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Army Battles Guide

by Captain K

Suikoden V Army Battles Guide

by Captain K. ([email protected])

All trademarks and copyrights are the property of their respective 
trademark and copyright holders.

Copyright 2006

This guide has been posted at www.gamefaqs.com and nowhere else.  If 
you would like to post this on another website or in a publication, 
please contact the author first for permission.

Version History:

5/29/06: Version 1.0. First posting.

SPOILER WARNING: This guide contains the names of all characters that 
are recruitable in the game, as well as information about major battles 
that take place in the storyline.  Do not continue reading if you do 
not want this information to be spoiled for you!

==================
TABLE OF CONTENTS
==================
1) Introduction
2) How to battle
3) Unit types
4) Battles
5) Characters
6) Special Abilities
7) Special Formations
8) Credits

================
1) INTRODUCTION
================

Suikoden V changed the pace of its traditional army battles by 
introducing a real-time element in this version.  Although not 
particularly difficult, there are some subtle nuances that can be 
missed.  This guide will assist in uncovering some of the less obvious 
aspects of this system.

=================
2) HOW TO BATTLE
=================

Before each battle, you are given a list of units that are available to 
you.  If you have recruited additional optional characters, you can add 
them to your units or change the type of unit entirely.  The first 
character determines the type of unit you have, and the second and 
third characters simply provide additional abilities and bonuses to 
that unit.  See the Characters section for more details.

Battles are conducted in real-time.  To give a unit an order, simply 
move the pointer over it and press X.  Then move the pointer to where 
you want the unit to move and press X again.  If the location you 
selected is occupied by an enemy unit, your unit will target that enemy 
and pursue it throughout the battle.  Units will continue to follow 
orders until you give them a new one.

Hint: If you're having trouble moving across the battlefield fast 
enough to give your units orders, press Select to pause the game and 
bring up the menu.  Select View Map, and move the pointer where you 
need it to be, then unpause.

==============
3) UNIT TYPES
==============

Infantry: the basic ground unit.  Beats archers, loses to cavalry. 100 
HPs

Spears: have more attack and defense than infantry, but move slower. 
Beats archers, loses to cavalry. 100 HPs

Beavers: a unit that can move on land and water.  Beats all ships and 
archers. Loses to cavalry.  Only Beaver characters can join this unit. 
100 HPs

Cavalry: fast-moving troops.  Beats infantry, loses to archers. 100 HPs

Dragonhorse Cavalry: a unit that can move on land and water. Beats all 
ships and infantry.  Loses to archers. 100 HPs

Archers: a unit specializing in ranged combat.  Beats cavalry, loses to 
infantry. 100 HPs

Rune Archers: archers with magic abilities.  Beats cavalry, loses to 
infantry. 100 HPs

Ballista: a unit that has a very long ranged attack.  Extremely weak 
defenses, will usually be destroyed with one attack. 150 HPs

Com Ship: ships carrying boarding troops.  Beats rams, loses to 
arcships. 150 HPs

Ram: ships designed for smashing into other ships.  Beats arcships, 
loses to comships. 150 HPs

Arc Ship: ships specializing in ranged combat.  Beats comships, loses 
to rams. 150 HPs

Battleship (the Dahak): an arcship with more offense and defense, but 
less movement speed.  Beats comships, loses to rams. 200 HPs

===========
4) BATTLES
===========

Each army battle is listed in order, with the following information:

Goal: What you have to do to win the battle.  Sometimes there are 
additional conditions that will end the battle that are not listed.

Lose: What will cause you to lose.  When you lose, you will be given 
the option to Continue.  But you will not be able to change the 
formation of your units.

Allied Forces: The default setup available to you.  Most of your units 
can be changed, but those with an asterisk(*) are fixed.  You may be 
able to change the secondary commander or support, but not the leader.

Enemy Forces: These are the opponents you'll be facing.  Hitpoints are 
listed for them, as they can have more hitpoints in each unit than you 
can (your army's values are fixed).  In addition, if an enemy unit 
drops an item when defeated, that item is in [brackets].  A unit with 
[---] by its name is confirmed not to drop anything.

Strategy: Any tips for clearing the battle efficiently.

Reward: What you get for clearing the battle. If you get a Victory+, 
you get more Potch and an item.  Note: on a New Game+, many maps will 
not give you items, even if you get a Victory+.  This is because you 
already have the items they give (such as the Hungry Wolf tactic).  
This data is largely incomplete for now, and I will have to play 
through the game again to fill it in properly.

--------------
FIRST BATTLE
--------------

Goal: Destroy all enemies
Lose: Prince is killed

Allied Forces:
Infantry (Prince/Lyon) Charge 3
Rune Archer (Sialeeds)  Cyclone 1
Spear (Boz)  Charge 1
Infantry
Infantry

Enemy Forces:
Infantry 100
Infantry 100
Archer 100

If you've recruited additional characters, try adding one to a unit.  
For example, if you've recruited Cornelio from Haud Village, you can 
put him in Sialeed's unit.  Move the cursor to the Rune Archers, press 
X, select Cornelio, then press X again.  You can press Square instead 
of X to remove that person once they are added.

