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Walkthrough

by Traz

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S%S       S%S  S%S       S%S    S%S  S%S     ~Tactics Ogre Walkthrough~
S&S       S&S  S&S       S%S    d*S  S&S         ~WRITTEN BY TRAZ~ 
S&S       S&S  S&S       S&S   .S*S  S&S_Ss    ([email protected]). 
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S&S       S&S  S&S sSSs  S&S~YSY%b   S&S      *Copyright: Troy de Haan*
S*b       d*S  S*b `S%%  S*S   `S%b  S*b        ~12TH DECEMBER, 2009~
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 +   +   +   +   +   +     || TABLE OF CONTENTS ||     +   +   +   +   +   +
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--- 1. About                                                (000A)

--- 2. Frequently Asked Questions                           (000B)

--- 3. Hints And Tips                                       (000C)

--- 4. Walkthrough (Chapter 1)
. . . . . . . . . . . . . . 4.0 ~ Battle 01                 (0000)
 . . . . . . . . . . . . .  4.1 ~ Battle 02                 (0001)
. . . . . . . . . . . . . . 4.2 ~ Battle 03                 (0002)
 . . . . . . . . . . . . .  4.3 ~ Training 01               (0003) 
. . . . . . . . . . . . . . 4.4 ~ Battle 04                 (0004)
 . . . . . . . . . . . . .  4.5 ~ Battle 05                 (0005)
. . . . . . . . . . . . . . 4.6 ~ Training 02               (0006)
 . . . . . . . . . . . . .  4.7 ~ Optional Battle 01        (0007)
. . . . . . . . . . . . . . 4.8 ~ Battle 06                 (0008) 
 . . . . . . . . . . . . .  4.9 ~ Training 03               (0009)
. . . . . . . . . . . . .  4.10 ~ Battle 07                 (0010)
 . . . . . . . . . . . . . 4.11 ~ Battle 08                 (0011)
. . . . . . . . . . . . .  4.12 ~ Battle 09                 (0012)
 . . . . . . . . . . . . . 4.13 ~ Training 04               (0013)
. . . . . . . . . . . . .  4.14 ~ Battle 10                 (0014)
 . . . . . . . . . . . . . 4.15 ~ Battle 11                 (0015)

--- 5. Credits                                              (00CR)
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     0==================================================================0
     |                        A B O U T   (000A)                        |
     0==================================================================0

Since there aren't any detailed battle-walkthroughs for Tactics Ogre, I 
decided to give it a shot. There won't be any story spoilers, and I'll only 
tell you how to answer certain questions/etc that other characters ask you 
when it's of any importance. Rather than waiting until I've actually finished 
this guide, or to make regular updates, instead I'll do so in instalments 
chapter by chapter. 
 
Excluding any typos or errors, I won't update again until I've finished 
Chapter 2 (Chaos) in its entirety. At present, at least this will serve as a 
guide to getting the most out of Chapter 1; where you'll be quite set to go on 
by yourself or to proceed with help via the existing walkthroughs.  
 
Timeframe? I really only get the time to play (and thusly write out 
strategies) probably 3-4~ missions each week, which includes Training/random 
battles, so potentially a few months per chapter. Hence it could literally 
take me a whole year or more to finish every single one; who knows. 
 
As this walkthrough will at first get you a "Perfect" Chapter 1, be sure to 
keep a permanent copy of your save-file *before* you make the decision at 
Baramus which leads to either the Lawful or Chaotic route. After that, you'll 
have a Perfect Chapter 2 (Chaos), which you should also keep separate, and 
have saved before the events that lead to either Chapter 3 Chaos or Neutral. 
 
So to sum up, the order I'll be writing this walkthrough in is as follows: 
 
Chapter 1 --> Chapter 2 (Chaos) --> Chapter 3 (Chaos) --> Chapter 4.

Then: Chapter 3 (Neutral).
 
And finally: Chapter 2 (Law) --> Chapter 3 (Law). 
 
Naturally, Chapter 4 in each case may be slightly harder or easier, depending 
on how your team differs. I'll make any special relevant notes beyond Chapter 
3 of Law/Neutral when the time comes. There's a good chance I'll take a long 
hiatus after finishing the write-ups for the Chaos route, but we'll see. 
 
Further Notes: 

~~~ I will frequently reference Luct.TacticsOgre.com in regards to Buried 
Treasure locations, rather than point out the exact coordinates (with a few 
exceptions) as that should be easier for the reader as well as I. I apologise 
if you print this out, but I expect the majority of people to be able to 
access their computer for this purpose easily enough while gaming. Over the 
first Chapter, I won't have you collect every last piece of treasure for a 
good reason; we'll come back for what we missed when we have characters with 
higher/lower LUK at a later date.

~~~ I don't bother pointing out enemy unit-types per battle, but see the above 
site's (Summarised) Walkthrough to compliment this one if that's important to 
you.
==============================================================================

     0==================================================================0
     |    F R E Q U E N T L Y  A S K E D  Q U E S T I O N S   (000B)    |
     0==================================================================0

+--+ Does it matter if I use different Classes than you? +--+

Generally, no; not when you know what you're doing. It's fun to experiment, so 
I'd encourage you to do so. Just don't complain if you fail a mission as a 
result; I've never run into a single problem, nor has any character of mine 
ever died; including undead units, where it doesn't really matter (excluding 
Exorcism). If you're new to the game, you should follow my advice to the 
letter. If you are a veteran Strategy RPGer like myself, it's safe; but you 
should still find at least a few of my notes of value in this guide.


+--+ Could you start with the Law path first? +--+

Nope, sorry. Every other author seems to have done that, so I might as well be 
different, eh? 


+--+ Will you ever finish your Wild ARMs XF Walkthrough? +--+

One day... I haven't touched the game since my last update, and it's not on my 
priority list. It is an awesome TRPG, so I'm bound to resume it eventually. I 
figured that it served as the ultimate guide for mastering the majority of the 
game, from which point a person would be able to ace any battle without help; 
or they could peruse another walkthrough from that stage.
 

+--+ Can other questions be submitted for this section? +--+ 

As long as they are only in relation to whatever Chapter(s) that I have 
completed a walkthrough for. I've finished the game before, naturally; but my 
memory is far from impressive. In any case, as always you'd get a quicker 
response at the Tactics Ogre Forum at Gamefaqs, as there is an impressive rate 
of reply there at present. If you'd like to contribute some Q&As of your own 
though, I'd appreciate it and give you the credit.
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     0==================================================================0
     |                H I N T S  A N D  T I P S   (000C)                |
     0==================================================================0

1.]  The easiest way to use the save-abuse method to get desired treasure/Stat
Card drops from a defeated enemy is when a Archer/Wizard/etc is in range where 
they can deliver the deathblow first and then move over the treasure/etc right 
away (saving beforehand). Of course, such can usually only be safely 
accomplished when there are few foes left or they are scattered; since one 
doesn't tend to have their weaker characters in the thick of battle thusly. 
Failing this, if you can time it so that you can kill the desired foe one turn
and someone else from your team is up next right away, you can minimize 
annoyance and not have to wait for a few other enemies to have their turn 
before you can check if the treasure is what you want.

2.]  Save your game often, naturally; but especially right before entering 
battle, so you can alter your lineup of troops if required, as the 'front row'
is not always the best place for your fighters to be. Often, directly to the 
left or right might be closest to the enemy.

3.]  When Training, have everyone damage each other as close to near-death as 
possible while you are waiting around (to kill a higher-level character, one 
by one with your party until everyone is the same level), so they will be easy
kills. You wouldn't want to be left with a higher-level Berzerker with full 
health and a Cleric; it'd take a very long time to get the job done.

