Yggdra Union: Gameplay FAQ, Walkthrough, and Strategy Guide Version 3.2 by KholdStare88 KholdStare88@gmail.com ================= Table of Contents ================= I. Versions and Updates II. What Is This Guide? III. Frequently Asked Questions IV. PSP Changes V. Hints and Tips VI. Battle Mechanics 1. Union 2. Stats a. GEN b. ATK c. TEC d. LUK e. REP 3. Cards, Aggression, Skills, Rage a. Card Ace b. Aggression Bar c. Skills d. Rage 4. MVP 5. Items a. Duds b. Mizer's Items VII. Cards Guide VIII. Walkthrough IX. Summary of Characters 1. Allies: Main 2. Allies: Supporting 3. Enemies: Main 4. Enemies: Supporting X. Credits & Contacts =============================================================================== I. Versions and Updates =============================================================================== Version 0.8, March 23, 2008 -The bulk of the guide is created. Version 1.0, June 01, 2008 -The guide is finished up to Characters. Version 1.5, August 09, 2008 (not submitted) -The Stealing Guide section is changed to Strategy Guide. -Some information is fixed and added; they are too insignificant to list. -The Characters section is half done but not yet released. -The format of battlefield changes from 27C to 27-3. -The Credits & Contacts section is added. (How could I forget this, right?) Version 2.0, August 10, 2008 -Added the PSP Changes section. -Modified the rest of the guide to include PSP changes from here and here. -Finished the Allies for the Characters section. (the most important portion) -Added some minor changes and clarification to the guide. -The entire guide is mechanically spellchecked. Version 2.5, September 26, 2008 (dated for v2.0) -Added Dragon Killer card change to PSP Changes section. -Added the 8 characters change to the PSP Changes section. -Added some information about battlefield 49 to the Strategy Guide section. -Added some information regarding to the PSP version in the FAQs section. -Removed false information about Nietzsche. -Removed some confirmed PSP changes that were false. -Changed some terminology to be consistent with current usage. -Updated information for the card Oblivious Dawn. -Changed some wording on regarding to the card Genocide. -Added a frequently asked question regarding to the purpose of this guide. -Updated information about the PSP status of this guide. -More spelling errors and typos were fixed. *The date of this version is intentionally not updated to preserve a release date of before the NA release since not all PSP information are final. Version 2.6, September 28, 2008 (dated for v2.0) -Changed some random pieces of information. -Updated the Characters section to include some enemies. -More mechanical errors were fixed. *The date of this version is intentionally not updated to preserve a release date of before the NA release since not all PSP information are final. Version 2.7, October 2, 2008 (not submitted) -Removed character ratings, extreme bias, but retained personal opinion. -Added some details about unions and character selection. -Added some strategy tips as provided by Tracy Smith. Version 2.8, November 1, 2008 -Added some PSP information to the FAQs section. -Finished summary of characters. -Added max stats for permanent ally characters. -Changed some character ratings. -Added more information about Oblivious Dawn. Version 3.0, February 21, 2009 -Added detailed walkthroughs for the first 39 GBA battlefields. -Added PSP differences for each battlefield up to 39. -Added battlefields 14I and 14II. -Added more PSP notes here and there. Version 3.1, February 27, 2009 -Reorganized the Table of Contents. -Added Walkthrough as an official type for this Guide. -Fixed the release date of Version 3.0. -Changed some information for the What Is This Guide? and PSP Changes sections. -Added more info to the Stats, Cards..., and MVP sub-sections. -Added the Terminology sub-section in the Battle Mechanics section. -Added more PSP notes here and there. -Added some details in many parts of the guide. Version 3.2, October 24, 2009 (dated for v3.1) -Added missing map for BF 39-1. -Revised the Credits & Contacts section. Version 3.3, May 18, 2012 -Revised strategies for BF 13, 14I, and 14II for the PSP version. -Fixed that you can only get Gold Dozeu in hard mode on the PSP version. -Updated some information for cards and other BFs for the PSP version. =============================================================================== II. What Is This Guide? =============================================================================== About version 3.x, it is not a perfect version. This is the first version with a full walkthrough for this game, so I am releasing it before I finish it to get valuable feedback. If you think something is faulty or if my instructions are confusing, then please feel free to e-mail me; you won't be ignored. Still, remember that this guide is mostly for the GBA version so don't be surprised if you sometimes cannot follow the guide while playing the PSP version. Now, the real introduction awaits: Let's face it, Yggdra Union is a pretty hard game based on Game Boy Advance standards. It has many complex features and a unique battle system to boot. This is not a walkthrough for the game, but rather, it attempts to explain the different features to avoid frustration, restarting, or completely losing interest in the game, which happens to many. In short, this guide contains the information that I wish I knew when I first played this game. So does that means that this guide is only for first time players? Yes, and no. Yes, because someone who is replaying this game would probably know more than 50% of what's in this guide. No, because even after the first time playing it, I still did not know all of what's in this guide. Within this guide are tips and tricks that could greatly boost your performance, but if you can claim to beat Yggdra Union with your hands tied behind your back, then you don't need to read this guide. Also, this guide is a bit different from the other guides. Because Yggdra Union is such a hard game, this guide aims for as little decisions for you as possible and as much straight to the point hints and answers as possible. I will not try to tell you how to do every little thing, but if there is one sure way I know of doing something, then I will list it. I won't list three ways of doing something and then tell you to pick one, but rather, I will just list whichever way I think is best or easiest. And finally, note that this guide contains light spoilers. No major plot revelations will be revealed, but there will be some spoilers to facilitate the process of writing and understanding this guide. In the FAQ section, there are literally no spoilers at all. From section IV and down, there will be a good amount of spoilers since they are reference sections, so be prepared. Again, there will be no major spoilers. =============================================================================== III. Frequently Asked Questions (FAQs) =============================================================================== This section contains some of questions that others have raised (or I myself have raised while playing the game). Reading through this will help with some of the basics of Yggdra Union, while note that other features of the game such as stats, cards, stealing, etc... are covered in other sections. Q: What is the purpose of this FAQ? A: The purpose of this FAQ is to advise the reader on one or two sure methods to play the game. In short, this FAQ is more opinionated than others. Expect this FAQ to tell you what to do instead of being technical and throw long passages at you trying to explain random stuff and then expect you to make a decision. If you skipped it, please refer to three paragraphs above for more information. Q: Is this game hard? A: Yes, it is very hard. In fact, compared to normal gameplay of all other RPG/Strategy games for the GBA, it is the hardest game in my opinion. While some games in "hard mode" may be harder than Yggdra Union, it is already in hard mode. Note that the PSP version has morale recovery every time a character level up, which makes it considerably easier than its GBA counterpart. In fact, there is a "hard mode" for the PSP version, which is the same as the only mode in the GBA version, so technically, you're playing the hard mode of Yggdra Union. Q: Should I follow a walkthrough? A: To be honest, if it doesn't affect your pride in some way, then yes. It is definitely possible to beat the game without a walkthrough, but many people have lost interest and quit the game because it is so hard. If you really want to play this game without a walkthrough, then maybe you can think about getting the PSP version, playing the "normal mode" first, which is easier than the GBA version, then playing the "hard mode" after, which similar (but still easier) than the GBA version. Q: Why is Milanor so strong? A: It is because Milanor has a stronger starting stats (when Milanor level up once, he will have a natural 3 stars for his ATK) and Yggdra is weak. (see next question) Q: Why is Yggdra so weak? A: That is because this game is already at hard mode from the start. Notice how one of the first major recurring enemy of this game are Undines, which are strong vs. sword users, aka Yggdra. Basically, you'll be forced to use Milanor more to fight against Undine bosses such as Ishiene and Emelone. If you use a character more, then that character will level up faster and is more likely to be MVP. Luckily Yggdra starts with Silk Corset which blocks counters, but after that, you're on your own. Q: How many characters should I play? A: I would try for six, because you don't need more. There's really five different weapons, but since you get both Durant and Nietzsche early on in the game that it's pointless to quit one later on in the game.* Plus, both have their advantages, and if you raise Nietzsche's TEC a bit she can be very good. Use Milanor for axe, Yggdra for sword, Durant and Nietzsche for Spear, Roswell or Rosary (you can't have both) for Rod, and your assassin (please, not Cruz) for bow. Note that you can use your fencer temporarily in place of Yggdra in her absence, but when you get Yggdra back, you should never use your fencer again. Note that you also get a Scythe user in the PSP version, but you should still stick with six characters. To me, Nietzsche is more useful than Durant, and Durant is at his best with the Stray Dragon item at the end of the game anyways, so you might want to have an Yggdra, Milanor, Nietzsche, Rosary or Roswell, your assassin, and your Scythe user. Remember that Nietzsche has decent LUK in exchange for low TEC, so make sure to try to boost TEC some time. *In the PSP version, you do get six weapons, so in my opinion it is best if you ditch either Durant or Nietzsche for Mistel. Now, Nietzsche is an overall more "useful" character in that she can take shortcuts through water, get items that are only on water, and have a huge GEO bonus on water. Also, she has high LUK which is useful to make items drop. Durant is more of a power character with high ATK and low LUK. He is good on roads and bridges, and while those conditions may not be very useful on every map, there are some specific maps where you just need to place a blockade on a road or bridge and Durant is perfect for it. In short, if you want power, go with Durant. If you want more items, go with Nietzsche. I would probably ditch Nietzsche for Mistel. Q: Roswell or Rosary? A: The expert opinions are split half and half about this one, so it's once again up for grabs. If you're following a walkthrough, then pick Rosary, because then you know where to get ATK UP items to boost her terrible ATK. Also, she is excellent against Gulcasa, one of this game's great annoyances, provided that her ATK is actually high enough. If you're trying to play this game through without a walkthrough, then choose Roswell. He has better ATK gains and will be a better character without much pampering. Note that picking Rosary means you'll have more chances to make items drop (due to her high LUK) and that by picking Roswell, you'll be able to use many items that doesn't have the "Not Rosary" requirement. For more details, refer to the their respective sections in the Characters Category. Q: Is Cruz good? Is my assassin better? A: To me, Cruz is inferior. When you get your powerful assassin, she will eventually have higher TEC and LUK than Cruz with about the same ATK. Cruz's higher GEN means that he will lose little morale when he is beaten, but why lose morale when you can actually win? Also, your second bow user can use Bloody Claw, one of the best cards in the game, and Cruz cannot. This is the main reason for my preference for the assassin, but I also prefer the female union more. Cruz is useful at noon and in the forest, but there are no hard forest maps where Cruz can be extra useful (except in the one directly following his recruitment), and at the end of the game where it matters most, many of the battlefields are at night which is the time for Elena to shine. Q: Is my fencer good? A: Yes, he is good, for a few maps at least. Note that you will not have Yggdra when you get him (if you decide to), and for a few maps after, you can use all available characters, so why not use him? However, when you get Yggdra back, you should just set him aside, for his job is done. You only need one sword user, and the less characters you use, the higher their levels will be. Q: Why do I want to use hunters/assassins? Bows are weak! A: Yes, they are weak, but remember that you cannot counter against charges from bow users. This means that if you charge, then you will definitely have a huge advantage, which makes up for your bad weapon affinity. However, unless you use Bloody Claw or Thunderbolt, don't let a bow user be a union leader. The reason is that they cannot counter against a charge also. Since your assassin has low GEN, you can't afford to lose, so get your bow user into a union then after fighting, move out of the union. If you use Thunderbolt, then try to assess the current situation to see if the enemy's union leader will be defeated and leave the battlefield so you can push your army forward to prevent your bow user from getting attacked the next turn. Q: How do I remove an item? A: Well, you can't, and this is quite troubling. Sometimes you have to wear an item to access something on a map, and if you're wearing another item, then you cannot remove it. This might require you to plan ahead in many situations. One example is the Dowsing Rods, which lasts for 6 (!) maps, and you only need it for one map, so try to plan that accordingly. Q: Use item for morale recovery or on a battlefield? A: It really depends, but to save yourself trouble, do not keep all items and think that you will use them in a map sometimes in the future, because that does not work. This doesn't mean that you should use all items for morale recovery and nothing for the battlefields either. It is best to compare the pros and cons of each. For example, items that are used on only one map are often stronger but less useful. Items such as Berserk, Stell Persona, and World Tree Leaf are best used for morale recovery, since they only last for one map and does not really help much on the battlefield anyways. For another example, let's take the item Teddybear. All it does is +2 GEN, when it can recover 5000 morale. I would keep it to recover 5000 morale. Note: The duds are for something, so before you use them for morale recovery, refer to a walkthrough. Q: Why can't I equip a Medallion? A: That's because its only purpose is for morale recovery. Speaking of which, if you have some medallions and you're at very low morale, then by all means, use some. Q: Why won't this item from an enemy drop? A: for an item to drop, the amount of big stars for your LUK stat must be equal or greater than the amount of big stars for the enemy's LUK stat. With proper planning of who will get the enemy's morale to zero, you don't have to Steal to get the item. Q: Why won't this card work on the enemy? A: If you get GUARD, that means your TEC's big stars are lower than the enemy's GEN's big stars. Steal works this way, so if Milanor's TEC is higher than the enemy's GEN, then he can steal it, and LUK does not come into the equation. If you get INVALID, then the enemy voids whatever you are trying to do. (For example, using the Flame card on witches or the Blizzard card on undines will guarantee an INVALID. If you get MISS, then certain conditions are not met, such as if you are trying to Steal an enemy without an item, if you are using Chariot but has more members than the enemy, or if you are trying to use Gravity Chaos on a cursed enemy. STATE GUARD means the target has the "Void ailments" effect. Q: Which item effects are good? A: Besides stat changes, some are really good. The items that increases morale are so-so, because you can probably use that item for about the same morale recovery. "1 on 1 = win" is a good effect, since it often lets you win a clash even at a disadvantage. "No battle penalty" is another good effect, because this means you will not lose members in a handicapped union. "No zero reset" is very useful, since you might use it for a strategic sacrifice. Note that in one specific battlefield, it is easier to let one member "faint" to complete the map. "Move -> Warp", "Move -> Fly", and "Move -> Horse" are some very good utilize effects, because you can move through enemy while mounted and you can move through sand/enemy while flying. If you got Rosary, than you need Move -> Warp to get a special item later on. (Roswell's movement is already Warp at night). "Move -> Swim" is also useful, and "Move -> Dragon" is pretty much the same as flying. "Always Ace" is of course very useful, since any character can use any card (with some exceptions). And finally, "Eat: (stat) UP" will permanently increase a stat, so that is always useful. Q: Why can't I use this card's effects? A: Follow the tutorial and you will be able to use cards soon. In short, if it is an A Card, then you hold A to activate it, and keep holding A until the effect is gone (or if you want to cancel the effect for some reason). If it is a B Card, then you hold B and charge up the card then release it when the charge meter is full to activate the card. Note that sometimes the enemy will do things to cancel your charge and you will have to recharge the card. Q: Which weapons are good against which? A: Here is a chart: T A R G E T --- --- --- --- --- --- --- --- |Swd|Spr|Axe|Bow|Rod|Lmp|Scy|Buk| ------ --- --- --- --- --- --- --- --- A |Sword | - | X | O | - | - | - | X | - | ------ --- --- --- --- --- --- --- --- T |Spear | O | - | X | - | - | - | X | - | ------ --- --- --- --- --- --- --- --- T |Axe | X | O | - | - | - | - | X | - | ------ --- --- --- --- --- --- --- --- A |Bow | X | X | X | - | O | - | - | O | ------ --- --- --- --- --- --- --- --- C |Rod | O | O | O | X | - | O | - | X | ------ --- --- --- --- --- --- --- --- K |Lump | - | - | - | - | X | - | - | X | ------ --- --- --- --- --- --- --- --- E |Scythe| O | O | O | - | - | - | - | - | ------ --- --- --- --- --- --- --- --- R |Book | - | - | - | X | O | O | - | - | ------ --- --- --- --- --- --- --- --- To use this chart, the rows of weapons are the attacking weapons, and the columns of weapons are the defending weapons. O is strong against, and X is weak against. For example, let's take axe and bow. Axe users are neutral when dealing damage to bow users. However, bow users are weak when dealing damage to axe users. This means that bow users are only semi-weak to sword/spear/axe users. However, let's take scythe. Sword/spear/axe users are weak when dealing damage to scythe users, and scythe users are strong when dealing damage to sword/spear/axe users. This shows how strong scythe users really are, and how not-so-weak bow users really are. Q: What is High and Protect status? A: High status is shown, and the person with high status will recover all morale at the beginning or his or her turn. This means that if you are trying to defeat someone with High status, you have the turn where they attack you and your turn after to defeat them. For a simpler explanation, after you end your turn, all High enemies will completely recover morale. Protect status is not shown, but you will know when an enemy stays at 1 morale. This just means you can never remove this character off the battlefield (for now). Q: Should I retry a map if I'm having trouble? A: Yes, you should. To replay a map, you basically have to fail it, which means running out of cards (preferable) or by meeting another Losing Condition. When you run out of cards, you can replay that map and keep the experience as well as your cards' experience on your failed map. However, this means you cannot get 3 certain items later on, but if you are having trouble, then just retry. The two items won't affect you drastically in any way. Note that you should only replay a map once because the cards' experience halves every time you replay a battlefield. Perhaps the main problem is giving up the MVP reward, but it is your choice: more leveled up characters/stronger cards or MVP? Q: Why is Revolution so crappy? I pretty much lose anyways even if I use it. A: The point is you will lose less morale if your enemy beats you 1-0. Plus, sometimes you will survive if you're fighting against an axe, bow, or sword user. By the way, Zolfy and Snipe Glass are two very good items for Yggdra, because their effects are 1 on 1 = win, which means after using Revolution, you will win the clash. Q: Why can't I beat Gulcasa? A: That is because he is way too powerful, seriously. No weapons will ever be good against him, but rods (Rosary/Roswell) are not weak against him. If you have Rosary (with decent ATK), use her. Note that if her ATK is still at two big stars, then you might not even win. If you have Roswell, use him, but try to use some cards to help you. If you go head on against Gulcasa without the help of any cards, then you will most likely lose, so plan accordingly. If you have your second bow user, use Bloody Claw. Gulcasa cannot use Genocide without a head. To survive against Genocide, try to use Shield Barrier, Sanctuary, or Ace Guard before his rage meter is at MAX. If you have the Dragon Killer card, use it. Steal his item to lower his stats (although you'll probably lose when you're trying to steal it). Take advantage of GEO; place Durant on a Bridge if one is nearby. Do not form large unions against Gulcasa (unless you're using a Shield Barrier card or something similar), for when it's his turn to attack, he will annihilate you. Last but not least, status effects such as Gravity Chaos and Poison Breath might work well. Summon a golem or skeleton. For some reason the computer AI will go after golems and skeletons if they're closer. When all else fails, wait until night and use Kiss of Death. In the PSP version, use Oblivious Dawn to try and delay Gulcasa's Genocide activation. =============================================================================== IV. PSP Changes =============================================================================== As of September 16, 2008, Yggdra Union was localized in North America for the PSP. The PSP version includes some changes, most are neat. I have verified most of the below changes, but keep in mind that these are not all of the changes. However, most of the important changes are mentioned below, and this section should give you a pretty good idea of what you can expect for the PSP version and what differences you should expect if you are using this guide to play the PSP version. Miscellaneous: -The characters will be voiced, and the North American version will have the option of hearing Japanese or English voices. -In Normal mode, morale will recover (by 25% of max?) on level up. -In Hard mode, morale will not heal on level up. However, all other changes in the PSP version will stay, such as extra card effects. -Several exploitable "bugs" found in the GBA version are now fixed. -Tactician Mistel (scythe user) is a playable character in any mode. -Mystic Witch Pamela (rod user) is a playable character in Hard mode. -Bly is a new, unplayable character. -The "fly" effect will now take no damage from poison marshes. -There is an option to speed up the game. -Some battlefields are modified. -An alternate version of battlefield 14 is added. -The knights in battlefield 35 can now be defeated. Instead, they will have the Protect status. -All ally characters in battlefield 42 will receive HIGH status when the Ankh Cannon is destroyed. -Battlefield 49 is added for hard mode, with a new ending. -There are 8 members instead of 6 per fight. For large units, this means 4 members per fight. Cards: -The Flame card causes BURN, which damages every turn. -The Thunderbolt card causes PALYZE, which disables movement. -The Rockfall card causes SLOW, which allows moving only one square per turn. -Other cards (possibly GEO cards) might have other boosts. -The Bloody Claw card's kill bonus is now in effect. -The Refreshment card now recovers morale (by 10% of max?) when used. -The Dragon Killer card's Ace is changed from Axe to All. -The Medusa Eye card's STONE status no longer prevents allies from walking over the inflicted character. -The Genocide card's kill bonus is now 30% instead of 50%. Mistel: -In BF 13-2, visit the two new villages and finish the map. -You will skip BF 14 but go to BF 14I then BF 14II. -In BF 14II, Mistel will join. -After fighting Baldus for a while, Aegina will come; both have Protect status. -After a few more turns, Bly will appear, telling you to move to a location. -The volcano will erupt once in place, removing Baldus and Aegina's Protect status. -After the fight, you will receive the new card, Oblivious Dawn. Pamela: -In hard mode, make sure to have Nietzsche next to Pamela (they will have a conversation) in BF 23-1. After that, Pamela can be defeated if you choose to do so. -In BF 24-3 or BF 24-4, uncover Pamela at her usual spot (far bottom-left corner) and let Nietzsche talk to her once more. Pamela will forcefully join your party. -After the fight, you will receive the new card, Coma Karma. -Note that Pamela is not like Rosary, being a different class, unable to use Doll Craft, and does not attack with the fire element on aggressive. =============================================================================== V. Hints and Tips =============================================================================== I like to call this section the what-I-wished-I-knew-before-trying-to-play- this-game section, because that's exactly what it is. If you are not going to read anything else in this guide, then at least read this section as it doesn't contain many spoilers and gives you straight-to-earth hints and tips. Note that some content from this section will be repetitive from the FAQs section. 