There's no special strategy for this battle, as things are definitely 
in your favor.  Boz can kill almost everything himself.

Reward: 5000 Potch, ?

----------------------------
INTERCEPTING LUGER'S FLEET
----------------------------

Goal: Halve Bahram's HP or destroy all others.
Lose: Prince or Dahak destroyed.

Allied Forces:
ComShip (Prince/Lyon)
ComShip (Georg/Sialeeds)
*Ram (Boz)
*Dahak (Raja/Kisara/Lucretia)  Barrage 2, Frenzy
*ArcShip (Logg/Lun) Barrage 1, Recover 2
*ArcShip
*ArcShip

Enemy Forces:
ArcShip (Bahram) 200
ComShip 150
ComShip 150
Ram 150
ArcShip 150
ArcShip 150  [Flowing Piece]

There's not much you can alter for your fleet.  All you can do is add 
one extra person to the Prince's and Georg's ships.

Shortly after the battle begins, three of the enemy units will run 
aground, making this battle even more lopsided than the last one.  Try 
to kill the minor ships before Bahram's to get rewards.

Reward: 6000 Potch, ?

--------------
DILBER BATTLE
--------------

Goal: Draw enemies to southern forest.
Lose: Prince killed.

Allied Forces:
*Infantry (Prince/Lyon/Lucretia) Charge 3, Frenzy
Infantry (Georg/Kyle/Lun) Charge 1, Recover 3
Rune Archer (Sialeeds/Lelei) Cyclone 1, Barrage 1
*Spear (Boz) Charge 1
*Cavalry (Dinn) Charge 1
*Lindwurm Cavalry (Wilhelm, Mueller) Charge 2

Dilber Novum's Forces:
Spear (Dilber) 200
Cavalry 100
Infantry 100
Archer 100

Jidan Guisu's Forces:
Cavalry (Jidan) 300
Cavalry 200 [Lancer Armor]
Cavalry 200 [Attack Ring]
Cavalry 200 [Speed Ring]

Both Georg's and Sialeeds's units can be completely changed to your 
liking.  I recommend two archery units in those positions, because 
you'll be facing lots of cavalry.

Do as Lucretia says and move your forces into the southern woods.  You 
can fight Dilber, but it won't get you anything and Dilber's unit is 
invincible.

After moving to the southern woods, Dilber's forces will join you and 
Jidan's will appear.  The Lindwurm Cavalry also leave.  Ignore Jidan's 
non-moving unit and kill the others to get the items.

Reward: 8000 Potch, Guardian Boots

----------------------
HATRED FORTRESS SIEGE
----------------------

Goal: Destroy all enemies.
Lose: Prince or Dahak destroyed.

Allied Forces:
ComShip (Prince/Lyon) Dawn 1
ComShip (Cius)
Ram (Boz/Chuck) Balance
*Ram (Goesch/Toma) Survival
*Dahak (Raja/Kisara/Lucretia) Barrage 2, Frenzy
Rune ArcShip (Sialeeds/Viki) Cyclone 3
ArcShip (Logg/Lun) Barrage 1, Recover 2

Enemy Forces:
ArcShip 200 Barrage 1 [Rage Piece]
ComShip 200 [Technique Ring]
ComShip 200
ComShip 200
Ram 200
Ram 200
ArcShip 200
ArcShip 200 Barrage 1

This is the first battle where things aren't stacked in your favor.  
You can rearrange almost all your ships, so take the time to add any 
useful characters you've recruited.  If you have Shinro or Sairoh, put 
them in the Prince's ship so he gets an extra use of the Dawn Rune.

There's a mixed variety of opponents, and they're packed closely 
together.  This means that even if you get a good type matchup, there 
may be an enemy that's a bad matchup for you right behind.  The best 
thing to do is clear a path into the center, then send the Prince's 
ship into the middle of the enemy fleet and use the Dawn Rune to damage 
all of them.  Remember, Dawn also heals your units, so keep them close 
by to maximize your healing.

Also beware of the Barrage ability that the enemy archer ships have.  
This can be deadly to a wounded unit, so use Recover or Flowing to 
repair damaged ships.

Reward: 12,000 Potch, Thunder Helm

----------------
LELCAR CAMPAIGN
----------------

Goal: Push ground forces back from Lelcar.
Lose: Prince killed.

