Since you don't have to open the
door for this battle, just waste the two Knights with magic or long-range
weapons and move on. Make sure that Denim has high HP when you end this battle,
though.

Sealed Room
Enemies: Barbas (Temple Commando), Martym (Temple Commando)
Guests: None
Treasure: Nyfret Sword (Martym), Brunhild Sword (Barbas)

Both Barbas and Martym attack here, and Barbas has the Brunhild! Hopefully, your
main character can withstand a single attack- otherwise, you're screwed. After
that, have him retreat while any flying characters move in to attack Barbas and
Martym. Dragon Magic isn't as useful as the good old-fashioned repeated attack
spells here, since there are so few targets. This battle isn't all that hard-
just use the same strategies you've used before against really tough enemies and
keep your HP up.

Sealed Room
Enemies: Dolgare (Dark Element), Dark Wing, Dark Dragon, Dark Eye, 
     Dark Stalker(2)
Guests: None

This is it, the final battle... The enemies here are powerful, but your biggest
concern is Dolgare himself. He will generally teleport near your party, but he
has an incredibly high defense and normal attacks do very little damage to him.
Most of the special attacks you got from Roderick in Hell's Gate do decent
damage, as do VERY powerful normal attacks (My SnapShot weapon did around 100
compared to the usual 200+). He also constantly switches his element, and can
either attack single characters for decent damage or hit everyone with a souped-
up version of the "orb" attack of his current element for serious damage.
Furthermore, he can summon other Dark monsters to fight with him- this is NOT a
good day to be an RPG hero. He will generally teleport in on the first round to
where you can attack him easily- my strategy was to ignore the Dark monsters and
have the characters in my party with special attacks rush him while my magic-
users cast Dragon Magic. I found that Fudo worked particularly well as an attack
here. If you haven't gotten as many special abilities, I suggest that you defeat
at least some of the Dark monsters before going after Dolgare and primarially
use Magic on him. I think that Dragon attacks should also work fairly well if
you manage to hit, but I've never tried them. Good luck!

-----------------------------------------------------------------------
----------------------- Part IV: Subquests  ---------------------------
-----------------------------------------------------------------------

--- Hell's Gate ---

This is the lengthiest subquest of the game, encompassing several introductory
battles and then 100 floors of enemies. The rewards are also very good,
including the Dragon Magic, a number of powerful special abilites, and a load of
very good equipment. To access it, check the Warren Report after you free Moruba
in the fourth chapter- this will open a now path near Coritani castle, leading
to a few small battles before Hell's Gate itslef.

Hell's Gate is 100 floors deep, but most of those floors follow a basic format.
After the initial series of set battles, there are normal floors (consisting of
you against 4-6 enemies) and special ability floors, where Roderick will appear
and offer you a special attack. Every fifth floor also features a different
layout. These floors are generally fairly easy, as you start a distance away
from the enemies- I suggest that you use flying characters here, as pits abound
as well, and attack from long range with Dragon Magic or Starion. There are also
"story battles" every twenty-fifth level or so which I will cover in detail
here. I found that I could generally do five floors in about 45 minutes- the
whole thing took me two weeks or so to finish, playing mostly on the weekends.

Some other things you should look for are the Ogre and Guardian equipment- these
are guarded by two special groups of enemies. Relics Knights carry Ogre
equipment, while the Four Guardians will drop Guardian equipment. Also, be
forewarned that many new unrecruitable enemies appear here (including most of
the classes from Ogre Battle which are no longer available, such as Raven Men
and Salamanders). These generally have better statistics than your characters,
and often pack magic as well.

You've probably turned Presance into a Wizard or Warlock long ago since Exorcist
magic just isn't that useful in the normal game. Guess what? You'll actually use
it here. Large numbers of Undead enemies appear with some frequency in the story
battles, and there are some regular battles which consist entirely of Undead
foes. Try to keep at least one character capable of killing Undead in your party
at all times (I found that an Angel Knight workd well here). Exorcists also
become far more useful after you find the Starion spell on the 25th floor.

You will find that many strategies which work normally simply don't in Hell's
Gate- for example, Magi items are practically useless becuase of the length of
the area, and Archers are not all that useful due to your being restricted to an
area where it is difficult to get higher than the enemies. I found that I did
well using a character with Charge, a magician of any type with attack magic
(generally Presance with Starion or Radlum with either Wipe Out or Mute), and a
Faerie with the DeepKiss ability combined with my standard two healers and five
front-line fighters.

You do not gain EXP inside Hell's Gate. You will gain kills (One of my
characters went from 9 kills to 125 kills inside the dungeon), so this is a good
place to go and get the 30 kills needed to promote to a Terror Knight. You will
also get a LOT of Goth and useless equipment- for every unique weapon you get,
you will get about three sets of Balder armor. Don't say I didn't warn you.

Battles:

Madra
Enemies: Dragon(2), White Dragon(2), Holy Dragon
Guests: None
Treasure: None

This is more difficult than it seems at first- standing on the ice will
drastically reduce your attack and defense. My suggestion is to attack mostly
with magic or projectile weapons and to try and concentrate your unit on the
snow "island" near the left-center of the map.

Brumor
Enemies: Ninja(2), Beast Tamer(3), Berzerker(2), Cyclops(2)
Guests: None
Treasure: None

This is another deceptively tricky battle. The Cyclops are fairly strong, while
the Beast Tamers have bows and do quite a bit of damage. The best strategy I
have found here is to Petrify a couple enemies and then finish the other enemies
taking whatever losses neccecary. Since Petrification is permenant, you then
have as much time as you need to Revivify any dead characters.

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