1) Basic Controls. - Before a map starts, you are at a screen with the characters that you can select. On this screen you can press Select to see a character's stats and equipped item. Press Left from the main screen to get to your list of equipment. You can also press Select here to view the character's stats. Press Right from the main screen to use items for morale recovery. There are other controls but those are the most frequently asked ones. 2) You cannot remove items. - This is a pretty simple tip that might save you. Just remember that once you equip an item, then unless under special circumstances, you will have to play out as many maps as listed on that item for it to go away. You can't save an item to use for another map or anything like that, so just choose carefully. 3) Yggdra doesn't have an innate Block Counter ability. - Before you get used to Yggdra "guarding" against counters in the early stages of the game, make sure you realize that it's her item (Silk Corset) that enables her to do that. When this item goes away, expect her to receive major damage from counters because her GEN also decreases. 4) When using Rosary to fight Gulcasa, don't go aggressive. - Many people make the mistake of going aggressive against Gulcasa while using Rosary and then saying how Rosary sucks. Remember that Rosary uses the fire element in aggressive mode, and Gulcasa voids fire. If you don't want to go passive to use a skill, then just do nothing and watch Gulcasa use Genocide then lose. Again, boost Rosary's ATK as soon as possible and as much as possible. 5) Genocide gets stronger the more members Gulcasa sacrifice. - In short, Gulcasa sacrificed all members beside the head, breaks your meter, and starts dealing insane damage. If Gulcasa uses Genocide with only the head remaining while Rosary still has three members, then you'll almost always win. If he sacrifices one member to use Genocide, then you pretty much lost. 6) Genocide does more morale damage when activated. - Believe it or not, you can use this information to try and lose less morale, but it will take too long to explain fully. What you want to do is defeat Gulcasa before he activates Genocide (very possible with strategy, sacrifices, and coordination) or lose to Gulcasa before he activates Genocide. 7) The union leader who is an ace doesn't need to be able to use the card. - What this means is that a union leader that cannot use the card but is an ace with the card can make use of the card. Let's take Kylier, who is the union leader, attacking with the Steal card. Now Steal is Milanor-only and have axe as ace, and Kylier uses axe. If Milanor is in that union, then when it comes to Milanor's turn, he can use Steal since Kylier is an ace for Steal. This also applies to Nietzsche being an ace for Chariot which can be used by Durant, and Cruz being an ace for Bloody Claw which can be used by Elena. Yggdra has the Always Ace effect which is helpful starting from Battlefield 35. =============================================================================== VI. BATTLE MECHANICS =============================================================================== ========= 1. UNIONS ========= This section covers many miscellaneous features of Yggdra Union. Many of the game's confusing aspects are covered here, so if any part of the game that is hard to understand, this is the section to check out. Note that this section contains some minor spoilers. First of all, there are unions. In short, unions are basically melee fighting, and you can have up to a 5 vs. 5 union. When you start the game, there are no unions, and each character can only attack another character that turn. As the game progresses, you are introduced to basic unions, which are just x for males and + for females. Later on, you will learn how to link unions. This guide assumes that you are far enough into the game to link unions. Males' basic union is an x, while females' basic union is a +: \ / | \ / | M - - F - - / \ | / \ | In short, if any of your other characters are in line with the formations above, then they will join the fight. For linked unions, each addition member in the basic union can form a smaller x or cross (1 square from the character instead of two squares): D C M B | A - - F - - | | Let's assume the character initiating the attack is a female, F. A male character, M, is 2 squares north of F, so M is in F's basic union. However, M can link a small union to the original union, as shown by the other letters. If any characters stands on A, B, C, or D, then he or she will be involved in the fight also while not in the original F union. What is the order of the characters' turns in a union you say? That is a very complicated subject, and the best way to remember it is in diamonds. First, start with the union leader, with is the person initiating the attack, F. Then, go one space north of the F, and draw a diamond clockwise: | - F - | If anyone was in those four squares, then they would be included in the union, starting from the character north of the F, then east, then south, the west. Now, move two squares north of the F, and draw a diamond. Remember that all squares in this diamond has to be exactly two spaces from F: M B | A - - F - - | | Remember M's linked union squares, A-D? Those are included in the second diamond, starting from the M squares two north of the F, then the A, then two squares east of the F, then two squares south of the F, then two squares west of the F, and then finally the B. Now, we draw the last diamond: D C M B | A - - F - - | | There is nothing far straight north of the F, so the C goes first after the F, M, A, and B, then the D. If this is all too confusing, then just play the game. You will get the hang of it. Remember that only 5 characters can be in any union, so for the example above, if all A-D were occupied with your characters, then the D would not be in the union. Now, that's the easy part. The hard part is how to use these unions, because that is really a very important part. Once you commit your move, you cannot go back, so better have a picture in your mind of what your union will be when you initiate combat and what the opponent's union will be. This way, you can place your units to match up weapon affinities nicely. Using the union above, the order of attacking will be F, M, A, B, and C. If the order of the union you're attacking is axe user, sword user, and spear user, and F is Yggdra, then the first match up will be Yggdra vs. axe user, which gives you the advantage. The character that matches with the sword user will be M, so let's have M be Durant. Finally, A will match up with the spear user, so we can put any non- sword user there. Planning before moving (or even choosing your cards) is very important. Let's assume another scenario where you're facing a union of 5 axe users. The characters you have are Yggdra, Milanor, Durant, Nietzsche, and Roswell. It is better to make a union of only Yggdra, Milanor, and Roswell than to put all five players in that union, since both Durant and Nietzsche are weak against axes. Are we following so far? Let's assume another case where it is a 5 vs. 3, you against 3 axe users while having the same characters. Now is the time to introduce what is called battle penalty. Battle penalty is for unbalanced union clashes, where if you fight twice in the same clash you start with one less member, if you fight thrice in the same clash you start with two less members, and so on. In this case, the enemy's first and second characters will match up with your fourth and fifth characters, with one less member to boot. Now, look at Durant and Nietzsche's ATK stat; are they high? Let's assume that Durant's ATK is at 4 stars and Nietzsche's ATK is at 3 stars. If Durant takes the fourth position in your union, then with 4 ATK and the enemy at one less member, despite Durant having a disadvantage against the axe user, he should still win the fight. The same cannot be said for Nietzsche though, so I would just make it 4 vs. 3. Also remember that you can move anyone after clashing if they are not a union leader and if your card still has movement points, so you can safely move Durant away from the union after clashing. That is the simplest strategy, but remember that it does get complicated. Consider things such as weaknesses, elemental cards, etc... For example, Durant is weak against Gryphon Riders, so for the example above, if the axe user is a Gryphon Rider, then I would move Durant away. Another example if your opponent's union leader is a witch with the Flame card. Nietzsche might not be facing the union leader but someone else in the opponent's union, let's say a Valkyrie. You might expect Nietzsche to win, but if that Valkyrie activates Flame, which Nietzsche is weak against, then you might be into trouble. Conversely, Nietzsche voids Blizzard, so she is good to face Undines. Rosary voids fire, so she is good to face Genocide. Now here is the analysis about which type of union is better. Note that both unions effectively covers the same squares but in different shapes, and they also have different advantages and use. The male union covers squares diagonally, which means you can be four squares from the union leader to be in the union. The female union covers squares vertically and horizontally, which means you can be two squares away from the union leader to be in the union. This means that if your characters are spread out, then it will take less movement to be in a male's union, and if your characters are clumped together, it will often be easily to set up a female's union. This is why my preference is for the female's union. I often move my characters together to spread out the experience and choose the best character to attack in each situation, so it takes less moves to set up a female's union. This does not mean that the male's union is useless, since in many cases I send off Milanor or Durant and form sub-unions two squares diagonally from that character if the situation allows. However, you can only send off one male at a time, and many maps involve roads and paths that are often one square wide vertically or horizontally. Now that I stated my preference, let's talk about how this affects which characters you choose. I personally play with six characters, Yggdra, Milanor, Durant/Mistel, Nietzsche/Mistel, Roswell/Rosary, Cruz/Elena. I believe that you should balance 3 males and 3 females or 2 males and 4 females. A game with 4 males and 2 females are somewhat difficult to play, although if one of those females is Mistel, then you could breathe more easily. If you want to choose Roswell and Cruz, then either ditch Nietzsche or Durant for Mistel or use seven characters instead of six. Having 1 male and 5 females is overkill, because the lack of the male union will force you to move in closer groups and might cost you some +2 MVPs. In my opinion, a team of Yggdra, Milanor, Durant, Mistel, Roswell, Elena, or Yggdra, Milanor, Durant, Mistel, Rosary, Cruz, or Yggdra, Milanor, Nietzsche, Mistel, Roswell, Elena. ======== 2. STATS ======== For each character, you will receive them at a flexible level, relative to what level your characters are at. For example, you will receive Yggdra the second time maybe at level 10 or 11, depending on your party's levels. The exception is at the beginning of the game, where you get Milanor and Yggdra at a fixed level. The highest level any character can reach is level 20. There are four stats in the game, GEN, ATK, TEC, and LUK. If you do not know yet, only the big stars affect anything in this game. The little stars are experience points, if you will, to get to the next big star. Also, due to how the system of stats work, the more big stars you have, the faster it will take to get to the next big star. ------ a. GEN ------ There are three main functions of this stat. The first function is if you resist an attack card's effect. If your GEN is bigger than your enemy's TEC, then you will completely resist that attack. Note that we're only counting big stars here, so if you have 3 big stars and 5 small stars for GEN, while the enemy has 3 big stars and 4 small stars for TEC, the attack will still hit. You will need at least 4 big stars to resist the attack. The second function is how much damage you receive from a charge or counter. If you have very low GEN, then when you get charged, you might go down to 1 to 2 member. Conversely, if you have high GEN, then you might resist the charge or only lose one member. This is why GEN is a very important stat. And last but not least, GEN affects morale damage. If your GEN is low, then you lose more morale when you lose a fight, and if your GEN is high, then you lose less morale when you lose a fight. Note that while Elena is an overall great character, you should try to increase her GEN or else she will almost always lose a battle on a charge and lose huge morale. It should also be noted that a character's max morale mostly depends on his or her GEN. Also, Chance Time during panic seems to be negatively affected by high GEN. This is one of the few times where high stats will be detrimental to you. However, this is not a reason to keep GEN low at all. I should not even put this piece of information here, but it is here now for completion purposes. ------ 2. ATK ------ This category is still under discussion, but the results are pretty much the same. Some say that it affects how much damage you do, and some say that it affects how much damage you take while fighting. It still comes down to the same thing, since if you do more damage, then you will win the fight, and if it is harder to take down your members, then you will win the fight. Either way, just remember that it effects your efficiency when trying to take your opponent to 0 members. And also, ATK affects morale damage. This is why Rosary can be so weak earlier on in the game before you give her ATK UP items. At two big stars, you don't take away a lot of morale when you win. ------ 3. TEC ------ As described before, TEC determines if your card's ability will work or not. Note that some cards such as Revolution or Banshee's Cry does not rely on TEC. Also, TEC determines the damage you deal on charges and counters. Actually, TEC goes together with GEN to determine damage from charges and counters, but just note that higher TEC means more enemy members knocked off from charges and counters. Also, TEC affects how much damage you do with your card skill. Or rather, the difference between your TEC and the target's GEN determines the damage. I have seen Thunderbolt get an enemy from 5 members to 1 member with a TEC rating of 5 and a GEN rating of 2, so later on in the game where button smashing is no longer a great idea, try to get TEC up. On the PSP version, damage cards have a different formula but still rely on TEC and GEN. And the last thing TEC does is affect how filled your aggression bar is. This is actually very important, because later on in the game, this allows cards with high movement to have a decently filled aggression bar if the character using the card has high TEC. ------ 4. LUK ------ In short, the main effect of LUK is if the enemy's item will drop. This is actually very important in terms of beating the game. Without items, you will find yourself with no bonuses on battlefields and no extra items for morale recovery. This is why I prefer new players to pick Rosary because of her high LUK. However, remember that ATK affects how much morale damage you do, and since Rosary has low ATK, you better give her some ATK UP items so she can actually get her opponent's morale to 0. Also, LUK affects critical hits, and while they are very useful, it is not very wise to rely on luck to win your battles. It is nothing really to note, but just remember that for Rosary, Nietzsche and Milanor, expect occasional critical hits, but not rely on them. LUK seems to affect everything else by a little too. For example, I noticed that an increase in LUK means a small increase in max morale. There might be other things that LUK affects as well. ------ 5. REP ------ Wait, so what is REP? It's not really a stat, because it really does not effect anything (fighting-wise) except to power up the Kiss of Death card. If you win a battle, you get +1 REP, capped out at 6, and if you lose a battle, all of your REP disappears. However, it does not affect anything, except you can get certain items with a high or low REP, and you might have access to certain battlefields with high REP. For one, I prefer getting the Uncanny Fruit item (you need low REP to get it) as opposed to the Dark Matter item (you need high REP to get it) in battlefield 27. It's good to have high REP, because it means that you are winning many battles, but that was just an example of low REP isn't always bad. ----- From now until the end of the FAQ, I will disregard small stars in my explanation. This means that if I say your TEC needs to be equal to your GEN, note that I am only looking at the big stars of the TEC and GEN stats. For more information regarding this subject, scroll up a little bit and read the GEN section. ================================== 3. CARDS, AGGRESSION, SKILLS, RAGE ================================== As you can see, cards have a MOV and a POW. These are pretty easy to understand if you know what they are abbreviated for. MOV stands for movement, which is the total movement of all characters per turn. POW stands for power, and it affects how much morale damage your characters will inflict if they win the clash. Of course, there is a formula to determine how much morale damage one will take based on stats, terrain, etc..., but I'm pretty sure you don't need to be bored. Just remember that power affects how much morale you get to take off your enemies when you win. There is also ACE, but that is too complicated to be summarized in a few sentences. Actually, you can just read below. ------ a. ACE ------ The ace is the weapon affinity of the union leader, and each card has an ace. Let's take the Blizzard card, which is a Spear ace. To use Blizzard, the character initiating the attack (meaning the union leader) has to be a spear user, which is Durant or Nietzsche. This way, everyone in that union, regardless of their weapon affinity, can use the Blizzard skill. Of course, there are some exceptions to this. First of all, there are several items that has the nice effect "Always Ace," which means any character can use any card. But then, there are exceptions to that exception. If a card is only usable by a character or class, then another character or class cannot use that card no matter what. For example, Steal is only for Milanor. Even if Milanor is the union leader, no other characters can steal except him. Now, if you are up 2 vs. 5, then Milanor will fight against the third and fifth character of the enemy union, respectively. This means that Milanor can attempt to steal from the first, third, and fifth enemy. Also, "Always Ace" will not work with Steal, since it is exclusively Milanor's card. There is a trick to everything though. Have Kylier attack with the Steal card with Milanor in the union somewhere. Kylier is an axe user, which is Steal's ace. Even though Kylier cannot use Steal, Milanor can use it when it's his turn, since Kylier is an axe user. Likewise, Cruz can initiate with Bloody Claw even though he cannot use it, but when Elena's turn comes, assuming it's night, she can use the card. ------------ b. AGRESSION ------------ This section is arguably the most important section of the game, because aggression affects literally everything. To begin, you should see a bar that says Aggressive/Passive. I call that the aggression bar. The percentages on them indicates how full your bar is, which translates to how long you can go aggressive. This means that 0% aggression means you cannot go aggressive unless you go passive first and 100% aggression means you cannot go passive unless you go aggressive first. Why does this bar matter? First of all, you do more damage when you go aggressive and less damage if you go passive. You need 100% aggression to activate the skills on cards. Don't be fooled now. Once again, 100% aggression means that you have to go passive all the way. Going aggressive means that your damage rating will raise by two stages. As you might have guessed, going passive will lower your damage rating by two stages. What are the stages? From the order of least damaging to most: Gray X Gray Triangle Blue Triangle Blue -- Green -- Green Circle Yellow Circle Yellow Star Red Star This means that if a character originally has Green Circle for damage output, then going aggressive will yield a Yellow Star. This damage rating is after everything has been factored in, which means stats, weapon advantages, terrain, and of course, aggression. This is why you want to go aggressive, because going aggressive does more damage. But with every game, a simple tactic isn't going to fly. As you will find out, a balanced use of the aggression bar is best to defeat your opponents. This also means that when you use up your aggression bar, which would be a 0%, you do regular damage no matter if you try to go aggressive or not. If so, then this means that a having a high aggression bar to begin with is good. Cards with low MOV will give you higher aggression. TEC also affects how filled your aggression bar with start at. Also, in a union, the aggression bar with replenish part-way in between battles. Keep this in mind when you use cards with high MOV or characters with low TEC. This also means that don't randomly go aggressive all the way. If you think you can win easily, then save some aggression for your night fight, which may need more aggression. Now, because mechanics that are too long/confusion/boring to explain, going passive then aggressive for the same amount of time will yield more damage output than staying neutral. This means that if you think that going aggressive all the way will leave you twiddling your fingers while the fight is still happening, then go passive a bit first then aggressive. Of course, it takes practice to know how long you have to go passive before you go aggressive or if you have to go passive at all. But this is a very valuable skill that can determine a win or a loss. The only way to do this is to get to know how your characters work. Lastly, going aggressive will add in your character's element to his or her attacks, if he or she has one. This means that you should never go aggressive against an enemy that voids your element. I'll make a list so you can imprint it into your mind. Never go aggressive against: --------------------------- Yggdra vs. valkyries Nietzsche vs. undines Rosary vs. witches/Gulcasa Roswell vs. assassins/necromancers Elena vs. assassins/necromancers If the above happens, then just stay at neutral or go passive if you are planning to use a card skill. Believe it or not, these situations actually favor you for reasons I will explain in the Rage section. Also, you should go aggressive against enemies weak to your element, such as Rosary vs. undines. However, many people make the mistake of going aggressive against an enemy that is immune to the element, so once again, memorize the list above! --------- c. SKILLS --------- You cannot use the skills listed on the cards until battlefield 7. Until then, you can only use the aggression bar. In short, skills are activated when you go passive until your aggression bar reaches 100%. Then, you can press and hold A or press B, charge up, and release to activate the skill. It sounds simple, right? Well, that's not all of it. As it turns out, stats, aggression, items, strengths, weaknesses, and more affects card skills. As I said above, you need 100% aggression (which means going passive until you