4.]  When you've started a new game and are in battle, press Circle and go to
System --> Options --> '11. L1 Button Shortcut' (Turn it On), and do the same
for '12. R1 Button Shortcut'. Holding either of those buttons during battle 
will bring up a menu of sorts with some interesting options. Namely, holding 
L1 + Circle will scroll through the Attack Order at the present time. Very
handy if you don't like manually checking everyone's weight to see who has a 
turn soon. It's still a little unorthodox for a TRPG where 'speed' determines
the order, however.
 
Have some worthy 'Hints And Tips' to contribute? Feel free to send them into
me via email and should I use them, you'll receive the credit. Note that there
are plenty in the other Tactics Ogre guides at GameFAQs, so I didn't bother 
repeating the basics.
==============================================================================

     0==================================================================0
     |          W A L K T H R O U G H:   C H A P T E R  O N E           | 
     |                                                                  | 
     |               Are You Telling Me To Stain My Hands?              |
     0==================================================================0
 
|----------------------------------| 
| Battle 01 - Griate City - (0000) | 
|----------------------------------|
 
PRE-MISSION ADVICE: 
You are thrust into battle without any preparation (or any such need.)

STRATEGY: 
You will only be controlling the Hero in this battle (from this point on known 
as Denim). Check out his stats to see what you ended up with, and hopefully 
they will be somewhat balanced if you followed my advice further above. All 
you can do is to move Denim up as high as he can go (8H elevation) and target 
Warren with an indirect attack/stone, who will have his back toward you. Don't 
worry about being out of range, as due to your height and the direction your 
foe is facing, you cannot miss. You'll get betweem 12-18 EXP, which is better 
than nothing. The rest of the battle will then play out its course. 
==============================================================================

|---------------------------------------| 
| Battle 02 - Amorika Entrance - (0001) | 
|---------------------------------------|
 
PRE-MISSION ADVICE: 
Bring up the menu, and check out the Warren Report option. Read everything in 
here (unless you are new to the game, you can ignore the "Hints" area). It's a 
good habit to check for new entries after each story battle, as eventually 
certain pieces will lead to special sidequests and whatnot. Individual 
character profiles are also constantly updated.  
 
Also, you can make events in the next two battles favour Denim slightly more 
be removing Vice's 'Short' (Sword). This way, he'll use his 'Tower' (Shield) 
when attacking enemy units (excluding counter-attacks) to do hardly any 
damage; meaning there is more of a chance Denim can get in a kill or have more 
time to get a certain Stat card. Unfortunately, you cannot rob the Zenobians 
of their great equipment.

STRATEGY: 
~ Position Denim right behind Lans to discover Buried Treasure. With your 
current Luck statistic, the 'rarest' item you can get is the magic spell 
'Heal' or 'Clear'. If you're fussy, you may wish to save your game prior to 
moving Denim. Every time you select your character to move somewhere/etc and 
cancel, what you might get is reset. A 'Cure+' item is most common, but I got 
a Clear spell.  After you have got your item, throw a stone at Lans (93% 
chance for me) to get 12-18 EXP.

~ Lans killed an enemy unit in my game who yielded a Strength Card, so I had 
Denim move there (raising his Strength from 23 to 26). I then threw a stone at 
Mildain (which had the highest success rate, 72%; still easy to miss) and 
received 18 EXP. If you're lucky, Denim should have almost 50 experience 
points by now.

~ Kachua then healed a nearly-dead Denim, and then Lans healed him as well.

~ If Bapalu is still alive and Denim can finish him off (or any other near-
dead foe) do so, but if there's a Stat Card nearby go get it instead and throw 
a stone at whoever has the best success rate (usually one of your allied 
Guests who has their back to you).  
 
~ Due to the fact that Vice did hardly any damage to the Boss unit, and that 
Mildain missed hitting him *twice*, Bapalu was left only with 1 HP. I simply 
had Denim face his back from a greater height, and threw a stone to kill him 
with a 100% success rate (his direct attack does the same damage). It's highly 
unlikely that you'll be this lucky, but don't fret; if you've been throwing 
stones, you'll probably reach level 2 after the next battle. Do note that a 
Boss kill in this mission or the next will instantly push you to level 2 and 
other EXP you've gained won't carry over. I.e. if you have 75 EXP and get 100 
EXP from a higher-level foe, you'll lose the excess and still have to start 
from 0 EXP to get to the next level. Makes all the stone-throwing seem a 
waste, but keep in mind it can be difficult to kill either boss.

~ I received 1,700 Goth for completing this battle, and do note that all bags 
of treasure from defeated enemies are collected automatically after you are 
victorious; but Stat Cards are not, hence it's better to give them priority. 
The downside to not picking up the treasure manually, is an enemy (or Guest) 
may step on it to attack a nearby character; which means you won't get it. If 
you know the foe has as special piece of equipment, then it's worth getting 
the treasure as soon as possible just to be safe. I'll generally point out 
such instances, in any case. 
============================================================================== 
 
|-------------------------------------|  
| Battle 03 - Amorika Castle - (0002) |  
|-------------------------------------| 
 
PRE-MISSION ADVICE: 
You begin this battle right away, although you are able to edit your units. 
Any damage done to your team cannot be healed out of battle, either. Vice 
should still have his sword unequipped, to keep a certain enemy alive just a 
bit longer. 
 
STRATEGY: 
~ Denim was still wounded in my game (44 HP) so Lans had to waste a turn using 
Heal on him (which works to your favour to prolong the battle slightly). If 
you are even worse off, Kachua will heal him as well.

~ I moved Denim straight ahead as far as possible for his first turn, and you 
should also try to throw a stone at one of your allied Guests (enemies are out 
of reach, so go for whoever has the highest success rate or their back to 
you). Mildain was actually defeated after a constant onslaught, but he used 
his Escape Stone to survive and fight another day. 

~ At this point there will most likely be a Stat Card or two lying around from 
defeated enemies, so move Denim on top of the one you need the most. For me 
there was a Strength Card and a Life Card (HP), but as I'd already leveled-up, 
Denim now had 31 Strength so I went for the Life Card which gave me 5 HP. Note 
that this amount fluctuates, so you might even like to save your game prior to 
picking up the Card. Such an act will get *very* tedious and annoying, but it 
may be worth doing early on in the game. I think a general rule is to accept 
anything between a stat increase of 2-3 for non-HP/MP stats (and 4-5 in those 
cases).

~ After collecting a Stat Card, I threw a stone at Agres since he had his back 
to Denim. When the Boss unit had his next turn, he attacked Denim, which 
you'll probably counter. Even if you don't kill him, with all of your stone-
throwing and whatnot, Denim should probably advance to level 2; but it's not 
the end of the world if he doesn't, especially if you've snared a few good 
Stat Cards already.  
 
~ Once you finish this battle, you'll be able to name your 'Battalion'. The 
default name will be whatever the month of birth you chose for Denim (such as 
'Fire' for mine). You'll get more satisfaction if you choose your own name, 
but you're limited to only 8 characters for the title. I chose 'Fedaykin', who 
were the elite Fremen death commandos under Muad'Dib, if you are familiar with 
Frank Herbert's Dune novels/etc. 
============================================================================== 
 
|-----------------------------------------| 
| Training 01 - Amorika Entrance - (0003) | 
|-----------------------------------------| 
 
PRE-MISSION ADVICE: 
Every now and then I will suggest good times to train your Troops, but don't 
fret; it won't take all that long and you shouldn't have to do it often if you 
follow my advice and maximize EXP in story battles.

I unequipped the worst three generic characters that Duke Ronway provided you 
with (judging by their statistics; although it's mostly irrelevant), gave Vice 
his Short Sword back, and equipped Denim with one of the spare Tower Shields 
to replace his 'Cure' item. You'll be replacing most of your generic units 
with special characters and whatnot as you proceed through the game, so you 
can save yourself some time and annoyance by not training a full team from the 
get-go. Having three of your generics be made into 'fodder'/'healers-via-
items' will help to this affect. I went to the Shop and bought 6 Cures, which 
left me with about 22,000 Goth. I made sure my three fodder generics had 3 
Cures each, along with a Short Bow (we don't want them to do much damage, but 
they can still help nip away at the enemy's HP without stealing much EXP). 
It's doubtful you'll need that much Cures, but don't be stingy with them 
should you need to use them in a story battle. 
 
STRATEGY: 
To give yourself an edge, use Training until all but your three generics 
(Guests cannot participate) are level 3. Divide into a team of four with 
Denim, and a team of five with the remaining generics. The first step is to 
get Denim to level 3, which is made easier by having each team whittle away at 
their own HP as they advance toward the other team, and make sure no one but 
Denim does any killing. Be careful how much damage you do and be wary of 
counter-attacks that might kill someone unintentionally. Using Short Bows and 
throwing stones can help avoid this problem. Just take note of how much damage 
an attack is going to do. It'll only take one Training session to get Denim to 
level 3 if he gets all the kills (in my case one of the generics got 
themselves killed via a counterattack, and it still didn't matter).

Training Battle 1: Denim --> Level 3 

Training Battle 2: Repeat, favouring a non-generic, and once they have 25~ 
EXP, kill Denim, which will give them 75-80~ EXP, advancing them to level 3 
right away. In the meantime you should still be whittling away everyone else's 
HP to near-death, which should get them to around 25 EXP as well (don't worry 
so much about your 3 'fodder' generics, remember), at which point you can kill 
your first level 3 generic. Repeat this process until all your important 
generics have reached level 3. If any of your fodder troops are still around, 
feel free to give them the final blow as well; but don't bother doing a third 
Training battle. 
 
So, from two simple Training Battles, everyone in my party (not counting 
Guests) including the 3 fodder units were level 3. You'll be facing foes in 
the next story battle who are only level 2 (boss is level 4), which is good 
because it means you won't have to be concerned too much with designating 
kills, and can go for the Stat Cards instead. Minimal Training is the key, as 
opposed to too much or none at all; which also minimizes annoyance or growing 
bored with too much 'grinding'.

NOTE: 
Re-check your generic units' statistics, just to make sure none of your 
designated fodder/healer troops ended up with something substantially better. 
It won't make all that much of a difference in the long run, but it works to 
your favour. 
============================================================================== 
 
|----------------------------------| 
| Battle 04 - Tanmas Hill - (0004) | 
|----------------------------------|

PRE-MISSION ADVICE: 
Purchase a spare 'Cedar' (Staff) and give it to Kachua so she has two, 
replacing her '+1' armour. This will make her Healing slightly more useful. At 
this point all of your characters should be level 3 (excluding Guests). Here's 
how my current lineup were equipped: 
 
- Denim: Default + a Tower Shield replacing his 'Cure' item. 
- Male Soldier 1: Short Sword/Tower/Leather Armour/Leather Hat 
- Male Soldier 2 + 3: Short Bow + 3 Cures (each) 
- Male Soldier 4: Same as Soldier 1 
- Female Amazon 1: Sword/Tower/Leather Armor/Leather Hat 
- Female Amazon 2: Same as Amazon 1 
- Female Amazon 3: Short Bow + 3 Cures 
- Female Amazon 4: Sword/Bow/Leather Armor/Leather Hat 
 
Note that the numbers are irrelevant, that's just how my 3 'fodder' generics 
fit into the picture. As you can see, I'll have five front-line characters 
that will deal the most damage and have the best protection, while those in 
the rear can all attack from a distance, and heal other units as required. All 
of the sword-wielders (except for the one with a Sword + Bow which I put in 
the back) had 48-49 Physical Resistance, except for one Amazon who had 46; 
compared to those I intended to keep to the rear of combat, since they had 
only 40~. You'll be pretty safe with the above setup, especially with everyone 
at level 3. 
 
STRATEGY:
As you have a few makeshift 'healers' (don't be stingy with their Cures; the 
cost is inconsequential) to compliment Kachua, along with front-line Soldiers 
with acceptable defences, you can charge everyone straight ahead as far as 
they can go for your first turn. Note that your weaker back-row units will get 
to move before everyone else since their weight is so low, but they'll 
survive. Feel free to only move them four spaces ahead if you want to play it 
safe; this way you'll still lure the enemy in, but they'll have to come just a 
bit closer, which will set them up nicely for your front-row attackers. You 
don't want to sit back too much though, as Vice and Canopus certainly won't; 
although wasted EXP isn't too big of a deal since you engaged in Training 
beforehand. Be sure to pick up any Stat Cards, but don't worry about giving 
them all to Denim if he's too far away. 
 
A certain character or two will usually get ganged up on, so in the early 
stages it's safer to heal anyone whose HP drops to 50; as such a unit would 
not survive two successful direct attacks and an arrow. You will learn when 
healing is necessary in this regard, depending on how many enemies are nearby. 
Sometimes it'll be safe to wait until you have less HP; other times it may 
result in death. It doesn't really matter at this time, but I'm a Fire Emblem 
gamer and let no one die, since it's not all that hard and doesn't require too 
much luck if you plan things out. Kachua is pretty useless since she only 
heals about 15 HP tops, but it's better than nothing. Once you have wiped out 
a few foes, it's safer to ease back on healing so soon, but don't worry about 
the cost of a few measly Cures; eventually you'll have little need for them 
anyway.

I tend to send Denim and a couple of other units (one of your fodder-healers 
included) toward the enemy that Canopus severely injures, and take care of 
that side of the battle. The bulk of my other units I sent through the middle 
and other side of the map, where the more dangerous group of enemies tends to 
congregate. Concentrate each group on one enemy at a time, and when no one is 
in need of 'healing' be sure to constantly fire arrows from those who only 
have bows; and still throw stones when your sword-fighters are out of range. 
Every little bit of damage helps. Vice should score a kill in this battle, 
which is no problem as it'll push him to level 3 to join the rest of your 
team. Just make sure neither Canopus or Vice get the death-blow on the 
wizard/boss.

One of the enemy Amazons and the wizard will eventually retreat as you advance 
on them, which makes things slightly annoying when Canopus tends to head 
straight for the boss. Luckily, he'll often miss, which should give you plenty 
of time to wipe out all remaining enemies, collecting Stat Cards when they 
appear, and have Denim or whomever has around 20-25~ EXP to finish the boss 
off which will bring them to level 4 or very close.

END RESULT: 
I received 1,800 Goth and some equipment, including the FireBurn spell. As for 
my makeshift 'healers', I only had to use two Cures anyway. Canopus will join 
your team now, thankfully. I didn't have much luck with the Stat Cards, but 
here's what I got and who I designated them to: 
 
- Mentality Card (3 points) - Male Soldier 
- Life Card (4 points) - Different Male Soldier

NOTE: 
It's semi-rare, but it is possible to face a lineup of enemy troops in this 
mission that is slightly different to the rest. With luck, one of the Amazons 
will be equipped with a Spear *and* Battle Boots. Both are decent additions 
this early on in the game, so you should try and Persuade her to get both 
pieces of equipment; rather than just killing her and hoping you get the Spear 
rather than the Battle Boots or a Stat Card. In any case, save before trying 
to Persuade her to join you. I reloaded this battle about a dozen times, and 
only once did I come across an Amazon who had a Spear, so it's really not 
worth doing. Going through the motion of choosing your troops and waiting to 
start the battle so many times kills the fun very quickly.

RANDOM BATTLE NOTES: 
Possible Encounters: 
 
~ 1X Amazon + 3X Lizard Man 
~ 4X Lizard Man 
~ 1X Amazon +1X Soldier + 2X Lizard Man 
~ 1X Soldier + 3X Lizard Man

No 'special' equipment in any of the lineups, here. 
==============================================================================

|----------------------------------| 
| Battle 05 - Krizar City - (0005) | 
|----------------------------------|

PRE-MISSION ADVICE: 
Canopus has great Physical Resistance (Defence) as it is, so there's no need 
to slow him down with a Shield and Sword in place of his Spear. I gave him the 
'Blessing' you got from mission 3, which will revive him automatically should 
he get killed. It would make more sense to give this to Denim, but I never let 
him die anyway and his defence rating was still lower than Canopus even with a 
shield.

Training would seem a good idea since one of your characters should be level 4 
or very close (whomever killed the wizard at Tanmas Hill), but a slight boost 
is unnecessary for this easy battle. A training battle hosted after this one 
will be easier and very short; and you'll discover another reason soon enough. 
If you're new to Tactics Ogre, feel free to get all your characters to level 4 
now though so you have a slight edge.

STRATEGY: 
I had everyone move forward as far as possible (those on the right I had come 
down the middle though), with my Bow-wielders shooting at the Skeleton down 
below (along with throwing stones from those without bows), and you'll easily 
defeat it on your first turn. Even though it'll revive again soon, it'll give 
you some extra time. Presance didn't get put to sleep by the enemy Ghost until 
its second turn. Be sure to take note of the Spear-wielding Soldier, and save 
right before killing him to ensure he drops his weapon rather than a Stat Card 
(or a different piece of equipment) and that an enemy doesn't step on the 
treasure. There's no guarantee that even if treasure is dropped it'll be his 
Spear, so an easier method is to try and Persuade the foe; depends on how 
lucky you are and how much reloading you can take.

Focus on wiping out the Soldiers first, since you can't rely on Presance 
Exorcising the undead too quickly. His priority will normally be to heal 
people first. Once the Soldiers are out of the way, the pesky undead coming 
back to life won't be much of an issue. They hit hard, but Presance will 
eventually get rid of most of them. As you advance, the Ghost and Witch will 
retreat to the rear of the map. Be careful of a Skeleton reviving and going 
after Kachua or Presence; keep a fodder-healer and a fighter present at all 
times, and Vice will stick around to lend a hand too. One of the Soldiers 
dropped a Life Card (5 HP) which I gave to Denim. Kachua also made it to level 
3 during this mission (mostly because a Skeleton took a swipe at her whom she 
countered). 

I picked up Buried Treasure in this mission that was 'Heal', which is located 
at coordinates 17,10 (starting from the top-left of the map), which is a 
square of water surrounded by soil and you need an Amazon to be able to get 
it. I also Persuaded the Ghost to join my team in this battle, who will then 
be the prime target for the Witch who won't hurt it, but constantly cast Stun 
(and most often miss) which is a great distraction for them both. I healed the 
boss with a few Cures to allow more time for a few non-training level-ups and 
such; and my new Ghost even reached level 4 from constantly casting 'Incubus' 
on her. A few of my troops were very close to reaching level 4 as well, so 
when the battle was nearly won I had them target the Witch (or level 4 allies 
with lots of HP) with stones/etc. We'll get everyone else to this stage in our 
next training mission. As long as they all have 25~ EXP, you're set for 
instant level-ups. I only received 1,300 Goth for this victory.

AFTERWARD: 
To save yourself some slight annoyance, swap the position of Presance's 
Exorcism and Heal spells around; since you'll be using the latter much more 
frequently. 
============================================================================== 
 
|------------------------------------| 
| Training 02 - Krizar City - (0006) | 
|------------------------------------| 
 
PRE-MISSION ADVICE: 
WARNING: Do *not* try and return to Amorika Castle, as you'll lose the chance 
to do the first optional story battle at Fort Kadoriga.

You should probably have at least 2-3~ folk who are level 4 now, so we'll do 
another training mission to bring the others up to speed. We'll be replacing a 
few of those fodder-generics, but it's worth leveling them up this last time 
just to make sure you keep the best-of-the-best, Stat-wise. You'll only be 
keeping four of your best generics, which is exactly half of them (unless you 
purchased more for some reason). When you divide into two teams, make sure one 
of them has your new level 5 Archer (Sara) and put your level 5 Knight 
(Voltel) in the other; as this way you'll save yourself some time as you won't 
have to march toward each other unless you make a mistake.

STRATEGY: 
I made sure one of my teams had the benefit of my new Ghost so it could put 
people to sleep when required to avoid lethal counterattacks, while the other 
team had Presance who could heal anyone who took too much damage but you 
wanted to keep around a while longer. In both cases, level them both up last, 
especially in the case of the Ghost as even at level 5, it won't give much EXP 
since it is 'undead' and can't actually be killed traditionally. Weaken your 
level 5 characters with anyone who is still level 3, and make sure you only 
kill them with a level 4 character who has 25~ EXP for a guaranteed level-up. 
As you gradually level everyone up, you'll have plenty of time to get everyone 
to this stage. You need only throw stones when you're trying to get to 25 EXP, 
but a few Bow shots will help speed up the process when required.

If you do this properly and keep an eye on everyone's EXP, like myself you'll 
only need to do one easy training mission. It doesn't take all that long, as 
once everyone is level 4 with 25 EXP, each one who kills a level 5 character 
will level up instantly, and you can repeat the process until everyone is at 
the same level. Just remember to not wipe out *all* the members of either 
team, as that will end the Training battle. Your Ghost is useful all this time 
putting the higher-level character to sleep, and it does decent damage to a 
high-defence individual where other generics might only be doing like 10~ HP 
of damage even with a sword. You might want to save every now and then in case 
you make a mistake, to save yourself needing to do a second quick training 
battle.

AFTERWARD: 
Strip your generics of all their equipment, so you can get an accurate look at 
who has the highest attack/defence (Physical Resistance) rating, alongside 
their Stats (which is more important for Clerics/Wizards). Hopefully you have 
an idea as to what Classes you will want them to be, but keep in mind you'll 
only be needing four of them, and you have eight. You'll therefore generally 
want your two best Soldiers and two best Amazons. Here's how my current team 
looks and what I have planned: (All of them are level 5)

Unit 1: Denim - Soldier (Same equipment as before, future Berzerker). 
Unit 2: Soldier - High Attack/Defence levels (Future Berzerker or Beast 
Tamer). 
Unit 3: Soldier - High INT/MEN/MP(Future Wizard) - I gave him the Spear I 
acquired on the last mission, along with Leather Armour/Hat, and I took 
Canopus' 'Blessing' for this unit to have since Canopus can take care of 
himself easier. This Soldier will still be a great fighter for now. 
Unit 4: Amazon - Higher INT/MEN/MP (Future Cleric)- For now I armed her with a 
Short Bow/Tower/Leather Armour/Leather Hat; we don't want her in the fray or 
getting many kills. She'll have decent Physical Resistance should she take a 
hit though. 
Unit 5: Amazon (Future Archer or Witch, and then future Valkyrie or Dragon 
Tamer, otherwise Siren).

Unit 6: Canopus - Eagle Man. 
Unit 7: Ghost - 2 Cedar Staffs/Leather Armour/Hat (106/108 Def/Mag Def 
respectively). Since it has very high Physical Resistance as it is, you can 
also slot in two Cure items and use this Ghost who has excellent movement to 
heal others. You should also buy it a magic attack that matches its element to 
add to its spare slot alongside Incubus. 
Unit 8: Sara - Archer. 
Unit 9: Voltel - Knight (temporary character, your general tank for now; 
although you could make him a Ninja/Beast Tamer if you want). 
Unit 10: Presance - Exorcist - 2 Cedar Staffs/Magic Ring/Battle Boots.

NOTE: 
Since you have a magic-user in the form of a Ghost now, you are finally able 
to get all the Buried Treasure you missed in previous stages that require you 
to 'burn' the grass first. However, at the moment such isn't really necessary, 
and I advise against it. You have ample opportunity to pick up a 'Heal' magic 
if you don't have it already, and you wouldn't have anyone with 57 or higher 
Luck yet; meaning you'd miss out on the better treasure available. 
==============================================================================

|---------------------------------------------| 
| Optional Battle 01 - Fort Kadoriga - (0007) | 
|---------------------------------------------|

PRE-MISSION ADVICE: 
Note that it is worth Persuading a second Ghost in this mission, simply to 
take its Incubus Spell which you can later give to your future Wizard. Its 
range is one Hex higher than the other elemental Spells (for now), and you'd 
be surprised how often you may be just out of reach by that much; so you'll at
least be able to do some minor damage and possibly put a foe to sleep. 
 
STRATEGY:
Kachua and Vice both reached level 4 during this battle for me. Considering 
your two healers have rather weak...healing skills, make sure you constantly put
them to work, rather than in typical RPGs where it is safe and generally 
better to wait until your allies have lost at *least* half of their HP. At 
this point in the game, 25~ is probably the strongest they can manage; and 
considering how MP for such a weak ability is essentially unlimited, it's not 
a waste to heal someone who has only lost 10~ HP. If you followed my advice 
above with the Training battle your characters will be at a perfect level (5), 
so you won't need to try and 'designate kills' to your lower-EXP/level party 
members nor worry about an NPC 'stealing' the death-blow (try and time it so 
Vice gets a few kills or let him kill the boss before Leonard does; where the 
EXP is useless to him as he is level 6).

As usual I moved everyone straight ahead as far as they could go. Ghosts will 
slow you down somewhat annoyingly by putting a few of your characters to Sleep 
via Incubus; but said individuals wake up pretty fast, and though the Ghosts 
tend to retreat, you'll catch up to them or back them into a corner fast 
enough to either defeat them temporarily (difficult, due to their surprisingly 
high Defense) or with Presance's Exorcism. Try to focus on the Ghosts first 
rather than the silly Skeleton, which Leonard can nearly eliminate in one blow 
(and thusly provides a good distraction for him). Your own Ghost, should you 
have one, will be Public Enemy Number 1, which is actually a good thing, as it 
will generally force the other Ghosts to target it, hopefully failing to put 
it to sleep for a few turns; thusly making it easier for your other characters 
to move closer. Nybass has powerful magic that can hit up to *five* people; 
yet he'd prioritize your lone Ghost over five enemy party members clumped 
together every single time. This isn't Shining Force, people!

Note that another tactic is that you can try and damage Leonard with Bows 
(direct attacks are much too dangerous, since his counter will do 50+ damage) 
so that Kachua will focus on healing him, so she gets more EXP (12-18 compared 
to 6-10) if she's close to her next level. In the end it simply makes her 
slightly better at recovering lost health for your party, and every little bit 
counts. If you're feeling particularly brave, you can even kill Leonard for an 
extra instant level-up. It'll take some time, since Kachua will heal him and 
he's very good at blocking most attacks, but since you don't need his help at 
all it's worth considering once all enemies but Nybass are defeated.

There is Buried Treasure you can acquire with an Amazon right away, which you 
can see here: http://luct.tacticsogre.com/walsta.html . You can't pick it up 
with a Ghost, since they 'float' above the water which doesn't count. I got a 
second 'Heal' here, so hopefully you'll have at least one by now. I only 
received 1,250 Goth for this battle, but it was complimented by a further 500 
which was dropped by a felled enemy. As there were only two 'human' units you 
could kill excluding the boss, you might not get a Stat Card. I didn't, but 
Leonard is to blame for that since he finished off both Soldiers and has 
higher Luck than your own characters. Something to watch out for. Make sure 
not to take Nybass' HP below 20~ to ensure you can kill him in one hit and get 
good EXP; rather than the battle ending automatically when you get him even 
more dangerously close to defeat, where you get nothing. I let Vice finish him 
off, who was already level 4 because I surrounded the boss and let him damage 
the Necromancer for a while. Thusly he'd easily reach level 5 in the next 
story battle; as would Kachua, hopefully.

NOTE:
I wasn't able to encounter any random battles at Fort Kadoriga, even after 
retrying at least a dozen times, advancing the 'calendar' by several weeks and 
so on; so I'm guessing at this point in time (perhaps always) you can't run 
into any random encounters here. Perhaps they didn't bother since this was an 
optional battleground? 
==============================================================================

|--------------------------------------| 
| Battle 06 - Gruborza Plains - (0008) | 
|--------------------------------------|

PRE-MISSION ADVICE: 
You have a good opportunity to Persuade an enemy Cleric or Wizard here, who 
will likely have better Stats than your own future healer or magic-user. Their 
loyalty to their leader seems to be quite high though, and I didn't bother as 
I'd rather use my own people and not run the risk of ever losing them due to 
disloyalty. Don't let their much-higher MP sway you; such will be irrelevant 
when you have access to new Classes once you reach level 6 (most assuredly) 
and you'll gain more than enough MP from there; not that you need it for the 
basic spells which replenish MP instantly anyway. You're well-prepared from 
the last battle to go straight into this one.

STRATEGY: 
Position Denim to his far-right as opposed to his usual centre position, so 
he'll be closer to the enemy Wizard; who you can try to Persuade to rob him of 
his equipment, or save beforehand to ensure the treasure you receive is his 
Magic Ring. Note that the Soldier you meet along the way also has Chain 
Armour, which is twice as good as Leather, so you can try to go for that as 
well; but it's easier to get some in the next mission so I didn't bother. The 
Cleric in this battle also has a Magic Ring, and I received both of them via 
reloading twice to make sure. As a result, I only got one Stat Card from a 
felled enemy, which was another Life Card which I gave to Denim. It's best to 
only give them to characters you know will be with you throughout the entire 
game or the grand duration. It's okay to give them to Generics when you know 
they are lacking in a particular Stat or so to gain access to a new Class.

Vice and Leonard will charge toward the enemies on your side of the river and 
will defeat them with ease, so keep that in mind should you plan to go after 
their equipment or to Persuade them. Your other characters should march 
straight ahead as far as they can go, not worrying about crossing the river 
until the other enemies are nearby. The boss tends to stay on the other side 
the whole time, even if he has a good opening. The Cleric can be annoying, 
since she will heal her allies and then retreat as far away from you as 
possible; corner her and put her out of her misery as quickly as possible. If 
Leonard starts heading toward the Berzerker, surround the boss with your own 
people should you need more time to wipe out remaining foes. Just keep in mind 
that this leader can do 50~ damage or more to your people; but Kachua and 
Presence will be able to handle the healing.

Again, when there are few enemies left, if Kachua is close to reaching her 
next level, fire away at Leonard with Bows/Magic/etc so that she gains more 
EXP faster (and kill him for lots of EXP or an instant level-up, too). Vice 
reached level 5 in this mission in my game. Be careful how much you weaken a 
certain enemy if Leonard is nearby, since you don't want him to steal kills 
where it'd be more beneficial for Vice to finish the job since he's not as far 
ahead level-wise. Leonard also has the highest Luck compared to any of your 
party, hence you'll most likely get often useless treasure rather than a Stat 
Card. Kill the Berzerker with a character who has 25+ EXP so they reach level 
6. This mission is very easy since your team is quite powerful for this part 
of the game if you've followed all my advice. You'll receive 1,650 Goth if you 
manage to kill all your enemies here.

RANDOM BATTLE NOTES: 
Possible Encounters: 
 
~ 1X Hawkman + 3X Lizard Man - Two of the Lizards had Phlanka Axes, which are 
slightly more powerful than Short Swords (+1...), which you can grab at least 
another one (you got one from the last boss) should you desire this very 
slight boost. The other Lizard had a Spear and Battle Boots, where such a 
combo would be worth Persuading the foe to ensure nabbing both pieces of 
equipment. Keep in mind that a Spear is slightly weaker than a Short Sword (-
3) but you can either hit two enemies at once (one of which is a weaker 
attack, since the first unit takes the brunt of it) or attack from a distance 
and hence free of counters (unless they have a Spear/Whip themselves). In any 
case, this is the first random battle worth fighting just to nab some new 
weapons/etc.

~ 4X Lizard Man
~ 1X Wizard + 3X Lizard Man
~ 3X Hawk Man + 1 Lizard Man
~ 1X Wizard + 1X Hawk Man + 1X Lizard Man + 1X Amazon
~ 1X Wizard + 1X Lizard Man + 2X Hawk Man

* You'll find similar equipment regardless of the lineup of foes. 
============================================================================== 
 
|------------------------------------------------------------| 
| Training 03 (Via Random Battle) - Gruborza Plains - (0009) | 
|------------------------------------------------------------| 
 
PRE-MISSION ADVICE: 
Note that to Denim's right is really the 'frontline' as those positions are 
closest to your enemies.

STRATEGY: 
This will be more fun than actual 'Training', since you face proper enemies 
who will actually be stronger than you since one of your characters (whether 
it was Denim or not) would have leveled up to 6 after killing the boss in the 
last mission; and hence all the random battle foes will also be level 6. If 
you play this right your whole team will get to that level as well, which 
almost assures that everyone who can will be able to change Classes. Most of 
your characters should have 50+ EXP already give or take, and over the course 
of the battle some of them will level-up just from attacking your foes; and 
your four most EXP-lacking members can simply deal the final blow to level up 
instantly. A good trick if you need more time is to wait until only one foe is 
left, surround it on all sides, and throw stones/etc while you have Presance 
heal the enemy continuously (getting him to level 6 in the process).

I received an extra Spear and Phlanka for my efforts, which is a nice bonus. 
If you are facing Lizard Men, you'll notice that their Physical Resistance 
(Defence) is quite high compared to yours. Worry not, as by focusing all your 
attacks on them one at a time (where applicable) will wear them down slowly 
but surely, and I was never in any risk of someone dying. If your Ghost has 
two Cures equipped, you'll have a backup 'healer' just in case. If you're not 
confident as to how much a certain person can handle, just save your game 
before you meet up with your foes at the river's centre. Keep in mind that one 
or two of them will likely have a Spear, so be wary as to how you position 
your party. Where receiving equipment from an enemy is concerned, it seems 
that you have a much higher chance of getting money or a Stat Card in random 
battles; but it's probably just a coincidence. It might take a few save-and-
reloads to get what you're after.

Once you've killed a couple of your opponents, the rest of the battle will be 
a cakewalk. Just remember to give the EXP-rich kills to your characters who 
have the least EXP to save yourself some time. Once there is only one enemy 
left, you can just have your level 6 people wait around and do nothing. 
Congratulations, it's now time to upgrade to a few better Classes for your 
generics and Denim.

Class Changes: 

1. Denim: Berzerker - I gave him the Phlanka you received from the last boss. 
2. Soldier 1: His Vitality was a tad too low, so I couldn't make this unit a 
Berzerker/Beast Tamer just yet. If you run into a similar problem with one of 
your characters, you can either fight another random battle (which I did) and 
aim for a particular Stat Card by saving your game first, or do the same in 
the next story battle. You could also make this unit a Ninja, if you're 
confident. 
3. Soldier 2: *Wizard - Cedar Staff X2, Magic Ring, Battle Boots. 
4. Amazon 1: Cleric - Cedar Staff X2, Magic Ring, Blessing. (Leather 
Armour/Hat had such a low defence boost at +1).
5. Amazon 2: Archer - Short Bow, Tower Shield, Leather Armour/Hat.

* For this Wizard, you have 3 Spell slots. Give him a Spell of his Element 
(such as Fire or Water, Earth or Wind) and FireBurn if said Element isn't 
Fire. Hopefully you Persuaded a second Ghost at Fort Kadoriga, so remove its 
Incubus Spell and give it to your Wizard, who will now be very balanced.

If you want more diversity, you could also make Sara a Spear-wielding 
Valkyrie. 
==============================================================================

|--------------------------------| 
| Battle 07 - Rime City - (0010) | 
|--------------------------------|

PRE-MISSION ADVICE: 
Do a mock Training Battle at Gruborza Plains, where you only need your Wizard 
with FireBurn on Team 1 and just Denim/etc on Team 2. Right near where your 
Wizard starts, on the left is a small plateau so to speak (4H elevation), 
which contains Buried Treasure (look below for a small 'map', where X marks 
the spot). The spell Vitalize in particular, which you should save your game 
beforehand to get a hold of. It only took me three attempts. Keep in mind that 
we will clear out the rest of the Buried Treasure at previous locations at a 
later date; your Luck will be too low to get the best-of-the-best at the 
moment, or even the 'worst-of-the-worst'; which on some occasions isn't 
actually the case.

[o][o][o] 
   [x][o] 
 
* Below I mention one Buried Treasure location to aim for, but you may as well 
get the other two (see http://luct.tacticsogre.com/gargastan.html) as you 
won't have access to this location again. 
 
STRATEGY: 
For your lineup, note that those to Denim's left will be the closest to 
combat, so consider those on the right to be the true 'back' row. As you go 
into the battle, choose to help the woman; as you'll have no choice in any 
case. Note that the enemy Soldiers and Amazons all have Chain Armour, which is 
twice as good as Leather; so it's worth Persuading at least one of them, or 
save your game before killing them to ensure you get the desired equipment as 
treasure. I didn't have the patience for such a practice, but you might be 
lucky. The Witch also has a Magic Ring; but you can buy them prior to the next 
battle. As usual, charge everyone forward. Since you know the best formation 
ahead of time, your weaker characters will all be safely at the back. You'll 
lay waste to that Dragon in no time at all.

There is Buried Treasure to your left (needs to be burned) on the single-Hex 
'island' in the water. If you still don't have Vitalize, get it now with your 
Cleric or Presance (via saving first). Or you could aim for a Harp/Blowhorn 
instead. This mission is easy, as all your foes excluding the Witch and Knight 
are only level 5 and you have your new Classes. The only hard part is if your 
luck goes a bit sour and the enemy rains all blows successfully on Sisteena; 
you should save your game in case you make a mistake or she doesn't block at 
least 1-2 attacks. Watch out for Guests or enemies stepping on treasure or 
Stat Cards, since they are always moving around and you fight in a relatively 
small area. Try to coordinate your attacks so that a Guest won't deal the 
final blow, if only to know when to save your game should you be aiming for 
certain equipment drops.

Thankfully, with your new Cleric, you now have three healers on your team 
(with Kachua as a Guest) and your Ghost as a backup with his Cures should he 
be needed in a pinch. Later on in the battle, I was able to put Leonard to 
sleep, thankfully. Stops him from getting in the way or stealing kills for a 
little while. Sadly I didn't have any luck with scoring some Chain Armour, but 
I did receive a Vitality Card (+3) which I gave to my Cleric who was quite 
lacking in that stat. I also got a Luck Card, which I gave to Denim (+2). Keep 
in mind that this one can give either -1/-2, or +1/+2; we'll focus on getting 
Denim's Luck high enough to get the best Buried Treasure, and a fodder 
character's Luck low enough to get the 'worst' (which includes some stat-
increasing items).

When the boss (Knight) is hurt badly, he will use his Cure item to recover 50 
HP and retreat further away. Kachua reached level 5 in this battle for me, 
since she gets decent EXP for healing characters two levels higher than 
herself (upwards of 17~ EXP). Vice reached level 6, as his EXP was 25~ when I 
let him deal the final blow to the leader. Your Guests are now a lot more 
useful; although not annoyingly so as in Leonard's case.

AFTERWARD: 
Shortly, you'll be prompted with an important choice. Answer 'For true peace'. 
You'll probably be forced to fight a random battle on your way back to Amorika 
Castle, but you'll make quick work of wiping out the four foes you come 
across; and score some good Stat Cards (keep in mind you'll be able to buy 
Spears/Battle Boots before the next battle). After returning to Amorika, you 
can now buy the stuff I just mentioned, along with Magic Rings; not to mention 
new 'supplemental' magic spells (by now you won't have to waste 2,000 Goth on 
Heal and Incubus thanks to Buried Treasure and Ghosts). Note that Battle Boots 
are actually better than Leather Armour by +1 in their defensive capabilities, 
and they also increase a character's AGI by +4. 
==============================================================================

|-------------------------------------| 
| Battle 08 - Bordo Lakeside - (0011) | 
|-------------------------------------|

PRE-MISSION ADVICE: 
I'll give you a quick list as to how my team is equipped, but factor in Chain 
Armour over Leather for whoever needs the defence boost the most. 
 
1. Denim: Blue (Necklace), Phlanka, Tower, Battle Boots. 
2. Berzerker: Phlanka, Tower, Leather Armour, Battle Boots. 
3. Wizard: Cedar X2, Magic Ring, Battle Boots. 
4. Archer: Short Bow, Tower, Leather Armour, Battle Boots. 
5. Cleric: Cedar X2, Magic Ring, Battle Boots. 
6. Canopus: Spear, Leather Armour/Hat, Battle Boots. 
7. Ghost: Cedar X2, Leather Armour, Battle Boots (can swap Armour for Magic 
Ring if you prefer). 
8. Presance: Cedar X2, Magic Ring, Battle Boots. 
9. Sara (Archer): Short Bow, Tower, Leather Armour, Battle Boots. 
10. Voltel (Knight): Short Sword, Tower, Leather Armour, Battle Boots. 
 
Position healers/magic-users to Denim's left and fighters to his right.

STRATEGY: 
You'll have four chances at nabbing some Chain Armour in this mission; and the 
Soldier who tried to run away before the battle begun can be Persuaded pretty 
easily even with lots of HP (it'll still hardly ever work unless you can get 
behind him though). Hopefully you can get at least two pieces of Chain. The 
Amazon near the enemy Wizard has the 'Matou' Claw (+24 Strength) along with 
her own Chain Armour; and hence your priority Persuasion choice, or you can 
try and save-and-reload in the hopes that she drops it as treasure but it's 
very difficult.

Move all your troops straight ahead towards your enemies, but do check the 
movement range of others so you don't get a healer/magic-user in the way of a 
fighter. You are aiming to meet your foes around that dry land in the middle 
near that 'Tochi' Tree. The opposition are all level 6 except for the boss 
(level 7). Watch out for Vice killing the Amazon with the Matou Claw, should 
you block his direct path to other enemies. It took several reloads, but I 
eventually got the weapon when I killed her. Persuasion is a much better idea 
(since you'll get her Chain Armour as well) although it's still somewhat hard 
with all the other enemies and Guests around. Even at 1 HP, Persuading her 
from a distance is next to impossible. Do whatever it takes, though.

If you need to bide your time to collect treasure/Stat Cards/etc, surround the 
enemy Knight with four of your characters; it doesn't matter if they are weak 
or strong, since your three healers will easily keep them alive. You'll also 
get Kachua some more EXP in the meantime. Don't forget to heal the boss if his 
HP gets too low, however. If no one is injured, use a magic attack or arrows 
on a character who isn't next to the leader so Kachua has someone to heal. I 
also got a second Vitalize in this stage, which I gave to Kachua so she and my 
Cleric both had it. The location is right near that tree where you start. To 
its left, burn one Hex down (toward the edge of the map rather than the 
enemies); it'll line up diagonally with said tree.

While you are surrounding the boss, check if any characters of yours are close 
to reaching level 7 (80+ EXP). If so, it's well worth it and easy to throw 
stones/etc at the Knight while you keep him healed to level up. There's no 
need to be excessive about it, but if it only takes you a hit or two to get 
there, do so. Be sure to deal the final blow to this leader with a character 
who has the least EXP (25~) to minimize wastage. Denim, my Cleric and Voltel 
reached level 7 in my case. It's doubtful you'll get Kachua to level 6, but I 
stuck around and wounded my own level 7 characters (Denim and the Cleric, at 
that point) to ensure she got close to 17 EXP each time she healed. Piece of 
cake, and you should get 2,150 Goth. 
 
RANDOM BATTLE NOTES: 
Possible Encounters:

~ 4X Lizard Man 
~ 1X Wizard + 1X Amazon + 2X Lizard Man 
~ 1X Wizard + 3X Lizard Man

No decent equipment worth mentioning by this point. 
==============================================================================

|---------------------------------| 
| Battle 09 - Zodo Marsh - (0012) | 
|---------------------------------|

PRE-MISSION ADVICE: 
I gave our new Matou Claw to my generic Berzerker, as Denim was already much 
stronger. Voltel had decent Strength as well, so I went with attack balance 
here, rather than Weight. I had two pieces of Chain Armour, so I gave one to 
my weakest Archer, and the other to my Ghost as he is Public Enemy #1 and you 
have three good healers now anyway. Note that this battle ends instantly 
should you get the boss or his two Gryphons down to 20~ percent HP; but we'll 
still be able to defeat Ganb and get good EXP if we injure him close to that 
mark but not completely, so he can be finished off in one hit. Thusly, to 
maximise EXP/treasure/Stat Card gains, our priority for this battle will be to 
wipe out the other human foes and Lizard Men, while healing Ganb and his 
Gryphons if required. 
 
* You may wish to remove Vice's weapon, to lessen the damage he can dish out 
to the Gryphons. 
 
LINEUP: 
Consider Denim's right to be the front row.

STRATEGY: 
Looking at the battleground, you'll see water blocking your way and a clearer 
path on either side. You'll want to head toward the route Vice is closest to, 
as your enemies will come at you from that way. Don't worry about the single 
Lizard Man; he'll make his way toward you soon enough. Try and block off 
Vice's easy access to a Gryphon, as he can deliver quite a punch. There is 
only one piece of equipment worth aiming for in this battle; Chain Armour, 
which one of the Lizard Men should have. Unfortunately we can't steal Ganb's 
awesome whip. Your human foes are all level 7, while all others are a level 
below.

The terrain will slow your people down (except Canopus and your Ghost) but 
once you're past the starting position, your enemies will be closer and you 
can begin to mow them down as quickly as possible. Don't worry about finishing 
off a level 7 enemy with a level 7 character of your own if you get the 
chance; we'll bring the rest of your level 6 people up to speed via Training 
before the next mission if required. You don't want to waste any turns aside 
from picking up Stat Cards. The Witch in this level has a much higher success 
rate than the one you faced at Krizar City, but Kachua will help you out there 
since you gave her Vitalize as well. Your Archers and magic-users will be a 
great help from a distance, while your fighters draw closer to direct combat 
(throwing stones when you can do nothing else). 
 
Don't forget to heal the Gryphons when none of your own people are injured 
worse than 20+ HP. They are no threat to you attack-wise, but do watch out for 
lethal counters when they attack a stronger member of your team which will end 
the mission instantly if they get hurt bad enough. Ganb hits hard, at 40+ HP 
to a strong Berzerker even. Don't worry if you aren't able to kill all the 
other foes before one of the Gryphon's gets killed or close and the battle 
ends; in the worst case you'll only miss out on a Stat Card or two which is no 
big deal. At least half of your party should be level 7 by now, so we can do a 
quick Training battle after this to catch everyone else up; as it'll be your 
last chance until the next Chapter... 1,575 Goth this time. 
==============================================================================

|-----------------------------------| 
| Training 04 - Zodo Marsh - (0013) | 
|-----------------------------------|

PRE-MISSION ADVICE: 
Equip your new Chain Armour if you got one during the last battle. It's better 
to get the rest of your characters up to level 7 via a random battle 
(especially since you'll get some Stat Cards) either here or at Bordo 
Lakeside, but you can do a safer traditional Training session if you'd prefer. 
Just put your 10 usual characters on one team, and one of the blank generics 
on the other. 
 
STRATEGY: 
If you're fighting a random battle (recommended for the Stat Card rewards) 
just march toward your foes as quickly as possible, wounding them primarily 
with your level 6 characters who are closest to leveling up, and finally 
killing them with those who have the least EXP. As long as everyone is level 7 
by the time you're finished, no worries. It'll be very good if you can get a 
Luck Card (+2) for Denim, as well. 
 
If instead you're just doing a simple Training battle, if you set up your 
teams like I mentioned above, you can ignore team B completely; just hack away 
at your level 7 characters, killing them when required, so that you get the 
rest of your party to the same level. Done and done. 
==============================================================================

|---------------------------------------| 
| Battle 10 - Baramus City (1) - (0014) | 
|---------------------------------------|

PRE-MISSION ADVICE: 
All of your characters should be level 7 now. Below I'll list the best lineup 
to go with your current troops, which will put your Archers in prime position 
to snipe from a great distance, while your fighters will have direct and quick 
access on foot. You'll quickly realise why the below layout works the best. 
Denim will be in his default position as usual, so I'll start with the back 
row: 
 
Presance -- Wizard -- Ghost -- Canopus -- Cleric 
 
Voltel -- Berzerker -- Denim -- Sara -- Archer 
 
STRATEGY: 
Canopus (via throwing a stone) and your Archers can easily kill one of the 
Soldiers who is facing sideward before he even has a chance to act (move said 
Archers in front of Kachua and Vice respectively). If you'd prefer, you can 
keep all your troops where they are, raining stones and arrows down upon your 
enemy until they finally get to you; but you're more than capable of mopping 
these foes up post-haste. If you'd like to play aggressively like myself, very 
shortly your fighters will meet head-on with the enemy Soldiers and the 
carnage will ensue. They may miss often if you're unlucky, but your 
Archers/magic-users will more than compensate.
 
Keep your Archers stationed on rooftops the whole time, while your magic-users 
are safe enough to bring behind your fighters. Be sure to time your death-
blows so you can collect Stat Cards promptly. You might lose a couple early on 
due to the abundance of enemies, but it's no big deal. You'll begin taking 
some damage, but it's really just a joke considering you have three decent 
healers at present. Vice also reached level 7 for me before this battle met 
its end. In Kachua's case, she would easily get to that stage in the next 
battle. If you're keen, you can stick around and injure your own troops so she 
gains enough EXP; but she's already more leveled-up than most people tend to 
have her. 
 
Once only one Soldier is left, quickly surround it so Vice can't finish him 
off. Heal the foe if necessary (counter-attacks), so you have time to pick up 
any leftover Stat Cards and Buried Treasure. Make sure everyone on your team 
is at full health, though. Speaking of treasure, you can get yourself an 
elemental Orb and an extra Cure+/Magi+/Clear/Heal. You can't access this 
battleground again excluding the second part of this mission, so this is the 
safest time to do so. Check the map at the L.U.C.T site 
(http://luct.tacticsogre.com/walsta.html#baramus) but do note that the 
location of where you can get the Orb is slightly off; it's actually right in 
the corner, and needs to be burned first (as does the other location). 
==============================================================================

|---------------------------------------| 
| Battle 11 - Baramus City (2) - (0015) | 
|---------------------------------------|

PRE-MISSION ADVICE: 
If you followed my advice, all of your characters will have full HP for this 
mission. I'll note that I'm going the Chaos route, though the battle is pretty 
much the same. You'll have no reason to edit your characters, but review them 
if you wish. Vice's equipment will end up in your inventory, including his 
Escape Gem, in case you were wondering. Position-wise, to Denim's right is the 
'front'. I stuck Canopus and my Ghost right at the 'back' (so to speak) as 
they can catch up the quickest due to their lack of terrain restraints. 
 
V= Voltel, S= Sara, W= Wizard, C= Cleric, G= Ghost. 
 
V--S--W--C--G 
B--D--A--P--Canopus 
 
B= Berzerker, D= Denim, A= Archer, P= Presance. 
 
STRATEGY: 
All of your enemies except for one of the Knights/Berzerkers (Law) have a 
decent weapon which they will always drop when killed; no Stat Cards or need 
to save first. Just be very careful when you time your death-blows and such, 
so no enemies/Kachua positions themselves on the treasure and it disappears. 
Collect the treasure manually whenever you get the chance just to be safe; but 
still take priority on taking out your opponents when you feel confident it 
won't matter. 
 
Some folk may prefer to have Canopus closer to that side path near where you 
start so he can fly up there promptly to act as a decoy, but I've never had 
any need to; it simply makes your weaker foes keep their distance which we 
don't desire. Move Canopus up to the high ground above though, as he'll still 
be too far away to draw anyone in. The Chaos path battle is a bit easier in my 
mind, since you don't have an annoying Cleric to deal with. The Witch is of no 
concern due to how often her spells miss you; and you have two healers with 
Vitalize if you've been following this walkthrough properly. The Wizard will 
heal himself with his staff when he gets hurt, but your team can dish out far 
more damage than 50 HP. 
 
On your second turn, have Canopus fly to that house just above him (18H hex 
just above the broken barrel). This will draw one of the Archers much closer 
to him where you can move directly behind her on your next turn if you want (I 
prefer to focus on the enemy Wizard first though) when the Knights have moved 
elsewhere. Fortunately, the enemy A.I won't have their Archers attack when 
greatly out of range diagonally; even though it's possible to get a shot in. 
Move your Ghost behind Canopus and that barrel, so the Knights won't come 
after it; hence it's better to take out that Wizard before an Archer. 
 
The enemy's Archers are really only a threat if you get your healers too close 
to them. Canopus should easily wipe one of them out in quick order anyway, and 
can then get to the other one while your other characters are advancing on 
her. The Knights/etc fall quickly to your grouped-together party, especially 
if you get in some nice counters to their attacks. Despite the terrain 
advantage the enemy has on you, I didn't consider this mission to be all that 
hard. Just the same old case of my poor Ghost taking in a lot of damage; 
although I've always managed to keep it undead-alive, not that it really 
matters. You'll get 2,100 Goth for your victory, and the abundance of special 
weapons will aid you nicely in the coming chapter. 
==============================================================================

TO BE CONTINUED

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