Allied Forces:
Infantry (Prince/Lyon/Lelei) Dawn 1, Charge 2
Infantry (Kyle/Zweig) Recover 1, Weakness
Spear (Volga/Wasil) Charge 1
Infantry (Cius/Lorelai) Charge 1, Weakness
Rune Archer (Sialeeds) Cyclone 1
Rune Archer (Talgeyl/Viki) M. Earth 1, Cyclone 2
Ram (Goesch)
Rune ArcShip (Zerase/Chuck) Star 1, Balance
ArcShip (Kisara) Barrage 1
ArcShip (Logg/Lun) Barrage 1, Recover 2

Enemy Forces:
Infantry 200 (Zahhak) Charge 1
Infantry 150
Spear 150
Cavalry 150
Archer 150
Archer 150
ArcShip 200 Barrage 1
ComShip 200
Ram 200
Rune ArcShip 200 Flowing 1

This battle requires you to fight on two different fronts at the same 
time.  Ultimately, the ground forces are what you need to concern 
yourself with most.  Put a good Rune Archer unit in front, to destroy 
the fast moving enemy cavalry unit.  Sialeeds/Viki/Josephine is an 
absolutely deadly combination.  Have your own cavalry unit close behind 
to cover the followup infantry forces.  Retreat your cavalry when the 
enemy archers arrive.  The ship battles are somewhat easier, but mind 
the Barrage and Flowing abilities of the archer ships.

Reward: 15,000 Potch, ?

-------------
DORAAT SIEGE
-------------

Goal: Get Prince to Doraat.
Lose: Prince or Dahak destroyed.

Allied Forces:
Infantry* (Prince/Lyon/Lucretia) Dawn 1, Charge 2
Spear (Goesch/Wasil/Zweig) Charge 1, Weakness
Infantry (Kyle/Volga/Silva) Recover 1, Charge 1
Spear (Boz/Roy/Chuck) Charge 2, Balance
Cavalry (Dinn/Orok/Lorelai) Charge 1, Muddle
Dahak* (Raja/Sialeeds/Zerase)
ComShip (Cius/Lelei/Maroon)
Rune ArcShip (Bernadette/Viki/Fuwalafuwalu) Flowing 2, Cyclone 2
Parent/Child ArcShip (Kisara/Logg/Lun) Barrage 2, Recover 2

Enemy Forces:
Infantry 300 (Alenia/Miakis) Twilight 1 [---]
Infantry 200 [---]
Archer 200 [---]
Spear 200 [---]
Spear 200 [---]
ArcShip 300 Barrage 1 [Thunder Piece]
ComShip 300 [Pale Moon Gloves]
ArcShip 300 Barrage 1 [---]
Ram 300 [Stone of Strength]
Archer 0 (this unit is not on the field - apparently a bug)

The prearranged setup is terrible, and doesn't utilize most of your 
army's strength.  Be sure to change your units around and give yourself 
a strong cavalry unit.

Although, you only need to concern yourself with the ground forces, you 
can get some nice items by wrecking the ships first.  This is a good 
opportunity to try out the Beavers.  Have one of your naval units led 
by Fuwalafuwalu and have Maroon and Muroon support him.  Their Gnaw 
attack is devastating to ships.  After they cut through the ships, have 
them circle around Doraat and attack the lone archer unit (Beavers 
count as Infantry on land).

Otherwise, just send one or two good cavalry units forward until the 
enemy moves to attack you.  After clearing out the riffraff, just send 
the Prince's unit into Doraat.  Ignore Alenia's unit.  It's invincible 
and won't do anything.

Reward: 18,000 Potch, ?

---------------------
NEW QUEEN'S CAMPAIGN
---------------------

Goal: Get Roy to Lymsleia's position.
Lose: Roy's unit destroyed.

Allied Forces:
Infantry* (Roy/Zerase/Lucretia) Charge 1, Frenzy
Spear (Boz) Charge 1
Spear (Volga) Charge 1
Archer (Wasil) Barrage 1
Infantry (Orok) Muddle
Rune Archer (Talgeyl) M. Earth 1
Beavers (Fuwalafuwalu) Flowing 1
Grndunit (empty)
Grndunit (empty)
Grndunit (empty)

Enemy Forces:
Rune Archer 300 (Lymsleia)
Infantry 300 (Alenia) [---]
Infantry 300 (Dahhak) [---]
Spear 200 [Rage piece]
Spear 200 [---]
Cavalry 200 [Stone of Speed]
Cavalry 200 [Mother Earth piece]
Cavalry 200 [---]
Archer 200 Barrage 2 [Guardian Gloves]
Archer 200 Barrage 2 [---]

You have plenty of room to add characters this time, and don't forget 
to put someone in those three extra empty units. At the very least, 
you'll want two strong archer and cavalry units.

Initially, all the enemy forces except Alenia, Zahhak, and the Queen 
will move forward and stop about a third of the way across the map. The 
cavalry units will be closest, so send your archers out first.  Follow 
up with your cavalry units to take out the spears, then Roy's unit 
last.

All the treasures are held by the enemies on the north side of the map, 
so it's safe to send all your forces north.  You don't get anything for 
defeating Alenia and Zahhak, so just shove them out of the way and send 
Roy in.  When he gets close enough, the battle ends.

Reward: 20,000 Potch, Spun Silver Armor

------------------------
LELCAR DEFENSE CAMPAIGN
------------------------

You get this battle if you select to defend Lelcar instead of Lordlake.

Goal: Halve enemy forces or survive for 10 minutes.
Lose: Prince or Dahak destroyed or enemy reaches Lelcar.

You can also win by reducing Childerich's, Dilber's, or Bahram's unit 
to half HP or less.

Allied Forces:
Infantry* (Prince/Miakis/Lucretia) Dawn 1, Recover 1
Infantry (Kyle/Wabon/Lorelai) Recover 1, Charge 1
Cavalry (Rahal/Roog) Charge 2
Rune Archer (Zerase/Viki/Lelei) Star 1, Cyclone 2
Lelcar Archer* (Wasil/Volga/Orok) Barrage 1, Muddle
Dahak (Raja/Kisara) Barrage 2
ComShip (Roy/Cius/Chuck) Balance
Rune ArcShip (Bernadette) Flowing 1
ArcShip (Logg/Lun) Barrage 1, Recover 2

Enemy Forces:
Infantry 300 (Childerich) Charge 1
Spear 300 (Dilber) Charge 1
Cav 200 [---]
Cav 200 [---]
Rune Archer 200 Flowing 1
ArcShip (Bahram) Barrage 1
ComShip 200 [---]
Ram 300 [Stone of Evasion]
ArcShip 300 Barrage 1 [Cyclone Piece]

This is the easier of the two Defense battles.  Wasil's unit is set up 
in Lelcar, and can Barrage anything that gets close.  Just send your 
archers to meet the enemy cavalry, and your ships forward.  You should 
win before you are ever in danger.

Reward: 5000 Potch, ?

Note: It does not seem possible to get a Victory+ on this battle.

--------------------------
LORDLAKE DEFENSE CAMPAIGN
--------------------------

You get this battle if you select to defend Lordlake instead of Lelcar.

Goal: Halve enemy forces or survive for 10 minutes.
Lose: Prince killed or enemy reaches Lordlake.

You can also win by reducing Maha's or Jidan's unit to half HP or less.

Allied Forces:
Infantry* (Prince/Miakis/Lucretia) Dawn 1, Recover 1
Spear (Galleon/Wabon/Cius) Charge 3
Spear (Boz/Gunde/Goesch) Charge 3
Cavalry (Dinn/Roy/Chuck) Charge 2, Balance
Cavalry (Rahal/Roog/Zweig) Charge 2, Weakness
Rune Archer (Zerase/Viki/Silva) Star 1, Cyclone 2
Rune Archer (Bernadette/Fuwalafuwalu/Luserina) Flowing 2, Morale
Rune Archer (Talgeyl/Lelei/Toma) M. Earth 1, Barrage 1

Enemy Forces:
Cavalry 300 (Maha Sparna) Charge 1
Cavalry 300 (Jidan Guisu) Charge 1
Cavalry 200 [Cape of Destiny]
Cavalry 200 [---]
Infantry 200 [---]
Infantry 200 [---]
Archer 200 Barrage 2
Archer 200 Barrage 2

This is the more difficult of the two Defense battles.  First of all, 
ignore Jidan's cavalry unit rushing forward on the bottom.  He's 
feinting you.  Put your archers forward to meet the cavalry, but be 
careful.  For some reason when they are damaged, they run towards 
Lordlake instead of away from it.  So make sure you have a backup unit 
there that can protect the city.  Also mind the enemy archer units.  
Four Barrages can obliterate any of your units instantly.

Reward: 5000 Potch, ?

Note: It does not seem possible to get a Victory+ on this battle.

--------------------------
FINAL DEFENSE CAMPAIGN (1)
--------------------------

You only get this battle if you choose to defend the Ceras Lake castle.  
Note that if you choose to defend it, one of the Stars of Destiny will 
die permanently!

Goal: Halve total enemy forces or survive for 10 minutes.
Lose: Prince or Raja killed, or enemy reaches castle.

You can also win by reducing Maha's, Jidan's, or Childerich's unit to 
half HP or less.

Allied Forces:
Infantry* (Prince/Miakis/Lucretia) Dawn 1, Recover 1
Spear (Boz/Galleon/Gunde) Charge 3
Cavalry (Dinn/Roy/Cius) Charge 3
Cavalry (Rahal/Roog) Charge 2
Rune Archer (Zerase/Talgeyl/Lorelai) Star 1, M. Earth 1
ComShip (Kyle/Volga) Recover 1
Ram (Goesch/Fuwalafuwalu/Wabon)
Rune ArcShip (Bernadette/Viki/Zweig) Flowing 1, Cyclone 2
ArcShip* (Raja/Kisara/Silva) Barrage 2, Relief
ArcShip (Lelei/Logg/Lun) Barrage 2, Recover 2

Enemy Forces:
Cavalry 400 (Maha Sparna)
Cavalry 400 (Jidan Guisu)
Infantry 300 [Thunder God's Armor]
Spear 300 [---]
Archer 300 Barrage 2
ComShip 400 (Childerich)
ComShip 300 [---]
Ram 300 [---]
Rune ArcShip 300 Flowing 2 [Flowing Piece]
ArcShip 300 Barrage 2

Nothing difficult here.  If you got this far you can handle it.

Reward: 5000 Potch, ?

Note: It does not seem possible to get a Victory+ in this battle.

--------------------------
FINAL DEFENSE CAMPAIGN (2)
--------------------------

Goal: Halve enemy forces.
Lose: Prince or Raja destroyed.

Allied Forces:
Infantry* (Prince/Miakis/Lucretia) Dawn 1, Recover 1
Spear (Boz/Galleon/Gunde) Charge 3
Cavalry (Dinn/Cius) Charge 2
DrgHrs* (Craig) Charge 1
DrgHrs*
Rune Archer (Zerase/Talgeyl/Lorelai) Star 1, M. Earth 1
ComShip (Kyle/Volga) Recover 1
Ram (Goesch/Fuwalafuwalu/Wabon)
Rune ArcShip (Bernadette/Viki/Zweig) Flowing 1, Cyclone 2
ArcShip* (Raja/Kisara/Silva) Barrage 2, Relief

Enemy Forces:
Cavalry 400 (Maha Sparna)
Cavalry 400 (Jidan Guisu)
Spear 200 [---]
Archer 200 Barrage 2
ComShip 400 (Childerich)
ComShip 200 [---]
Ram 200 [---]
ArcShip 200 Barrage 2 [Blinking Rune Piece]

Similar to the last battle, but with far fewer enemies.  No problems 
here.

Reward: 30,000 Potch, Fog Robe

--------------------------
CHILDERICH PURSUIT BATTLE
--------------------------

Goal: Get Prince to Doraat.
Lose: Prince or Dahak destroyed.

Allied Forces:
Infantry* (Prince/Miakis/Lucretia) Dawn 1, Recover 1
Infantry (Georg/Cius/Orok) Charge 2, Muddle
Spear (Galleon/Chuck/Silva) Charge 1, Balance
Beavers (Fuwalafuwalu, Maroon) Flowing 1, Gnaw 1
DrgHrs* (Craig/Rahal/Roog)
Rune Archer (Zerase/Talgeyl/Luserina) Star 1, M. Earth 1
Dahak* (Raja/Kisara/Lelei) Barrage 3
ComShip (Kyle/Lun/Wasil) Recover 3
Ram (Goesch/Gunde/Wabon)
Rune ArcShip (Bernadette/Viki/Logg) Flowing 1, Cyclone 2

Enemy Forces:
Infantry 400 (Childerich) Charge 1
Spear 400 (Dilber) Charge 1 [Crown of Destiny]
Cavalry 300 [---]
Rune Archer 300 Rage 1 [Rage Piece]
Archer 300 Barrage 1 [---]
ArcShip 400 (Bahram) Barrage 2 [---]
ComShip 300 [---]
Ram 300 [---]
RuneArcShip 300 Flowing 1 [Flowing Piece]
ArcShip 300 Barrage 1 [---]

Childerich's unit is invincible, so just take out the trash and move 
the prince into Doraat.

Reward: 25,000 Potch, ?

---------------------
ARMES PURSUIT BATTLE
---------------------

Goal: Get Prince to Sable
Lose: Prince killed

Allied Forces:
Infantry* (Prince/Miakis/Lucretia) Dawn 1, Recover 1
Infantry (Georg/Cius/Zweig) Charge 2, Weakness
Infantry (Kyle/Volga/Luserina) Recover 1, Charge 1
Spear* (Boz/Wabon) Charge 2
Spear (Galleon/Chuck/Silva) Charge 1, Balance
Spear (Goesch/Gunde) Charge 2
Cavalry (Dinn/Orok) Charge 1, Muddle
Rune Archer (Zerase/Talgeyl/Lorelai) Star 1, M. Earth 1
Rune Archer (Bernadette/Viki) Flowing 1, Cyclone 2
Archer (Lelei/Wasil) Barrage 2

Enemy Forces:
Cavalry 0 (Maha Sparna) - this unit does not appear on the map
Cavalry 400 (Jidan Guisu) Charge 1
Infantry 300 [Crown of Destiny]
Infantry 300 [---]
Spear 300 [---]
Cavalry 300 Charge 1 [---]
Cavalry 300 [---]
Rune Archer 300 Flowing 1 [Flowing Piece]
Rune Archer 300 Rage 1 [Rage Piece]
Archer 300 Barrage 2 [---]

The enemy is tightly grouped, so move your whole army together as one. 
After you attack the front line, be prepared to move your troops back 
if they're facing the wrong troop type.

Reward: 45,000 Potch, Windspun Cape

----------------
STORMFIST SIEGE
----------------

Goal: Get Prince to Stormfist.
Lose: Prince or Dahak destroyed.

Allied Forces:
Infantry* (Prince/Lelei/Lucretia) Dawn 1, Frenzy
Spear (Boz/Georg/Galleon) Charge 3
Cavalry (Dinn/Kyle/Miakis) Charge 1, Recover 2
DrgHrs (Craig/Rahal/Roog) Charge 3
Rune Archer* (Zerase/Talgeyl/Goesch) Star 1, M. Earth 1
Dahak* (Raja/Kisara/Lun) Barrage 2, Recover 2
ComShip* (Cius/Volga/Orok) Muddle
Ram (Shula/Sharmista/Nifsara)
Rune ArcShip (Bernadette/Viki/Logg) Flowing 1, Cyclone 2

Reinforcements:
Infantry 200 (Shoon) Charge 1

Enemy Forces:
Infantry 400 (Childerich) Charge 2 [---]
Spear 400 (Dilber) Charge 2 [---]
Infantry 300 [---]
Cavalry 300 [---]
Archer 300 Barrage 2 [---]
ArcShip 300 [Stone of Strength]
ComShip 300 [---]
Ram 300 [Stone of Luck]
Rune ArcShip 300 Flowing 2 [---]
ArcShip 300 Barrage 2 [---]

After you move close enough to Stormfist, Shoon's unit will appear and 
fight the enemy infantry unit. After that, take control of Shoon and 
move him to the northwest and then west to take out the archer unit.

Your ships should have little trouble, but try not to trap an opponent 
against a wall. The ship with Flowing 2 will heal the ship you're 
trying to destroy, and you'll lose by attrition.

Reward: 60,000 Potch, Master's Garb

--------------------
SOL-FALENA SIEGE (1)
--------------------

Goal: Get Dahak to Sol-Falena
Lose: Dahak destroyed
Alternate win condition: reduce Zahhak or Alenia's unit to half HP or 
less.

Allied Forces:
Dahak* (Raja/Lelei/Lucretia) Barrage 2, Frenzy
Spear* (Boz/Georg/Galleon) Charge 3
Cavalry* (Dinn/Kyle/Miakis) Charge 1, Recover 2
DrgHrs* (Craig/Rahal/Roog) Charge 3
Rune Archer* (Talgeyl/Goesch/Silva) M. Earth 1, Relief
Lelcar Archer* (Wasil/Volga/Orok) Barrage 1, Muddle
Beavers (Fuwalafuwalu/Maroon) Flowing 1, Gnaw 1
Ram (Shula/Sharmista/Nifsara)
Rune ArcShip* (Zerase/Bernadette) Star 1, Flowing 1
Parent/Child ArcShip* (Kisara/Logg/Lun) Barrage 2, Recover 2

Enemy Forces:
Infantry 500 (Zahhak) Charge 2
Infantry 500 (Alenia) Charge 2
Cavalry 300 [Fujiwara Gauntlets] (this is the one on the right)
Cavalry 300 [Tachibana Greaves] (the one on the left)
Rune Archer 300 Thunder 1 [Gray Coat]
Rune Archer 300 Flowing 1 [---]
ComShip 300 [---]
Ram 300 [Stone of Magic]
Rune ArcShip 300 Rage 1 [Stone of Magic]
ArcShip 300 Barrage 1 [---]

Although it's easy to plow forward with your ships and win, you want to 
take the time to get the rare equipment from the land enemies. Ignore 
Dahhak and Alenia and just kill the others.

Reward: 45,000/80,000 Potch, Karaya Armband

--------------------
SOL-FALENA SIEGE (2)
--------------------

Goal: Get Prince to Sol-Falena
Lose: Prince killed

Allied Forces:
same as previous battle

Enemy Forces:
Infantry 500 (Zahhak)
Infantry 500 (Alenia)
Spear 300 (Charge 1)
Rune Archer 300 Rage 1 [---]
ComShip 300
ComShip 300 [---]
Ram 300 [---]
Rune ArcShip 300 Thunder 1 [Resurrection Piece]
ArcShip 300 Barrage 1 [---]
ArcShip 300 Barrage 1 [Pale Gate Piece]

Nothing different here. Just carry on as before.

Reward: 100,000 Potch, Fortune Piece

==============
5) CHARACTERS
==============

There are three slots for each combat unit.  The first slot is the 
commander, the second is the secondary commander, and the third is the 
support.

Most characters provide some sort of special ability, such as Charge, 
when they occupy a unit.

A few characters also provide stat bonuses to a unit when they serve as 
the secondary commander or support.  I do not think they get their stat 
bonus when they serve as commanders.

The following characters do not participate in army battles: Lance, 
Flail, Ax, Genoh, Byakuran, and the five DoReMi Elves.

Section 1, Commanders:
These characters can occupy the first position, and determine what type 
of unit you will be getting (infantry, spear, archer, etc.).  Unless 
otherwise noted, these characters can also serve as secondary 
commanders or support. Those with an asterisk(*) after their names can 
only serve as commanders.

Alhazred (Rune Archer/Rune ArcShip)  M. Earth 1
Babbage (Ballista/no sea)            Catapult 2
Belcoot (Infantry/ComShip)           Charge 1     ATK+5
Bernadette (Rune Archer/Rune ArcShip)Flowing 1
Boz* (Spear/Ram)                     Charge 1
Cius (Infantry/ComShip)              Charge 1
Cornelio (Rune Archer/Rune ArcShip)  Flowing 1
Craig* (DrgHrs/DrgHrs)               Charge 1
Dinn (Cavalry/Ram)                   Charge 1
Egbert (Cavalry/Ram)                 Charge 1
Eresh (Rune Archer/Rune ArcShip)     Thunder 1
Faylon (Infantry/ComShip)            Charge 1
Fuwalafuwalu (Beavers/Beavers)       Flowing 1
Gavaya (Cavalry/Ram)                 Charge 1      ATK+5
Georg (Infantry/ComShip)             Charge 1      ATK+9
Goesch (Spear/Ram)                   Charge 1
Hazuki (Infantry/ComShip)            Charge 1
Isabel (Spear/Ram)                   Charge 1      ATK+5
Isato (Archer/ArcShip)               Barrage 1
Jeane (Rune Archer/Rune ArcShip)     Thunder 1
Kisara (Archer/ArcShip)              Barrage 1
Kyle (Infantry/ComShip)              Recover 1     ATK+5
Lelei (Archer/ArcShip)               Barrage 1
Levi (Rune Archer/Rune ArcShip)      Rage 1
Logg (Archer/ArcShip)                Barrage 1
Maroon (Beavers/Beavers)             Gnaw 1
Moroon (Beavers/Beavers)             Gnaw 1
Mueller (Cavalry/Ram)                Charge 1      ATK+5
Nakula (Cavalry/Ram)                 Charge 1      DEF+5
Nelis (Archer/ArcShip)               Barrage 1
Nifsara (Cavalry/Ram)                Charge 1      SPD+1
Nikea (Infantry/ComShip)             Charge 1
Norden (Infantry/ComShip)            Charge 1      DEF+5
Orok (Infantry/ComShip)              Muddle
Prince* (Infantry/ComShip)           Dawn 1
Rahal(1)(Cavalry-DrgHrs/Ram-DrgHrs)  Charge 1      ATK+5
Raja*(2)(Dahak or ArcShip)           Barrage 1
Raven (Infantry/ComShip)             Muddle        SPD+2
Richard (Cavalry/Ram)                Charge 1      ATK+9
Roog(1) (Cavalry-DrgHrs/Ram-DrgHrs)  Charge 1      ATK+5
Roy (Infantry/ComShip)               Charge 1
Sharmista (Cavalry/Ram)              Charge 1
Shigure (Infantry/ComShip)           Recover 1     ATK+5
Shoon (Infantry/ComShip)             Charge 1      ATK+5
Shula* (Cavalry/Ram)                 Charge 1
Sialeeds (Rune Archer/Rune ArcShip)  Cyclone 1
Sorensen (Ballista/no sea)           Catapult 2
Talgeyl (Rune Archer/Rune ArcShip)   M. Earth 1
Volga (Spear/Ram)                    Charge 1      DEF+5
Wasil (Archer/ArcShip)               Barrage 1
Wilhelm* (Cavalry/Ram)               Charge 1
Yahr (Infantry/ComShip)              Charge 1
Zegai (Spear/Ram)                    Charge 1      ATK+5
Zerase (Rune Archer/Rune ArcShip)    Star 1

(1) Rahal and Roog will form DragonHorse units after Lance and Flail 
join the Stars of Destiny.
(2) Raja provides the Dahak in most battles, but is in an archership 
during the Ceras Lake Ruins battles.

Section 2, Secondary Commanders:
These characters can serve in either the second or third position.

Bergen                               Charge 2
Cathari                              Barrage 2     SPD+2
Chuck                                Balance
Ernst                                Recover 2     SPD+1
Faylen                               Charge 2
Gunde                                Charge 1
Josephine                            Rage 2
Killey                               Rage 2
Lorelai                              Weakness
Lu                                   Barrage 2
Lun                                  Recover 2
Lyon                                 Charge 2
Mathias                              Charge 2      DEF+5
Miakis                               Recover 1     SPD+1
Meroon                               Rest
Muroon                               Gnaw 2
Nick                                 Charge 2      SPD+1
Norma                                Recover 2
Sagiri                               Ambush 2      SPD+1
Subala                               Charge 2
Urda                                 Barrage 2
Viki                                 Cyclone 2
Wabon                                Charge 1
Zweig                                Weakness

Section 3, Support:
These characters can only serve in the thrid position.

Bastan                               Weakness
Chisato                              Muddle
Dongo                                Speed Up
Euram                                Rumors
Fuyo                                 Rumors
Haleth                               Muddle
Haswar                               Rest
Linfa                                Muddle
Lucretia                             Frenzy
Luserina                             Morale
Marina                               Rest
Miroon                               Rest
Mohsen                               Fortify
Murad                                Relief
Oboro                                Rumors
Rania                                Muddle
Retso                                Nourish
Sairoh                               Extra
Shinro                               Extra
Shun Min                             Nourish
Silva                                Relief
Takamu                               Speed Up
Toma                                 Survival
Yoran                                Survival
Zunda                                Speed Up

=====================
6) SPECIAL ABILITIES
=====================

Note: the game incorrectly uses the word "current" for abilities like 
Charge which do a percentage of damage.  These attacks use the opposing 
unit's maximum hitpoints, not current hitpoints, to determine damage.  
The exception is Rage, which really does use current hitpoints.

Ambush: Makes a short-range attack against an enemy unit.  Enemy cannot 
counterattack.

Balance: Stabilizes damage values. Need to test to see exactly what 
this does.

Barrage: Makes a long-range attack against an enemy unit.  Enemy cannot 
counterattack.

Catapult: Makes a long-range attack against an enemy unit.  Enemy 
cannot counterattack.

Charge: Does damage equal to 20% of the opposing unit's maximum 
hitpoints.  Enemy cannot counterattack.

Cyclone: Does damage equal to 30% of the opposing unit's maximum 
hitpoints, and recovers your unit's hitpoints by 50% of the maximum 
value.  Enemy cannot counterattack.

Dawn: Does damage equal to 20% of maximum hitpoints to all enemy units 
within range.  Friendly units within range recover 50% of their maximum 
hitpoints.  Enemy cannot counterattack.

Extra: Increases the number of uses of the first special ability by 1. 
This is the only ability that has an effect when a unit already has two 
abilities.  It's best used to increase powerful abilities like Dawn and 
Star.

Flowing: Completely restores a unit's hitpoints.

Fortify: Defense+5

Frenzy: Attack+5, Defense+5, Mobility+1.

Gnaw: Reduces a ship's defense by 10 and does damage.  Can only be used 
on water.

M. Earth:  Does damage equal to 30% of the opposing unit's maximum 
hitpoints.  Enemy cannot counterattack.  Cannot be used at sea.

Morale: Attack+5

Muddle: Opponent's Attack-5.

Nourish: Restores 3 HP every 10 seconds.  Stronger than Rest, but still 
not very useful.

Rage: Does damage equal to 40% of the opposing unit's current 
hitpoints.  Enemy cannot counterattack.

Recover: Restores 50% of a unit's maximum hitpoints.

Relief: After each combat, this unit heals 10 HP.  Probably the best 
ability to have.

Rest: This unit recovers 1 HP every 5 seconds.  This is really not 
helpful at all, because it's so slow.

Rumors: Opponent's Defense-10.

Speed Up: Mobility on land is increased by 1.

Star: Does damage equal to 30% of maximum hitpoints to all enemy units 
within range.  Enemy cannot counterattack.

Survival: As this unit takes damage, its defense will rise.

Thunder: Makes a long-range attack against an enemy unit, with damage 
equal to 30% of the enemy's maximum hitpoints.  Enemy cannot 
counterattack.

Weakness: Opponent's Defense-5.

======================
7) SPECIAL FORMATIONS
======================

By using certain characters in combination with each other, the name of 
their unit will change.  This doesn't seem to have any effect on their 
ability, but it's nice for thematic purposes.  In most cases, the order 
of characters doesn't matter, and you may be able to choose more than 
one type of unit.  For example, if you use Volga + Wasil + Orok you get 
a Lelcar Spear.  If Orok is first you get Lelcar Infantry, and if Wasil 
is first you get Lelcar Archers.

Logg + Kisara + Lun = Parent/Child

Bernadette + Yahr + Nelis = Island Nations

Volga + Wasil + Orok = Lelcar

Wilhelm +_ Mueller = Lindwurm.  Richard does not cause a special name 
to appear.

Isabel + Mathias = Maximillian

Roy + Faylen + Faylon = Bandit.  Roy must be the first character.

Isato + Urda = Elf

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8) CREDITS
===========

CjayC for running the best website on the planet!

Visit www.rpgdl.com for battles between your favorite RPG characters!