cannot anymore) to activate a skill. Then, look at what type of skill your card has. If it is an A type skill, then just press and hold A. You will get a meter which is analogous with your aggression bar. If you hold A until the meter is depleted, then you will have 0% aggression when you're done using your skill. If you choose to release A while the skill is still activating, then your aggression bar will be filled with whatever your card meter has left. If it is a B type skill, then press and hold B and there will be a charging bar. When it is fully charged, release B and your skill will activate. Note that your opponent can interfere with you charge and make you recharge again. On the PSP version, you have instead X and O type skills, but they are no different. X type skills are charging types, so they are analogous to B type skills on the GBA. You just hold X to charge and release X when the charging bar is full. O type skills are duration skills, so they are analogous to A type skills. Simply hold O to activate the skill and keep holding O until your card meter is depleted (or until you want to release it). Now, you learned that high movement affects how filled the aggression bar is. This also affects skills, because the more your aggression bar is filled, the less time it takes for you to activate the skill. In short, cards with low MOV allows you to activate the card faster, and high TEC also helps with activating the card. While having high movement is a great benefit, beware that it will take a long time to fill the aggression bar. Steal is a great example. While is is arguable a great card, it takes a long time to activate it. If you are in a union, then you might want to think. If you go aggressive all the way for all characters, then you will start off each fight within the union with a low aggression bar. If you know someone is disadvantageous against an opponent, then try to go passive a bit before that someone's fight so that someone can have an almost full aggression bar when it's his or her turn. This allows him or her to activate the skill almost immediately, which can save a loss. A good way to use this is with Banshee's Cry or Gravity Chaos. ----- So what's the verdict, high movement or high aggression? It really depends. While you can decisively win one fight with high aggression, you may have more opportunities to set up a union with high movement and ultimately deal more morale damage. While it is tempting to use cards with high movement, make sure you realize that it will take a long time activating the skills on said cards; plus, if you don't want to or can't use the skill on that card, then you will have low aggression when you fight. For maybe the first half of the game, your characters will have not that high TEC, so cards such as Ace Guard and Mirage are great due to their low movement. When my characters get higher TEC through leveling, equipment, or edible stat UP items, then high movement cards trumps low movement cards. With high TEC, it may only take one second to get 100% aggression for a card with 8 MOV or less. This is why near the end of the game, I can use high movement cards without any noticeable difference. In my opinion, stats trumps aggression bar, so if you are following a guide (like this one) to get most of the edible stat UP items, then you may not have to worry so much about this debate. ------- d. RAGE ------- Rage works very much like aggression, but only for the enemy and you cannot go passive. In a sense, think of the rage bar as going aggressive all the way but cards are activated with max rage. This sounds good for your enemies, right? They can keep going aggressive and activate their cards at the end of the day. Well, not really for the reasons below. First of all, it takes way less time for you to activate a card than for your enemies. Second of all, the enemies' rage cannot stop. Why is this ever good for you? Well, being in RAGE mode (this will be explained later) will always add the enemies' elements to their attacks, no matter what. If you are immune to this element, then they do no damage during that time. Third, you can easily estimate when they reach their MAX rage which means when they will activate their card. Also, the rage bar carries from enemy to enemy within a union. You can use these information to deploy some nice tactics. But let's get back to the basics. The rage bar is actually two bars in one. When the battle starts, assuming the enemy does not have HIGH status, the rage bar is at zero and keeps filling the first bar. In this stage, the enemy attacks for normal damage output. After the first bar is filled, the rage bar replaced by another bar with a more bolded meter. I call this RAGE mode. During this mode, the enemies' damage output increases by one stage. When they fill this second bar, then they are in MAX mode. At this stage, their damage output increases by two stages if they cannot activate their card. If they can, then they will activate their card and goes back zero rage. There are a number of strategies that you can form based on this. Let's say you are fighting a union with the boss as the fourth member in that union, which is Emilia with 5 TEC. The other griffon riders have 2 TEC, which you know you can block since your characters have 3 GEN. On the third fight, go passive and let the Griffon Rider use Gravity Chaos on you on purpose. You will block it, and Emilia will start with a low rage bar. Instead of Emilia using Gravity Chaos which you would not have blocked, you let the enemy before her use it on purpose which you blocked. Or let's say you are using the Shield Barrier card. You want to not take less damage but block an annoying card, let's say Revolution. In a union against valkyries, you can try to activate the Shield Barrier card in such a way that you enemy will have MAX rage while Shield Barrier is still on. This beats activating Shield Barrier randomly and ending up getting destroyed by Revolution. Instead of Shield Barrier, Kiss of Death is also a good card to be used in this manner. For the final scenario, let's say you are fighting Eudy's army with Eudy as the second enemy in a union. Form your union in such a way so that a character with void Fire goes second. For the first battle, let the rage bar build up. When it's time for Eudy, she will be mostly in RAGE mode which does absolutely no damage to the character with void Fire since Eudy is forced to add in her Fire element during RAGE mode. Better yet, when she activates Flame, it will also do absolutely nothing. Take note of these three situations and try to imitate them when you can. But for HIGH units, the rage bar starts in RAGE mode immediately. This means they will do more damage initially and take less time to activate their skills if they are enemies. For everyone, the status restores all morale at the beginning of each of their turn. This can be annoying, but actually, there is a flaw. The enemy will always start with an empty second rage bar, which means that the rage bar doesn't carry over. In other words, their rage bar is fixed in the beginning of RAGE mode, if you can use that to your advantage. ====== 4. MVP ====== When you finish a battlefield, one of your characters receive MVP status and they get +1 or +2 to one of the four stats. Whether you get +2 or +1 depends on how many turns you take to finish the battlefield, and you cannot get no MVP bonus unless you retry a map. (If you restart a map, that is fine.) The numbers of turns it takes to receive a +2 MVP can be found on other guides. The MVP is actually very confusing, because the MVP is the one who deals the most morale damage, not the person who gets the most enemies to zero morale. If an enemy has 2000 morale and Durant got that enemy to 500 morale and Yggdra finishes the enemy, then even though Yggdra got "the kill," Durant receives more points towards MVP status. A tip would be to not let Milanor get most of the MVP earlier on. Milanor is strong at the beginning, so people tend to overuse him. That is a bad idea, because if Milanor keeps getting MVP, then he keeps getting stronger while the weak characters keeps getting weaker. Try to net Yggdra some MVP, like in the second map. It is best to spread out MVP or give more to your weaker characters so they to be stronger later on. Yes, this means you have to use your weaker characters more, but with a bit of strategy you can do it. In the PSP version, you have an option of suspending and continuing as many times as you want. This is very advantageous since MVP is random. Let's say you want to get +ATK for Rosary. Then, clear most of the battlefield with Rosary, or enough for you to ensure that she will get MVP. Before you fight the last enemy, suspend the game. Now defeat the enemy and keep resetting until Rosary gets that +ATK MVP. Once again, you can only do this in the PSP version, but if you do have the PSP version, then please abuse it. ======== 5. ITEMS ======== In this game, you can get items in two ways. The first way is to step on a square on a map and you will receive that item. This can be finding an item on the ground, stepping on a house and someone gives you that item, or moving to another square on the map and the current item you are using changes into a new item. Note that if you are trying to receive an item from someone, there might be certain restrictions that you will have to meet, with the most popular ones being the time of day (noon, evening, night), which character is on the square, the reputation of the character, the total reputation of the characters on the map, or if an item in your inventory is present or not. The most annoying thing that many people encounter is they cannot get certain items with the Skull Stone in your inventory, so just get rid of it by using it to recover 0 morale. Sometimes, there is a trade, and obviously you need to have that item in your inventory (not equipped!) to make the trade. Note that not all trades are beneficial. Sometimes, you need to equip an item to find a certain item, but you will not lose the item equipped. The second way is to obtain it from an enemy. There are two ways to do this, stealing and making them drop the item so you can step on their square and loot it. If you choose to use the Steal card, then only Milanor can use the card even though Kylier can be the union leader. Milanor's TEC must be equal or greater than the enemy's GEN. If you want the enemy to drop the item, then your LUK needs to be equal to the enemy's LUK. You will know when an enemy drops an item because the square will have an exclamation point (!) when the enemy disappears. You can check to see if an enemy has an item by putting your cursor at the enemy, press B, and while holding B, press SELECT. There is one disadvantage from making your opponent drop the item besides the fact that it can be hard to let the person with high LUK deal the finishing blow: If you have no more movement points on your card after the item drops and you end your turn without picking it up, there is a chance that another enemy will move to that square and pillage the loot. If there are no enemy nearby, then you don't even have to pick it up now, because all unpillaged loot will be automatically obtain once the map is completed. Now, some items are worth stealing/make drop and some items are not, and this is crucial. Sometimes you will have to leave some items behind if you want to make the +2 MVP bonus or if stealing the item will somehow annihilate your morale (notable items being Etherion and Mars Shield). Refer to the Stealing section for more detailed information of items on each map along with my personal input regarding if you should try to obtain that item or not. However, some enemies appear again on later maps, so if you steal from that enemy, then the next map he or she will have another item. This means that if you do not steal now, then you are missing the opportunity to get whatever item he or she would equip the next map. Mizer, Aegina, and Gulcasa. Sometimes, the characters do not equip anything for the next map but will retain the item if you did not steal it before. In this case, it might be in your best interest to steal it early, so the enemy will be weaker (with no items) when he or she appears again. Because of this, it is always better to obtain all items for most maps. One of the most annoying aspects of this game is the fact that you cannot remove equipped items. I will now list the places where you need to equip a certain item: Battlefield 19: Milanor must equip Treasure Map to obtain Seductive Bustier. Battlefield 24: Roswell must equip Dowsing Rods to obtain Element. Battlefield 26: Rosary must equip Warp Shoes to obtain Dragon Killer (card).* Battlefield 38: Rosary must equip Warp Shoes to obtain Snipe Glass.* Battlefield 41: Roswell must equip Evil Eye to obtain Cursed Talisman. What this means is that you need to have nothing equipped at the start of battlefield 19 so you can equip Treasure Map assuming you want the Seductive Bustier item. In other words, if you are going to equip an item on Milanor on battlefield 18, then you can only equip items that will last one map, or else you cannot equip the Treasure Map later on. *You will only get one Warp Shoes that lasts for 2 battlefields, so if you did not pick Roswell, then you can only get the Dragon Killer card or Snipe Glass. Both are good, but Dragon Killer can help with every single Gulcasa encounter while Snipe Glass lasts only for one map, even if it has the powerful effect "1 on 1 = win". Note that Roswell can obtain both items without the use of Warp Shoes, but really the Dragon Killer card is all you need and Snipe Glass should not be the only reason to pick Roswell over Rosary. Items can be used either on the battlefield or for morale recovery. For most items, they offer temporary stat changes on the battlefield as well as other special effects. For reasons of convenience (aka laziness), I will paste one of the questions in my FAQ here: Q: Use item for morale recovery or on a battlefield? A: It really depends, but to save yourself trouble, do not keep all items and think that you will use them in a map sometimes in the future, because that does not work. This doesn't mean that you should use all items for morale recovery and nothing for the battlefields either. It is best to compare the pros and cons of each. For example, items that are used on only one map are often stronger but less useful. Items such as Berserk, Stell Persona, and World Tree Leaf are best used for morale recovery, since they only last for one map and does not really help much on the battlefield anyways. For another example, let's take the item Teddybear. All it does is +2 GEN, when it can recover 5000 morale. I would keep it to recover 5000 morale. Note: The duds are for something, so before you use them for morale recovery, refer to a walkthrough. ---- DUDS ---- And here we are, the duds. What exactly do they do and is there any point to collecting them you say? Of course I'm talking about the Warm Dud, Cracked Dud, Burnt Dud, Disfigured Dud, Muddy Dud, Damp Dud, and Holey Dud. At one point in the map, you will be able to trade in amounts of duds (whichever, as long as you have enough of it) for items. Here is the list: 7 Duds: Hyper Drill (for Durant, 2 maps)* 5-6 Duds: Guillotine Cutter (for Milanor, 1 map) 3-4 Duds: Gatling Bow (for Elena, 2 maps) 1-2 Duds: Night Scope (for Cruz and Elena, 1 map) *You need the Hyper Drill to get another item later on called Fanelia which can only be used on the final map. It basically boosts everything about the character that equips is up. Now, let's analyze these items. Hyper Drill is pretty much bad, since at the end of the game, Durant is one of my strongest characters. Guillotine Cutter is exceptionally bad, since it only lasts for 1 map and at this point of the game every time I play, Milanor is maxed out. Gatling Bow is very useful, since you get Elena late and her stats need some boosting anyways. Night Score is pretty much horrible and it lasts 1 map. So the question is really Fanelia or Gatling Bow. Personally, at the end of the game, if you have one character that is extremely weak for some reason, then go with Fanelia. If you want more versatility and having a stronger Elena for 2 maps, then go with Gatling Bow. Of course, some of us will not get all 7 duds, but if you have 5 or 6 duds, then use some for morale recovery and have 3 left for the Gatling Bow, because the Guillotine Cutter is pretty much useless (except for maybe recovering Milanor's morale). Note that the Gatling Bow is exceptionally useful for Elena, since Elena cannot be countered and the bow allows you to charge immediately, causing massive damage. It also ups ATK, which is always good. ------------- MIZER'S ITEMS ------------- Mizer carries boots that has special effects regarding terrains. Most, if not all, of his boots are useful one time or another in the game, and to get Warp Shoes, you can only miss getting his boots once. The thing about Mizer is that he always appear with reinforcements, and these reinforcements are very quick on pillaging Mizer's item when it drops, so it is best to Steal his items, even though you can make him drop his goods if the other enemies are beaten. Battlefield 7: Winged Sandals The first time you see Mizer he will have Winged Sandals. Its effect is GEO 0% but more importantly, it gives +6 LUK, which could be useful earlier on in the game to get items. Don't save this item and use it for battles or morale recovery. Battlefield 8: Tough Boots The second time you see Mizer he will have Tough Boots. SAVE THIS ITEM! Way later on in the game in battlefield 41, you will encounter poison marshes, and these boots will negate the damage you take from them. While not being useful earlier on, it will be sometime in the far future. Battlefield 9: Ranger Boots The third time you see Mizer he will have Ranger Boots. These boots let you walk over any terrain, and as it suggests, but I have yet to find this very useful. If anyone knows what exactly these boots do, please send me an e-mail, but I know they don't help with moving through sand or marshes. Battlefield 12: Warp Shoes The fourth time you see Mizer he will have Warp Shoes. Of course, this is what you have been waiting for, since if you picked Rosary, then Warp Shoes are needed to get the Dragon Killer card. If you do pick Roswell, then steal from Mizer every time anyways so you can get his last item. Battlefield 23.5: Hoof Shoes The fifth time you see Mizer he will have Hoof Shoes. If you don't know yet, Durant can walk over enemies to pick up loots and items without defeating them. Hoof Shoes will allow you to do just that, which is very useful in getting some items such as the Holey Dud. Battlefield 29: Dragon Boots The sixth time you see Mizer, he will have Dragon Boots. This lets you have Dragon movement. Not only can you step over enemies like Durant, but you can fly over sand (sand restricts your moment to 1 square per turn, very annoying). This is most useful for annoying all-sand levels. Really all you need here is Warp Shoes, and you can only miss stealing from Mizer one time to obtain it! This is because the Dragon Killer card appears on battlefield 26, and the last time you see Mizer will be battlefield 29, so you have only one more chance if you miss once. Note that you will have to go to Cruz's map (battlefield 23.5) to get to Mizer before battlefield 26, so be prepared to do so. Just remember, just because you have Cruz, it doesn't mean you have to use him. ============== 6. TERMINOLOGY ============== Is terminology part of battle mechanics? Most of them are, yes. I decided to make Terminology a sub-section because it is not important enough to get its own section but it is very important to understand some of what I'm talking about when I explain battle mechanics. Most of these are taken from the game, but some of these are used so frequently in message boards and FAQs that I just use it to prevent more confusion. GEN, ATK, TEC, LUK, REP: I generally use these terms because they are what the game uses. Note that sometimes I type out attack or luck but you should realize that I could be talking about the stats ATK and LUK. POW, MOV: I usually use power and movement when talking about cards. Charge: A charge is when the attacking side first rushes to the other side to cause damage. Counter: A counter is when the defending side rushes to the other side to cause damage after a charge. Members: This is the number of sprites fighting, which can be understood as the health during that particular fight. Small Units: These units have 6 members in the GBA version and 8 members in the PSP version. Large Units: These units have 3 members in the GBA version and 4 members in the PSP version. They are not weaker nor stronger than small units. This just means that it takes twice the damage of defeating a member from a small unit to defeat a member from a large unit. Oversized Units: These units have one member only. =============================================================================== VII. CARDS GUIDE =============================================================================== Here we are, the guide for cards. This isn't a section for me to give you information about where to find a card, what power it originally starts out at, or other useless information. This section aims to give you advice about whether or not a card is useful or not and other relevant information. Just for convenience, I have listed the cards in increasing alphabetical order. Note that cards exclusively used by the opponent such as Angelic Thunder and Genocide are not listed. Even though I already said it above, MOV means how many squares you can move with that card, ACE lists the ace for that card plus other requirements, and Type tells you how it is activated. Type B cards require you to hold B to charge up then release B to activate the card. Type A cards require you to just press A to activate the card but you will have to hold it until its duration runs out or if you want to stop the card's ability for strategic reasons. Note: For elemental and geo damage cards, in the GBA version the damage dealt is TEC + 1 - GEN, while in the PSP version it's TEC + 2 - GEN. --------- ACE GUARD --------- Move: 4 Ace: All, only union leader can use Type: B (TEC >= GEN to work) This is one of the best cards in the game, and it's also one of the cards I use often with low moves. In short, it prevents charges and counters for everyone in the union except for the union leader, who must first activate it. If Gulcasa, for example, takes you down to 2 members every charge, then if you use this card, you will have an overwhelmingly better chance to survive. Note that to use this card, it is best to use another card with higher moves to get closer. In short, with 4 moves, it is just enough to re-arrange your union, so the enemy must be very nearby. In short: Yes, power up this card. ------ BANISH ------ Move: 7 Ace: Sword Type: B (TEC >= GEN to work) Like all generic attacking cards, Banish has 7 moves, which is not good, not bad. In fact, it sucks. Banish does holy damage, and only necromancers, astartes, and skeletons are weak to holy. I never seem to have any trouble beating those types, so I don't consider Banish a very important card. Seriously, it starts out at such a low power that it is pointless to use it, especially when there's Banshee's Cry, Shield Barrier, or Sanctuary. In short: No, never use this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. ------------- BANSHEE'S CRY ------------- Move: 8 Ace: Sword Type: A (normal duration) This card starts out really weak, because all it does is bring enemies' ATK down to 1 star. In the beginning of the game, most enemies have 2 ATK anyways with maybe 3 ATK for bosses. Later on in the game though, this card is wreckage. Not only can it bring bosses with 6 ATK down to 1 ATK, but if its effects are still in use when you lose, then you will lose less morale! Yes, estimate when you are about to lose and use Banshee's Cry to save yourself a lot of hurt. In short: Yes, power up this card. -------- BLIZZARD -------- Move: 7 Ace: Spear Type: B (TEC >= GEN to work) In short, spears have no good cards. There are two, Chariot and Blizzard. For one, Nietzsche cannot use Chariot, so you're left with Blizzard. It's not a very powerful card, but it starts out with good power, and it's the only card with for Nietzsche. Actually, it is very useful against Emilia's troops, since Griffon Riders are weak to ice. Be careful about using Blizzard to freeze water so you can walk over ice, because that is still dangerous and one wrong move could cost you a zero reset (or even a failed map if Milanor or Yggdra drowns. In short: Yes, power up this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. ----------- BLOODY CLAW ----------- Move: 9 Ace: Bow, assassins only (Elena), night only Type: B (TEC >= GEN to work) There's a problem with this card. You get it pretty early in the game but you cannot use it for a very long time. Thus, some people tend to not use this card. This is one of the best cards in the game, so use this card often even though you cannot use its effects. When you do get Elena though, it is basically a 1 on 1 = win. What this card does is kills the head. This prevents certain activations such as Genocide, and also, the head has the most health anyways, so Elena will rock with this card. Even though there's a lot of maps that are night-only (many near the end of the game), that restriction still a nuisance. Its 9 move is very useful still. In short: Yes, power up this card. ------- CHARIOT ------- Move: 9 Ace: Spear, knights only (Durant) Type: B (knocks enemy's members down to yours) At first glance, this card is useful, since knights only have 3 members anyways and it can halve almost any other enemy's members immediately. However, only knights can use this card, which makes it pretty useless. Most hard enemies such as dragon knight (Gulcasa), guardian knight (Leon), and Emilia (griffon rider) starts out with 3 members, and you're already strong against Aegina. Trust me on this, there is pretty much no use for this card. In short: No, only use this card for movement. ---------- COMA KARMA (PSP only) ---------- Move: 7 Ace: All, Pamela and ??? only (it says ??? in the PSP game) Type: ? (probably B) This card puts enemy to sleep at night, but it is unclear whether it will inflict a SLEEP status or merely make them unable to attack (similar to Skeletons sleeping at noon). In any case, it's probably a good card, but only Pamela can use it (and some other unknown character) makes it a not so useful card. In short: No decisive comment as of now. ------- CRUSADE ------- Move: 12 Ace: All, Yggdra only, when only head is alive Type: B (automatic win) Yes, if you can activate this card with Yggdra, you will win, period. It's also very useful because its ace is All, which means Yggdra does not have to be the union leader to use this card. However, it starts out with very high power and unless you are putting Yggdra alone against another union, it is not very useful. When you need it, it's very powerful, but when you want to use it, there's not many situations where you would need it. I just use it mostly for movement. In short: Yes, use it, but if possible, try to power up other cards. ---------- DOLL CRAFT ---------- Move: 11 Ace: Rod, witches only (Rosary) Type: B (TEC >= GEN to work) Simply put, damage-wise, this card always take away 1 member unless only the head is left. It could be useful against, er, Gulcasa or someone, but it's not a very reliable attack card. Despite its low attack power, it is very useful because of its high move. Oh, and it summons golems, which is pretty much useless unless you're trying to run away from a boss. If you summon a golem or skeleton, then for some reason the enemy will attack it first. Since golems don't form unions, let Rosary summon a golem when you're trying to run away or defend from Gulcasa and...run away! However, golems will destroy villages and can only move one square at a time, so aside from distracting enemies, they are useless. In short: You will use it anyways for its high moves even if you want to or not. Note: Only use this card if you picked Rosary. Otherwise, use Necro Gate. ------------- DRAGON KILLER ------------- Move: 8 Ace: Axe, only against dragon riders Type: A (normal duration) Actually, this card isn't that great. You might think it's good against Gulcasa, and while it is, there are better cards to combat Gulcasa. I personally forgot about this card and still beat Gulcasa easily late in the game (but I chose Rosary), so it maybe you people could find more use for it. You get this card somewhat late into the game at a high power, so it doesn't really need to be powered up. Like Crusade, there's not much use for it, but it could be very useful when you need it. Note that when Yggdra gets the Always Ace effect, she can also lead with this card, providing more flexibility. PSP Note: In the PSP version, the Ace for this card is All. In short: Yes, use it, but if possible, try to power up other cards. ---------- EARTHQUAKE ---------- Move: 10 Ace: Lump, golems only (Rosary's summon, Doll Craft) Type: B (halves enemy's members) Well, this card sucks. It sucks so much that I don't even bring it to battlefields for its 10 moves. I pretty much only consider picking it if I still have cards left to choose from. Also, a golem has to be summoned first and this card destroys nearby items. Even if you have a golem and can use this card, don't use it. In short: No, only use this card for movement. ----- FLAME ----- Move: 7 Ace: Rod Type: B (TEC >= GEN to work) Aside from needing this card to obtain Grilled Griffon and Dragon Steak, this card is an overall good attacking card. It obliterates Undines, its ace is rod, and Rosary/Roswell is good against sword/spear/axe users, so in general, it is a card I use a lot. PSP Note: In the PSP version, this card inflicts the BURN status, which damages the inflicted every turn with no battle penalty. In short: Yes, power up this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. ------- FORTUNE ------- Move: 6 Ace: All Type: A (long duration) Basically, when this card is activated, your LUK will replace your ATK in for the duration and the same thing happens to your enemy. It is good for characters like Nietzsche and Elena who has more LUK than ATK, not to mention enemies usually have more ATK and horrible LUK (except bosses). It's not really a fun card to use, but it works. I find Banshee's Cry to be more effective, but Fortune can be used by everyone, so it's up to you. This card also comes with an already-high power. In short: Yes, use it, but if possible, try to power up other cards. ------------- GRAVITY CHAOS ------------- Move: 9 Ace: Axe Type: B (TEC >= GEN to work) Along with Bloody Claw, this is a treasured card that I use often. It does dark damage, but the real power behind the card is inflicting the CURSE status. It is great for bosses that do not void status ailments, since it reduces their attack power and they can only move one square at a time, unable to chase you. For Gulcasa's army, I sometimes lead with Milanor and just use Gravity Chaos to the whole union of dragon knights to great effect. In short: Yes, power up this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. ---------- ITEM BREAK ---------- Move: 8 Ace: Sword Type: B (TEC >= GEN to work) This card is annoying, because you never want your enemy using it on you, and if possible, you want to obtain your enemy's items, not break it. I find it not very useful at all. Unless you absolutely cannot beat an enemy without breaking its item and for some reason Stealing isn't an option, this isn't a very good card. In short: No, never use this card. -------- IVY WHIP -------- Move: 5 Ace: All, enemy must be in forest Type: B (TEC >= GEN to work) These are what I call GEO cards, because your enemy must be in a certain terrain in order for you to use them. In fact, all GEO cards generally suck except for a few exceptions. They have low moves also, so it is doubly bad. However, note that knights are weak to this card, so in battlefields 23 and 24, do not bring Durant, since the enemy will be using this card. PSP Note: In the PSP version, this card might have its damage boosted. In short: No, never use this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. ------------- KISS OF DEATH ------------- Move: 6 Ace: All, night only Type: A (7.77 seconds) This is a very powerful and useless card. It adds big stars to your ATK while reducing stars from your enemy's ATK depending on your reputation, up to 3 on both sides. Really, only use this card when you have 5 or 6 REP. Oh, and by the way, if after 7.77 seconds and you fail to win the fight, your head dies. Yes, that is right, so time this card well. Oh, and there's one more thing that makes this card good. During the 7.77 seconds, your opponent cannot break out. Yes, that's right, you have 7.77 seconds to kill Gulcasa because he cannot use Genocide. I wished that it has more than 6 moves though, because that's very problematic at times, and you can only use it at night. It suffers the same issues as Fortune and Crusade. It comes with already-high power. In short: Yes, use it, but if possible, try to power up other cards. ------- MANTRAP ------- Move: 5 Ace: All, enemy must be in poison marsh Type: B (TEC >= GEN to work) This is the best GEO card. Why? Because it starts out with already-high power, and there is a poison marsh battlefield soon after you receive this card. Unfortunately (actually, fortunately), that's the only poison marsh battlefield, and this card is useless after that incredibly annoying map. You don't have to power up this card, since it's already high in power, and you will only use it for one map anyways. PSP Note: In the PSP version, this card might have its damage boosted. In short: No, never use this card, except for in battlefield 41. Note: GEO cards and elemental cards' power is dependent on the user's TEC. ---------- MEDUSA EYE ---------- Move: 9 Ace: All, enemy must not be a boss Type: B (TEC >= GEN to work) Wow, what a useless card. It's super annoying when used against you, but it's also super useless when you use it. When you turn an enemy into STONE, they cannot do anything and automatically lose the fight. However, you cannot attack them again and you cannot step on their square. They also don't lose morale. I personally wouldn't want to waste a space that could be valuable union space. Note that Earthquake can completely destroy characters inflicted with the stone status, but why would you want to use Doll Craft, Medusa Eye, then Earthquake? In short: No, never use this card. ----------- MIND CHANGE ----------- Move: 6 Ace: All, enemy must be same size and gender Type: B (TEC >= GEN to work) Well, this is a pretty useful card earlier on in the game when you have a small pool of cards to choose from, but halfway into the game where you need cards with higher moves, it becomes not as useful. Also, at the beginning when you cannot use unions, you don't have to worry about placing your units at the right squares and 6 moves is plenty. Like Ace Guard, you have to be positioned pretty close to the enemy to use it if you intend to use unions, so it's a toss up whether or not to use this later on. In short: Yes, use it, but try other cards as you progress through the game. ------ MIRAGE ------ Move: 4 Ace: All, noon only Type: A (normal duration) First of all, look at the 4 moves that you can use with this card, and that's pretty much all you need to know to toss it aside. If you must know, Mirage will switch you and your enemy's terrains. It's not really bad, but then again, it can only be done at noon. Some uses for this is if you want a Knight off the road/bridge or an Undine off the water (or vice versa). Some bosses also stand at forts, which you might want to switch. However, noon only, 4 moves, and it's not even a permanent switch...it doesn't last long enough to be useful, that is if you can somehow find a real use for it. In short: No, never use this card. ---------- NECRO GATE ---------- Move: 11 Ace: Rod, necromancers only (Roswell), night only Type: B (TEC >= GEN to work) Simply put, damage-wise, this card always take away 1 member unless only the head is left. It could be useful against, er, Gulcasa or someone, but it's not a very reliable attack card. Despite its low attack power, it is very useful because of its high move. Unlike golems, skeletons, in my opinion, are worse. They cannot be tough distractions, and they sleep at noon. Their only advantage would be to move more than one square at a time, but it is still less useful than Doll Craft because you can only summon skeletons at night. However, Doll Craft isn't very useful either, so don't use golems/skeletons to determine if you should pick Rosary or Roswell. In short: You will use it anyways for its high moves even if you want to or not. Note: Only use this card if you picked Roswell. Otherwise, use Doll Craft. -------------- OBLIVIOUS DAWN (PSP only) -------------- Move: 10 Ace: Scythe, tacticians only (Mistel) Type: A (long duration) This card decreases the enemy's rage gauge over time, the opposite effect of normal. While this card is activated, the enemy cannot use their card, but be warned that once the duration is over, the enemy's rage gauge will start to increase again. It seems to be a solid card, useful against Revolution and Genocide. This card can only be used by Mistel, just like how Steal can only be used by Milanor. Yggdra can still act as a union leader though. It also has a very long duration (maybe the same as Fortune) which makes it one of the most powerful cards in the game. In short: Yes, power up this card. ------------- POISON BREATH ------------- Move: 10 Ace: Lump, skeletons only (Roswell's summon, Necro Gate) Type: B (TEC >= GEN to work) This is a very useful card if you can somehow activate it. Unlike Earthquake, which has completely no use, this card will poison enemies, making them significantly weaker. The POISON status damages the inflicted every turn and reduces defense in battle. However, you have to attack with skeletons and you can only poison one enemy per turn. Skeletons can only be summoned at night, so to use this card, you have to be really lucky or if you are a very good planner. I would definitely use this card more if I managed to summon skeletons, but unfortunately, I think I successfully summoned two skeletons maximum every time I play through the game. In short: No, never use this card except for bosses, if you can plan it. ----------- REFRESHMENT ----------- Move: 3 Ace: All, noon only Type: B (independent of enemy's stats) With 3 moves, this is one of the most useless cards ever. The only reason you might want to bring this card is against maps with Emilia's army to cure curse inflicted by Gravity Chaos, but really, only Emilia ever has enough TEC to even land curse. It cannot cure stone, which makes it even more useless, and it only works at noon, and you have 3 moves to find an enemy to fight with to activate this card. Under no circumstances should you bring this card to a map without Emilia. PSP Note: In the PSP version, this card will recover some morale in addition to curing status effects. In short: No, never use this card. In the PSP version, it could be useful. ---------- REVOLUTION ---------- Move: 10 Ace: Sword, Yggdra only Type: B (brings enemy to 1 member and do some damage to head) This card is decent if you're not at a disadvantage. I find that if you're fighting a knight or undine, Revolution won't save Yggdra anyways, or if it will, then you don't need Revolution to win. It's only useful if you took huge damage during a charge or counter against an axe, sword, or bow user and you got to 1 member before your enemy. The true power of Revolution reveals when you equip Zolfy or Snipe Glass on Yggdra, which gives 1 on 1 = win, so you will always win after you use Revolution. In short: Yes, use it, but try other cards as you progress through the game. -------- ROCKFALL -------- Move: 5 Ace: All, enemy must be in wasteland Type: B (TEC >= GEN to work) Wasteland is on pretty much all battlefields, but it is still annoying when your enemy is not. I wouldn't use it, because there are better cards (with higher moves) such as Blizzard, Thunderbolt, and Flame, and once again, GEO cards are really useless. You do get this card very early on, but stop using this card once you get Blizzard and Flame. PSP Note: In the PSP version, this card inflicts the SLOW status, which reduces movement to one square per turn with no combat penalty. In short: No, never use this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. --------- SANCTUARY --------- Move: 8 Ace: All, noon only Type: B (dependent on user's TEC) This is seriously one of the best cards in the game, even with the requirement that you can only use it at noon. Characters with high TEC such as Milanor, Elena, and Russell can almost never lose with this card and if you have 5 TEC or more, you will definitely increase your winning chances by 99%. If you time it well, you can activate it just before you win to deal maximum morale damage, or even better, use it before Gulcasa uses Genocide and you may have a pretty good chance of winning. Sanctuary and Shield Barrier are two very good ace all cards for Gulcasa. In short: Yes, power up this card. --------- SANDSTORM --------- Move: 5 Ace: All, enemy must be on sand Type: B (TEC >= GEN to work) It is bad when I'm trying to write a guide and I completely forgot what this card does. Seriously, I have never even thought about this card once when I play this game, and apparently it's another sucky GEO card that shouldn't be used. There's really nothing else to say. PSP Note: In the PSP version, this card might have its damage boosted. In short: No, never use this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. -------------- SHIELD BARRIER -------------- Move: 6 Ace: All Type: A (short duration) Don't mind its short duration; it's enough to most of the time save you from a loss, or if it doesn't, it will bring the enemy down to 1 member and save you massive morale loss. Like the name says, while this card is active, the user takes no damage. There's a little strategy with this card. When the other side activates a card against Shield Barrier, the effects of Shield Barrier will cancel and you will block that attack (except for a few exceptions). This means that if you know you cannot defeat your enemy before they break out Shield Barrier, wait until they do activate it then immediately activate your attack card, canceling out the Shield Barrier effect. This is also good for you, because you can cancel your enemy's attacking card by putting up a Shield Barrier strategically. Play with this card, because it is very useful. In short: Yes, power up this card. ----- STEAL ----- Move: 12 Ace: Axe, Milanor only, enemy must have an item Type: B (TEC >= GEN to work) First of all, it has 12 moves. That's enough for me to bring it to every battlefield. That aside, it is one of the best cards, because it steals your enemy's item. Unless your enemy all have 4+ LUK, you should use this card at least one per map. Also, there's an important reason for using Steal instead of killing your opponent. If you steal an item from a boss like Gulcasa, then often times his stats go down. For example, every time I steal an item from Gulcasa his ATK goes down one big star, so seriously, it is a very good card. However, I'll also note to not overuse this card since it is tempting to because of its high MOV. Try to power up other cards too. Also, Steal will leave you with a low aggression bar which means a long time going passive if you want to use the card and a short time going aggressive if you want to do more damage. This doesn't really make Steal a bad card, but this is just a reminder that Steal isn't the best card for all situations. In short: Yes, power up this card. ----------- THUNDERBOLT ----------- Move: 7 Ace: Bow Type: B (TEC >= GEN to work) This card is problematic, because it is actually really good, but when you receive it, you have no one that can really use it, so most people don't use it. This is a mistake, because when you get Elena, she can use it, and with her high TEC, this card is a beast. If you power it up even before you have Elena, then you will have a very useful card at the end of the game. Of course, if for some reason you decide to use Cruz, then this is the only ace bow card that he can use. PSP Note: In the PSP version, this card inflicts the PALYZE (paralyze) status, which disables movement, but the inflicted can still fight in unions. In short: In short: Yes, power up this card. Note: GEO cards and elemental cards' power is dependent on the user's TEC. =============================================================================== VIII. WALKTHROUGH =============================================================================== This section is simply a walkthrough, but not really. The truth is, there can be no walkthrough for this game, at least not a step by step walkthrough. Enemy movements are very unpredictable later on in the game, and there will be differences in characters, stats, and power of cards. Therefore, only battlefields 1 through 11 will have step by step walkthroughs, since that is when you first make your decision regarding which one out of two characters you will pick. There is no other way to get the other character once you have chosen one. As always, I try to note how the PSP version might be different, but remember that this guide is based off a GBA playthrough. Most things should remain the same with the exception of some battlefields, but all there might be some major differences that even I could not have predicted. As far as general strategies are concerned, they should not vary between versions, since the concept is still the same. I will try to be as explicit as possible with the general strategies to make sure that you have a somewhat clear picture of what I want in my head. However, if I give step by step instructions, I cannot give you any claim that they will work for the PSP version because of some significant changes in battle mechanics. They will work for the GBA version up until a point, and that point is where the difference between the stats of your characters and the power of your cards and mine are too much. Here is a master legend for all maps: P: Poison Marshes G: Grass W: Wasteland S: Sand R: Road B: Bridge T: Town V: Village F: Flag X: Barricade ~: Water #: Fort %: Forest @: Ankh &: Catapult As for the list of characters, a ? means that is the character's stat without the item, and a + means that is the character's stat with the item. For example: M: Level 3 Stray Thief [Milanor], Morale: 3150/3860 (axe) Effects: Void Stone, Wasteland :) + Item: Silver Moon (7): +4 TEC, +4 LUK, No battle penalty + GEN: 2.4, ATK: 2.7, TEC: 3.0, LUK: 3.0 - GEN: 2.4, ATK: 2.7, TEC: 2.6, LUK: 2.6 All this means is that Milanor will have 3.0 TEC and LUK with Silver Moon, when his natural TEC and LUK are actually 2.6. For most enemies I will not bother with what stat they have without their items, unless they are some exceptions where Stealing an item would somehow raise the enemy's stats to your disadvantage. The maps are straightforward. Speaking of maps, I did not steal them from Lufia_Maxim's guide. I merely used their layout because I like their simplicity. Except for typos, everything on my guide I did and saw on my game. -------------- Battlefield 1: -------------- MVP: 4 turns * Note: If you haven't done so, please scan the cards section to get a good idea of which cards are better than others. Don't waste your time with Banish, Mirage, etc..., and use more useful cards such as Steal. However, you cannot use the abilities on the cards until battlefield 7. Map 1-1: M A 1 W W W W a b W W c W W Legend: W: Wasteland New Allies: M: Level 3 Stray Thief [Milanor], Morale: 3150/3860 (axe) Effects: Void Stone, Wasteland :) + Item: Silver Moon (7): +4 TEC, +4 LUK, No battle penalty + GEN: 2.4, ATK: 2.7, TEC: 3.0, LUK: 3.0 - GEN: 2.4, ATK: 2.7, TEC: 2.6, LUK: 2.6 A: Level 2 Thief [Flunky], Morale: 1880/3100 (axe) + Item: Beast Cloak (3): [?], GEO + 10% + GEN: 2.0, ATK: 2.3, TEC: 2.7, LUK: 2.5 Enemies: a: Level 1 Assassin, Morale: 320/1100 (bow) - GEN: 1.3, ATK: 1.7, TEC: 3.1, LUK: 3.1 b: Level 1 Bandit, Morale: 470/1180 (axe) - GEN: 1.7, ATK: 2.0, TEC: 1.7, LUK: 2.6 c: Level 3 Valkyrie, Morale: 1160/3540 (sword) + Item: Iron Choker (2): +2 GEN, +2 TEC, +2 LUK, Evade criticals + GEN: 2.4, ATK: 2.2, TEC: 4.0, LUK: 2.5 Items: 1: Hair Band (2): +2 GEN, +4 LUK, Instant charge * Note on Strategies: My instructions should work 100% for GBA versions. Strategies: First, I recommend that you use Steal to get the Hair Band. It is a decent item that you may use later on. Flunky leaves after this map, so it would not be a good idea to use him*. Instead, get the hair band, then use the rest of your movement to move right next to unit a then defeat her. Note that the whole battlefield is wasteland, so Milanor has the GEO advantage here. Just leave Flunky alone and end this map with 4 movement leftover. The bandit will attack Milanor and you should win, depleting the bandit's morale. However, you could get unlucky and not completely dismiss the bandit. In this case, if you want the +2 MVP bonus (which you do), restart the map. When it is your turn again, pick a card to use for your next turn. I recommend using Mind Change, since it's a good card. You will not deplete her morale, so just end the turn after you defeat her. In the next turn, you will win and deplete the valkyrie's morale, just making the 4 turns requirement for the +2 MVP bonus. * For the PSP version, the bandit and assassin's positions switched, making it required to use Flunky to get the +2 MVP bonus. So use Flunky to attack the badit and move Milanor next to the assassin afterwards. Thank Shadowchaser91's and his/her walkthrough for this tip. Once again, if you have the PSP version and you did a suspend, then you now have several options, and that is to decide what stat you want to give Milanor for MVP. Milanor will automatically max ATK at level 20. However, you will probably not be level 20 near the end of the game. ATK is a good stat to have high, so I would give Milanor ATK so he can get to 3 big stars fast. Another option is to put MVP into GEN, since that is Milanor's weakest stat. Whatever stat you decide, do a reset and continue from the suspended game, beating the valkyrie again if you did not get your desired stat. New Cards: Revolution, Banish, Sanctuary KholdStare's Turns: 4/4 -------------- Battlefield 2: -------------- MVP: 9 turns * Note: A common mistake here is to overuse Milanor. Make sure to use Yggdra as well, for she is somewhat more powerful now (because of her equipped item) than later. Let Yggdra do the fighting near Inzaghi and Milanor get the items. If possible, let Yggdra get MVP this battlefield. Map 2-1: W e Y W W c d W W M W a W W W W W W b W W W W W W W W V Legend: W: Wasteland V: Village New Allies: Y: Level 1 Sword Maiden [Yggdra], Morale: 2800/3320 (sword) Effects: > Golem, Fort :), Void Holy, < Dark + Item: Silk Corset (6): GEN UP, Block counter + GEN: 3.0, ATK: 2.2, TEC: 1.9, LUK: 1.5 - GEN: 2.3, ATK: 2.2, TEC: 1.9, LUK: 1.5 Enemies: a: Level 1 Fencer, Morale: 410/1240 (sword) - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7 b: Level 1 Bandit, Morale: 290/1180 (axe) - GEN: 1.7, ATK: 2.0, TEC: 1.7, LUK: 2.6 c: Level 1 Fencer, Morale: 330/1240 (sword) - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7 d: Level 2 Fencer [Inzaghi], Morale: 1010/3020 (sword) + Item: Leather Hat (2): +4 GEN, Evade panic + GEN: 2.4, ATK: 2.1, TEC: 2.3, LUK: 2.7 e: Level 1 Bandit, Morale: 360/1180 (axe) - GEN: 1.7, ATK: 2.0, TEC: 1.7, LUK: 2.6 * Note on Strategies: My instructions should work 100% for the GBA version. Strategies: As you can see, Yggdra's ability to "Guard" against counters is from her item, the Silk Corset. Also, increases her GEN by one big star, which means she takes less damage from charges too while losing less morale when defeated. This means that she is significantly stronger now compared to when she loses her Silk Corset, which is 6 maps later. Try to use Yggdra as much as possible and get her MVPs while you still have this great item. Now here comes the strategy section. I'll explain every single thing for the early maps, so make sure you pay attention. Note how there is a fencer (a) and a bandit (b). If you reviewed the weapon triangle, then you know that Yggdra is strong against axes (bandit) and equal against swords (fencer). The number on the cards represent its power, so the higher it is, the more morale you will take off your opponent when you win. Now, you start a clash with 6 members (8 in the PSP version), and the more members you have left standing when the battle is won, the more morale damage you will inflict. Since Yggdra is strong against axes, you will expect that Yggdra will have more members left standing than if you attacked a sword user. Therefore, to ensure that both enemies will have their morale depleted, it is best to use a card with a higher power to fight with the fencer. Please do your best to understand my reasoning. If you got what I said above, then it wouldn't come strange to you that I recommend you using Sanctuary or Banish and move Yggdra next to the bandit then defeating him. After that, move Milanor to the left of Yggdra. You do not want to place Milanor next to the fencer for two reasons. One reason is that Milanor use axes, and sword users (fencers) are good against axes. Another reason is that you want Yggdra to get experience and MVP, so even if Milanor won, the experience should have went to Yggdra instead. After you end your turn, your enemies won't move. Now, use Revolution to move Milanor to the village to get Fur. You have to do this now because the next turn takes place at night time, and villages are usually not open then. After you do that, move Yggdra one space to the right and defeat the fencer. Use your remaining moves to move Milanor up two spaces. Once again the enemy won't move after you end your turn, and now it is night time. Use a high power card such as Mind Change or Mirage to defeat the fencer with Yggdra, and move Milanor to the right of Inzaghi. Do not end your turn yet and read on. Now, here is when we do some calculations. Do you see that Inzaghi has 2.7 LUK? The two represents the big stars and the .7 represents the small stars. In Yggdra Union, only the big stars matter. Thus, someone with 2.0 LUK can make someone with 2.7 LUK drop, and someone with 2.0 ATK will have the same power as someone with 2.7 ATK, assuming all other conditions are the same. This means that Yggdra and her 1.5 LUK cannot make Inzaghi drop his item. However, Milanor can. There are three problems. The first one is that Milanor is weak against swords. The second one is that we cannot deplete Inzaghi's morale with one attack. The third one is that we don't want to use Milanor, right? Let's do more calculations. MVP is given to the person who deals the most morale damage that round. Yggdra already beat one bandit and three fencers, all three having a morale total of 290 + 410 + 330 = 1030 morale. That's just perfect, because Inzaghi has 1010 morale. This means that as long as Milanor solo beat Inzaghi and never touch the bandit (e) northeast of him, Yggdra should still get MVP. Now, the smart person might ask, why can't I just move Yggdra next to Inzaghi, end my turn, let Inzaghi attack me, then the next turn attack with Milanor to get Yggdra more experience? Well, there's nothing wrong with that, except for the fact that doing so will take more turns and you will only get +1 MVP instead of +2. To meet the +2 MVP bonus, Milanor has to be attacked by Inzaghi next turn and hopefully survive. Despite his weapon disadvantage, this whole battlefield is a wasteland, which means Milanor still has to the advantage. If you are using the PSP version, then you might want to suspend your game before ending your turn, just in case Inzaghi scores a critical hit. Don't worry; Inzaghi will attack instead of the bandit. Now after Inzaghi attacks Milanor, Milanor should still win. If not, then you can reset and continue in the PSP version, or if you have the GBA version and really want to give Yggdra the +2 MVP and get the Leather Hat, then you should restart the map, since it is a short enough map. On this turn, which should be turn 7, finish off Inzaghi with Milanor, and 2-1 should be over. Map 2-2: a a a a a W W F b a W W W W W W W M W W W W Y W W W W W W W W W W W W W W V Legend: W: Wasteland V: Village F: Flag Enemies: a: Level 5 Knight, Morale: 1940/1940 (spear) (Invincible) - GEN: 2.2, ATK: 2.2, TEC: 2.4, LUK: 1.8 b: Level 7 Knight [Leon], Morale: 4800/4800 (spear) (Invincible) - GEN: 2.6, ATK: 3.0, TEC: 3.3, LUK: 2.4 Strategies: Yggdra and Milanor are placed on my map assuming you followed my walkthrough above. The knights have the Invincibility status, which means they cannot lose. Even if you want more experience, Yggdra's +2 MVP is more important than any experience, so just use Revolution or Steal to move both Yggdra and Milanor to the flag. If you have the PSP version, then of course you know that you can suspend before reaching the flag and reset to give Yggdra your desired stat. Here's another interesting decision. Yggdra will eventually have very high ATK, although it is low now. Common sense says that you should put MVP into LUK so that it can reach 2 big stars then you can use an edible LUK UP on Yggdra to get it to 3 big stars. However, like I stated in the previous map, your characters will probably not get to level 20 near the end of the game, so what I do is get Yggdra's ATK to 3 big stars as soon as possible then work on LUK. In any case, ATK or LUK is your best stat for Yggdra right now. Her TEC will reach 2 big stars next level, so don't worry about that. Another thing is that exclamation point (!) on the field where Inzaghi was located. That is indeed the Leather Hat (if you used Milanor to defeat Inzaghi). If you finish a map without an enemy going on top of that (!), then you will receive that item anyways. Thus, it is a rule that you leave the loot if you think that it is safe from other enemies. Going out of your way to get the loot can make you waste turns, break formation, and lose out on the +2 MVP bonus. Of course, get the item if it's on your way to the next enemy, or in this case, on your way to the flag. If you want to test me, leave the (!) alone and just proceed to the flag. You will see that Leather Hat will be under the Obtained Items list. New Card: Banshee's Cry KholdStare's Turns: 9/9 -------------- Battlefield 3: -------------- * Note: From this battlefield onwards, I might not be able to completely hold your hand any longer, since the Random Number Generator from now on will be very unpredictable. Also, I do not know what you are doing with MVP and which one of your characters got MVP, so you must improvise. MVP: 33 turns Map 3-1: a h b f g D c d B G e G i B G G G V G G G G G G G G G G M Y Legend: G: Grass B: Bridge V: Village Characters: D: NPC Durant Enemies: a: Level 4 Witch [Eudy], Morale: 1640/3700 (rod) (Protect) + Item: Ruby Staff (5): +4 ATK, +2 TEC, Fire attack UP + GEN: 2.1, ATK: 2.0, TEC: 3.5, LUK: 3.2 b: Level 2 Witch, Morale: 970/1390 (rod) - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7 c: Level 2 Witch, Morale: 880/1390 (rod) - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7 d: Level 2 Witch, Morale: 820/1390 (rod) - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7 e: Level 2 Knight, Morale: 1270/1450 (spear) (Protect) [GBA] + Item: Medallion (1): Recover morale + GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7 f: Level 1 Fencer, Morale: 910/1240 (sword) - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7 g: Level 2 Knight, Morale: 850/1450 (spear) - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7 h: Level 2 Knight, Morale: 1080/1450 (spear) (Protect) [PSP] - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7 i: Level 1 Fencer, Morale: 680/1240 (sword) - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7 * Note on Strategies: My instructions should work for the GBA version until 3-2. The witches may move in such a way that blocks Durant from getting to the left-most bridge. If this happens, it is best if you reset or try to defeat them while Durant is on the right bridge. Strategies: The first thing that happens is that Durant gets charged. I would prefer that Durant wins this fight, because even though he won't get experience as an NPC (green unit), it will make things a whole lot easier. Now, the first thing you might ask is that what is the Protect status? In simple terms, that character cannot be defeated, since his or her morale cannot go below 1. Usually, some condition will change that removes the Protect status from enemies. The point of this map is to move both Milanor and Yggdra next to Durant. This will be hard, since the enemy will often attack with the best character, which means the enemy with the weapon advantage will attack. Once again, Milanor is good against knights and bad against fencers, and Yggdra is equal against fencers and bad against knights. The battlefield is grass, not wasteland, so Milanor will probably lose against the fencers. If you are planning to follow my strategy, then note that my strategy aims for getting MVP with Yggdra losing some morale. To me, the best way is to let Yggdra defeat the fencer (i) so she can occupy his space while Milanor takes care of knights (g) and (h), eventually occupying unit (g)'s spot, completing your condition. Therefore, use Steal and move Yggdra to the left of fencer (i), defeating him. Move Milanor south of Yggdra before you end your turn. After that, Yggdra will be attacked by a knight and she will lose. This is not that bad, especially if Yggdra managed to get the knight to one member before losing. Now, we need to choose a card and attack knight (g), since remember that knight (e) has the Protect status. Banshee's cry is a wonderful card that is very useful later on, so try and power up that one. However, look at the morale of the knight you're attacking. If Durant won the fight in the beginning of the map, then the knight will have low morale, which means that Milanor can pretty much deplete his morale with any card. If that knight has more than half of his morale, then use Mirage or Mind Change. If he has less than half of his morale then use Banshee's Cry or any other 1000-1200 power cards and Milanor should win. Thus, move Yggdra to the right after you choose your card and move Milanor up to engage with the knight. Before you end your turn, move Yggdra to the left of Durant. In the next turn, Yggdra will once again lose. Hey, the good news is that she's getting some experience for this. Choose a card that you want to power up like Banish, Banshee's Cry, or Sanctuary, let Yggdra attack the fencer (she should win), then move Milanor to the right to satisfy the condition. Note that there are some enemies on the field still and the fencer might still be there. Even though this might seem like a waste of experience, note that Yggdra was in a total of three fights, and she is the character that you want to train up the most. Map 3-2: T T G G G G G G 1 2 Y G h i D M G e G G G G G G f g G a b G c G d 3 G G G G V G G G G G G G G G G W W Legend: G: Grass W: Wasteland V: Village T: Town New Ally: D: Level 1 Knight [Durant], Morale: 3210/3900 (spear) Effects: Road :), Bridge :), < Griffon Rider, Forest :( + Item: Paladin Lance (2): GEN UP, +6 ATK, Holy attack UP + GEN: 3.0, ATK: 3.0, TEC: 2.0, LUK: 1.7 - GEN: 2.7, ATK: 2.6, TEC: 2.0, LUK: 1.7 Enemies: a: Level 4 Witch [Eudy], Morale: 1640/3700 (rod) + Item: Ruby Staff (5): +4 ATK, +2 TEC, Fire attack UP + GEN: 2.1, ATK: 2.0, TEC: 3.5, LUK: 3.2 b: Level 2 Witch, Morale: 970/1390 (rod) - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7 c: Level 2 Witch, Morale: 880/1390 (rod) - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7 d: Level 2 Witch, Morale: 820/1390 (rod) - GEN: 1.7, ATK: 1.7, TEC: 3.2, LUK: 2.7 e: Level 1 Fencer, Morale: 910/1240 (sword) - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7 f: Level 2 Knight, Morale: 1270/1450 (spear) + Item: Medallion (1): Recover morale + GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7 g: Level 2 Knight, Morale: 850/1450 (spear) - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7 h: Level 1 Fencer, Morale: 680/1240 (sword) - GEN: 1.9, ATK: 2.0, TEC: 2.2, LUK: 1.7 i: Level 2 Knight, Morale: 1080/1450 (spear) - GEN: 2.2, ATK: 2.0, TEC: 2.3, LUK: 1.7 Items: 1: Trap (NA) 2: Kokorinut (1): Edible LUK UP 3: Fur -> Fur Coat (3): +4 GEN, Void Ice Strategies: Hey look, Protect is gone, and we're only at turn 12 out of 33 needed for the +2 MVP bonus. If you listened to the tutorial, then we can now form unions. This is wonderful, really. Also, I'm going to state right now that this map will become so hard that you really can't control whom will get MVP, so it will probably be Milanor since he's your strongest character. First off, do you see the knight (i)? He is male, so his union will be with knight (f) two squares to the southwest. This means that you will be fighting against two knights, so Yggdra is out of the question. I repeat, leave Yggdra out of this union. Also, if you move your cursor to knight (f), isn't he on a bridge? Knights are good on bridge, which means you want Milanor to defeat that knight. Choose a good card with at least 1200 power, move Yggdra to the left to obtain Kokorinut (2), then move Milanor up once. Now you see that Milanor is second in Durant's union, making knight (f) who is second in knight (i)'s union. Then, attack the knight with Durant. Do not move Yggdra after you attack, and end your turn. Notice now that the fencer will go after Durant, which once again forms a union with knight (f). This is great for you, because Durant is good against fencers and Milanor is still good against that knight. However, since the knight is on a bridge, if he gets lucky, he might defeat Milanor. Just this fact alone alludes to the power of Durant when he's on a bridge or road. When the knight (f) gets defeated, his whole army will leave, dropping a Medallion for your efforts. Remember what I said about knights on bridges? On your next turn, use Steal to place Durant on the bridge (looting the Medallion) and move Milanor to the village (3) to get the Fur Coat. A witch will attack Durant, and despite Durant's spear being weak against her rod, Durant will still win because he's on a bridge. Yggdra can stay back for now because she really has no chance against the witches. Note that witches have rod as their weapon, and rods are strong against axes, spears, and swords. Next, just use Revolution, move Yggdra one up, two left, and one down to get the trap (1). Then, move Durant two west off the bridge and Yggdra on the bridge. Now, I have no clue how the enemy will move so it's random. What you want is to use Sanctuary or Banshee's Cry to get Durant to the left bridge. From there, he can and will beat all of the witches, even Eudy! However, be smart. It takes two turns for Durant to defeat Eudy. But Durant can't make Eudy's item drop; only Milanor can. Therefore, go passive if you are fighting Eudy again with Durant and deliberately lose, just so Milanor can come over and defeat Eudy to make her item drop. Milanor isn't stronger on bridges, but note that the bridge has 10% GEO bonus. This means that Milanor will still get a bonus from being on the bridge, a bonus enough to beat Eudy on a charge, but probably not when Eudy charges. Let's review: I have no clue how the enemy is going to move, but you need to place Durant on a bridge and somehow get Milanor over to deal the finishing blow to Eudy. One other thing is that Aegina (sword user) will appear next, and you do not want Milanor lingering around. Therefore, try to use those extra movement to move Yggdra closer to Eudy, but not to the front lines. But often, Aegina's army will pillage the loot. Therefore, when you move Durant off the bridge for Milanor, step over Eudy and go two spaces to the left (only Durant can do this right now because he is mounted), to block Aegina's army from the northwest. Don't worry about Durant, since he is a spear user and Aegina's army all use swords. Map 3-3: T T G G G G G c G G G G a b d G G G G G G G G G G G G G Y G B G D G M G G G G V G G G G V G G G G G G G G G G W W Legend: G: Grass W: Wasteland V: Village T: Town B: Bridge Enemies: a: Level 2 Valkyrie, Morale: 800/1350 - GEN: 1.7, ATK: 2.0, TEC: 2.7, LUK: 2.3 b: Level 5 Valkyrie [Aegina], Morale: 2060/4100 + GEN: 2.2, ATK: 3.0, TEC: 3.5, LUK: 3.0 c: Level 2 Valkyrie, Morale: 770/1350 - GEN: 1.7, ATK: 2.0, TEC: 2.7, LUK: 2.3 d: Level 2 Valkyrie, Morale: 810/1350 - GEN: 1.7, ATK: 2.0, TEC: 2.7, LUK: 2.3 Strategies: If you followed my hints, then Durant should be blocking Aegina's army like so, with Milanor on the bridge. The location of Yggdra is not significant, unless she's way back to the northeast which would be bad. Now, Milanor is weak against swords, so he is not an ideal person to fight Aegina's army. This changes if you want to get Aegina's item, Flamberg. If you do, then there are good news and bad news. The good news is that Aegina will always go after Milanor so if you have a plan, then she will almost always follow it. The bad news is that the plan needs to involve Milanor not getting totally destroyed by Aegina. Now, this plan all depends if Aegina will come to Durant first. If she does, then use Durant to defeat her to knock down her morale enough for Milanor. If her army comes to Durant first, then just defeat them until Aegina comes. The rule of thumb here is to let Durant win once against Aegina, on Aegina's charge. While you're taking care of Aegina's army, move Milanor to the village south of Durant. This gives Milanor the best GEO advantage and the best chance to get Flamberg from Aegina. If somehow you let Durant fight with Aegina the second time, then try to go passive so that you will not deplete her morale. After Milanor is in position, move both Durant and Yggdra way back, just to make sure that Aegina will attack Milanor. You will probably lose the first time Aegina charges at you, but on your charge, you should win, provided that you are standing on the village. Also, use a high power cards. If you didn't waste turns, then you will have up to three chances to defeat Aegina with Milanor alone, and still meet the +2 MVP bonus, so just take your time. If you do get it, then congratulations. If you are having trouble, then just move Durant in to defeat Aegina once and for all. If you don't want the Flamberg, then it's nothing bad; it's just for perfectionists like me. This map was really not designed for you to obtain Flamberg anyways. If you follow my suggestions, then Durant will probably get MVP. Once you got Milanor and Aegina alone, you can try suspending if you have the PSP version so that you can get Durant a good stat for MVP or if you don't want to lose tons of morale to Aegina. Either way, you should complete the map, making the +2 MVP bonus, and obtaining all items. If you do get the Flamberg, then this would be an excellent item for Yggdra to reach 3 big stars in ATK earlier on. What is a good stat for Durant? In my opinion, that is ATK. If Durant get +2 ATK for MVP, then after this stat, his natural ATK will be 3 big stars. Note that his Paladin Lance gives him ATK UP so it does not appear this way. After that, you can train up LUK and later on give him the Kokorinut so he can be decent with 3 LUK. One last note that I have to make is the aggressive/passive bar. When you go aggressive, then your character may add an element to that attack. Yggdra's element is Holy, while Milanor and Durant don't use an element. If you did not follow my instructions and let Yggdra attack Aegina's army, then do not go aggressive. This is because all valkyries void holy, so it is actually bad for Yggdra to add her holy element while fighting the valkyries. Keep this in mind for future reference. New Cards: Ace Guard, Flame KholdStare's Turns: 26/33 (lucky) -------------- Battlefield 4: -------------- * Note: Try to get used to unions now. For example, the enemy here is on a two by two square, and they are all males. This means that if you attack one, then only the enemy diagonal from the one you attacked will be in the union. MVP: 18 turns Map 4-1: D Y M V G G B G G G G G G G X G a c G G G b d G G G G G G V Legend: G: Grass B: Bridge V: Village X: Barricade Enemies: a: Level 2 Fencer, Morale 1410/1410 (sword) - GEN: 2.0, ATK: 2.1, TEC: 2.3, LUK: 1.7 b: Level 4 Knight, Morale 2470/2470 (spear) + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7 c: Level 2 Fencer, Morale 1410/1410 (sword) - GEN: 2.0, ATK: 2.1, TEC: 2.3, LUK: 1.7 d: Level 2 Fencer, Morale 1410/1410 (sword) - GEN: 2.0, ATK: 2.1, TEC: 2.3, LUK: 1.7 Items: ?: Four-Leaf Clover (4): LUK UP, Drop rate 100% (There is a low chance of getting this item every time Yggdra steps onto a grass square through battlefield 4). * Note on Strategies: My instructions will mostly work for the GBA version. However, I did not give specific instructions but you should not have many problems with this map either. Strategies: This is the first map where you can only bring several cards instead of all cards. I recommend Steal, Flame, Banish, Sanctuary, Banshee's Cry, Revolution, and Ace Guard. If you have the PSP version bring Refreshment, and if you have the GBA version bring Mind Change. Rockfall is in my opinion the best GEO card but also the worst card out of what you have right now. First of all, note that your enemies are standing on forts, which give a +40% GEO bonus. This is bad for you, but it is also a great place to level up Yggdra because she is good on forts. Use Steal and move Durant above the northeast fencer. Then, move Milanor onto the bridge. Now attack with Durant. Milanor should face off with the garrison captain and have a weapon advantage. After you attack, move Milanor right and Yggdra one down. The purpose of this is so that the fencers cannot make a union to engage Milanor with fencers. The fencers will restructure and attack Durant, which he should easily win. Now use a card with 5 movement and a bit of power to put Yggdra on the bridge. Durant should be union leader and bring Yggdra into the fight with the other fencer. If the card's power is high enough, Yggdra should be able to deplete the morale of the fencer she is facing. After that, move Milanor down to north of the garrison captain and southwest of Durant. He should get Imperial Warfare 2. The garrison captain will attack Milanor and lose, and then attack Durant and could possible beat him. After that, choose a card has enough movement to put Yggdra to the right of the garrison captain with moves left to spare. If the garrison captain has about or more than 50% of his morale, then place Milanor to the left of the garrison captain just in case. Yggdra can win here because she blocks counters and is good on forts, even if she is weak against spears. After the garrison captain goes down, move Milanor to the (!) to collect a Medallion and change battle conditions. Note that all garrison captains in this battlefield 4 will have only 1 big star of LUK, so anyone can finish him off and make him drop the Medallions. Map 4-2: G G G V G G B G G G G G G G X G # D G G G G G G G G G G M Y G G X G G a c G G G G G b d G V G Legend: G: Grass B: Bridge V: Village #: Fort X: Barricade Enemies a: Level 4 Knight, Morale 2470/2470 (spear) + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7 b: Level 2 Bandit, Morale 1210/1210 (axe) - GEN: 1.7, ATK: 2.1, TEC: 1.7, LUK: 1.8 c: Level 2 Fencer, Morale 1410/1410 (sword) - GEN: 1.7, ATK: 2.1, TEC: 1.7, LUK: 1.8 d: Level 2 Fencer, Morale 1410/1410 (sword) - GEN: 1.7, ATK: 2.1, TEC: 1.7, LUK: 1.8 Whatever you do just choose a card enough to get Yggdra above bandit (c) and have her solo the battles. If you still have some movement left move Milanor over, and end your turn. Yggdra will be attacked again, only by bandits, and she will win easy. Sometimes, with a powerful enough card and some luck, Yggdra can deplete the morale of two bandits. If not, then just attack the bandits again. It is more important to level up Yggdra here than get the +2 MVP bonus for this map. You can save turns by putting Milanor (or Durant, whoever dealt less morale damage in the 4-1) next to the garrison captain after Yggdra dispatched the bandits. Doing so will let the garrison captain attack Milanor or Durant, and that means you can deal some extra morale damage when it's your enemy's turn. Once again, Yggdra can handle the knight if she's on a fort, so make sure of that. When it is your turn again, move your third party member over to help defeat the garrison captain. If you haven't done so yet, put someone in the square southwest of the garrison captain to get Imperial Warfare 1. After BF 4-2, Milanor, Durant, and Yggdra should have at least leveled up once. Map 4-3: G G a c G G V G G b d G G B G G X G G G G 1 G G G X G G G X X G G V G # # G G G G G G G G G G # # G G X G G D M G G G G G # Y G V G Legend: G: Grass B: Bridge V: Village #: Fort X: Barricade Enemies: a: Level 2 Hunter, Morale 150/1500 (bow) - GEN: 2.0, ATK: 1.7, TEC: 3.2, LUK: 2.3 b: Level 4 Knight, Morale 2470/2470 (spear) + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7 c: Level 2 Hunter, Morale 150/1500 (bow) - GEN: 2.0, ATK: 1.7, TEC: 3.2, LUK: 2.3 d: Level 2 Hunter, Morale 150/1500 (bow) - GEN: 2.0, ATK: 1.7, TEC: 3.2, LUK: 2.3 Items: 1: Goat Milk (1): Edible TEC UP Strategies: First of all, move Yggdra all the way up to the left of hunter (a) and start engaging with them. Depending on if you want the +2 MVP bonus, which is 18 turns, you can play with the hunters for a while. While you are doing this, move your other units up, getting the Goat Milk at the village (1), and ending your turn with Durant/Milanor in each other's union next to the garrison leader. If you are confused about what this means, move Durant or Milanor next to the garrison leader then move the other in the first's diagonal union. This way, when it's the enemy's turn, Yggdra will not get charged. Hunters are bow users, who are weak against axes, spears, and sword, which gives Yggdra an advantage. However, when they charges, Yggdra cannot counter. Most of the time, Yggdra will still win because of her weapon, but at noon, when hunters are strong, Yggdra will lose. This is why you want the garrison captain to charge at Durant or Milanor instead and let Yggdra charge at the hunters on her turn. If you let Yggdra play with the hunters enough, and if you only used Yggdra to beat the bandits in 4-2, then Yggdra will get MVP, which is quite nice. If Yggdra is level 3 and received +2 MVP ATK twice, then she should have exactly 3 big stars for ATK. Just remember to stop playing with the hunters and let Durant/Milanor finish off the garrison captain when you're close to turn 18. Don't forget the Imperial Warfare 3 to the northwest of the garrison captain. If all the hunters are finished, then once again, Yggdra on a fort can defeat the garrison captain quite easily, ensuring that she will get MVP. You should aim for 3 big stars in ATK and 2 big stars in LUK for Yggdra. New Card: Shield Barrier KholdStare's Turns: 17/18 -------------- Battlefield 5: -------------- MVP: 7 turns Map 5-1: V G G ~ a b c G G ~ ~ T T d G G ~ G G G G D Y M G V Legend: G: Grass T: Town V: Village ~: Water Enemies: a: Level 3 Undine, Morale: 1500/1500 + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 2.0, TEC: 2.3, LUK: 1.7 b: Level 3 Undine, Morale: 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3 c: Level 4 Undine [Ishiene], Morale: 3600/3600 + Item: Ice Javelin (5): +4 ATK, +4 TEC, Ice attack UP + GEN: 2.1, ATK: 2.5, TEC: 2.7, LUK: 3.3 d: Level 3 Undine, Morale: 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3 * Note on Strategies: The enemy will move exactly as planned if you followed my instructions. However, at this stage the stats of your characters and/or the power of your cards may play a role in whether you defeat your enemies faster or more slowly than I do. Strategies: First of all, you have this item called Goat Milk. Now, both Yggdra and Durant has exactly 2 TEC if they're at level 3 and 4, respectively. However, Yggdra will naturally max TEC, so I would give it to Durant, and right now, since he just lost his Paladin Lance. Another option is to give it to Nietzsche, another character that you will acquire soon. Nietzsche will eventually have lower TEC than Durant, but she won't use her TEC for a while so I would still go with Durant. If you're playing the PSP version, then I would suggest that you ditch Nietzsche for Mistel altogether, so just give the Goat Milk to Durant either way. This is a sweet and short battlefield that is either very difficult or very easy. First of all, Yggdra is out because she is not going to beat spear users without a fort. Milanor is only character right now that can make the undines drop the Medallions, so just use Milanor and Durant then move Durant one square out of Milanor's union when you see fit. Your goal is to occupy the two town squares (indicated by T in the map) and use their terrain bonuses to your advantage. The first thing you should do is pick Sanctuary, move Durant to the right T square an Milanor two southwest of Durant. Then, attack the undine (b). The reason for this is that you want Milanor to clash with Ishiene so you can deal more morale damage to her, and also, when it's Ishiene's charge, she won't win against Milanor. After your turn and the enemy's turn, hopefully you will have two undines with low (300- 400) morale. Now, choose a card and move Milanor to the left of Durant. Attack undine (a) with Milanor and afterwards, undines (a) and (b) should leave the map and two medallions will drop. Now, move Durant one down and move Yggdra west of Durant. For this next turn, Ishiene will probably move southwest, onto the town, and attack Durant, although the RNG may say so otherwise. This is good because even though Durant is in a grass square, Ishiene is no longer in that water square with +50% GEO. Even better, Durant is in a union with Milanor who is in the town square. Ishiene should lose both battles to Durant and Milanor even though she charged. Now, Move Yggdra south of undine (d), Durant left of Yggdra, and Milanor left of Durant. This is so that Milanor will be the third person in the union, which makes sure that undine (d) will be defeated when it's the enemy's turn (which should be turn 6) and also Milanor is the only character who has enough LUK to make the Medallion drop. Now, attack with Yggdra. She should win. Durant should beat Ishiene and Milanor should inflict huge morale damage to undine (d). In the next turn, undine (d) will attack and beat Yggdra. Ishiene will lose to Durant, and undine (d) will finally fall to Milanor, dropping a Medallion. This should be turn 7. First of all, gauge Ishiene's morale. If it is low enough, then attack with Milanor on the town square and he will probably deplete Ishiene's morale. If Ishiene's morale is 500 or more, then form a union with Durant and Milanor, have Durant attack first and Milanor finish the job, so that the Ice Javelin can drop. Don't make any mistakes here. I would rather have the Ice javelin than the MVP bonus, so if you think that Durant will be the one with the finish blow, then try to attack with Milanor instead. If Durant is MVP, then LUK is best. If Milanor is MVP, then GEN is best. If Yggdra is MVP, then I have no clue how that could have happened. New Card: Blizzard KholdStare's Turns: 7/7 (It is very possible to complete this map in 5 or 6 turns if you get lucky or just concentrated Ishiene.) -------------- Battlefield 6: -------------- * Note: Please recruit Nietzsche, because she will make your life a lot easier. Even if you don't intend to use her later on, she will be very useful this battlefield, especially if you want the +2 MVP bonus. Also, like how Yggdra should not go aggressive against valkyries, Nietzsche should not go aggressive against undines. Nietzsche's element is ice, and undines are void ice. MVP: 18 turns Map 6-1: a V e G G b f G ~ c g Y M ~ d h D ~ ~ 2 ~ G ~ ~ 1 G ~ T N V G G G G G Legend: G: Grass T: Town V: Village ~: Water 1: Uncover the bottom part of the map New Ally: D: Level 4 Undine [Nietzsche], Morale: 3800/3800 (spear) Effects: Water :), Void Ice, Sand :(, < Fire + Item: Coral Spear (2): +4 ATK, +4 TEC, Morale UP in water + GEN: 2.3, ATK: 2.7, TEC: 2.7, LUK: 3.3 - GEN: 2.3, ATK: 2.3, TEC: 2.3, LUK: 3.3 Enemies: a: Level 3 Assassin, Morale 1380/1380 - GEN: 1.3, ATK: 1.8, TEC: 3.2, LUK: 3.2 b: Level 3 Bandit, Morale 1460/1460 - GEN: 1.8, ATK: 2.2, TEC: 1.7, LUK: 2.7 c: Level 5 Bandit [Ortega], Morale 3920/3920 + Item: Kill Blade (2): GEN DOWN, ATK UP, 1 on 1 = win + GEN: 1.0, ATK: 3.0, TEC: 1.8, LUK: 2.4 d: Level 4 Undine, Morale 1670/1670 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3 e: Level 3 Assassin, Morale 1380/1380 - GEN: 1.3, ATK: 1.8, TEC: 3.2, LUK: 3.2 f: Level 3 Bandit, Morale 1460/1460 - GEN: 1.8, ATK: 2.2, TEC: 1.7, LUK: 2.7 g: Level 4 Undine, Morale 1670/1670 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3 h: Level 4 Undine, Morale 1670/1670 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3 Items: 2: Healing Herb (4): +2 LUK, Cure ailments * Note on Strategies: The enemy will move exactly as planned until 6-2 if you followed my instructions. However, at this stage the stats of your characters and/or the power of your cards may play a role in whether you defeat your enemies faster or more slowly than I do. Enemy movement for 6-2 are random. Strategies: If you are planning to use Durant this map, put the Fur Coat on him. If you don't, then you should put it on Durant in the next map anyways, so make sure to not give him anything else (like the Ice Javelin). I still recommend putting Fur Coat on Durant now. Your strategy here is to get Nietzsche and let her wreak havoc. Similarly to how Milanor on wasteland can destroy fencers and Yggdra on forts can destroy knights, Nietzsche on water can destroy bandits, so she is very useful in this map. First of all, choose Revolution and have Durant go to the X on the map then to the T. Doing so will recruit Nietzsche. Next, move Nietzsche left and up onto the water square and Milanor up once then end your turn. In the enemy's first turn, the north-most village will be pillaged. There was nothing that you could have done about that. An assassin will move to the left and form a union with a bandit, which Milanor and Yggdra should be an easy time defeating. Remember my note above about how Nietzsche should not go aggressive on undines for your next turn. This doesn't mean that you go passive either. Just leave your aggressive/passive bar alone. On the next turn, choose a card with 7 movement. Move Nietzsche one up to get the Healing Herb (2). Then, move Nietzsche to the left of undine (d), move Yggdra right once, and move Milanor down and left. Attack with Nietzsche. Again, note that Nietzsche can defeat normal bandits while she is on a water square. After you win all four battles, move Milanor down once and end your turn. Now you know why you moved Milanor down once. Yggdra will get attacked, and if Milanor were still in the union, then Ortega would charge him and win via 1 on 1 = win. I have never had Yggdra lose to an Ortega charge, but I guess RNG could be unlucky for you. In any case, Yggdra should win once and Nietzsche should win once, with no one losing yet. If you are lucky, Yggdra could have beaten Ortega too, but it's not a big deal if she didn't. This walkthrough will assume that Nietzsche depletes the bandit's morale this turn. Yes, Durant is still stuck there doing nothing. If you want, move Durant around the left and up if you have extra movement before you end your turn. Do not break your formation to bring up Durant. Have you noticed how the undines are slow to be defeated? There are two reasons. First of all, they have are good in water, so instead of Milanor defeating them with 3-5 members left, he is only strong enough to defeat them with 1-3 members left. When the undines charge, Milanor may even lose. The second reason is that GEO bonuses are calculated into morale damage. Since water has a +50% GEO bonus, not much morale is taken away when the undines lose. Whenever Nietzsche loses while on a water square and her opponent only has one member left, then Nietzsche will probably not lose any morale at all! Keep this in mind. Because of what I said before, pick a very strong card, probably Shield Barrier or Ace Guard, which should have at least 1600 power. Move Milanor up once, attack the undines and Ortega yet again. After you win, move Yggdra up once to face the bandit and Milanor right once. This way, the bandit will attack Yggdra and the undine in the bandit's union will attack Milanor. Once again, Milanor may lose this fight but he stands the best chance. From now on, all you have to do is make the same formation (Milanor, Yggdra, Nietzsche) until Ortega and the undines are defeated. How long that will take depends on how lucky you are with the RNG. However, if you want to the Kill Blade (which you do), then you have to change the formation to Milanor and Nietzsche only. When Ortega has around 1200 morale, then a card with 1400 morale will get him very close to zero on Yggdra's charge. If you see that happening, move Milanor to the square two north of Nietzsche, Yggdra left of Nietzsche, and attack with Nietzsche. End your turn * Note: If your Steal card is less than 1500 power, then use it and bring Durant left of Yggdra, Milanor two north of Nietzsche. When it's Yggdra's charge against Ortega, go passive, and she should beat Ortega without depleting his morale. However, Durant's presence means the lead undine (d) may have her morale depleted by Durant, which helps loads with Zilva's army comes. Also, removing the undines now means their turn won't get used up and you have a better chance at the +2 MVP bonus. On the next turn, the assassin in the top-left corner will attack Milanor, and if it is not night time, Milanor should win easily. If you used the Steal card strategy above and Durant is in Milanor's formation, then the assassin will outright get defeated and removed from the map. Now, choose a high movement card like Steal. If Durant is close by, move Yggdra up, Milanor north of Ortega, and Durant two southwest of Milanor. If you followed my advice then Durant should have Fur Coat, and he can deal massive morale damage to the undine that is in Ortega's union. Of course, if you already used Steal to move Durant up and the undines are off the map, then use any card, move Durant as northeast as possible but save 2 movement. Let Milanor defeat Ortega once and for all, and use the last 2 movement to put Nietzsche on the square Ortega was standing on. Now, the conditions change. Map 6-2: G G G G G G M G a c G ~ N ~ b d G G ~ ~ ~ V G G ~ G ~ G ~ ~ G G ~ T ~ V G G G T G Legend: G: Grass T: Town V: Village ~: Water Enemies: a: Level 3 Fencer, Morale 1140/1140 - GEN: 2.0, ATK: 2.2, TEC: 2.3, LUK: 1.7 b: Level 3 Fencer, Morale 1140/1140 - GEN: 2.0, ATK: 2.2, TEC: 2.3, LUK: 1.7 c: Level 5 Assassin [Zilva], Morale 2760/2760 + Item: Stell Persona: +4 GEN, +2 TEC, -2 LUK, Evade panic + GEN: 2.0, ATK: 2.2, TEC: 2.6, LUK: 3.3 d: Level 1 Assassin [Elena], Morale 1930/1930 + Item: Gale Bow: +6 TEC, Instant charge + GEN: 1.7, ATK: 1.9, TEC: 2.7, LUK: 3.5 Strategies: I have no clue how these characters are going to move, but try to get Gale Bow. Stell Persona is good too, but making Elena's item drop is your highest priority, since Instant charge is a very useful effect. If Elena is in a union of 3, then put Milanor at the first position and Nietzsche at the fourth position since both characters have 3 LUK. If Elena is in a union of 2, then put Milanor at the first position and Nietzsche at the third position, etc... Just improvise to line up your high LUK characters with Elena in the enemy's union. Here are some tips for you. Putting Nietzsche in the water and link her into another union is very effective, even at night when the assassins are strong. When it's night time, retreat all you can except for the character that you can't move and Nietzsche. Set up your formation again during the day. Also, Zilva's army is in a great spot to pillage, so make sure you have some movement leftover after you defeat Elena to go and grab her item. Somehow Yggdra got MVP when I did this map. This is probably because Ortega had lots of morale and Yggdra was my main fighter against him. Also, Durant was leading the fight against Zilva's army so morale damage for the other units are spread out. Yggdra should again work words her 2 LUK if she already has 3 ATK. Durant should try to get 2 LUK, Nietzsche should try and get ATK or TEC, and Milanor should try for GEN. Of course, give the Kokorinut to the character who reaches 2 LUK first. New Card: Bloody Claw KholdStare's Turns: 16/18 -------------- Battlefield 7: -------------- * Note: You can now use the ability listed on cards such as Steal, Sanctuary, etc... Also, this is the last map that Yggdra will have on her Silk Corset, which means that she will no longer block counters. Milanor and Nietzsche's items will also go away after this map. MVP: 21 turns Map 7-1: G G ~ a ~ ~ ~ G G G G ~ ~ G G G ~ c ~ ~ ~ G G V d M G Y D N Legend: G: Grass V: Village ~: Water Enemies: a: Level 3 Undine, Morale 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.3, ATK: 2.0, TEC: 2.7, LUK: 2.3 b: Level 5 Undine [Ishiene], Morale 3940/3940 + Item: Brave Ring (2): +6 GEN, +4 ATK, Morale UP when low + GEN: 3.0, ATK: 2.6, TEC: 2.4, LUK: 3.3 c: Level 3 Undine, Morale 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.3, ATK: 2.0, TEC: 2.7, LUK: 2.3 d: Level 3 Undine, Morale 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.3, ATK: 2.0, TEC: 2.7, LUK: 2.3 * Note on Strategies: The enemy will move exactly as planned if you followed my instructions. However, at this stage the stats of your characters and/or the power of your cards may play a role in whether you defeat your enemies faster or more slowly than I do. Durant with Fur Coat and Nietzsche alone can take out Emelone's army, Mizer and his bandit will be random. In the PSP version, paralysis is also a factor which may cost more turns or result in failed attempts to Steal. Strategies: This is the first map that you can use cards, so you need to choose wisely. For cards, I chose Steal, Shield, Bloody Claw, Flame, Banish, Blizzard, Sanctuary, and Banish. Here's the tough part. Ishiene is on a fort, which means that Mirage can be very effective at noon. Ace Guard is also good, so you can choose between the two. Refreshment is also a good option for the PSP version, if someone you are low on morale. Note that you cannot use Bloody Claw and Flame yet, but they are strong cards they will be used later on, so why not power them up now? If you're planning to use Cruz and not Elena, then you can choose not to bring Bloody Claw and maybe Revolution instead. To get ready for this map, make sure that Durant has Fur Coat equipped if you did not do so already last map. There is not a great need of recovering your characters' morale right now, since this map is not hard, but just annoying if you want to collect every item plus make it under the MVP limit. Once again, do not go aggressive against undines if you are using Nietzsche. This is why she is so great against undines. Once undines enter their rage mode, they will automatically add in their ice element, which does nothing to Nietzsche. Since you can actually control whether or not to add the ice element into your fights, Nietzsche has an overwhelming advantage over her fellow enemies. First of all, before you move, look at what you're up against. Three undines are in the water and Ishiene is on the fort. You don't know this yet, but once the enemy undines use Blizzard, the water will change to ice, going from +50% GEO to -10% GEO. This is very good for you, but the game is one stead ahead of us. Placing Ishiene on a fort means she will not be affected by the ice. Now choose Bloody Claw, which currently has the highest power out of any of my cards. Move Milanor to the village, Nietzsche southwest of him, Yggdra up once, and Durant up once. Your union will be Milanor, Nietzsche, Durant. First of all, Milanor will attack one undine. In the second fight, the enemy's rage bar might be filled up to the second level, which adds the ice element. However, the second enemy will fight Nietzsche, which nullifies that element. And then, Ishiene will fight with Durant. If Blizzard hasn't been used yet, then Ishiene will use it. However, Durant has the Fur Coat on, so har har. In the next turn, RNG might be random. However, one thing for sure is that Ishiene won't move. Most of the time, the three other undines will line up to attack you, without Ishiene in that union. If so, then you might even deplete all three undines' morale! This is partially due to the same strategy, in which Milanor is on a village, when the ice element is added Nietzsche is fighting, and Durant is also void ice. Also, the undines will still be on the ice with -10% GEO and Bloody Claw has high power. Medallions will drop regardless of your characters' LUK, so now it's time to do something about Ishiene. * Note: Characters can walk on ice. However, it is inadvisable that you end your turn on ice, because you will sink when it is noon and ice thaws, removing that character from the battlefield. It is very risky to do so, plus, staying on ice means you are giving yourself a terrain disadvantage. Now, use Steal. However, you are not going to use the skill itself. Move Milanor two up, grabbing one Medallion in the process. Move Nietzsche northwest of Milanor and Durant southwest of Milanor. Now, attack with Milanor and go aggressive for Milanor and Durant*, stay neutral with Nietzsche. You should win easy. Now, there are some things that we need to consider. If Ishiene has about 1000 morale and your Steal card's power is 1600, then Durant will not get the last hit on the next turn. If your Steal card's power is somehow more than 1600, then we have a problem. You do not want Durant to get the finish blow because then Ishiene's Brave Ring will not drop. You can now choose to remove Durant from the union and spend an extra turn charging at Ishiene. Most of you will not have this problem. Whatever you do, move Yggdra up with the remaining movement that you have, if any. * Note: If Milanor's initial charge brings Ishiene to 4 members for the GBA version or 5 members for the PSP version, then proceed to go passive and try to Steal. Nothing will happen differently, except that Ishiene's GEN will decrease, which lets you bring her morale down faster, which ensures that you will defeat her when it is her turn to charge. Whatever you do, step on the fort with Milanor or Yggdra to change the conditions. Before you do, however, move Nietzsche east onto the ice (she cannot sink) so that you will save some movement when the cards reset. Of course, make sure you do have enough movement left to move Milanor onto the fort after you move Nietzsche. Any card will do, but your highest movement card is recommended. Also, don't worry about the (!)'s on the ice. They are not in any danger of getting pillaged. Map 7-2: g ~ h ~ ~ V G G G ~ ~ ~ ~ ~ ~ G G T G G G # B B G G G G T T G G ~ ~ ~ ~ ~ ~ V a G G V ~ # d f ~ G G 1 G e ~ 3 G c ~ ~ G G 2 Legend: G: Grass V: Village T: Town ~: Water #: Fort Enemies: a: Level 4 Undine, Morale 1670/1670 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3 b: Level 4 Undine, Morale 1670/1670 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.1, TEC: 3.0, LUK: 2.3 c: Level 3 Undine, Morale 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3 d: Level 6 Undine [Emelone], Morale 4480/4480 + Item: Gugnir (1): +6 GEN, +4 ATK, +4 LUK, Skill time 2x + GEN: 3.0, ATK: 2.7, TEC: 3.0, LUK: 3.4 e: Level 3 Undine, Morale 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3 f: Level 3 Undine, Morale 1500/1500 + Item: Medallion (1): Recover morale + GEN: 1.8, ATK: 2.0, TEC: 2.7, LUK: 2.3 g: Level 4 Bandit, Morale 1590/1590 + Item: Medallion (1): Recover morale + GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0 h: Level 5 Hunter [Mizer], Morale 3780/3780 + Item: Winged Sandals (2): + GEN: 1.9, ATK: 2.2, TEC: 3.5, LUK: 4.0 Strategies: Here comes the hard decision. First of all, if you want Winged Sandals, then you cannot Steal from Emelone, since you will have to Steal from Mizer. This is because Mizer has 4 LUK, so Milanor cannot make him drop it, unless Milanor's LUK is 4 due to MVP. This is why I let Yggdra and Milanor stay back to defeat Mizer and have Nietzsche and Durant slay Emelone's army. One good reason is that you will only have to move two characters this way, which makes you waste less turns. Another reason is that you want to get Nietzsche and Durant some MVP too! Milanor and Yggdra probably has the most MVP as of right now. If you want to later on bring Yggdra, you can, since the area surrounding Emelone are forts and Yggdra might be useful there. You will notice that Mizer and the bandit are not yet on the map. Don't worry; they will come later. First, choose that useless Bloody Claw card and bring Durant or Nietzsche to the village closest to the undines. At this point, Durant is a bit stronger so I suggest bringing him. He can also deplete the morale of two undines attacking him when it is the enemy's turn, so you will get a head start. If you move Durant to the village, then make sure Nietzsche is at least on the right bridge (if not more to the right). This will make your life way easier. Two undines will attack the character on the village here. If it is Durant, then he will most likely remove them off the map. If you followed my instructions before, then you can move Nietzsche to the bottom (!) and Durant right once. Now they are both in forts and in Nietszche's union. To do this, you will need a card with 8 movement. If it is noon, then use Sanctuary. Otherwise, save Sanctuary until it is noon and use Banshee's Cry. Attack the bottom-most undine (c) because it will not be in any union and you want to pick off single undines instead of spreading the damage. You are on forts, so you will do well here. The undine will probably use Blizzard, which freezes the water, so when Emelone's army charges, they will be on ice. Like Ishiene, Emelone is unfortunately on a fort and not water. Yay, Mizer and his bandit will appear now. Whether or not they will attack Yggdra and Milanor is completely random. In fact, Mizer and his bandits have the most random AI out of the other enemies in the game. If they attack, and it is noon, then that is pretty bad for you, because hunters are strong at noon. In the PSP version, try not to get hit by Thunderbolt, or try to get Yggdra get hit by Thunderbolt instead of Milanor. On the next turn, don't worry about Nietzsche and Durant; they are in a great formation. Use Steal, and Steal from Mizer. Don't put Yggdra in Milanor's union. If you fail to Steal the first time, you don't want to deal enough morale damage because Mizer will retreat if he is damaged enough. Forget the bandit and his Medallion. Your goal here is to successfully Steal the Winged Sandals from Mizer. If you can't, then move Yggdra way and let Mizer attack Milanor next turn so you can get another chance at Stealing. After you Steal from Mizer or fail to, use the remaining movement to collect Aquarius (1) and Elemina Mint (2) with Nietzsche, then move her back to her original position southwest of Emelone. Emelone and the other undine will now attack, with the other undine leaving the battlefield after. Mizer will attack Milanor again. This is a great chance to Steal so do so. Milanor might not win, but let out a sigh if you can get the Winged Sandals. After he is finished, you should only be at turn 16, and Emelone is now alone. It is night, so you can do one of two things. If Mizer has still not left the map, then deplete his morale now so he does not take more turns, hurting your chances for MVP. A union with Milanor and Yggdra should take care of Mizer once and for all, or at least put him at low enough morale so that he will retreat. Now, move Nietzsche up once to be to the left of Emelone. Emelone will attack you now, but both Nietzsche and Durant are void ice so I can't imagine why you should lose. Now, just beat down Emelone turn after turn with Durant and Nietzsche on forts. Use a card to get the Pretty Shell (3) with Nietzsche then return her to her previous position if you want. You have plenty of chances to do this. The hard part is to let Nietzsche get the final blow so that Gungnir will drop. Here is a tip. Save the Shield barrier card until Emelone is low on morale. Then, use Nietzsche with Shield Barrier to charge at Emelone, activating the card so that you lose less members than usual, dealing more morale damage. If you are confident enough in your ability to estimate, then here's a tip. Durant will take off about 550 morale with 2 members left against Emelone with a 1600 power card. Use that to estimate whether or not you can use Durant as a union leader or not. Let's say Emelone has 700 morale. Attack with Durant and Nietzsche in Durant's union. Make sure to go passive for a while so Emelone can bring your members down to 2 (or 3 in the PSP version). This way, Emelone will lose about 550 morale which leaves Nietzsche to get rid of the remaining 150 morale. It should be somewhat easy, no? Shield Barrier has about 1650 power, so you can use that with Nietzsche to ensure that you can take down the remaining 150 morale. Also, if the water thaws and you are about to deal you finish blow on Emelone, then move Nietzsche onto the water. Why not, right? Once again, if you are having trouble, then just move Milanor over and rape Emelone. Doing so means that you might not make the +2 MVP bonus, but Gungnir is that good of a weapon. New Card: Thunderbolt KholdStare's Turns: 17/21 (This can be done by failing to Steal from Mizer when Milanor charges, then moving Yggdra into Milanor's union. When Mizer attacks (at night), Milanor should successfully Steal and win, then Yggdra deplete Mizer's morale.) -------------- Battlefield 8: -------------- MVP: 21 turns Map 8-1: V G # # G c G G A @ a G R G G V G R b G R R G G T G G G T T G G G d G M Y e H I ~ Legend: G: Grass R: Road V: Village T: Town ~: Water #: Fort @: Ankh Characters: H: Ally chosen first I: Ally chosen second A: NPC Roswell Enemies: a: Level 6 Witch [Rosary], Morale: 4640/4640 (Protect) + Item: Lucky Broom (3): +2 GEN, +4 ATK, LUK UP, Drop rate 100% + GEN: 3.0, ATK: 2.4, TEC: 3.4, LUK: 4.0 b: Level 4 Golem [Sodom], Morale: 1740/1740 - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8 c: Level 4 Golem [Gomorrah], Morale: 1740/1740 - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8 d: Level 6 Hunter [Mizer], Morale: 4140/4140 + Item: Tough Boots (1): +2 GEN, Void poison + GEN: 2.3, ATK: 2.3, TEC: 3.4, LUK: 3.4 e: Level 5 Bandit, Morale: 1750/1750 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 * Note on Strategies: This map is very random. If you follow my instructions until Mizer appears, then you will have Mizer blocked and use your characters with 3 LUK to make Mizer drop his item so that you don't have to use Steal. In 8-2, enemy movements are very random, so you will have to improvise. Strategies: Well, that was the easy part, and now, it's onto the hard part. Remember Eudy and her witches in BF 3? That wasn't fun at all now was it? For the next few maps, you will be battling a whole lot of rod users, so beware. Note that in this game, strategy is more important than levels and stats, so just make sure to think for a bit before you perform an action, or even before you pick your card. Get used to unions and cards now, because you will be relying on them more and more and less of weapon advantages as time goes on. If you noticed, you just got another edible item, Elemina Mint. With this item, you can see a "bath scene" later on, but...I usually don't care about it. I would use it to power up your characters, but once you have enough experience, you should replay the game to see the bath scene. Now, if Yggdra is level 4 and Nietzsche is level 5, then they should both have 2.0 and 2.3 TEC, respectively. Yggdra will naturally max TEC (even though it doesn't look like it right now), so I would give Nietzsche the Elemina Mint. Don't think that you just wasted some small stars, because in reality, Nietzsche have not yet gotten a +TEC on a level up. Her TEC is really horrible, so just give it to her now. If Milanor does not have three TEC and/or LUK, then equip Winged Sandals to make it so. Also, at the character screen selection, make sure to select Durant first before Nietzsche. Yes, every little thing in this game makes a difference. The cards you should choose for this map are Steal, Bloody Claw, Shield Barrier, Blizzard, Banish, Revolution, Sanctuary, and Banshee's Cry. Make sure that Revolution's power is relatively low, below 1400. If you have been following my walkthrough, then it should be low anyways. Mizer appears this map, on turn 7, but if you defeat the two golems before then, he will not appear. You do want his items, so let him appear. However, Stealing from him is too wasteful; preventing the villages from being destroyed should be your highest priority. So wow, the first time I thought the golems name were Sodomy and Gonorrhea. Anyways, use Steal to move Yggdra to Gomorrah (c) and defeat it. Roswell will form a union with you, so even if you didn't manage to deplete its morale, Roswell will. Move Milanor west once and end your turn. Nothing exciting will happen the next turn, so use Revolution to move Yggdra down to the village. Move Durant to the southwest square of the map, north of where Mizer would have appeared. Then move Milanor northeast of Durant and end your turn. Mizer will appear, boxed in and unable to form a union like we wanted. Since it is evening, Durant and Milanor can defeat Mizer easily, but not dealing too much damage. On turn 10, use Shield Barrier and move Nietzsche northeast of Milanor, two squares south of Yggdra. Have Yggdra attack the golem and defeat it. If she can't, then Nietzsche will since she is in Yggdra's union (get it?). If you have the PSP version, then feel free to suspend your game and try to match the scenario that I have. Now, things get kind of random. The conditions will change after Russell and company appears. Most of the time, the fencer and valkyrie will move down, attacking Durant*. If not, then that's too bad; you just got screwed by the RNG. If they do, then when Durant is fighting, stay at neutral. When Milanor is attacked, he should have a full gauge so activate Shield Barrier immediately. Milanor will still lose, but he will get the valkyrie's members to 1, so that Milanor will not lose that much morale. When the valkyrie attack Nietzsche, stand back and lol as Nietzsche rapes her. If the enemy won't come, then they will just stay there and pose no danger whatsoever, making you work harder for your +2 MVP bonus. * Note: If the fencer attack Milanor, then do not use Shield Barrier or use it in such a way to block Item Break. You do not want your Winged Sandals to break, or else you cannot Steal from Rosary. When an enemy's card is activated while Shield Barrier is still in play, then Shield Barrier will guard against the enemy's card, with the exception of Genocide and Angelic Thunder. Keep this in mind for future reference. Map 8-2: 1 G # # c G G G G C @ a d f G R b G G Y G R G e G G R R G G G N T G M G T T D G G g G G G h G G ~ Legend: G: Grass R: Road V: Village T: Town ~: Water #: Fort @: Ankh Enemies: a: Level 7 Fencer [Russell], Morale: 2800/4360 (Protect) + Item: Zantetsu (1): ATK UP, TEC UP, > Golem + GEN: 2.0, ATK: 3.0, TEC: 4.0, LUK: 3.1 b: Level 4 Valkyrie, Morale: 1350/1620 - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3 c: Level 4 Fencer, Morale: 1350/1690 - GEN: 2.1, ATK: 2.3, TEC: 2.3, LUK: 1.8 d: Level 4 Valkyrie, Morale: 1350/1620 - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3 e: Level 4 Fencer, Morale: 1350/1690 - GEN: 2.1, ATK: 2.3, TEC: 2.3, LUK: 1.8 f: Level 6 Witch [Rosary], Morale: 4640/4640 (Protect) + Item: Lucky Broom (3): +2 GEN, +4 ATK, LUK UP, Drop rate 100% + GEN: 3.0, ATK: 2.4, TEC: 3.4, LUK: 4.0 g: Level 6 Hunter [Mizer], Morale: 4140/4140 + Item: Tough Boots (1): +2 GEN, Void poison + GEN: 2.3, ATK: 2.3, TEC: 3.4, LUK: 3.4 h: Level 5 Bandit, Morale: 1750/1750 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 Items: 1: Mage Ring (1): +6 TEC, Gauge fills Y: Dowsing Rods (8): -2 ATK, +6 LUK, React to an item Flute of Deception (2): -4 LUK, Foe GEO 0% Strategies: From here on it's easy. Choose a card...any card, but I recommend Banish, since it will have its use soon and you should power it up. Feel free to use another elemental card (Flame, Blizzard, Thunderbolt) if Banish is over 1600 in power though. Have Durant attack Mizer. Milanor and/or Nietzsche will defeat Mizer next, and both of them have 3 LUK, which can make Mizer drop his item. Yes, Mizer have 3 LUK this time around and not 4 thankfully. General Strategies: Now you have to defeat Rosary and Russell. The winning condition is to beat Russell, not Rosary, so if you want to defeat both, you will have to defeat Rosary first. Later on in the game, you will have the option of choosing Rosary or Russell to recruit. If you want Rosary, then you will have to steal her Lucky Broom this map. If not...you can still use the Lucky Broom for morale recovery if you want, but if you want to ensure getting MVP then you should just defeat Russell. So to recap: Steal from Rosary somehow then defeat Russell. If you want Russell's item, then try to finish him with Nietzsche, the best way to do it. Some other hints is that Rosary adds the fire element when she is in her rage form, so definitely keep Nietzsche away. Russell will absolutely destroy Milanor, so keep Milanor away. Get to two items from the two villages if you can; especially get the item from the south village if you are planning to get Roswell. Good luck. First of all, look at Yggdra's stats. If she has 3 ATK and 3 LUK, then there is a chance that she will beat Rosary while standing on a village, so all you have to do is to be in a male union of someone two northeast from where Yggdra is standing. If you are trying to Steal with Milanor and Yggdra has 2 ATK and is in Milanor's union, then move Yggdra away! She will not win against Rosary and you will just be wasting morale. It is possible to beat Rosary with a few well-chosen cards like Shield Barrier, Sanctuary, and maybe Mirage, but if you only want the +2 MVP bonus then you should just Steal from Rosary and defeat Russell as soon as possible. But you also have to take the situation into account. If Rosary is in a union with someone else, then it is not necessary that you move Yggdra away, since she can pretty much beat anyone else when standing on that village. You can also union with Roswell, but if Roswell's morale goes to zero you automatically lose the map, so be careful. If Rosary is in a union with 2 other characters or more, especially Russell, then don't even think about Stealing yet. It is best if you clear the minor characters before attempting to Steal. Now this is all harder than it sounds because there will be valkyries and fencers all over the place. Plus, Russell is known to rush to the front of the army and get quickly defeated by Durant or Nietzsche, ending the map too fast. If you want Yggdra to get MVP and she doesn't have 3 ATK, then move her out to attack the fencers or try to union her with Nietzsche while Nietzsche attack the fencers. Don't attack Rosary with Nietzsche because Rosary's rage is fire and Nietzsche is weak against fire. Also, make sure to get an item (or both) from the villages. If you are planning to get Roswell, a decision you might feel too early to make now, then visit the village Yggdra is standing on (you will have to move off the village then on it) to get Dowsing Rods if your total REP is 9 or more. You should try and get the Mage Ring anyways at (1) since it will be very useful in the future. After Milanor steals from Rosary, he will be pretty much useless against Russell, so you can swing up over to the north village to get the Mage Ring. About Russell, he's really easy if you use the right characters. There is no possible way he can beat Durant, Nietzsche, or even Yggdra on a village unless he gets a critical hit. Just don't let Milanor close to Russell. If you really want his Zantetsu, then defeat him with Nietzsche, unless somehow Durant or Yggdra has 3 LUK also. It is not a requirement, and if you want to get the +2 MVP bonus, then you might want to just Steal from (and maybe defeat) Rosary then just forget Russell's item and defeat him. Yggdra will probably get MVP this time if you let her defeat the golems. LUK is a good stat to get MVP in since she will have 2 LUK now if she is level 4 or 5. If both Durant and Yggdra have 2 or 2.1 LUK, then I would give Yggdra the Kokorinut on the next map. If only one of your characters have it, then don't delay and just give that character the Kokorinut. New Cards: Doll Craft, Item Break KholdStare's Turns: 22/23 (If you got both items from the two villages, Tough Boots, Lucky Broom, and Zantetsu in 23 turns or under, then really pat yourself on the back.) -------------- Battlefield 9: -------------- MVP: 21 turns Map 9-1: V c f ~ ~ a G d G g V ~ G b e G G B G G G G Y ~ ~ B G H T I M # A O ~ # # O Legend: G: Grass B: Bridge V: Village ~: Water #: Fort Characters: H: Ally chosen first I: Ally chosen second A: NPC Rosary O: NPC Golems Enemies: a: Level 4 Skeleton, Morale: 1670/1670 - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3 b: Level 4 Skeleton, Morale: 1670/1670 - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3 c: Level 6 Necromancer [Roswell], Morale: 4740/4740 (Protect) + Item: Gargoyle Rod (3): -2 GEN, +4 ATK, +4 TEC, -4 LUK + GEN: 2.0, ATK: 2.7, TEC: 3.4, LUK: 2.2 - GEN: 3.0, ATK: 2.3, TEC: 3.0, LUK: 2.6 d: Level 4 Skeleton, Morale: 1670/1670 - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3 e: Level 4 Skeleton, Morale: 1670/1670 - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3 f: Level 5 Bandit, Morale: 1750/1750 + Item: Medallion (1): Recover morale + GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 g: Level 6 Hunter [Mizer], Morale: 4140/4140 + Item: Ranger Boots (2): + GEN: 2.2, ATK: 2.3, TEC: 4.0, LUK: 3.3 * Note on Strategies: The enemy will move exactly as planned until 9-2 if you followed my instructions. However, at this stage the stats of your characters and/or the power of your cards may play a role in whether you defeat your enemies faster or more slowly than I do. Movement of the assassins in 8-2 are random and annoying since you may not get +2 MVP if they fail to attack you. Strategies: First of all, remember to give the person with 2 LUK the Kokorinut. Second of all, do not give Nietzsche Gungnir. It might look tempting, but you will need to save Gungnir for battlefield 13. Instead, her stats are perfect for Brave Ring, so equip that to raise her GEN and ATK to 3 big stars. One thing to note is that if and when Durant has 3.2 ATK, give him the Ice Javelin. This will boost both his ATK and TEC to 4 big stars, which makes him a beast. If Yggdra is not eating the Kokoronut this map and she has 2.6 GEN, then give her Hair Band or Iron Choker to boost her GEN to 3 big stars. For this map, choose Nietzsche before you choose Durant. Bring Doll Craft if you will choose Rosary later on instead of Roswell. Other good cards to bring are Steal, Shield Barrier, Banish, Blizzard, Sanctuary, and Banshee's Cry. For the last card, you can bring Flame, Bloody Claw, Ace Guard, or Refreshment if you are playing the PSP version and somehow your morale is low. Look at Roswell. His stats indicate that if you Steal his Gargoyle Rod, then he will have higher GEN, which means that his morale will go down more slowly! He has Protect anyways, so if you can get his morale to very low, then you can go ahead and Steal. Otherwise, once again Mizer and his bandit are not yet on the map. This battlefield takes place at night, so Mizer will not have his noon advantage here. Still, beware of him. First of all, use Doll Craft. Move Nietzsche to the west of skeleton (b) and Yggdra south of Nietzsche. Move Milanor south of skeleton (e) and Durant on the bridge. Attack the skeleton with Milanor then end your turn. Nietzsche will get attacked, but Nietzsche and Yggdra should deplete the skeleton's morale. Both skeletons will move south once. Pick Shield Barrier and attack the skeleton with Milanor. Next, move Durant to the northeast corner of the map, west of where Mizer will appear. End your turn. The skeleton will attack Nietzsche yet again. If you want use Shield Barrier, but you should win without the card anyways. Hey look, it's Mizer. Once again though, we have him cornered. When Mizer attacks Durant, have him use Shield Barrier right away. After its duration is about 80% over, release the skill and go passive once more, using Shield Barrier again. This should block Mizer's Thunderbolt for those who are playing the PSP version. You're totally welcome. Pick any crappy card (like Flame, Blizzard, or Thunderbolt) that you need to have powered up, except for Banish. Move Milanor one up and attack Mizer with Durant. Milanor should get the finishing blow making Mizer drop his Ranger Boots. If you used the Blizzard card, then don't activate the skill. You don't want to freeze the water now, do you? Poor Nietzsche. Afterwards, move Milanor up once, Nietzsche up once into the water square, and Yggdra east of Nietzsche. Do not put any characters south of Roswell, even though it may be tempting. For the next turn, choose Banish. Now's the time to have some fun plus level up all of your characters. Move Yggdra one east and attack Roswell. Here's how to do it. Go passive right away with all characters, activate Banish, and win. When it's Roswell's turn, the same thing happens. Just activate Banish immediately and win. Don't move your characters around, and Yggdra should be union leader. Even though Roswell has protect, he will give a good amount of experience. You should not lose at all if you use Banish too. Now that was fun wasn't it? You might have noticed that sometimes you don't even need to activate Banish, but I just love seeing the Fatal Damage message. Anyways, the two bridges are now destroyed, some talking ensues, and you are at turn 17. Map 9-2: B a b f G c G G d V e G ~ N G Y M D G V ~ G G G G G ~ G G G G R ~ ~ ~ G R T T R # A T ~ @ # G Legend: G: Grass R: Road V: Village T: Town ~: Water #: Fort @: Ankh Characters: A: NPC Rosary Enemies: a: Level 4 Assassin, Morale: 1320/1500 - GEN: 1.4, ATK: 1.8, TEC: 3.3, LUK: 3.3 b: Level 7 Knight [Leon], Morale: 2950/4800 + Item: Phalanx (3), +4 ATK, +2 TEC, > Archers + GEN: 2.6, ATK: 3.0, TEC: 3.3, LUK: 2.4 c: Level 4 Knight, Morale: 1400/1770 - GEN: 2.3, ATK: 2.1, TEC: 2.3, LUK: 1.8 d: Level 4 Knight, Morale: 1400/1770 - GEN: 2.3, ATK: 2.1, TEC: 2.3, LUK: 1.8 e: Level 6 Necromancer [Roswell], Morale: 4740/4740 + Item: Gargoyle Rod (3): -2 GEN, +4 ATK, +4 TEC, -4 LUK + GEN: 2.0, ATK: 2.7, TEC: 3.4, LUK: 2.2 - GEN: 3.0, ATK: 2.3, TEC: 3.0, LUK: 2.6 f: Level 4 Assassin, Morale: 1320/1500 - GEN: 1.4, ATK: 1.8, TEC: 3.3, LUK: 3.3 Strategies: Assuming that both assassins moved south all the way, choose Blizzard. Move Yggdra one west and Nietzsche two east to face Roswell. Attack Roswell with Nietzsche, use Blizzard if you want, and defeat him. Milanor should then take care of the assassin. After Roswell is gone (he should have dropped the Gargoyle Rod since Nietzsche's LUK is 3), move Durant north of Nietzsche and end your turn. When Durant gets attacked, go aggressive only until the "P" in Passive. When it's Milanor's turn, go passive and activate Blizzard, then charge the bar back to the "P" in Passive. When it's Yggdra's turn, activate Blizzard and you should win unless you are really unlucky. We are at turn 20, but wait, MVP is turn 21? That's right; you must defeat Leon when it's his turn to attack you. Unfortunately, Leon sucks, and the use of Shield Barrier will make sure that he cannot win. That said, pick Shield Barrier, move Yggdra south, Nietzsche west, Durant south, Milanor west and north, then Durant east. Attack the knight with Milanor and you should win easily. Ah, it's turn 21. I can't imagine how you can lose here. Just go aggressive with Milanor until the "P" in Passive and let go. When it's Durant's turn, just activate Shield Barrier and wait. If you still can't deplete Leon's morale for some reason, then...use Shield Barrier with Nietzsche. At least Leon will have 2 members now, although I question how you got this far if your stats really sucks so badly. If Durant got MVP, then I don't know...put it into LUK if it's not yet 2 big stars or...ATK/TEC or something...anywhere is fine really. If Milanor got MVP, then GEN would be a good place to put it. Now that was easy, wasn't it? Not really. The turns for +2 MVP bonus was very hard to achieve, and if you didn't know that Mizer was on your tail, it could have been a disaster. Not only will Mizer waste turns moving, but he could paralyze your units in the PSP. His 4 TEC is already nasty with Thunderbolt. However, if you know where Mizer will appear, just block him with a card that is good, and he is history. There was no need for Steal this map. New Cards: Chariot, Necro Gate KholdStare's Turns: 21/21 (keikaku doori) --------------- Battlefield 10: --------------- MVP: 23 turns Map 10-1: a G G b G G G G c e G G d f G G V 1 G G G G Y M I H ~ Legend: G: Grass V: Village T: Town ~: Water #: Fort @: Ankh Characters: H: First chosen ally I: Second chosen ally Enemies: a: Level 6 Fencer [Inzaghi], Morale: 2120/4240 + Item: Headgear (2): +6 GEN, +2 ATK, Void ailments + GEN: 3.0, ATK: 2.7, TEC: 2.4, LUK: 3.0 b: Level 5 Assassin, Morale: 1660/1660 - GEN: 1.5, ATK: 1.9, TEC: 3.3, LUK: 3.3 c: Level 4 Bandit, Morale: 1590/1590 - GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0 d: Level 7 Bandit [Ortega], Morale: 4560/4560 + Item: Berserk (1): -4 GEN, ATK UP, -2 TEC, Infinite Aggressive + GEN: 2.2, ATK: 3.0, TEC: 1.6, LUK: 2.4 e: Level 4 Bandit, Morale: 1590/1590 - GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0 f: Level 4 Bandit, Morale: 1590/1590 - GEN: 1.8, ATK: 2.3, TEC: 1.8, LUK: 3.0 Items: 1: Pretty Shell -> Shell Breastplate (2): +2 GEN, +2 TEC, LUK UP, Evade criticals * Note on Strategies: The enemy will move exactly as planned if you followed my instructions. However, at this stage the stats of your characters and/or the power of your cards may play a role in whether you defeat your enemies faster or more slowly than I do. This really shows if you are trying to defeat Rosary. If you cannot get my instructions to fit exactly with your scenario, then use my instructions as guidelines as to where to place your characters. Strategies: For cards, you should know by now which cards are good. The elemental cards (Blizzard, Flame, Thunderbolt, and Banish) are very useful. Doll Craft or Necro Gate (depending on if you want Rosary or Roswell) is good for movement and dealing some damage. Steal is good in some occasions, Banshee's Cry is wonderful, Bloody Claw should be powered up now if you want Elena later on, Sanctuary is sort of amazing if you time it right. Ace Guard is amazing if you can ever find a use for it. Mind Change is okay, but you really have to plan a lot to use it. Refreshment might give you a breather in the PSP version, but it's still not that great. Revolution is not that great. I don't really like Chariot either, because it is restricted to only Durant. Also, use your Medallions (have you used any yet?) to get at least above 50% of your max morale. This battlefield is indeed hard if you want to most of the items. Personally, I wouldn't recommend it, but if you want an extra challenge you can try to copy me. There will be some things I do that you might not understand, but as long as you have the same stats as I do, you should be good. If Yggdra does not have 3 GEN, then please equip Hair Band or something to give her 3 GEN. My Durant has 4 ATK and TEC with Ice Javelin equipped. Nietzsche has 3 GEN and ATK due to the Brave Ring I equipped in the last map. Milanor has nothing equipped but has 3 big stars in everything. You might want to give him something if his GEN is still not yet 3. You have Hair Band, Iron Choker, and Leather Hat that gives +GEN so that's a lot of items you can use. Again, on the character selection screen, select Nietzsche before you select Durant. Select Sanctuary. This battle will be won based on how well you can pull off Sanctuary. Also, the enemy uses the Mirage card stupidly, so the bandits will actually exchange their +30 Town GEO for your +0 Grass GEO. Therefore, don't step on forts. You don't want Ortega to attack whoever's on the right of him anyways. Move Yggdra 1 east 3 north, Durant 2 north, and Nietzsche 2 north. Attack the bandit with Yggdra. First, go passive until the "r" in Aggressive then go aggressive until the "P" in Passive and let go. Now go aggressive with Milanor all the way until the "P" in Passive and let go. Your opponent should try to use Mirage before being defeated. Here's the hard part. If your enemy's rage bar is in rage mode, then go passive and wait until the enemy activates Mirage. If not, then go aggressive with Nietzsche then go passive a bit after the bandit's rage bar enters rage mode. Your goal here is to have a max gauge right before the enemy uses Mirage. Now, don't charge when Mirage is active. Activate Sanctuary right after Mirage is down and Nietzsche should win the fight, depleting the bandit's morale. Two bandits should have left the map. The enemy's turn is cake. There is one bandit against three of your characters, so you can basically just go aggressive. If the is another bandit, then he will make a union with the other bandit and you will have another chance at defeating him. After the enemy's turn, all bandits except for Ortega should have left the map. Next, choose Bloody Claw, which should be over 1900 in power. Move Nietzsche all the way up, Yggdra south of Nietzsche, and defeat the assassin. Yggdra should have been on a town square and deal some good damage to Ortega. Note that Ortega's item does not let him use cards. You should have gotten Ortega's morale down below 3600. A hint is to go passive with Yggdra for half a second then go aggressive all the way until Ortega is defeated. Now move Yggdra to the left of Nietzsche and prepare yourself for a hard fight. Inzaghi comes down finally, and attacks Yggdra. Yggdra will lose if you don't know what you are doing or if you are just unlucky. If Inzaghi's charge takes away the same or less members as Yggdra's counter, then go passive until the "r" in Aggressive then go aggressive all the way. If Inzaghi's charge takes away one more member than Yggdra's counter, then try to go passive until the last "e" in Aggressive then go aggressive all the way. If Inzaghi's charge takes away more than one member than Yggdra's counter, then you got really unlucky. On the bright side, Nietzsche should defeat Inzaghi and make him drop his item. Just go aggressive all the way with Nietzsche. Now Ortega is left, and he's not easier than Inzaghi. Pick Steal, and I hope that Steal's power is above 1900 for you too. Move Yggdra to the right of Ortega, Milanor north of Yggdra, and Durant 2 south of Yggdra. You should have two movement left. Listen very carefully: For Yggdra, go passive between Passive and Aggressive then go aggressive all the way. For Milanor, go passive until the last "e" in Aggressive then go aggressive all the way. For Nietzsche, just go aggressive all the way. Do the same with Durant. Ortega should be defeated unless something horribly wrong happened. Move Milanor onto where Ortega stood and that should change the conditions of this map. Whew! Note that if Durant's LUK is not 2, you will not get Berserk to drop. However, it's a horrible item, and you should try and get Durant's LUK to 3 anyways. Map 10-2: G G h # @ G G G 3 G g G j # G G G G G G i R V G G G G G G G G k G G Y M G G G G T l G G I H G G T G 2 G G G G G V G G G G G ~ d G 1 G G V G G ~ G G B G G f G G G G G ~ ~ B G G a b V e G G G ~ @ c G Legend: G: Grass R: Road B: Bridge V: Village T: Town ~: Water #: Fort @: Ankh Characters: C: First chosen ally D: Second chosen ally Enemies: a: Level 5 Witch, Morale: 1830/1830 - GEN: 1.9, ATK: 1.9, TEC: 3.3, LUK: 3.0 b: Level 6 Witch [Rosary], Morale: 3240/4640 + Item: Frilly Lace (2): +4 TEC, +4 LUK, Instant charge + GEN: 2.6, ATK: 2.0, TEC: 4.0, LUK: 4.0 c: Level 5 Witch, Morale: 1830/1830 - GEN: 1.9, ATK: 1.9, TEC: 3.3, LUK: 3.0 d: Level 4 Golem [Zukunft], Morale: 1740/1740 - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8 e: Level 4 Golem [Vergang], Morale: 1740/1740 - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8 f: Level 4 Golem [Heutig], Morale: 1740/1740 - GEN: 2.3, ATK: 2.3, TEC: 1.8, LUK: 1.8 g: Level 4 Skeleton, Morale: 1670/1670 - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3 h: Level 5 Necromancer, Morale: 1830/1830 - GEN: 1.9, ATK: 2.2, TEC: 3.0, LUK: 3.0 i: Level 5 Necromancer, Morale: 1830/1830 - GEN: 1.9, ATK: 2.2, TEC: 3.0, LUK: 3.0 j: Level 6 Necromancer [Roswell], Morale: 3340/4740 + Item: Midnight Robe (3): +4 GEN, +2 TEC, Void dark + GEN: 3.3, ATK: 2.3, TEC: 3.2, LUK: 2.6 k: Level 4 Skeleton, Morale: 1670/1670 - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3 l: Level 4 Skeleton, Morale: 1670/1670 - GEN: 1.8, ATK: 1.8, TEC: 3.0, LUK: 3.3 Items: 1: Pretty Shell -> Shell Breastplate (2): +2 GEN, +2 TEC, LUK UP, Evade criticals 2: Rune Crystal 3: Obsidian Strategies: If you paid attention to the items in this map, you may have noticed that we have not gotten the Shell Breastplate yet. Don't worry, it can be retrieved in 10-2. Actually, it could only be gotten at night, and we have not missed a night turn yet, so we didn't do anything wrong, really. All that happened was that Inzaghi and Ortega were defeated very quickly and handily. Now we turn our attention to this map, where we have to defeat either Roswell or Rosary to end this feud once and for all. Now you have to make your decision, and that is to get Rosary or Roswell. Rosary has horrible ATK gains, but luckily for you, edible ATK UP items are so plenty in the game. She also has higher LUK, immunity to fire, adding the fire element when she goes aggressive, and no weaknesses. Roswell has balanced stat gains, with his ability to "warp" at night as his main specialty. He is strong against skeletons, has immunity to dark, is weak against holy. Rosary will really help with getting items because of her high LUK, and Roswell can really help in battles by warping around enemies at night. I prefer Rosary, but Roswell is still great. Although I will give instructions on how to defeat both Roswell and Rosary in this map, remember that I picked Rosary for this walkthrough so things might go a little bit differently if you picked Roswell. Don't worry though; the step-by-step instructions will soon be over as there are just so many new characters that you can choose from and so many factors that could be different. RNG is the least of your worries. The power of your cards, your characters' stats, and the enemies' movement soon become very unpredictable. Strategies ? Getting Roswell: Make sure you realize that getting Roswell means we are going to defeat Rosary. You might remember that Roswell got seriously destroyed by Banish. That does not automatically mean that he is bad. He might be weak to valkyries, but don't expect enemies to pop up having the Banish card handy. Also note that Rosary is on a fort. Note the terrains next to her. There's a town, bridge, road, and water. In other words, you have really good chances of winning if you place Nietzsche and Durant on the right locations on this map. However, it will take more effort defeating Rosary because you cannot attack a witch and drag a golem into her union. Therefore, you will waste a lot of turns killing golems. First, choose Necro Gate. Move Yggdra north of Heutig (f) and Nietzsche to the village east of Yggdra. You should obtain the Shell Breastplate. Move Durant west, Milanor south, and end your turn. The golem will attack Yggdra this turn. Go passive until the middle of the gauge and stay neutral. When Nietzsche gets attacked, go aggressive all the way and the golem should be defeated. Now choose Bloody Claw. Move Milanor all the way to the right of Vergang (e) and attack it. Then end your turn. On this turn, Vergang should attack Milanor and be defeated. Choose Steal. Move Milanor 2 west, Nietzsche northeast of Milanor in the water square, and Durant northeast of Yggdra. Attack Rosary and Steal her item. Milanor can beat Rosary with some luck but I'll assume that he will lose. Both Nietzsche should go passive until the "A" in Aggressive then go aggressive until she wins. Rosary will now attack you. Again, with some luck, Milanor can win, but I will assume that he didn't. Nietzsche and Durant should win. Use the same strategy as above, going passive until the middle of the gauge then go aggressive with Nietzsche, and Durant should just go all aggressive. The witch on the left of Rosary should leave the map. Use Shield Barrier and move Nietzsche northwest of the remaining golem to the (2) for the Rune Crystal. Then attack Rosary normally, using Shield Barrier once to win with Milanor and just go aggressive with Durant. Rosary will attack you now, but this time, use Shield Barrier for both Milanor and Durant. If you won one or both of the battles that I assume you didn't earlier, then Rosary might be finished here. If not, the battle is almost over anyways since her morale is so low. Whatever you do will finish the battle here. I chose Sanctuary, move Nietzsche back to the water square between Milanor and Durant, then attacked with Milanor like usual. Have everyone activate Sanctuary and you will win. The interesting thing about my method is that Yggdra got MVP when she was not in the battle with Rosary at all. Maybe she took a huge chunk out of Ortega and the golems' morale. anyways, you should put some LUK into Yggdra if it is still below 2, or GEN to get 3 big stars, even though she will max GEN later on. Strategies ? Getting Rosary: Make sure you realize that getting Rosary means we are going to defeat Roswell. We never really fought Rosary, except for one turn of Milanor stealing and another one of Milanor and Yggdra (with +GEO) using an overpowered Shield Barrier card to beat her, but she is truly the best character in the game in my opinion (GBA version). Note that Roswell is standing on a fort. There is also a fort square that Yggdra can get to, which is nice. There are roads south of Roswell, so Durant could be useful here too. First, choose Doll Craft. Move Milanor to the square 2 west of skeleton (g) to collect your Obsidian, then move east next to that skeleton. Yggdra should move 2 east 1 north, being 2 squares southwest of Milanor. Durant should move southwest of Yggdra. Do not attack but end your turn. The skeleton should attack Milanor and then leave the map. Now choose Sanctuary. Move Milanor southeast, to the left of necromancer (i). Move both Yggdra and Durant 2 east and attack the necromancer with Milanor. Go passive until the last "e" in Aggressive then go aggressive until the necromancer is defeated. Go all the way aggressive with Yggdra and Roswell should be easily defeated. Durant will just win. Now move Yggdra southeast then end your turn. Milanor will get attacked. This time, go passive all the way and activate Sanctuary. After that, go passive until the "P" in Passive then stay neutral. Have Durant activate Sanctuary immediately. Then go passive until the "e" in Passive and go aggressive all the way. If Durant has 4 ATK, he will win. Now we are at turn 16. Use Bloody Claw. Move both Yggdra and Durant one east, then have Yggdra attack the skeleton. Now move Durant south of Roswell and Milanor west of Roswell. End your turn. Note that Durant is now on a road square. Milanor will be attacked here. If the necromancer's charge takes away the same amount of members or less than Milanor's counter, then just go passive until the first "r" in Aggressive then go aggressive all the way until you win. When Durant gets attacked by Roswell, just go aggressive all the way and you will win. Hey wait, what's up with Nietzsche? Use Steal. Move Nietzsche 2 west 2 south to obtain the Shell Breastplate. Then move 1 north and 4 west to get the Rune Crystal. Now attack Roswell with Milanor and try to Steal. Since Roswell does not start out in rage mode (usually another Necromancer drags Roswell into the union), Milanor will probably win. Durant will just destroy the other necromancer, even if he has full morale. Now move Yggdra 1 east 1 north and end your turn. Roswell will attack Durant. Go passive until the "r" in Aggressive and then go aggressive until you win. Just go all the way aggressive with Milanor and you should also win. It is unlikely that Roswell's morale will be depleted but it could happen. Now you know what to do. Choose Banish, move Yggdra north of Roswell and Milanor west of Yggdra. Just attack, use Banish, rinse, and repeat until Roswell is defeated. You just completed battlefield 10 under the +2 MVP bonus turns limit plus getting all items, even those that are useless to you in the future. Milanor should have gotten MVP, and by this point just give him any stat except for ATK, or if you have a stat that does not have a natural 3 big stars, then put MVP into that stat. New Cards: Earthquake or Poison Breath KholdStare's Turns: 22/23 ---------------- Battlefield 11A: ---------------- Coming Soon ---------------- Battlefield 11B: ---------------- MVP: 16 turns Map 11B-1: 1 H ~ ~ G G G Y V ~ G G G M G B G G G G b ~ ~ h G c T g A a d T ~ # e f Legend: G: Grass B: Bridge V: Village T: Town ~: Water #: Fort Characters: H: Ally A: NPC Rosary Enemies: a: Level 4 Necromancer, Morale: 1670/1670 - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0 b: Level 5 Fencer, Morale: 1690/1690 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 d: Level 7 Fencer [Russell], Morale: 4360/4360 + Item: Shin Zantetsu (3): ATK UP, TEC UP, LUK UP, Morale damage max + GEN: 2.0, ATK: 3.0, TEC: 4.0, LUK: 4.0 e: Level 4 Necromancer, Morale: 1670/1670 - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0 f: Level 4 Hunter, Morale: 1770/1770 - GEN: 2.2, ATK: 1.8, TEC: 3.3, LUK: 2.3 g: Level 5 Fencer, Morale: 1320/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 h: Level 5 Fencer, Morale: 1440/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 7 Griffon Rider [Emilia], Morale: 4400/4400 + Item: Teddybear (2): +2 GEN + GEN: 2.2, ATK: 2.6, TEC: 3.4, LUK: 3.4 Items: 1: Obsidian -> Black Brand (2): -4 GEN, -2 ATK, TEC UP, Dark attack UP Strategies: * Note on Strategies: The enemy will move exactly as planned until Zilva's army appears if you followed my instructions. However, at this stage the stats of your characters and/or the power of your cards may play a role in whether you defeat your enemies faster or more slowly than I do. Enemy movement for Zilva's army is ridiculously random. What is BF 11B you ask? It is a name to describe the battle if you decided to get Rosary. Unfortunately, I current do not have the walkthrough for BF 11A, but I am bound to replay the game some time later for it. Don't try to use this as an alternative to BF 11A, because the map and enemies are completely different. Instead, try another guide, like Lufia_Maxim's guide. Equip Gungnir on Nietzsche now, which should save you lots of heartache in the next four maps. My Milanor has at least 3 big stars in everything, but if you really want, you can equip an item to boost one of his stats to 3, but it is not required. You can only choose between Durant or Nietzsche here. If you are planning to ditch Nietzsche for some reason, especially for Mistel in the PSP version, then obviously pick Durant. If you're planning to use Nietzsche then she will probably be weaker than Durant right now, so use her in this map. I will use Nietzsche. Cards to bring: Doll Craft/Necro Gate, Steal, Bloody Claw, Shield Barrier, Flame, Blizzard, Thunderbolt, Banish, Sanctuary, Banshee's Cry. This map is very hard if you want to get all of the items. First of all, it's impossible unless Milanor or someone else has 4 LUK or if you have the Four Leaf Clover. Sadly, most of us don't or want to patiently reset a map just so they can get an item for this map. This is why I can set you up until before Zilva's army comes, but after that, you are on your own, because it is your decision on what to do. Another note is that if you brought Durant instead of Nietzsche, then don't worry if you miss the Black Brand. It's not a good item anyways. First, choose Steal. Move Yggdra to the right of fencer (h) and Nietzsche two square above Yggdra. Now attack with Yggdra, going passive until midway then go aggressive. Nietzsche shouldn't have a problem so just go aggressive. Both fencers should leave the map. Move Nietzsche onto the bridge north of Rosary to change battle conditions. Note that the map below shows Zilva's army, but they do not appear immediately. Map 11B-2: G e g G f h G G G 1 G G ~ ~ G G G G G V ~ G G G G G B G G G G G ~ ~ G G G T G R a b G ~ # c d Legend: G: Grass B: Bridge V: Village T: Town ~: Water #: Fort New Ally: A: Level 6 Witch [Rosary], Morale: ?/4640 (rod) Effects: Void Fire + Item: Frilly Lace (2): +4 TEC, +4 LUK, Instant charge + GEN: 2.6, ATK: 2.0, TEC: 4.0, LUK: 4.0 - GEN: 2.6, ATK: 2.0, TEC: 3.4, LUK: 3.2 Enemies: a: Level 4 Necromancer, Morale: ?/1670 - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0 b: Level 7 Fencer [Russell], Morale: ?/4360 + Item: Shin Zantetsu (3): ATK UP, TEC UP, LUK UP, Morale damage max + GEN: 2.0, ATK: 3.0, TEC: 4.0, LUK: 4.0 c: Level 4 Necromancer, Morale: ?/1670 - GEN: 1.8, ATK: 2.3, TEC: 3.0, LUK: 3.0 d: Level 4 Hunter, Morale: ?/1770 - GEN: 2.2, ATK: 1.8, TEC: 3.3, LUK: 2.3 e: Level 4 Valkyrie, Morale 1620/1620 - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3 f: Elena, Level 3 Assassin, Morale 3140/3140 + Item: Lightning Bow (2): +4 ATK, +2 TEC, +2 LUK, Lightning attack UP + GEN: 1.8, ATK: 2.4, TEC: 2.5, LUK: 4.2 g: Level 4 Valkyrie, Morale 1620/1620 - GEN: 1.8, ATK: 2.1, TEC: 3.0, LUK: 2.3 h: Zilva, Level 6 Assassin, Morale 4160/4160 + Item: Murderous Mask (1): -6 GEN, ATK UP, +6 TEC, Lowers gauge + GEN: 1.0, ATK: 3.0, TEC: 4.0, LUK: 3.5 Items: 1: Obsidian -> Black Brand (2): -4 GEN, -2 ATK, TEC UP, Dark attack UP Note that you can use Milanor and Steal Emilia's Teddybear now, but there's really no point in doing that. You can also Steal from Russell here, making him a lot easier, but there's also no point in doing that because you will most definitely miss out on Zilva's army. Instead, choose Shield Barrier, move Nietzsche all west, Yggdra south of Nietzsche, and Rosary 2 east of Yggdra. This may look suicidal, but attack Emilia with Yggdra. Just go passive for half a second then go aggressive again. For Nietzsche just go aggressive. For Rosary, make sure to activate Shield Barrier right away so Russell cannot inflict the evil Gravity Chaos on you. After your shield is down, just go aggressive all the way. Use Shield Barrier with Yggdra. If you have the PSP version, then suspend here. Otherwise, just end your turn. A hunter will come up and stupidly attack Yggdra. If Yggdra lost 1 member, go passive until the bar fills all the way then go aggressive until the hunter is defeated. If she lost more, then go ahead and activate Shield Barrier. Activate Shield Barrier with Nietzsche. Activate Shield Barrier with Rosary too. You should win all three battles rather easily. Now Zilva's army appears. Once again, it is impossible to predict their movements, so I will give you general hints. Try to Steal Elena's Lightning Bow. It is a very nice item for later on. Don't worry about Zilva's Murderous Mask. Forget Zilva's army altogether if they are positioned in a weird way. You should either defeat Zilva's army quickly or abandon them altogether and head for Russell, because if you play with Zilva's army too much, they will take up turns and hurt your MVP bonus. A decent scenario is when Elena moves out in front of the army. This is where you can use Steal with Milanor. Assassins are fragile, so sometimes you defeat them before Steal can activate. However, it is night time, and since assassins are stronger at night time, you have a better chance at getting Steal off. If Elena, a valkyrie, and Zilva are in one union, then that's very bad news for you. You can reset and continue the suspended game if you have the PSP version or if you have the GBA version, redo the map or just head straight to Russell. If Elena moved to 1 north 2 west of Milanor and she is not in a union or is only in a union with Zilva, then use Steal, bring Nietzsche over to south of Elena, and Rosary two south of Nietzsche. If no one is in Elena's union, move Milanor north. If Zilva is in Elena's union, then attack, but let Zilva use Bloody Claw on Milanor so Elena won't use it on Rosary. If a valkyrie is in the Elena's union, then use Steal but don't move the Nietzsche or Rosary. Instead, try to use the Steal skill. The same would happen if Elena is in another spot. Try to Steal from Elena. If the union is Zilva then Elena, then just use Steal on Zilva. The nice thing here is that Elena's Bloody Claw will miss Milanor if he has 3 GEN due to her low TEC. You can choose to dispose of them if you want or focus on Russell's army, but this is in my opinion the best scenario, albeit just one of many. If by turn 11 you see no hope of defeating Zilva, then use the strategy below to defeat Russell instead. If you manage to make the Lightning Bow drop, then move Milanor over to loot it then go 2 east. Nietzsche and/or Rosary might lose morale on Zilva's turn, but it is all worth it. Remember that Zilva has a ton of morale, so you will have to use three characters or two with a very powerful card. It is usually not possible to defeat Zilva if you make the Lightning Bow drop, so just play it safe and defeat Russell on turn 11. However, if you use Sanctuary, you can defeat Zilva with two characters. If you have the PSP version, then you can try suspending. The strategy below is how to defeat Russell in two turns if you used my Shield Barrier trick above. If you want to do this, then you will have to attack Russell on turn 14 or before, because you have to use turn 16 to step on where Russell stood with Rosary. That is why you have to be finished with Zilva by turn 11 (the whole army leaves once Zilva is defeated) because you will have to get everyone back and in formation by turn 13. For Russell, you do not want Gungnir to be destroyed no matter what. My Yggdra has Hair Band on, and that isn't a very great item. Rosary also has 4 LUK, so if you are really lucky, you can make Russell drop his Shin Zantetsu. One strategy that worked for me is to use Blizzard (or any other card that has 6-8 movement with at least 1700 power, move Nietzsche southwest, Yggdra east, and Rosary 2 west. Once you are in this formation, attack Russell with Nietzsche, and go aggressive for all three character. If you are lucky enough to get Russell to 1 member with Yggdra's charge, then your Hair Band is saved. If it gets destroyed, nothing much was lost. On Russell's charge, just go aggressive all the way, