+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Ogre Battle 64: Person of Lordly Caliber Special Characters Only Challenge Guide Version 1.0 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Revision History 1.0: FAQ is a work in progress. So far, I have played the game through the end of Chapter 2 and thought through which units I will need for the rest of the game. I plan on writing detailed scene walkthroughs for the remaining scenes as I get to them. Hopefully, I won't need to go back and adjust any previous scene order/strategy. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Table of Contents I. Introduction II. SCO Challenge Rules III. The 17-Character Army IV. Tips, Tricks, and Strategies V. Scene Walkthrough 0. The Pre-Game PROLOGUE 1. Scene 1: The Southern Reaches (Tenne Plains) 2. Scene 2: Sparks (Volmus Mine) CHAPTER 1 3. Scene 3: First Assignment (Crenel Canyon) 4. Scene 4: True Intentions (Zenobian Border) 5. Scene 5: The Path Diverges (Mylesia) 6. Scene 6: The Revolutionary Army (Volmus Mine) 7. Scene 7: A New Beginning (Gunther Piedmont) 8. Scene 8: The Infernal Aura (Dardunnelles, The Crossroads) 9. Scene 9: Liberation of Alba (Alba) CHAPTER 2 10. Scene 10: Idealism and Realism (Crenel Canyon) 11. Scene 11: Warriors of the Fallen Kingdom (Mylesia) 12. Scene 12: The Steadfast (The Highland of Soathon) 13. Scene 13: City of the Past (Sable Lowlands) 14. Scene 14: Thoughts (Audvera Heights) 15. Scene 15: Uncertainty (Mount Ithaca) 16. Scene 16: Visitors from the Past (Azure Plains) 17. Scene 17: A Legendary Land (Mount Keryoleth) 18. Scene 18: The Grim Path (Westinus) CHAPTER 3 19. Scene 19: The Setting Sun (Dardunnelles, the Crossroads) 20. Scene 20: Brigade of the Radiant Cross (Gules Hills) 21. Scene 21: The Eastern Orthodox Church (Fair Heights) 22. Scene 22: Mercenaries (Tremos Mountains) 23. Scene 23: No Man's Land (Tremos Mountains) 24. Scene 24: The Bearer of Knowledge (Celesis, The Eastern Church) 25. Scene 25: Child of the Covenant (Temple of Berthe) 26. Scene 26: Gateway to Another World (Temple of Berthe) FINAL CHAPTER 27. Scene 27: The March to Latium (Gules Hills) 28. Scene 28: Separate Ways (Romulus) 29. Scene 29: Royal Blood (Fort Romulus) 30. Scene 30: Insanity (The Blue Basilica) 31. Scene 31: This Disillusioned (Ptia, the Secluded Land) 32. Scene 32: Denizens of the Netherworld (Barpheth) 33. Scene 33: Advocates of the Darkness (Tybell, the Wicked Land) 34. Scene 34: March on the Capital (Latium) 35. Scene 35: Promises (Winnea, Capital of Palatinus) 36. Scene 36: Lord of Remus Keep (The Tundra of Argent) 37. Scene 37: The Battle Rages On (Aurua Plains) 38. Scene 38: Pressure (Westinus) 39. Scene 39: Adversaries (Castle Talpaea) 40. Scene 40: The Sleeping Goddess (Mount Keryoleth) VI. FAQs VII. Credits +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I. Introduction This is actually my first FAQ, so if you have any suggestions, let me know. For most of this guide, I will assume you should know the basics of the game. If this isn't the case, I highly recommend the main guide on GameFAQs site by CyricZ. That guide is very thorough and very easy to read and should work for any questions on gameplay or specific items/locations you need to find. This guide came about because Nintendo recently released Ogre Battle 64 for the Wii, so I got the chance to revisit the old classic. After getting about halfway through the game, I realized the game was simply TOO EASY if you already know what you are doing. After a few more scenes, I gave some thought to some ideas that would up the difficulty level and before Yumil was saying his last words to my high-chaotic leader, I decided to re-start the game and take on an actual challenge: the Special Characters Only (SCO) Challenge. At it's basics, the SCO Challenege consists of only using characters you recruit in your heroic travails as Magnus Gallant, savior of Palatinus. By limiting the characters, I'm hoping to make some of the ridiculous enemy formations in the early missions actually challenging to a degree and also trying to curtail the issue that occurs at the end of the game where you have 10 (or more) dominant units that completely destroy any unit they encounter (even most bosses) without so much as a scratch. I'd also heard rumors of a Magnus-only challenge but that seemed way over the top for me and quite frankly, a little too monotonous; I think SCO is the way to go. As such, this challenge probably shouldn't be taken on by somebody playing the game for the first time. There are a few too many intricacies to the mechanics of the game that you need to know before making a mistake that basically ruins the challenge. (I even got to see the Game Over sign for the first time ever while doing this challenge... on multiple occasions!) But if you get halfway through the game and think things are going too easy, feel free to try the challenge yourself and truly experience the OGRE BATTLE. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ II. SCO Challenge Rules Alright, we need some ground rules for this challenge to actually be challenging. You can adjust/add/eliminate rules as necessary to tailor the challenge for yourself, but I picked these rules as I thought it was an easy line to draw in the sand while still giving the player a fair chance. I was going to call them the Ten Commandments but I decided to avoid sacrilege today. 1. No unit may enter the battlefield if it contains a character that is not a special character (see any Special Character section of a normal Ogre Battle 64 FAQ). This INCLUDES characters that join the batallion with a special character leading their fighting unit (Ankiseth, Europea, Carth). For instance, if you choose the path that leads Ankiseth to join the batallion, you must release both Cataphracts and both Dianas before using Ankiseth. 2. A special character CAN be used in the Scene in which they are recruited. For instance, if you go to the city of Elgorea in Mylesia (Scene 4/5) and recruit Troi, he will appear as an extra character in the Organize Screen immediately. You can then go to the Organize Screen and form a new unit with Troi (and only Troi) and dispatch it from headquarters in Mylesia. 3. Random Encounters MUST be fought and you are NOT allowed to recruit any random encounter beasts. This includes using any Love and Peace to recruit characters out of enemy units...NO Love and Peace, even just to avoid fighting some difficult enemy characters. 4. All other non-special characters should be discharged IMMEDIATELY. I do have one caveat to this rule: Due to the nature of one of the Pedras, I highly recommend making sure your starting army includes a hellhound. This hellhound is the only non-special character that you do not have to immediately discharge. To make sure you have a hellhound, you need to answer the questions at the beginning of the game in such a way that your fourth unit is of the type "Trainer". For more details, see the "Starting Army Guide" by sukarikun. 5. Some Pedras ARE allowed. If you are looking to make the challenge more difficult, this would be the first place I would look to cut. But since I am starting this challenge from scratch, I am leaving the Pedras as a backdoor option in case of an emergency with one of my units. You are permitted to use the Pedra you begin the game with, as well as the Pedras of Virtue and Bane. Why aren't you allowed to use the other three Pedras, you ask? Well... 6. Training is NOT allowed. The three additional Pedras can only be gained by training in special locations, and as such, cannot be had in this challenge. To be honest, with so few characters, there will be more than enough enemy units to provide the necessary experience to level up the batallion, so training isn't really needed. But I wanted to ban it because clever players might use training to shift character alignment levels. I'm basically forcing you to pick and choose your real battles in order to do this. 7. NO Witch's Den. This is mostly a way to limit the items each group is carrying and force you to value each character's life above all else. You can avoid petrification easily as you will be selling off a ton of equipment so you can afford a lot of Revive Stones. The trick is the limited amount of Altars of Resurrection available, so you'll have to keep each unit stocked with heal items and retreat when necessary. 8. You ARE permitted to retreat to headquarters. This includes using a Quit Gate. Part of my issue with the game is the fact that items are essentially not needed when you have 10 units, most of them containing Clerics and Priests. In SCO, this is definitely not the case, so you will need to keep many items in stock and carefully choose the items you wish to carry with each unit. The nature of different scenes may require a unit to quickly retreat to headquarters to defend it or to re-stock items. Keep in mind that the unit led by Magnus can NEVER retreat to headquarters. 9. NO Time Travel. You are not allowed to intentionally spend game "years" walking aimlessly about the map until you can collect that special gift for your eightieth birthday. I thought this was cheap before the game was easy; I can't imagine ever needing the extra benefits from these special items. In this challenge, I can see a few of them being very useful, so of course, I took them away. Much like a cruel stepparent. But I will allow you to get birthday presents you acheive in normal time: Hurray, Gallant Doll! 10. NO Multiplier Bug. The whole point of the SCO is the challenge of limited units and also the impact it has on your character's alignment. Unlimited Scrolls of Discipline and Cups of Life would ruin the whole deal. If you have no idea what the multiplier bug is, all the better. Just forget I said anything. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ III. The 17-Character Army Conquering the world in 17 characters or less...kind of like Twitter but with more Ogres. There are multiple character-sets you can choose when selecting your SCO army but for simplicity I chose the high Chaos Frame storyline that gave me the opportunity to recruit Ankiseth and all of the Zenobians. If you choose, you may attempt the low Chaos Frame storyline and instead add characters such as Biske and Carth... the choice is yours. This FAQ will assume the high-CF storyline characters. I may come back and add a low-CF version, but then again, I may not. Yes, that would encompass all possible options for the future, is that a problem? For each character, information will be given like so: ************************* CHARACTER NAME SCO Abbreviation: How I will abbreviate the character in unit formations Terrain: Fastest movement terrain Promotion Tree: Expected promotions to be given throughout the game Character Class (From the Promotion Tree) HP: +? Front: Attack Type X ? STR: +? Middle: Attack Type X ? VIT: +? Back: Attack Type X ? INT: +? Right Hand: Equipment Type MEN: +? Left Hand: Equipment Type AGI: +? Body: Equipment Type DEX: +? Head: Equipment Type On the left is expected stat gains at promotion. On the right is normal attacks and equipment abilities. ************************* NB: With each character I put a repeated character set of their SCO abbreviation before and after. So, if you're in Scene 26, reading the FAQ, and you forgot who "E" was, just do a Ctrl+F (Command+F in Mac) search for "EEEEE" and it should bring you right to the character: Leidel, in this case. Without further adieu, here is your all-powerful SCO army... MMMMMMMMMMMMMMMMMMMMMMMMM MAGNUS GALLANT SCO Abbreviation: M Terrain: Plains Promotion Tree: Gladiator > Vanguard > General Gladiator HP: +5 Front: Slash X 2 STR: +5 Middle: Slash X 1 VIT: +3 Back: Slash/Elemental Magic X 2 INT: +4 Right Hand: Swords MEN: +3 Left Hand: Blue Sash AGI: +3 Body: Armor DEX: +3 Head: N/A Vanguard (Occurs at beginning of Chapter 3) HP: +5 Front: Slash X 2 STR: +5 Middle: Slash X 2 VIT: +3 Back: Slash/Elemental Magic Plus X 2 INT: +4 Right Hand: Swords MEN: +4 Left Hand: Blue Sash AGI: +3 Body: Armor DEX: +4 Head: N/A General (Occurs at beginning of Final Chapter) HP: +6 Front: Slash X 3 STR: +6 Middle: Slash X 2 VIT: +4 Back: Blast X 2 INT: +4 Right Hand: Swords MEN: +4 Left Hand: Blue Sash AGI: +4 Body: Full Body Armor DEX: +5 Head: N/A CF Requirement: None Joins Batallion: Before Scene 1 About: Our heroic blue-haired leader. He is the key to the challenge as his death will end our little challenge real quick. Being forced to use him so frequently will give you greater appreciation for his uncanny defensive skills. As the game progresses, look to provide him more protection either via a priest/cleric (Katreda/Aisha) or by a protected position within his unit. MMMMMMMMMMMMMMMMMMMMMMMMM DDDDDDDDDDDDDDDDDDDDDDDDD DIOMEDES RANGUE SCO Abbreviation: D Terrain: Plains Promotion Tree: Gladiator > Warrior Gladiator HP: +5 Front: Slash X 2 STR: +5 Middle: Slash X 2 VIT: +3 Back: Slash X 2 INT: +4 Right Hand: Swords MEN: +3 Left Hand: Blue Sash AGI: +3 Body: Armor DEX: +3 Head: N/A Warrior (Occurs at beginning of Chapter 3) HP: +6 Front: Slash X 3 STR: +6 Middle: Slash X 2 VIT: +5 Back: Slash/Elemental Magic X 2 INT: +4 Right Hand: Swords MEN: +5 Left Hand: Blue Sash AGI: +4 Body: Full Body Armor DEX: +4 Head: N/A CF Requirement: None Joins Batallion: Before Scene 1 About: After spending the first few scenes trying to kick your ass, Dio eventually becomes a steadfast friend and fellow warrior. That is, unless you try to fight him in Scene 1 and then straddle the fence with Rhade. Then, he'll go rogue, become a Dragoon, and again try to kick your ass later. Note: Don't do this. He'll be one of your best middle fighters through most of the game. As a bonus, you can laugh at his insecurities...always fun. DDDDDDDDDDDDDDDDDDDDDDDDD LLLLLLLLLLLLLLLLLLLLLLLLL LEIA SILVIS SCO Abbreviation: L Terrain: Snow Promotion Tree: Blaze Knight > Rune Knight Blaze Knight HP: +4 Front: Cleave X 2 STR: +4 Middle: Cleave X 1 VIT: +4 Back: Lightning X 2 INT: +4 Right Hand: Spears MEN: +4 Left Hand: Small Shields AGI: +4 Body: Armor DEX: +4 Head: N/A Rune Knight HP: +5 Front: Cleave X 2 STR: +5 Middle: Cleave X 2 VIT: +4 Back: Cleave/Elemental Magic Plus X 2 INT: +5 Right Hand: Spears MEN: +5 Left Hand: Small Shields AGI: +4 Body: Armor DEX: +4 Head: N/A CF Requirement: None Joins Batallion: Before Scene 3 About: Great versatility in the early going as she is your only real spellcaster (I use the term liberally) until you pick up Saradin. She also can hold her own in the frontline when necessary, but you'll need to keep her alive if you want to grab Meredia later. LLLLLLLLLLLLLLLLLLLLLLLLL TTTTTTTTTTTTTTTTTTTTTTTTT TROI TYTON SCO Abbreviation: T Terrain: Plains Promotion Tree: Phalanx > Black Knight > Dragoon Phalanx HP: +5 Front: Pierce X 2 STR: +4 Middle: Pierce X 1 VIT: +5 Back: Pierce X 1 INT: +3 Right Hand: Spears MEN: +4 Left Hand: Shields AGI: +3 Body: Armor DEX: +3 Head: Helms Black Knight (ALI:0-40, STR:117, VIT:112, Satan's Bullova, Valiant Mantle) HP: +5 Front: Cleave X 2 STR: +5 Middle: Cleave X 2 VIT: +4 Back: Cleave/Elemental Magic Plus X 2 INT: +5 Right Hand: Axes/Hammers MEN: +5 Left Hand: Accessories AGI: +4 Body: Full Body Armor DEX: +4 Head: Helms Dragoon (STR:127, VIT:111, DEX:95, Dragon Helm/Armor, Sword of Tiamat) HP: +6 Front: Slash X 3 STR: +6 Middle: Slash X 2 VIT: +6 Back: Slash X 2 INT: +3 Right Hand: Greatswords MEN: +4 Left Hand: N/A AGI: +4 Body: Full Body Armor DEX: +4 Head: Helms CF Requirement: None Joins Batallion: In Scene 5 at Elgorea, Mylesia About: Throw him at the front of the unit and let him take the physical beating all game. As you'll see, it's tough to keep some of the early characters from becoming chaotic, so the Black Knight is a natural promotion path for him. If the thought of only two attacks per round in the late game turns you off, try choosing Troi as the character that becomes a Dragoon. TTTTTTTTTTTTTTTTTTTTTTTTT KKKKKKKKKKKKKKKKKKKKKKKKK KATREDA BIRALL SCO Abbreviation: K Terrain: Plains Promotion Tree: Cleric > Sorceress > Siren > Lich Cleric HP: +4 Front: Healing X 1 STR: +3 Middle: Healing X 1 VIT: +4 Back: Healing X 2 INT: +5 Right Hand: Maces MEN: +5 Left Hand: N/A AGI: +3 Body: Robes DEX: +3 Head: Accessories Sorceress (ALI:0-60, INT:62, MEN:65) [Around Scene 13] HP: +3 Front: Elemental Magic X 1 STR: +3 Middle: Elemental Magic X 1 VIT: +3 Back: Elemental Magic X 2 INT: +5 Right Hand: Staves MEN: +5 Left Hand: Spellbooks AGI: +3 Body: Garments DEX: +3 Head: Accessories Siren (ALI:0-45, INT:125, MEN:128) HP: +4 Front: Elemental Magic X 1 STR: +3 Middle: Elemental Magic X 2 VIT: +3 Back: Elemental Magic Plus X 2 INT: +7 Right Hand: Staves MEN: +5 Left Hand: Spellbooks AGI: +3 Body: Garments DEX: +3 Head: Accessories Lich (ALI:0-30, INT:24, MEN:51, Ring of the Dead, Bloodstained Robe) HP: +3 Front: Elemental Magic Plus X 2 STR: +3 Middle: Elemental Magic Plus X 2 VIT: +3 Back: Elemental Magic Plus X 3 INT: +8 Right Hand: Staves MEN: +5 Left Hand: Spellbooks AGI: +3 Body: Robes DEX: +4 Head: Ring of the Dead CF Requirement: None Joins Batallion: In Scene 7 at Cayes, Gunther Piedmont About: Katreda is the first chance to add a healer to the SCO army and is a great addition early in the game to protect Magnus' unit from a rogue critical hit ending the challenge. Either she or Aisha should be slotted to become a Princess class, but it is difficult to keep Katreda's alignment high as she is so involved in battles early in the game. As such, she has the most intiguing promotion tree by switching from Cleric to Sorceress when Aisha joins the SCO army. Aisha takes over healing duties in Magnus' unit while Katreda takes her previous intelligence/mentality boosts as a cleric to the spellcaster role, and leverages her low alignment to easily acheive Siren and Lich classes. KKKKKKKKKKKKKKKKKKKKKKKKK AAAAAAAAAAAAAAAAAAAAAAAAA ASNABEL BIRALL SCO Abbreviation: A Terrain: Plains Promotion Tree: Berserker > Black Knight Berserker HP: +5 Front: Strike X 2 STR: +5 Middle: Strike X 1 VIT: +5 Back: Strike X 1 INT: +3 Right Hand: One-handed Axes/Hammers MEN: +4 Left Hand: N/A AGI: +4 Body: Light Armor DEX: +3 Head: Helms Black Knight (ALI:0-40, STR:117, VIT:112, Satan's Bullova, Valiant Mantle) HP: +6 Front: Cleave X 2 STR: +7 Middle: Cleave X 2 VIT: +6 Back: Cleave/Elemental Magic X 2 INT: +5 Right Hand: Two-handed Axes/Hammers MEN: +5 Left Hand: Accessories AGI: +4 Body: Full Body Armor DEX: +4 Head: Helms CF Requirement: None Joins Batallion: First speak with Katreda in Scene 7 at Cayes, Gunther Piedmont, then liberate the stronghold of Gunther Piedmont. About: Asnabel splits the enforcer duties with Troi in the early going before moving to an elite frontline character. Whichever character doesn't become a Dragoon is best cast as a Black Knight, a great frontline character with elite defense, but only 2 attacks...Asnabel's Berserker abilities match up best. This also allows the SCO army to use an elite two-handed axe/hammer. AAAAAAAAAAAAAAAAAAAAAAAAA EEEEEEEEEEEEEEEEEEEEEEEEE LIEDEL KLEIN SCO Abbreviation: E Terrain: Forest Promotion Tree: Archer > Diana Archer HP: +4 Front: Shoot X 1 STR: +4 Middle: Shoot X 2 VIT: +4 Back: Shoot X 2 INT: +3 Right Hand: Bows MEN: +4 Left Hand: N/A AGI: +4 Body: Light Armor DEX: +5 Head: Headgear Diana (ALI:20-70, STR:116, DEX:124) HP: +5 Front: Shoot X 1 STR: +5 Middle: Shoot X 2 VIT: +5 Back: Shoot X 3 INT: +4 Right Hand: Ytival MEN: +4 Left Hand: N/A AGI: +5 Body: Light Armor DEX: +6 Head: Headgear CF Requirement: 34-100 Joins Batallion: With a higher chaos frame, defeat Liedel when she is a boss in Scene 13, Sable Lowlands, then recruit her. Unfortunately, this is easier said than done. At first, this seemed like an easy task, but with limited characters in the first 12 scenes, it is VERY difficult to have enough units of differing alignment to liberate many of the towns, so it is hard to escalate your alignment high enough that Leidel will join you at the end of Scene 13. To improve your chances, make sure to go to Sable Lowlands before Audvera Heights. (30-point Chaos Frame swing) About: Leidel is a fantastic middle row character for a secondary unit until she becomes a Diana and shifts to the back row. She truly becomes a fearsome addition after acquiring the Ji'ygla's Bow in Scene 35, Barpheth as that gives the SCO army the petrify ability to quickly neutralize enemy units. EEEEEEEEEEEEEEEEEEEEEEEEE IIIIIIIIIIIIIIIIIIIIIIIII AISHA KNUDEL SCO Abbreviation: I Terrain: Plains Promotion Tree: Priest > Princess Priest HP: +5 Front: Healing Plus X 1 STR: +3 Middle: Healing Plus X 1 VIT: +4 Back: Healing Plus X 2 INT: +5 Right Hand: Maces MEN: +6 Left Hand: N/A AGI: +3 Body: Robes DEX: +3 Head: Accessories Princess (ALI:70-100, Battle Fan, Pure-White Dress, Dream Tiara) HP: +4 Front: Elemental Magic X 1 STR: +3 Middle: Elemental Magic X 2 VIT: +2 Back: Elemental Magic Plus X 2 INT: +5 Right Hand: Fans MEN: +5 Left Hand: Spellbooks AGI: +3 Body: Garments DEX: +3 Head: Dream Tiara CF Requirement: None Joins Batallion: If you made the correct answer when Rhade confronted Frederick, Aisha is available to recruit in Scene 14 at Puld, Audvera Heights. About: Aisha is the second and final healer in the army, as well as a good candidate to become a Princess later in the game when you have enough other characters to screen Magnus from top tier enemy units. IIIIIIIIIIIIIIIIIIIIIIIII VVVVVVVVVVVVVVVVVVVVVVVVV VAD OROK ZLENKA SCO Abbreviation: V Terrain: Plains Promotion Tree: Grappler Grappler HP: +5 Front: Rend X 3 STR: +4 Middle: Rend X 2 VIT: +4 Back: Fatal Dance X 2 INT: +4 Right Hand: Claws MEN: +4 Left Hand: N/A AGI: +6 Body: Light Armor DEX: +4 Head: Headgear CF Requirement: None Joins Batallion: Take the indirect route to Mount Ithaca and manage to avoid killing Vad in Scene 15, Mount Ithaca, and Vad will offer to join the batallion at the end of the mission. About: Much like Leia, Vad provides some versatility between being a front row and back row character as 2 Fatal Dance is on par with three front row attacks. He's also the easiest SCO character to make a ninja-style class to utilize high-end claw weapons. VVVVVVVVVVVVVVVVVVVVVVVVV SSSSSSSSSSSSSSSSSSSSSSSSS SARADIN CARM SCO Abbreviation: S Terrain: Plains Promotion Tree: Warlock Warlock HP: +4 Front: Elemental Magic X 1 STR: +3 Middle: Elemental Magic X 2 VIT: +3 Back: Elemental Magic Plus X 2 INT: +7 Right Hand: Hemlock MEN: +5 Left Hand: Spellbooks AGI: +3 Body: Robes DEX: +3 Head: Accessories CF Requirement: None Joins Batallion: If you made the correct answer when Rhade confronted Frederick, Saradin is available to recruit at the end of Scene 15, Mount Ithaca. About: Finally, a great spellcaster! Saradin is a beefed up archmage who absolutely plasters units upon his recruitment. He'll be a mainstay in your highest damage-dealing unit for most of the game. SSSSSSSSSSSSSSSSSSSSSSSSS HHHHHHHHHHHHHHHHHHHHHHHHH SHEEN COCTEAU SCO Abbreviation: H Terrain: Sky Promotion Tree: Hawkman > Vultan > Raven Hawkman HP: +4 Front: Strike X 2 STR: +4 Middle: Strike X 1 VIT: +3 Back: Strike X 1 INT: +3 Right Hand: One-Handed Axe/Hammer MEN: +3 Left Hand: N/A AGI: +4 Body: Light Armor DEX: +3 Head: Headgear Vultan HP: +5 Front: Strike X 2 STR: +5 Middle: Strike X 1 VIT: +4 Back: Wind Shot X 2 INT: +3 Right Hand: One-Handed Axe/Hammer MEN: +4 Left Hand: N/A AGI: +6 Body: Light Armor DEX: +4 Head: Headgear Raven HP: +5 Front: Strike X 2 STR: +5 Middle: Strike X 1 VIT: +4 Back: Thunder Arrow X 2 INT: +3 Right Hand: One-Handed Axe/Hammer MEN: +4 Left Hand: N/A AGI: +5 Body: Light Armor DEX: +5 Head: Helms CF Requirement: 0-60 Joins Batallion: Sheen joins the batallion if you have a low to neutral chaos frame and show up in Coppermine in Scene 16 (Azure Plains). If you were unable to recruit Leidel, then your chaos frame is already probably low so it shouldn't be too difficult to recruit Sheen. It might be worthwhile to capture a couple of towns in Scene 15 (Mount Ithaca) just in case, but you are probably fine. If you were able to recruit Leidel, then your chaos frame is pretty high, and you might need to lower it to recruit Sheen. I recommend capturing at least 3 of the towns in Scene 15 (Mount Ithaca) if not more to drop your chaos frame into the neutral area. Either way, you can then go immediately to Scene 16 (Azure Plains) to try to recruit Sheen. Save before starting the mission. First, try reaching Coppermine as quickly as possible to see if he will join. If not, attempt to capture a few cities in Azure Plains before reaching Coppermine. If he still won't join, you have the option of going to Scene 17 (Mount Keryoleth) before Scene 16 to lower your chaos frame some more there. About: So, after all that work, is Sheen really worth it? Eh... maybe not. He'll probably be one of your weakest characters for a while unless you use a lot of stat enhancement items to improve him. However, he does have the versatility to be a good front or back character as a Raven, and the SCO army is sorely lacking in strong backline characters so he is a good fit there. The promotion to Vultan is temporary in case he has any level-ups very early as the Vultan stat gains are better than the Hawkman in every category. Whenever his alignment dips low enough to become a Raven, switch him over as Thunder Arrow is a better back row attack and there are more good helms than headgear. HHHHHHHHHHHHHHHHHHHHHHHHH NNNNNNNNNNNNNNNNNNNNNNNNN ANKISETH GALLANT SCO Abbreviation: N Terrain: Plains Promotion Tree: Solidblade Solidblade HP: +6 Front: Slash X 3 STR: +6 Middle: Slash X 2 VIT: +6 Back: Clay Assault X 2 INT: +5 Right Hand: Swords MEN: +5 Left Hand: Blue Sash AGI: +4 Body: Armor DEX: +5 Head: N/A CF Requirement: None Joins Batallion: If you choose to parley with the Western Division before Scene 18 (Westinus) and Ankiseth stays alive for that mission, he will offer to join you, regardless of Chaos Frame. About: Magnus' father is a versatile character as he can be moved to the back for Clay Assault if needed. I tend to prefer his amped up health and defensive stats to be in the front of a unit. NNNNNNNNNNNNNNNNNNNNNNNNN RRRRRRRRRRRRRRRRRRRRRRRRR MEREDIA O'KEIFE SCO Abbreviation: R Terrain: Plains Promotion Tree: Siren > Lich Siren HP: +4 Front: Elemental Magic X 1 STR: +3 Middle: Elemental Magic X 2 VIT: +3 Back: Elemental Magic Plus X 2 INT: +7 Right Hand: Staves MEN: +5 Left Hand: Spellbooks AGI: +3 Body: Garments DEX: +3 Head: Accessories Lich (ALI:0-30, INT:24, MEN:51, Ring of the Dead, Bloodstained Robe) HP: +3 Front: Elemental Magic Plus X 2 STR: +3 Middle: Elemental Magic Plus X 2 VIT: +3 Back: Elemental Magic Plus X 3 INT: +8 Right Hand: Staves MEN: +5 Left Hand: Spellbooks AGI: +3 Body: Robes DEX: +4 Head: Ring of the Dead CF Requirement: None Joins Batallion: Before Scene 21 if Leia is still alive About: This is the last spellcaster that will join during the challenge, but she is a good one. Throw her in a low alignment unit to drop her alignment a bit and then turn her into a Lich soon thereafter and she will become a monster in dealing damage. RRRRRRRRRRRRRRRRRRRRRRRRR UUUUUUUUUUUUUUUUUUUUUUUUU EUROPEA RHEDA SCO Abbreviation: U Terrain: Plains Promotion Tree: Centurion Centurion HP: +5 Front: Slash X 2 STR: +5 Middle: Slash X 2 VIT: +4 Back: Slash X 1 INT: +4 Right Hand: Swords MEN: +5 Left Hand: Small Shields AGI: +4 Body: Armor DEX: +4 Head: Helms CF Requirement: None Joins Batallion: In Scene 22, visit Fort Hillverich with Magnus' unit. This will trigger Europea's unit to head for the enemy stronghold. If she survives the mission, she will offer to join the Batallion. About: You can either get Europea or Paul and while I prefer Paul, Europea is a unique character in that she can lead a Legion (which I never use). She only makes two attacks from the front and has to split the better swords and armor with most of the other special characters. UUUUUUUUUUUUUUUUUUUUUUUUU PPPPPPPPPPPPPPPPPPPPPPPPP PAUL LUKISCHE SCO Abbreviation: P Terrain: Plains Promotion Tree: Enchanter Enchanter HP: +5 Front: Pull Strings X 3 STR: +4 Middle: Pull Strings X 2 VIT: +4 Back: Pull Strings X 2 INT: +5 Right Hand: Dolls MEN: +5 Left Hand: Accessories AGI: +4 Body: Robes DEX: +5 Head: Headgear CF Requirement: None Joins Batallion: In Scene 23, visit Corpino, then Coongul. Respond to the question with "Is that what you want?" and when you finish the mission, Paul Will join the batallion. About: You can either get Europea or Paul but I like to choose Paul for the ability to use the Magnus Doll and the fact that I feel that too many of the other special characters are too similar to Europea. In addition, the Tremos Mountains stage is a fun one to take on, and gives an additional Ring of the Dead in case you want to make two liches in your SCO army. PPPPPPPPPPPPPPPPPPPPPPPPP QQQQQQQQQQQQQQQQQQQQQQQQQ QUASS DEBONAIR SCO Abbreviation: Q Terrain: Plains Promotion Tree: General General HP: +6 Front: Slash X 3 STR: +6 Middle: Slash X 2 VIT: +4 Back: Sonic Blade X 2 INT: +4 Right Hand: Sonic Blade MEN: +4 Left Hand: Tunic AGI: +4 Body: Full Body Armor DEX: +5 Head: N/A CF Requirement: 34-100 Joins Batallion: Visit Ibu Deli in the second Tremos Mountains Stage (Scene 26) with Magnus. If you have a sufficiently high chaos frame along with Aisha and Saradin, Quass will offer to join the Batallion. About: Another great front row character. While it stinks that you can't change his weapon or his accessory, he still packs quite a punch from anywhere in the front row. QQQQQQQQQQQQQQQQQQQQQQQQQ YYYYYYYYYYYYYYYYYYYYYYYYY DESTIN FARODA SCO Abbreviation: Y Terrain: Plains Promotion Tree: Lord Lord HP: +6 Front: Slash X 3 STR: +6 Middle: Slash X 3 VIT: +6 Back: Slash/Elemental Magic X 2 INT: +4 Right Hand: Greatswords MEN: +5 Left Hand: Tunic AGI: +4 Body: Armor DEX: +4 Head: N/A CF Requirement: 34-100 Joins Batallion: In Scene 29, visit Kurashino with Magnus' unit and Destin will join if Aisha, Saradin, and Debonair have also been recruited. About: He's a beast up front much like Debonair, but he also gets three hits from the middle and a nice back row attack. His versatility, and ability to use one of the best Greatswords, makes him one of the best special characters. YYYYYYYYYYYYYYYYYYYYYYYYY BBBBBBBBBBBBBBBBBBBBBBBBB GILBERT OBLION SCO Abbreviation: B Terrain: Plains Promotion Tree: Beastmaster > Paladin Beastmaster HP: +6 Front: Lash X 2 STR: +6 Middle: Lash X 2 VIT: +6 Back: Lash X 2 INT: +3 Right Hand: Whips MEN: +4 Left Hand: N/A AGI: +4 Body: Light Armor DEX: +4 Head: N/A Paladin (ALI:60-100, STR:123, VIT: 103, DEX:89) HP: +6 Front: Slash X 3 STR: +6 Middle: Slash X 2 VIT: +5 Back: Slash/Elemental Magic X 2 INT: +4 Right Hand: Swords MEN: +5 Left Hand: Shields AGI: +4 Body: Full Body Armor DEX: +4 Head: Helms CF Requirement: 68-100 Joins Batallion: In Scene 29, visit Kurashino with Magnus' unit and Gilbert will join if Aisha, Saradin, Debonair, and Destin have also been recruited and you have a high chaos frame. About: For being the last SCO recruit and the last of the Zenobians, Gilbert isn't all that impressive simply because the beastmaster class is kind of specialized, and it loses some of it's power in SCO because you can't use any beasts. I go ahead and change Gilbert to a Paladin right off the bat to get three front row attacks and to use another good sword, of which there are usually plenty. BBBBBBBBBBBBBBBBBBBBBBBBB +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ IV. Tips, Tricks, and Strategies A. The Interrupt Meter is your friend. It will save you numerous times during this challenge. Many experienced players know that the interrupt meter and corresponding battle menus cause attack order to be re-configured every time there is a break in action. As an example, say the enemy has a front row with character agilities of (60, 70, 80) and a back row with character agilities of (100, 90). Your front row characters have an agility of (80, 90) and your back row has agilities of (60, 80, 60). In a normal battle, it will add up the rows and say the enemy front row (sum 210) goes first. Then it will compare the enemy back row (sum 190) to your front row (sum 170) and the enemy back row will go next. Then, finally your units will get to go after taking lots of damage. However, if you let one character attack from the enemy front row (60) and then hit a menu button, the computer will re-calculate attack order. Now, it will compare the sum of the remaining enemy front row (sum 150) and compare to your front row (sum 170) and your entire front row will attack. Now, it will compare your back row (sum 200) to the remainder of the enemy front row (sum 150) and your entire back row will attack. By knowing when to pause the action, it is easy to land a lot of attacks and then retreat as soon as the interrupt meter hits the second level, saving your unit a lot of damage. B. Unit Formation is Paramount. In a typical game, you can set up a unit formation and forget about it. In a SCO game, your units often only have 1-3 characters in the unit and many of those characters are often the walking wounded. If you come up against a particular unit that is weak to a certain attack or poses a particular threat to your unit, don't be afraid to change your unit formation on the fly, then change back after the battle. C. You are a Solider, not a Murderer. When I usually play this game, I make it my prerogative to wipe every enemy unit off the map in every mission. Try to do that in SCO game and all of your characters will have 0 alignment by mission 6. With so few army members, there is more than enough experience to go around, so focus on taking out unit leaders and only worry about taking a unit out if it is in danger of accidentally running over one of your towns or is known to be carrying a valuable item needed for an SCO army member. D. Pedras mean no retreat. When the game gets late enough that the interrupt meter is getting to the third level, using Pedra attack spells become an option. While there is a time and place for using Pedras (like finishing off a mission boss), they can also backfire horribly. Remember that after you use the Pedra, the interrupt meter resets, meaning you are a good amount of damage away from being able to retreat. If some critical army members are low on HP, the smarter move might be to retreat than to do more damage. Remember, discretion is the better part of valor. E. A lack of soldiers means a saving of time. Don't bother picking up every single loose item in every mission...you're not going to use most of it. Many of the characters won't be able to use the items you are picking up because they either come with more advanced items or are just a different class. Don't go out of your way to get the sixth Drakonite spellbook when the maximum that you can use in your army is four (Saradin, Meredia, Aisha, Katreda). By a similar note, you can go ahead and sell off a majority of your equipment very early on, since you won't need most of it. That should also help you grab that very first Drakonite spellbook much earlier than normal. F. The world is in chaos. As mentioned in point C, many of your early characters will have very chaotic alignments. As such, be picky in which towns you choose to liberate in the early missions as you may not have a unit leader that fits the liberation range (within 20 of the town morale). It is best to simply avoid towns you cannot liberate than to capture them, as many of the characters you are attempting to recruit require a high chaos frame, with the exception of Sheen. G. When in doubt, use an item. With so few characters, there isn't much margin for error in this game, so make sure your units are carrying plenty of healing items and make sure you use them. In a normal game, it's fine if you lose a character because there is another unit right behind that one that will wipe the opposition out while you resurrect the lost character. In SCO, a lost character could be half your batallion. You may not be able to get the character back and his defeat may punch a hole in your defenses that cost you the game. Nearly all healing items are available at a shop in every mission. With the money you are saving on army equipment, there should be more than enough left over to purchase extra items if you use too many. :) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ V. Scene Walkthrough 0. The Pre-Game Away we go...you're graduating! Mom must be so proud. Throw in a name and birthday (neither should matter, but remember what you chose for your birthday) and then Archbishop Odiron will start asking you some freaky questions. As I mentioned in the rules section, we want to select a starting army for one and only one purpose: to acquire a hellhound. While there are many different answer combinations that can provide a unit with a hellhound, I choose to go with the following: TALENT, GREED, TRIUMPH, TRUTH, STRIFE, CHANGE. Now choose your favorite flavor of Pedra and we're off to Alba Castle. General Godselas does his thing, Ariosh does his thing, and now we're off to do our thing. Your standard wizard-looking Advisor comes into play, we'll call him Hugo. And look! It's the Greek hero Diomedes! Or, just some punk from the South with no manners. Damn Southerners. And we're off again... Once you are thrown back out to the main map, make sure to go to the Organize Screen. This silly game, they thought you needed other units with Magnus. Well, we can fix that. You can go ahead and remove the leaders of all the non-Magnus units (which will disband those units) and then remove all the characters out of Magnus' unit. Now, discharge everyone. Cool beans. Now, I recommend putting Magnus in the front center of his unit for the early going, setting his Battle Strategy to Attack Leader and carrying 2 heal leaves in case his new healthcare plan with the Palatinean army doesn't come through. Go ahead and save here because this challenge is going to be tough from the first scene and you don't want to go redo that whole graduation thing. For battle scenes, I'll start by listing the unit setups as I recommend them. Of course, you can change this as you wish if you'd like to approach the level differently. I'll then list the battle plan and point out some towns and/or units of which to take special note. Individual units will be shown like the graph below. The bottom three squares represent the front line as seen on the screen (left is left, right is right). Special Characters will be shown using their SCO abbreviation from section 3. ------- | | | | ------- | | | | ------- | |M| | ------- For instance, this example unit is Magnus' unit where he is in the front middle spot and nobody else is in the unit. ************************* 1. Scene 1: The Southern Reaches (Tenne Plains) Recommended Units: ------- ------- | | | | | | | | ------- ------- | | | | | |D| | ------- ------- | |M| | | | | | ------- ------- Pre-Battle: Sweet, Hugo is putting us in charge. I love being the protagonist. And of course, Dio wants to fight about it. Chill your jets dude. When he asks if you want to rumble, take the higher road and decline. Battle Strategy: Some more units we don't need! Head to the Organize Screen and empty out the army, leaving only Magnus and Dio in the batallion. Because the mission has already started, you won't get the option of putting Magnus and Dio in the same unit, so they'll have to roll solo. I like to put Dio in the middle of his own unit so he's equally effective from any attack point. Set him to Attack Leader and give him a few heal leaves before dispatching him. Send Magnus and Dio straight to Bordeaux, leaving the headquarters (Zemio) undefended for now. Along the way, you should find a Baldr Sword in the road. Once both units are rested, send them northwest to Mulsuk where a Wizard-led unit is camping. Make sure to set your units to puruse the unit--you DO NOT want to liberate Mulsuk yet. If you do, you will likely be overpowered by a charging Knight-led unit from Buchanan and a Witch-led unit from the South. With a hellhound and knight in tow, the Wizard-led unit is pretty tough for your one-character units but keep hammering at him (using heal leaves at your discretion) until the wizard goes down. That will send the unit into panic mode (or "neutralized" as I will refer to it) and you can ignore it for the rest of the battle. Rest up in the roadway until you are back to full health and then head south for the Witch-led unit. This one can be kind of tough, especially for Dio, who is lacking in the agility department. If you're lucky, the witch will be earth-based and only poison you. Otherwise, you might be seeing a steady diet of sleep/paralyze. Do what you can to take down the witch, taking advantage of the fact that she isn't stationed in a town and won't regain any health. If you are running low on heal leaves, send Dio back to headquarters or Jadd to restock. Once the witch is in panic mode, go ahead and send Magnus and Dio to Mulsuk. This time, we will take the town, which will cause a Knight-led unit to charge from Buchanan. If possible, ride out to meet him head on so that you take out the leader before he retakes Mulsuk. At this point, Magnus and Dio should have gained at least one level. If not, pick on the leaderless units until they have. If you're so inclined, you can then send Magnus and Dio after Buchanan, but the unit guarding the town won't move if you don't bother him so I'd just let him be. After you've rested up, go ahead and send the boys to Theodricus Mine to take out Stabilo. He might actually be the easiest unit on this map; the only thing to be concerned about is that wyrm, which has the tendency to land critical hits. When in doubt while heading into the battle (HP<50), go ahead and use a heal leaf. A dead Magnus is an unhappy Magnus. Post-Battle: Oh no, they're going to kill the Prince! What a raw deal, most epic Renaissance games have you rescuing a beautiful princess and all we get is some lame silver-haired pansy named Yumil. After some ridiculous Magnus hand motions, we figure out we're the only ones who can save him. Area Investigation: There's an Altar of Resurrection NW of Bordeaux and a Heal Leaf S of Theodricus Mine is you are so inclined. And don't foget to grab that Baldr Sword if you missed it during the mission (E of Bordeuax). ************************* 2. Scene 2: Sparks (Volmus Mine) Recommended Units: ------- | | | | ------- | |D| | ------- | |M| | ------- Pre-Battle: Take that Baldr Sword we just found and equip it on Magnus. Now that we have full control of the batallion, put Dio into Magnus' unit in the center area. Having both units line up in the middle gives us the best opporunity to attack an exposed leader. At this point, we get 4 spots to carry items. I would take a couple heal leaves, a power fruit, and an altar of resurrection. We've determined that Yumil has been taken hostage, but not sure where. I guess we'll just have to scour the entire countryside until we find him. (Hint: The town name rhymes with "Fish-Toe") Battle Strategy: Immediately take your only unit south towards Senal, where you should meet a charging Cleric-led unit on the road. Keep attacking until the leader goes down, then turn tail and run back to headquarters (Saukin). If done right, you should get home just before another Cleric-led unit charging from the west takes your headquarters. After you knock out that Cleric as well, head back to Saukin to rest and restock any used items. The rest of the mission is fairly straightforward. Head south to take Senal from a Knight who is protected by a pathetic young dragon. After Senal is cleared, head southwest to Dese and take out the Wizard who does you the favor of standing out in the open in the middle row. At this point, your levels are likely quite a few ahead of your enemies and your alignment is most likely tanking. If you are starting to look Chaotic already, don't bother actually taking Dese (and you can forget about Eldrett and Xeira as well). After Dese, move on Ishro with the priority being to first take out the Knight leading the unit there, then liberating the town. Upon doing so, we get to meet Prince Yumil, the mysterious Jeal, and the knight Rhade whose favorite word is apparently "bastard." Fun. You now get tasked with re-capturing Volmus Mine for the glory of the Palatinean nobility. You can go after the unit guarding Eldrett but it's not necessary as it can't do much damage before you end up taking Volmus Mine. The mine is guarded by Qad the beastmaster and his little dog too. Dio and Magnus shouldn't have much trouble taking him out but don't be afraid to use a heal leaf if needed. Post-Battle: After standing up for Yumil's beliefs and not necessarily your own, you get smacked around like a little biznatch, setting this whole "Person of Lordly Caliber" thing into motion. You and Yumil may still be useless, but some foreign Knights and some Dumbledore-looking guy spare Qad his life. After the scene, you get some inside info on the Revolution and how Palatinus is attempting to downplay it in the media. Viva la Revolucion! Area Investigation: There's a couple of Heal Leaves (E of Saukin, NW of Xeira) as well as a Quit Gate sandwiched between the mountains and river W of Berberah. NW of Senal on the other side of the river is a Buckler, which is a good small shield to hold on to until you get Leia. ************************* 3. Scene 3: First Assignment (Crenel Canyon) Recommended Units: ------- ------- | | | | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | | | | | ------- ------- Pre-Battle: We get to meet Leia Silvis, who will join the batallion and bring the last of the useless units for awhile. There seems to be a lot of sexual tension in the room; I hope this isn't the start of a Devil's Threesome for our heroes. Hey, you get to take some ownership and name the batallion. I named mine the "Trojan Ones", but you can name yours whatever you want, including "Flabberghasted Skateboard Junkies." Wait, no you can't- that's too long. Battle Strategy: Head to the Organize Screen again and clear out the extra units. At this point, a unit led by a beastmaster with a hellhound should join the batallion. This hellhound is the only non-special unit we don't want to discharge. Just put him on the sideline for now and we'll get back to him later. If you left Dio in Magnus' unit like I recommend, he will already be dispatched leaving just Leia. She'll be able to hold her own in the front or back row and will mostly be doing cleanup work in this mission anyway. However, since Magnus and Dio have likely fallen to the dark side, we'll use Leia to liberate any neutrally aligned towns (40-70). If you grabbed the Buckler from Volmus Mine, go ahead and equip it on Leia. There's two obvious routes in this mission, so we'll take... neither. Both sides actually have a unit charging from enemy headquarters for your units, but if they miss you, get off track, or get bounced after a battle, they are very likely to head for your headquarters. And since Leia isn't strong enough to attack units on her own or to defend headquarters (Baldera), it's best to simply bide your time until the charging units arrive at Baldera. After using Magnus/Dio to eliminate their leaders, send Magnus' unit to Kiefer in the Southwest. In the meantime, use Leia to take out a few of the leaderless units around your home base, being careful not to knock them into your headquarters. Magnus should be able to take Kiefer without much resistance. After a short rest, send his unit north to also take Boolem. After Leia gains a level, I'd keep her stationed at headquarters. Gaining too much experience will drop her alignment too much and we need her to take care of liberating Movae and Carnot. After Magnus takes Boolem and recharges, have him go back down the southern road, then east to challenge the unit guarding Carnot. Magnus should take out the leader while Leia liberates the town. Rinse, then repeat with Carnot, which is just northwest of Movae. Rest there until both units have recovered full health. Send both Magnus and Leia to Fort Tuatha to take on Efeminette. This boss can be pretty tough since it's the first unit that actually utilizes 5 different characters. Luckily, the leader is exposed and the fighters are a bit weak so it's not impossible. Just keep hammering at Efeminette with Attack Leader on and she will eventually go down. As always, don't forget to use heal leaves. Post-Battle: You get the option of heading to either Mylesia to escort the Prince or to the Zenobian Border to take on the Revolution. In reading up on Chaos Frame, I learned that going to Mylesia first causes a 10-point drop in Chaos Frame, which could be crucial in recruiting Leidel. It's a bit of a challenge, but head to the Zenobian Border first, and we'll pick up Troi in Scene 5. Area Investigation: There's a Heal Seed W of Kiefer, but not much else of use here. ************************* 4. Scene 4: True Intentions (Zenobian Border) Recommended Units: ------- | |L| | ------- |D| | | ------- | |M| | ------- Pre-Battle: Head to the Organize Screen and consolidate your three characters into one unit, which is beastly considering what we've dealt with so far. Magnus should continue to lead the unit from the front middle while Leia takes up the rear middle spot. Dio is good pretty much anywhere in the middle row; I tend to put him on the side in the hopes of taking some of the heat off of Magnus in the front. The reward for Scene 3 was a Baldr Spear, which we can now equip on Leia, which should help her lightning attack. I'd allot the 6 item spots to 3 heal leaves, 2 power fruit, and an altar of resurrection. It turns out these cowards are running away. What a bunch of pansies. We should totally chase after them even though they are just escorting a bunch of peasants. There is absolutely 0% chance this is a trap and this is 100% helpful to suppressing the violent revolution we semi-support. Battle Strategy: We're given two possible roads that lead to Rome...I mean the enemy stronghold. Which to choose, which to choose. The west side of the map poses a lot of logistical issues for just one unit. Besides a unit charging from the southwest, there is also a unit camping just on the other side of the river right next to a neutral town. Attacking that unit will almost assuredly cause the unit to seek shelter at the neutral town, costing you CF points. And what's worse, if you attempt to take shelter in that town, the unit charging from the southwest might blow right by you, heading straight for your headquarters (Ethawalla). The best course of action is to simply leave your unit at headquarters. When the charging Berserker-led unit from the western road reaches you, head after him to take out the leader, then return to headquarters. That's all that needs to be dealt with on the left side. On the right side, a Dollmaster-led unit will be charging from the south. You will want to neutralize it immediately, but if both it and the other charging unit from the east are arriving at about the same time, stay in headquarters until after the second fight. Then, immediately heal up and track down and neutralize the Berserker. After that, restock items at headquarters, then send Magnus' unit south to Quellan. There are 2-3 units in this area, but they all leave their leader unprotected, so Magnus and company shouldn't have any issues taking out the leaders and liberating Quellan as they are probably heavily chaotic at this point. If any units keep their leaders alive and flee south, let them go as they will likely retreat to headquarters, and none of them are carrying any important items. After resting, march south to Elle, where Magnus' unit should take out the Dragon Tamer while avoiding capturing the town. After fully resting in the roadway, head for an eminent confrontation with Quass Debonair at Fort Crenel. Debonair has the tendency to not adjust his direction, regardless of your attacking angle. As such, try to position the attack so that the sorceress is in the front row and both knights are in the back row as this should alleviate a lot of the damage you take in the battle. Debonair hits hard and you'll likely need a couple of heal leaves to finish him off. Post-Battle: That's right, Debonair is no match for you or any of your two-soldier army. Hot-headed, Magnus gives pursuit of Debonair and Gilbert before running into the rest of the Zenobians who offer up some quasi-philosphical mumbo-jumbo about the ethics of a person and a nation. I think I took a nap here. Area Investigation: There's only a power fruit S of Laguat here. However, you should probably put all your characters into Magnus' unit and head to Karya. There you will run into a damsel in distress and be launched into a deathmatch with a few Fighters and a Berserker. Your little army should be more than enough to secure the victory and the damsel will invite you to Dem Vidro. Head south and you'll get an Ansate Cross which you'll want to hold on to for later in the game. ************************* 5. Scene 5: The Path Diverges (Mylesia) Recommended Units: ------- ------- | |L| | | | | | ------- ------- |D| | | | | | | ------- ------- | |M| | | |T| | ------- ------- Pre-Battle: The plot thickens. Turns out your Dad is a murderer and you and Yumil are chums. But snap out of it, because Yumil is pissed and is marching on the rebels. You're supposed to protect him but considering he has five characters to your three, we're going to let Yumil do most of the heavy lifting. Battle Strategy: There are really only two keys to this mission: recruiting Troi and keeping Yumil alive. On a plus note, by taking the missions in this order, liberations and captures that occur in this mission will not affect our Chaos Frame, so we can rest in any city as needed. Our first task is easy: just send Magnus' unit to Tubulk, making sure to take out any unit leaders along the way. Once you arrive, wait there as an Archer-led unit should be charging from the east. At this point, Yumil's unit should be holding back near headquarters. After taking out the Archer, head northwest to Elgorea. Along the way, you are likely to meet another charging unit led by a Cleric- take out the Cleric. Once you reach Elgorea, the nature of the map will likely position you so that upon taking Elgorea, you will be in an eternal battle with the Dragon Tamer-led unit holding ground there. Your unit should be the better but don't be afraid to use heal leaves or power fruit in between battles if your unit is getting worn down. Once you liberate/capture Elgorea, a cutscene will allow you to recruit Troi, a 16-year old with a taste for battle who thinks you're just the bees knees. Sign him up, then have him command a solo unit from the Organize Screen. Once that's done, dispatch him and send him to Tubulk. After securing Elgorea, there isn't much need to keep heading west, so send Magnus' unit back to rendezvous with Troi at Tubulk. Around this time, Yumil's unit will march on Tubulk, then Lehoboth. After a short rest, he will then make directly for the enemy headquarters (Castle Burgund). I recommend staying just behind Yumil, using Magnus' unit to take out any leaders while Troi picks up some experience by mopping up weak leaderless units. Yumil should have no issues taking out the mission boss on his own and will even use heal leaves to keep his health up, but feel free to assist, resting/healing as needed. You can ignore the towns of Harraive and Taza during the mission, as they are a bit out of the way to be worthwhile. Post-Battle: Despair and heartbreak are the name of the game for our pathetic self-doubting heroes. And the world turns. Most of the scenes up to this point will close temporarily once you head back to Akka Castle, so do any area investigations before heading to Akka. Area Investigation: Send Troi's unit to Elgorea to meet up with his Mom, who gives him the Hallowed Shield. Meanwhile, send Magnus to Idorf to start the Dragoon mission. There's also a Heal Seed E of Harraive if you are so inclined. ************************* 6. Scene 6: The Revolutionary Army (Volmus Mine) Recommended Units: ------- ------- | | | | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | | |T| | ------- ------- Pre-Battle: Long Live the Revolution! It turns out the rebel forces have popped up all over Southern Palatinus and taken most of the strongholds in the area. The only hope for General Godeslas is to have Magnus capture Frederick as soon as possible. We're off to Volmus Mine again! Battle Strategy: This mission is very touch and go as your forces are stationed in the center of the map, while you are nearly surrounded by Revolutionary forces. Make sure both units have a couple of heal leaves and an altar of resurrection as they may get separated from headquarters (Dese) for long stretches of time. At this point, Magnus' unit is probably havily chaotic and with all the towns sporting a morale of 40+ in this area, he is essentially useless for town liberation even though he is your best offensive unit. This actually works slightly in our favor as the most troublesome enemy unit is a flying unit led by a Raven coming down from the north. Due to Magnus' excellent defensive abilities, it is likely only his unit that can win a battle with the flying unit so station him at headquarters to defend Dese. That leaves the unit run by Leia and Troi, which is probably slightly chaotic at this point. The key to this stage is to liberate as many strongholds as possible without capturing any towns or letting the enemy retake any towns. The most obvious towns for liberation are Senal to the immediate northeast, Ishro in the southwest, and Volmus Mine in the south. If Troi and Leia are still relatively neutral and haven't shifted to chaotic, Eldrett (morale 55) may also be a possibility. Send Leia's unit to take Senal as soon as possible, taking out the Witch leading the unit there. Depending on the unit positions, you may get caught in a neverending battle with that unit, so be prepared to use a heal leaf or two until you secure Senal. Rest there until a Wizard-led unit comes down from the north for Senal and take out that leader. There is also a Dragon Tamer unit that will charge Senal from Ishro. It will usually retreat back to Ishro after you attack the unit, but will keep coming back after it heals. If you chase the unit back to Ishro, two more units will jump out to attack, so it is best to neutralize the unit on your side of the river if possible. Once this is done, the area is relatively secure and the largest concern is taking the flying Raven unit from the north out of commission. If you have already knocked the Raven back from headquarters once, it is probably healing at Saukin, just north of Senal, where a Cleric-led unit is also defending the stronghold. You can send both units towards the stronghold in an attempt to neutralize the two unit leaders. You probably shouldn't risk attempting to liberate Saukin so if the units whittle down your HP, retreat to Senal to heal or back to Dese to restock on supplies. Once both unit leaders at Saukin are defeated, the road to Fort Bulan is clear. If you are feeling brave and have suitable alignment within Leia and Troi's unit, you can send them south to take Ishro. As mentioned before, two units will appear to charge Ishro when you get close so you will probably need to bring both of your units to neutralize the area easily, using Magnus' unit to take out group leaders and Leia's unit to secure Ishro. A similar situation exists near Volmus Mine where two units will pop out at you, so assault Volmus Mine at your own peril. Either way, after you have liberated whichever strongholds you could, you can head to the northeast corner to take Fort Bulan from Valna. Valna leads a heavy frontline of Phalanxes backed up by a few Archers. Outside of Valna, none of the characters hit particularly hard so Magnus and Troi should be able to survive a couple of skirmishes which should be enough time to take down Valna. As always, if a character HP drops too low, go ahead and use a heal leaf. Post-Battle: Magnus has captured Frederick but is having an emotional breakdown. Yes... Let the hate flow through you, Magnus. Rhade and Godeslas show up to celebrate their victory at your hands and Rhade is kind enough to grace us with his eloquent dialogue as always. One of my favorite lines: "Don't forget. You're nothing but a piece of &%$#." Classy. Eventually, you are ordered to execute Frederick for his revolutionary sins. If you're on the high-CF frame, tell Godeslas that you "can't do it." You sly dog, you got Rhade's weapon and managed to set Frederick free in one fell swoop. Beautiful, but it looks like you'll have to leave Dio behind in order to escape. Later, in a safehouse, you're discussing your potential future with the Revolutionary Army when who busts in but Dio himself. It looks like Hugo and Leia and the rest of your batallion (um...that would be just Troi) are going to follow you into Revovlution. Down with the King! Area Investigation: If you missed the Buckler or heal leaves the first time around at Volmus Mine, they'll still be there, so pick them up. ************************* 7. Scene 7: A New Beginning (Gunther Piedmont) Recommended Units: ------- ------- ------- | | | | | |L| | |K|L| | ------- ------- ------- | |D| | | | | | -> | | | | ------- ------- ------- | |M| | | |T| | | |T| | ------- ------- ------- Pre-Battle: Throw the Earth Javelin on Troi (and the Buckler on Leia if you hadn't already) and restock your unit's items. Frederick lets you know that you will be working on the run for the Revolutionary Army...Magnus has his doubts. He also lets Magnus know that there is a man at Gunther Piedmont who is worth liberating, but being the suave guy that Magnus is, he's going to bag the guy's daughter first... Battle Strategy: Katreda is located in the southern town of Cayes and simply requires you to visit the town in order to recruit her. Luckily, this mission doesn't require much in terms of Headquarters (Takua) defense. For now, dispatch Leia's unit to defend Takua while you send Magnus' unit south to Cayes, bypassing Mosaka along the way. You're likely to run into a Knight-led unit guarding Mosaka, but it should be easy to dispatch the leader and keep moving on to Cayes. Due to the higher morale of Cayes, it's probably impossible to liberate so don't be surprised if you capture the stronghold. Once you accept Katreda into the batallion, have Troi's unit retreat to base and add Katreda to his unit, adding an extra power fruit. Most of the units in this mission will only attack if you attempt to move southeast from Takua to Burgunny. You can avoid this by simply sending Troi's unit south toward Cayes, then turning off the path midway towards the southeastern town of Inekell. Magnus' unit can join up with Troi's unit after resting at Cayes. Use Troi's unit to take out the Berserker-led unit guarding Inekell (or just the leader, but this is a good time to use Katreda to pull up the alignment of Leia and Troi) and to liberate Inekell. After resting there, you should be able to send both units directly north to Gunther Piedmont. While the unit does hit hard with two wizards in the back row, the Berserker leader is exposed so it shouldn't take more than two battles to take out the leader. Post-Battle: Thanks to your work in liberating this area, Asnabel no longer needs to remain to protect the people from tyranny and will offer his services to your Rebel Batallion. I recommend accepting graciously as Asnabel is a great frontline character for the SCO army and helps you get one of the best helms in the game. Area Investigation: There's a few things worth taking a look at here. First off, there is a heal leaf SE of Kinseya and a power fruit S of Kinseya. Additionally, taking Dio to Mosaka will show a conversation with his little brother; taking Katreda to Inekell will yield an Angel's Brooch (which is mildly helpful) while taking Asnabel to Kinseya will give you the Helm of the Fearless, which gives a giant boost to strength, especially for this early in the game. ************************* 8. Scene 8: The Infernal Aura (Dardunnelles, The Crossroads) Recommended Units: ------- ------- | | | | |K|L| | ------- ------- | | | | | |D| | ------- ------- | |M| | |A|T| | ------- ------- Pre-Battle: Slap that Helm of the Fearless and Flame Flail you just won on Asnabel. You can equip the Angel Brooch on Katreda, but she's unlikely to get damaged much this early in the game in the back row, so I put an amulet on her instead to up her intelligence for healing. If you have any high-intelligence robes, throw that on too. We're going to rearrange the units a bit to stack Leia's unit with 5 capable SCO members...we'll see why in a bit. We see Baldwin making his first evil encounter with General Godselas. Didn't this guy ever watch Cinderella? Don't eat the fruit surrounded in mystery! Hey, it's Destin, and Magnus is acting like a 7th grader at his first school dance. Awkward... Looks like a scout finds a Southern division soldier is down and then he runs into O-O-O-O-OGRES!!! Battle Strategy: This mission is a bit tough in regards to stronghold liberation. Multiple units are charging your headquarters (Romella) from the outset. The main issue is a Dollmaster led unit coming up the road from the south. All it takes is one lost battle against your units and he will immediately retreat to the south to capture the neutral town of Adigrat. To avoid this, stack one of your units with at least 4 characters that can easily attack the Dollmaster leader and you should be able to take him out in one battle. After defeating the Dollmaster, take the same unit east to take out a charging Wizard-led unit with your first exposure to Ogres and depose of the leader. Then, move south again to take on a Beastmaster-led unit charging from the South. Same deal as the Dollmaster, take out the leader in one battle before it retreats to capture Adigrat. After that, send Leia's super unit back to Romella to split up the characters again. ------- ------- | |L| | | |K| | ------- ------- | |D| | | | | | ------- ------- | |M| | |A|T| | ------- ------- At this point, it's best to be a little creative and set up a unit led by Katreda with Troi and Asnabel and use that to liberate Bungasue just to the east. Move Leia and Dio back to Magnus' unit and leave it stationed at Romella to defend against some charging units from the north. Katreda's unit should be able to take out a Knight-led unit at Bungasue and liberate the stronghold. Stick around these two towns until three more units make their presence felt: a Sorceress-led unit coming from the north, a Dollmaster-led unit charging from near Garu Kaio, and a Berserker led unit that may come to either town having originated from the enemy stronghold in the northeast. Once all of these units have been neutralized, have your units meet up again for one last exchange. ------- ------- | |K| | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | |A|T| | ------- ------- Leia and Katreda will swap spots here and both units should have sufficiently low alignment and can be used to charge on and capture Garu Kaio, but use your best judgment as to which unit you should use for liberation of the town. After taking Garu Kaio, you can rest up and head for Fort Akkisis. Ariosh is a strong unit as he is hidden behind a Phalanx and his unit sports a whopping level-20 Ogre which hits...HARD. Katreda and some heal leaves will likely be called for to get through these battles. Keep in mind that after first engaging Ariosh, he could actually leave the fortress to attack your units so don't let that take you off guard. Don't be afraid to retreat from battle if your health is running low or your units have already used up all of their attacks...remember you can't 'win' the boss battle until the leader goes down. Post-Battle: Magnus goes postal on Ariosh to try to figure out why the Ogres have appaeared. Putting two and two together, our heroic protagonists realize that General Godeslas sacrificed people by having them eat the fruit of the netherworld, becoming Ogres. Area Investigation: Though Dardunelles is a great site in normal games for the hidden peddler, the only real items of importance in this run-through are the Condrite and the Bolt of Silk. Check out some other FAQs for the specifics of those quests (Dragoon and Princess requirements associated). There is a heal leaf SW of Garu Kaio, and heal seeds E of Adigrat and sandwiched between Dardunelles and Bungasue. ************************* 9. Scene 9: Liberation of Alba (Alba) Recommended Units: ------- ------- | |K| | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | |A|T| | ------- ------- Pre-Battle: Go ahead and equip the Sum Mannus on Magnus before the battle. The Central Division has disavowed all knowledge of the Ogres and has distanced itself fromt he Southern division, meaning only General Godeslas is left to stand between the Revolutionary army and liberation of Southern Palatinus. Gear up your two units and we head for Alba. Battle Strategy: This battle is fairly straightforward actually. All of the enemy units will come to you so just wait at headquarters (Bowende) and pick off the leaders one by one. Of the charging units, none of them pose a true threat, though you will encounter some of your first undead units in a Wizard-led group; but if you are on Attack Leader, you should have no problem bumping it out of the way. For this mission, go ahead and ignore the eastern side of the map. Both strongholds there have high morale and can't really be liberated by the SCO forces and will stay guarding their towns if you don't mess with them. The only troublesome unit is a Witch-led unit guarding Bowende with two pumpkinheads (one in front, one in back). As long as you wait to neutralize all of the charging units first, then heal up before heading for Bowende, you should be okay. While the pumpkinheads are great at decimating HP, they don't really have a good kill shot and the rest of the unit is very weak, so the only concern is that unit weakening you up for another charging unit. Either Magnus's unit or Leia's unit should be suitable to liberate Bowende, which does have a Witch's Den (if you chose to ignore Rule 10). After Bowende, the rest of the remaining strongholds are 55+ morale, so there's not much left to do but rest up in Bowende, then charge both units towards the enemy stronghold of Akka Castle. You may have a skirmish with a Sorceress-led unit along the way but it shouldn't do much to slow you down. Don't worry about your headquarters as none of the remaining units will make a move on it. Godeslas is a Vanity unit, but he's not all that impressive, and leaves himself fairly exposed to attack in the middle back row. Infest is all right, but it's nothing special damage-wise and his defense is kind of middling at best. There's a good chance that Leia's unit can take him out in just one battle. Post-Battle: Down goes Godeslas! Down goes Godeslas! Your victory in the South has spurred King Procus to issue orders to both Eastern and Western division to quell the Revolution. Bring it on. Area Investigation: The Medal of Vigor is useless (taking Magnus to Edepar), but there is a Heal Seed E of Allada and a Power Fruit NW of Geohel. ************************* 10. Scene 10: Idealism and Realism (Crenel Canyon) Recommended Units: ------- ------- | |K| | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | |A|T| | ------- ------- Pre-Battle: After liberating the Southern region, there is a roundtable (or rectangular table if you're picky) discussion about what the Revolution should do next. We also find out Xevec has about the same temperament as Rhade. With the way he is acting, I am supremely confident of his devotion to the Revolutionary ideals and am 100% positive he will not betray the Revolution in anyway during this storyline. In the end, Magnus' group is dispatched to the front lines to anticipate the incoming batallion of the Western Division while the others are waiting for further orders. Back in the main screen, you have the option to go to any previously visited areas, but if you attempt to move towards Mylesia and pass over Crenel Canyon, you will be ambushed. Go ahead and add a heal pack to each of your units at this point as it could prove useful in the next mission and with 3 characters each, keeping one on hand isn't a bad idea. If you haven't bought a few already, they should be available at almost any shop you've visited beforehand. This ambush is so unimportant that the game-makers didn't even bother to build any characters that were previously used to lead the ambush. Seriously?!? They had a bevy to choose from...Stabilo, Qad, a revived Valna? COME ON! Battle Strategy: This so-called "ambush" is not much of an ambush since they don't really know we're here. As such, no units will advance on headquarters (Baldera), and none of the units are particularly worrisome. Thus, this mission should be handled according to your character's alignments. If you have a unit you can assemble with 3 characters of neutral alignment (and maybe one of those with a slightly chaotic alignment), you can send this unit along the eastern route, taking out the Sorceress guarding Movae and liberating it before crossing the river in the northeast. Your other unit (or both units if they are extremely chaotic) should head west to Kiefer, defeating the Wizard there and liberating that stronghold. On either route, I recommend resting your units before crossing the river. As soon as you hit the bridge, two units from the front will pop out to ambush you as well as one charging from behind. After you cross the bridge, keep rushing forward until you reach the respective town (Carnot in the northeast, Boolem in the west) whose alignment should be really close to the last town you just liberated. As such, the goal is to rush forward, liberating the town when you reach it. The leaders seem intent on either rushing you until their leader dies or retreating back to enemy headquarters (Fort Tuatha), and we are fine with either of those options. I said earlier to keep a heal pack on hand, so if you have trouble getting to the town without losing a character, feel free to use heal leaves and or the heal pack if a lot of a unit's characters have taken damage. After liberating Boolem (and Carnot), you should keep track of all the units bouncing off of you. If any of them do happen to escape with their leader and look like they are heading back down the road to the last town, the clock is now on. At this point, you want to clear any units with leaders ASAP and then immediately march on Fort Tuatha, using heal leaves and power fruit to propel you there in good shape. You can't afford to let those units get back to capture Kiefer (or Movae). If none of the enemy units escaped, you have the luxury of simply resting in Boolem (and Carnot) until you are ready to march on Fort Tuatha. The Ninja Master leader talks a big game but doesn't back it up. His unit doesn't do too much damage, though they are agile so they may dodge some of your attacks. Still, it shouldn't take more than 2 battles to take down Hagate and claim his Hannya Mask. Post-Battle: I'm sure that somewhere in there is a lesson that you probably shouldn't fight just for fighting's sake, but this is a fighting game, so I'm going to ignore that. Meanwhile, somewhere in Western Palatinus, we learn that your father Ankiseth spurns assistance from Lodis in the form of Bolmaukan warriors (mostly ninja type characters), but that the eloquent Rhade cannot simply turn back, so he will be coming after Magnus on his own. Area Investigation: Nothing really. ************************* 11. Scene 11: Warriors of the Fallen Kingdom (Mylesia) Recommended Units: ------- ------- | |K| | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | |A|T| | ------- ------- Pre-Battle: Hugo warns you that Rhade is leading the enemy combatants and will be looking to exert some punishment on you. Knowing him, he'll mix in a good amount of name-calling and unnecessary cursing as well. But as you'll soon find out, all is well because Rhade doesn't know a thing about unit formation. Battle Strategy: This battle is kind of a pain. To start the mission there is a knight-led unit coming from Tubulk to your Headquarters (Castle Dunkweld) as well as a flying unit from the the immediate southwest. Neither unit poses much of an issue, though the flying unit is strong enough to beat Magnus in a battle heads-up as his 7 attacks is too much for Magnus' unit's 4. The problem is there are three more flying units of equal or greater strength charging your headquarters from all around the map. The only tenable solution is to deploy Leia's unit and leave both your units guarding headquarters. Leia should be strong enough to win any battle, but be careful to watch Asnabel's health as some units seem to have it in for him. Use heal leaves liberally so that he starts each battle over 75 HP and you should be okay. Feel free to pause, retreat, and restock whenever necessary. The good thing about the flying units is all but 1 is basically on a suicide mission...they won't stop attacking your base until the leader goes down, so you don't have to worry about them retreating, then returning to take headquarters. One of the units is carrying a Crown of Intellect (The Raven with 3 Hawkmen) so take out this unit completely to get it. When the flying units are neutralized, send your lowest alignment unit to take Tubulk just to the east. After liberating the stronghold, the Cleric-led will probably keep attacking you until the Cleric dies, but none of the units pose much of a threat and you may actually be able to pick up some alignment here. If your other unit is neutral or only slightly chaotic, try to take Idorf with the other unit. It is located just south of headquarters. After liberating Tubulk (and Idorf if possible), send both units towards Lehoboth, neutralizing the unit defending it (and the flying unit if it retreated here). Your headquarters should now be secure from any charging units so send your units back to Dunkweld to rest and restock any needed items. A heal pack and multiple heal leaves is recommended to finish the mission. After resting, send both units towards the center of the map, just south of the river. Upon getting close, a couple of units will engage you. The wizard leading two golems is laughable as the golems are positioned in the back and the wizard is in the front...you should neutralize this guy in one battle. However, the other unit is loaded with Beastmasters and Beasttamers that tend to pick on one unit at a time. If you're not careful dealing with unit, it can easily knock off one of your characters so stay vigilant. Once it is neutralized, your characters should rest in the roadway before moving onwards. The only unit remaining between you and the enemy stronghold is a Fencer unit with 4 Grapplers. We are going to ignore the northern route and Harraive in the south as those strongholds are likely too difficult to liberate. It is worthwhile to completely destroy the Fencer unit as it is also carrying a Crown of Intellect. After dispatching this unit, rest up, and head on to Castle Burgund for the confrontation with Rhade. Rhade isn't too difficult as he places himself in the back middle with nobody in front to protect him, but it will still likley take 2-3 battles to finish him. You'll actually get some additional dialogue between Magnus and Rhade if Magnus has to attack the Castle twice. Post-Battle: Rhade escapes, leaving a Shield of Inferno behind. Area Investigation: Nothing really, unless you missed the Mylesia items the first time around. The only real important one is the Hallowed Shield (take Troi to Elgorea). ************************* 12. Scene 12: The Steadfast (The Highland of Soathon) Recommended Units: ------- ------- | |K| | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | |A|T| | ------- ------- Pre-Battle: Let's use some of these items. Go ahead and use a Crown of Intellect (you should have picked up two) on both Leia and Katreda. Equip the Shield of Inferno on Troi (but don't sell the Hallowed shield, we'll need it later). Meanwhile, Hugo tried to convince Magnus that his actions are moral and that Lodis and Palatinus really has no right to drag the Nirdamese into the war, but he seems unconvinced... Battle Strategy: Start by immediately dispatching Leia's unit to intercept some units coming up from the road to the southwest. You should meet them somewhere between the bridge and the neutral stronghold of Tristle. Your goal is to neutralize these units before they can attempt to capture Tristle. None of the three units are particularly difficult as long as you brought a few heal leaves to keep your frontline characters' health up. During this time, a Phalanx-led unit will come up from the southeastern road. While the phalanx is impressive, the 3 soldier sets he has with him are not. If you defeat the unit without killing the leader (which is very likely with Magnus' unit), he will retreat south to Schaferville. You should give chase to his unit, eventually destroying the leader so that he does not keep coming after your Headquarters (Fort Celestus). After that, go ahead and continue on to Schaferville to take on the enemy unit guarding it. It's another weak Phalanx-led unit, but it is carrying a Cup of Life so you'll want to finish it off. There's a chance your presence will trigger a Black Knight to run over the bridge in this area, destroying it. However, we weren't going that way anyway so it's no big deal. Don't bother with Schaferville as you can't liberate it, and it actually helps to leave it in enemy hands for now. After the eastern side is neutralized, send Magnus' unit and Leia's unit back to Headquarters to rest and restock on any items. After resting, send both units to Kapiscau, in the center of the map between the two mountain ranges. Along the way, you might be engaged by two flying units. Do your best to neutralize them. If they retreat, it is likely they will just fly to Cochran or Schaferville, respectively, then fly back to their original position. Once you have gotten through the mountain pass, there will be another Phalanx unit guarding Kapiscau, but it shouldn't be too much trouble to neutralize it and liberate Kapiscau. After resting at Kapiscau, your units can march on the enemy headquarters of Castle Ziggiveld to take on Ankiseth, Magnus' father. He will drop a Blessed Sword and you might also pick one up on your way there. Ankiseth, like many gifted enemy leaders before him, does not protect himself from frontal or magic attacks, so it should only take 2-3 battles to finish him off. Post-Battle: Ankiseth banters with Magnus a bit before retreating back into the West, still angry with his own division for having exploited the Nirdamese troops at the behest of Rhade. Magnus and Hugo then discuss the possible options for their upcoming travel plans and decide to book online to save money. Area Investigation: Finally, that hellhound we set aside since the beginning comes into play. Put the hellhound in one of your two units (you'll need to rearrange temporarily) and send the unit to Schaferville. There, a mother and/or son will tell you about how their dog was killed/lost in the recent conflict. Re-visiting the boy with the hellhound in tow will allow you the option of giving the dog to the boy. If you do, he will give you the Pedra of Bane as thanks. There's also a Power Fruit S of Tristle on the other side of the river and an Altar of Resurrection just E of Jiram. ************************* 13. Scene 13: City of the Past (Sable Lowlands) Recommended Units: ------- ------- | |K| | | |L| | ------- ------- | |D| | | | | | ------- ------- | |M| | |A|T| | ------- ------- Pre-Battle: Make sure Magnus' unit is reset to where all characters are in the middle. This mission is going to require some tough battling with some stronger units so I'd go ahead and convert Katreda to a Sorceress if you haven't already. Stock up both units with a few heal packs and some heal leaves. I'd go ahead and move the Sum Mannus sword to Dio and put the Blessed Sword on Magnus so in an emergency, he can be moved to the back for some healing ability. Magnus declares his desire to avoid confrontation with the Nirdamese, and moving on the Sable Lowlands is hopefully the beginning of their release from the hands of Lodis. Hugo is his usual diplomatic and useless self. Battle Strategy: Alright, this mission can be a bit trying and painstaking as there are a few units that need to be tracked down and destroyed. This is the only mission where the required equipment for Black Knights is available and we want to procure 2 sets of it: that's two Valiant Mantles and two Satan's Bullova. When the mission starts, dispatch Leia's unit and send both units south to head off a Witch-led unit full of Grapplers. Try to neutralize the unit and then send Magnus' unit back to headquarters (Temil) to defend it. Meanwhile, use Leia's unit to track down this unit and destroy it as it carries a Satan's Bullova. After that, send Leia's unit back to Temil as well. At some point during this, you will hear the trademark sound of a unit retreat. In this case, a messenger unit in the north has hit the edge of the screen, causing multiple units to pop up and head for your headquarters. Two flying units and a Dragon Tamer-led unit (Satan's Bullova) will come over the northern mountains towards Temil. There will also be a Black Knight-led unit (Valiant Mantle) and a Fencer-led unit that will come to Temil by way of the road to the west. It's a good idea to eventually destroy the Fencer-led unit as well as it carries a Mirror of Soul. After defending against the first volley of attacks, send Leia's unit west towards the stronghold of Schichidarui. You'll run into a few units led by a Ninja Master, Paladin, and Archmage that will likely cause a good amount of damage. The priority is to neutralize these units as quickly as possible and to liberate Schichidarui, where Leia's unit can rest fully. The units that attacked in the first volley will have retreated to the northern town of Kuva to rest. Once they return for the second volley and are repelled by Magnus' unit, use the shop at Temil to fully heal and restock Magnus' unit and then send both Magnus and Leia towards Kuva to neutralize all units in the area, but ignoring Kuva itself. Make sure to eliminate the Dragon Tamer unit, then send both units to Schichidarui to rest. If one of your units is not completely chaotic, send it southwest to Prilgi to neutralize the Raven-led unit there and liberate Prilgi. In the northwest is the town of Cotoltus, guarded by a Vultan-led unit carrying a Valiant Mantle. You can either eliminate this unit or attempt to find the Valiant Mantle located on the road between Temil and Schichidarui. Either way, station both Leia and Magnus in Prigli to rest before sending them west to the enemy stronghold of Castle Crotal. Leidel's unit is very tough, especially if the Sirens combine for a magic attack. Luckily, the unit will not turn if you try to attack it from behind, so if you need to, flank behind Leidel and attack from the rear, and it should be easy to take her down. Post-Battle: If your alignment is high enough, Leidel will believe your words and join the Batallion. Otherwise, she will chastise you for not listening to the people's needs. Magnus then meets with one of the newly freed Nirdamese and promises not to involve them in the war anymore. Area Investigation: Lots of stuff here. If you didn't get two full sets of Black Knight gear, there is the Valiant Mantle between Temil and Schichidarui and a Satan's Bullova W of Cotoltus. There is a Baldr Armor between Schichidarui and Prilgi, a Book of Bane between Quills and Baimuk in the south, a Quit Gate SW of Prilgi, and a Bracer of Protection SE of Prilgi. ************************* 14. Scene 14: Thoughts (Audvera Heights) Recommended Units: ------- ------- | |K| | | |L| | ------- ------- | |E| | | | | | ------- ------- |D|M| | |A|T| | ------- ------- Pre-Battle: Time for some promotions! Asnabel and Troi should be ready to make the jump to Black Knight, so go ahead and promote them. If the class change isn't available, make sure you have at least 1 of: Valiant Mantle, Satan's Bullova, Baldr Armor, Armet. Make sure to put the Helm of the Fearless back on one of your Black Knights. If you picked up the Book of Bane in the last mission, equip it on Katreda (sorceress) and equip the Bow of Sandstorm on Leidel. You can also use the Bracer of Protection...I used mine on Magnus. Set up your units so there are at least three able attackers in each. This is also where we start to try to aim out unit alignments: we are going to start gearing Magnus' unit towards neutral while Leia's unit will remain purely chaotic, in order to help with stronghold liberation. Meanwhile, in Audvera Heights, we see a scene where many Bolmaukans are escaping from their captors at the mines. Things seem to be going swimmingly, though some enemy forces have re-captured Castle Ziggiveld and are planning to march south to retake the Mining Facility. No truth to the rumor they are looking for oil. Battle Strategy: There is only one unit that needs to be destroyed, an Archmage-led unit that will charge south from the stronghold of Puld in the northwest, so be on the lookout for it. Start the mission by dispatching both units and sending them directly to Bezelle, on the northern side of the River. This will be our temporary headquarters, no enemy units should get south of this point. None of the units are too difficult to stand in the way of you capturing Bezelle. (Now that we have Leidel, it's okay to capture a few strongholds until we recruit Sheen) After neutralizing the units near Bezelle, stay looking northward. There will be a Paladin-led unit charging from Naracrete just to the north and the aforementioned Archmage-unit coming from Puld. Be careful of him as he comes down on the western side of that northern mountain range and you can miss him if you're not paying attention. If he gets behind your lines, there's nothing to stop him from taking your Headquarters (Audvera Mine). Send one unit to finish off the Archmage and then send it north to Puld. Make sure this unit has a lot of healing items as the Archmage unit does pack a punch and the unit guarding Puld contains a dreaded Pumpkinhead. When you capture/liberate Puld, Aisha will show up, so go ahead and recruit her. Your other unit should make sure the area near Bezelle is neutralized before moving on Naracrete, hopefully liberating it (though it's not a big deal if you don't) and neutralizing the Priest-led unit guarding it. After resting, send this unit northeast to liberate/capture Barrow, the shop town. You might even find Barrow unguarded, depending on which units you have knocked back thus far. At Barrow, buy a couple of Books of Bane (or just one if you grabbed the one in Sable Lowlands already) and any gear you don't already have to make sure you're eligible for any promotions you might need. After your units have rested in Puld and Barrow, respectively, go ahead and send them to Castle Ziggiveld. Two weaker units will try to intercept you but they shouldn't be much of a problem. Tuzt isn't too scary, the only concern is the two Golems defending him, but your frontline characters should be okay absorbing the damage, and your shooters/spellcasters should be able to target Tuzt quickly. Post-Battle: Magnus tells a Grappler that he was given the order to use the Bolmaukans in the war against Lodis but that he won't be following through with that order. The Nirdamese thank you for what you've done for their people. You're a superstar, rock out. Area Investigation: There's a Mirror of Soul in the forest S of Ziggiveld. ************************* 15. Scene 15: Uncertainty (Mount Ithaca) Recommended Units: ------- ------- | |I| | |K|L| | ------- ------- | |E| | | | | | ------- ------- | |M|D| |A|T| | ------- ------- Pre-Battle: Move Katreda over to Leia's unit and stick her in the back, making sure she is equipped with a Book of Bane. With Leia still equipped with the Baldr spear, we can hopefully start getting some Bane/Lightning combo magic (Infest) soon in our Super-Chaotic unit. Aisha will take Katreda's spot in Magnus' unit and should keep Magnus in good health for a majority of the challenge. If you picked up the Mirror of Soul, use it on Leidel, who has some low magic defense. A soldier from the Western Division comes seeking parley...it looks like the Western Division (Ankiseth and Yumil) would like to avoid battle with the Revolutionary Army. In the middle of peace negotiations, a solider bursts in to let you know an enemy group loaded with Nirdamese is advancing on your position. Who else could it be but the dastardly Rhade? Battle Strategy: This mission isn't too difficult, though there are a few quirks to be aware of. Much like last mission, there is only one unit that needs to be destroyed completely, and it is an Archmage-unit charging from the north. I'd immediately dispatch Leia's unit (with some healing packs) along the northern road to take it out. While you're at it, go ahead and capture Bella Cula, where the unit tries to retreat to. Along the way, you may also run into an Enchanter-led unit: neutralize it to knock it out of action. Magnus' unit should remain at Headquarters (Cybillgin) and repel any units that advance on your position, neutralizing them when possible. The only unit that is potentially worrisome is a Raven-led unit coming from the east. You SHOULD be able to neutralize it in one battle, but if not, it might bounce off and then travel south to take your town of Cactovich. This isn't a huge deal as we don't mind some captured strongholds right now, but if this does happen, make sure not to abandon your stronghold until that unit is neutralized. Once Leia has procured the Bloodstained Robe from the Archmage-led unit and rested in Bella Cula, send her along the northern road to liberate the town of Tilorro. A priest-led unit will be defending it, so neutralize it before leaving the area. When you liberate Tilorro, the bridge to the east will explode and Hugo will mention something about them having the upper hand. What this actually does is lock down the Grappler unit located in Nakima, just east of Headquarters. This is good because that unit is actually Vad, who you don't want to attack at all - he needs to stay alive for the whole mission, so just ignore Nakima and Vad altogether. Send Leia back to Cybillgin. Once the bridge is down (and assuming you neutralized all units charging on Cybillgin), send Magnus' unit along the eastern road to Lapidz to liberate/ capture it. There may or may not be a unit defending the town depending on which units you neutralized earlier. You can ignore Kynora in the southeast, as I think it is one of those towns which gets captured regardless of which unit you send to it, and it's out of the way. By this time, Leia should have rested at Headquarters. Go ahead and restock her with any healing items, then dispatch her to Lapidz as well. When both units have rested in Lapidz, send them across the river to Lachook. Along the way, they will be ambushed. Make sure to neutralize all the units and don't let them cross the river behind you. When that is done, send one unit to attempt to liberate Lachook while the other goes northwest to try to liberate Ketican. Again, if you accidentally capture a city here, it's just fine. Rest up in both cities, then send both units north to the enemy stronghold of Fort Gullsvinter. There is an Enchanter-unit just outside the Fort, but it should be easy to knock it out of the way; go straight for Rhade. The only difficulty with battling Rhade is that he has two backrow Paladins who love to heal him. Make sure to retreat whenever your unit has used up all of it's attacks so they don't get their second round of healing in. Rhade may use a few heal leaves but because he's centered in his unit with no protection, it shouldn't be long before one of your units takes him out. Post-Battle: Rhade lets us know that he will see us in Hell...what a Joker. If you've done everything right, the Nirdamese will show up to say they cannot join the Revolutionary Army as they need to free their countrymen in the west. However, if you left Vad alive, he will also be there, and will offer to join you. Afterwards, you will meet with Destin and Saradin where they will inform you they have deserted the Revolutionary Army as their orders went against their ideals. Yet another ongoing Ogre Battle lesson in following your heart... unless your heart tells you to slaughter lots of innocent bystanders. If you allowed Aisha to join earlier, Saradin will offer to join in order to fight with her as well. Whoo hoo...two new fighters and they're both pretty awesome! Area Investigation: Going to Kynora during the day will trigger a man to tell you about Dragon Armor, which opens up the Dardenelles for Condrite business (Just head to Melphy, Dardenelles on the 6th day of any month from 9:00 to 18:00). There is also a Stone of Quickness SE of Ketican and a Revive Stone near the mountains just NW of Cybillgin. ************************* 16. Scene 16: Visitors from the Past (Azure Plains) Recommended Units: ------- ------- | |S|I| |K|L| | ------- ------- | |E| | | |D| | ------- ------- | |M|V| |A|T| | ------- ------- Pre-Battle: Alright, it's time to definitively separate the units into neutral and chaotic. I find the best way to do this is to move Dio (who is probably very chaotic) into the middle of Leia's unit (I like to make him the new leader). That leaves Magnus' unit with all the newer (and more neutral characters). Put Vad next to Magnus on the frontline and put Saradin in the back middle so he can attack either side with his area effect magic. Leidel should take up the middle while Aisha is protected from frontal attack by Vad. Head to Highland of Soathon and send the unit with Vad in it to Schaferville. There, you will get Idaten's Mail for a big agility boost. Now, equip that on Vad while you equip a Book of Bane and Bloodstained Robe (if you got it in the Mount Ithaca mission) on Saradin. This is a good time to do a routine checkup on all of your characters, making sure they are wearing the best equipment you own. Go ahead and save before heading into this mission. Hugo doesn't want to make any unfounded speculations but...yeah, it's the Lodis Army. You would think they'd make a bigger splash, but whatever. Battle Strategy: This scene is important mostly for the recruitment of Sheen. When the mission starts, dispatch Dio's unit to defend your Headquarters (Remella). Send Magnus' unit directly to Coppermine, without stopping at any strongholds along the way. Both units should be much stronger than most of the units you will face in this mission, so you shouldn't get slowed down easily. Dio's unit may need some healing to hold down Remella but there is a shop in the stronghold if you need to restock. When Magnus' unit liberates/captures Coppermine, hopefully a cutscene will show where you get the opportunity to recruit Sheen. (Answer his first question either way, then allow him to join) If this isn't the case, reset and restart the mission using similar tactics, except using Magnus' unit to neutralize units and capture 3 or 4 strongholds before reaching Coppermine. If Sheen still does not join, then restart and head to Mount Keryoleth before this mission with the intention of capturing as many strongholds as possible, then return to Azure Plains. Once Sheen joins, leave him at headquarters. Once Dio has repelled all the units charging your headquarters, send him north to neutralize the unit guarding Fratelli, then move west to liberate Kegu. Afterwards, destroy the Knight Templar-led unit guarding Kegu as is carrying a Crystal of Precision. Once Kegu is liberated, you can dispatch Magnus' unit from Coppermine towards enemy headquarters in the northwest. You may encounter an Enchanter-led unit that should be easy to neutralize, then keep moving toward Fort Noistrien. If Vad is in your unit, you'll see a special scene with the leader, Robert. Robert places himself in the front middle of his unit, so he should be pretty easy to finish off. However, he does have two paladins and two sirens flanking him, so if you can't finish him early, his unit has the potential to do a lot of damage...make sure he doesn't take one of your characters out. Post-Battle: Afterwards, you run into Ankiseth in the woods, who reveals that it was King Procus who put the hit on Prince Yumil...interesting. Ankiseth doesn't want to get involved in battle with the Revolutionary Army and is still seeking a way around the upcoming battle. Area Investigation: There's a Quit Gate on the road from Kegu to Fort Noistrien and a Bracer of Protection SE of Kegu on the other side of the river. There's also an interesting scene if you take a unit with Sheen to Fratelli. ************************* 17. Scene 17: A Legendary Land (Mount Keryoleth) Recommended Units: ------- ------- ------- | |I| | | |K|L| | |S| | ------- ------- ------- | | | | | | | | | |E| | ------- ------- ------- |H|M|V| | |A|T| | |D| | ------- ------- ------- Pre-Battle: This next battle will be touch and go, so to help matters, I recommend checking your inventory and selling any items of which you have spare multiples and any equipment used only for first tier units. One item to avoid selling is a Baldr Axe, needed for Sheen's Raven upgrade (if you can't upgrade him immediately). Otherwise, upgrade Sheen to a Vultan instead. Now, if you have 37500+ Goth, you're in luck. It's time to head back to Alba for an Area Investigation and visit the stronghold of Vertze in the northeast. If you have enough Goth and you haven't spent a lot of excessive days fighting and travelling, you should be able to purchase the Book of Annihilation. Score! I leave it to you to decide what else you might want to sell if you're a little short on cash. Otherwise, you can wait a few more scenes before trying to make the purchase. When you get the book, equip it on Saradin and that should beef up Dio's unit to be able to hold its own with only three characters. Battle Strategy: Post-Battle: Nothing really, except for Giolse foreshadowing the coming of his Queen. Area Investigation: There is a Fur Coat between Mursunny and Natashkan and an Arc Wand between Gypsanville and Dolbo, both items needed for a Siren upgrade. There's also a Revive Stone just NW of Mingan on the other side of the river. ************************* 18. Scene 18: The Grim Path (Westinus) Recommended Units: ------- ------- ------- | |I| | | |K|L| | |S| | ------- ------- ------- | | | | | | | | | |E| | ------- ------- ------- |H|M|V| | |A|T| | |D| | ------- ------- ------- Pre-Battle: If you procured a Fur Coat and an Arc Wand at this point, Katreda should be able to make the class change to Siren. Make sure your units have a few Angel Fruit (or Power Fruit if you can't afford any Angel Fruit right now) equipped before the mission starts. You're going to have to move quickly this mission to keep up with Ankiseth so you won't have much time to rest up. You should have a few Heal Packs as well to heal quickly without using any item slots. Magnus is giving Dio and Leia a speech regarding the orders given by the Revolutionary Army and his own worries, and eventually it comes to a head where Magnus has to make a choice...choose to "Make peace with them." Doing so will trigger a later scene where Magnus meets with Ankiseth to discuss the future of the war when a soldier tells them that Yumil has been taken by Lodis and Ankiseth has been declared a criminal mastermind. Ankiseth is ready to turn himself over when Magnus convinces him to work together to rescue Yumil from Castle Talpaea. Battle Strategy: Urn of Chaos midway between Yves and Hopedale Tower Shield SE of Hopedale Heavy Armor between Cartwright and Timmins Post-Battle: Baldwin escapes after losing the battle and retreats to kidnap Yumil. Mari drops some black magic on Baldwin, but he puts her in her place with a little backhand, then escapes before the police arrive to investigate the Domestic Disturbance. Oh no, wait, that's just Magnus screaming at the top of his lungs. YUMIL!!!!! The Revolutionary commanders meet to discuss the current situation after pulling out of Westinus to avoid the wrath of Lodis. During the discussion, Ankiseth claims that he must find Yumil while Frederick pleads to have him remain in the Revolutionary Army. Magnus can convince him by saying "Please, Father..." which will cause Ankiseth to join the Batallion. It appears the next primary objective for the Revolution will be to make contact with the Eastern Orthodox Church. Area Investigation: Chapter 2 will end after Scene 18, and Azure Plains, Mount Keryoleth, and Westinus will be closed off from any Area Investigation. ************************* 19. Scene 19: The Setting Sun (Dardunnelles, the Crossroads) Recommended Units: ------- ------- ------- | |I| | | |K|L| | |E|S| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| | |A|T| | |D|H| ------- ------- ------- Pre-Battle: There's a few promotions that need to be done if you haven't done them already. Having recuited Ankiseth should have given you the appropriate equipment to promote Leidel to a Diana class, as long as her alignment is neutral enough (20-80). If she is too chaotic, you can move her to Magnus' unit for a scene, and move Vad or Sheen to Dio's unit in order to increase her alignment. If Sheen is still a Vultan, its time to change him over to a Raven...he'll need lower alignment and a Baldr Axe. If you haven't purchased the Book of Annihilation in Vertze, Alba yet, you should have enough Goth now to do so. I recommend putting Aisha and the two highest alignment units with Magnus' unit which should be close to neutral again at this point (mine were Vad and Ankiseth). Leia's unit can remain the pure-chaotic unit and the other 4 characters are in Dio's unit Battle Strategy: Post-Battle: Area Investigation: ************************* 20. Scene 20: Brigade of the Radiant Cross (Gules Hills) Recommended Units: ------- ------- ------- | |I| | | |K|L| | |E|S| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| | |A|T| | |D|H| ------- ------- ------- Pre-Battle: Battle Strategy: Kerykeion: Knight Templar-led unit charging from Kurashino Stone Sword: Knight Templar-led unit charging from Kurashino Bloodstained Robe: KT-led unit charging from Kurashino Cup of Life: KT-led unit charging from Muji Altar of Resurrection: KT-led unit charging from Guntherhaal Post-Battle: Area Investigation: ************************* 21. Scene 21: The Eastern Orthodox Church (Fair Heights) Recommended Units: ------- ------- ------- | |S|I| | |K|L| | |E|R| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| | |A|T| | |D|H| ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 22. Scene 22: Mercenaries (Tremos Mountains) Recommended Units: ------- ------- ------- | |S|I| | |K|L| | |E|R| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| | |A|T| | |D|H| ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 23. Scene 23: No Man's Land (Tremos Mountains) Recommended Units: ------- ------- ------- | |S|I| | |K|L| | |R|E| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| | |A|T| |P|D|H| ------- ------- ------- Pre-Battle: Battle Strategy: Kerykeion: Archmage-led unit east of Palm Post-Battle: Area Investigation: ************************* 24. Scene 24: The Bearer of Knowledge (Celesis, The Eastern Church) Recommended Units: ------- ------- ------- | |S|I| | |K|L| | |R|E| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| |T|A|D| |P|Q|H| ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 25. Scene 25: Child of the Covenant (Temple of Berthe) Recommended Units: ------- ------- ------- | |S|I| | |K|L| | |R|E| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| |T|A|D| |P|Q|H| ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 26. Scene 26: Gateway to Another World (Temple of Berthe) Recommended Units: ------- ------- ------- | |S|I| | |K|L| | |R|E| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| |T|A|D| |P|Q|H| ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 27. Scene 27: The March to Latium (Gules Hills) Recommended Units: ------- ------- ------- | |S|I| | |K|L| | |R|E| ------- ------- ------- | | | | | | | | | | | | ------- ------- ------- |N|M|V| |T|A|D| |P|Q|H| ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 28. Scene 28: Separate Ways (Romulus) Recommended Units: ------- ------- ------- ------- |H| |I| |K| |L| |R| |E| |S| | | ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |M|B|V| |A| |D| |P| |T| |Q|Y|N| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 29. Scene 29: Royal Blood (Fort Romulus) Recommended Units: ------- ------- ------- ------- |H| |I| |K| |L| |R| |E| |S| | | ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |M|B|V| |A| |D| |P| |T| |Q|Y|N| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 30. Scene 30: Insanity (The Blue Basilica) Recommended Units: ------- ------- ------- ------- |H| |I| |K| |L| |R| |E| |S| | | ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |M|B|V| |A| |D| |P| |T| |Q|Y|N| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 31. Scene 31: This Disillusioned (Ptia, the Secluded Land) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 32. Scene 32: Denizens of the Netherworld (Barpheth) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 33. Scene 33: Advocates of the Darkness (Tybell, the Wicked Land) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 34. Scene 34: March on the Capital (Latium) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 35. Scene 35: Promises (Winnea, Capital of Palatinus) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 36. Scene 36: Lord of Remus Keep (The Tundra of Argent) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 37. Scene 37: The Battle Rages On (Aurua Plains) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 38. Scene 38: Pressure (Westinus) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 39. Scene 39: Adversaries (Castle Talpaea) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* 40. Scene 40: The Sleeping Goddess (Mount Keryoleth) Recommended Units: ------- ------- ------- ------- | |V|S| |K| |L| |R| |E| |H| |I| ------- ------- ------- ------- | | | | | | | | | | | | | | | | ------- ------- ------- ------- |N|B|M| |A| |D| |P| |T| |Q| |Y| ------- ------- ------- ------- Pre-Battle: Battle Strategy: Post-Battle: Area Investigation: ************************* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ VI. Frequently Asked Questions (FAQs) 1. Why are the missions out of order? Why did you go to scene X before scene Y? Why are some of the missions missing from the Walkthrough? 1A. The Scene order was usually chosen in regards to Chaos Frame. Choosing Scene 4 (Zenobian Border) before Scene 5 (Mylesia) prevents a 10-point drop in Chaos Frame that comes from choosing Mylesia first. Choosing Scene 13 (Sable Lowlands) before Scene 14 (Audvera Heights) gives a 15-point increase in Chaos Frame, helpful in recruiting Leidel. Some missions are missing because they were not used in my high chaos frame campaign. Additionally, I saved Argent for after Latium as I think the mission is more fun when you encounter Leia's father. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ VII. Credits Thanks to Quest and Atlus for making the game, Ogre Battle 64: Person of Lordly Caliber. For help in compiling this FAQ, I used information from the main guide of CyricZ and the Starting Army Guide of sukarikun, as well as the Chaos Frame FAQ from dancing elf at neoseeker.com. The rest of this work was compiled by myself. You can e-mail me with any questions/comments/suggestions at [email protected]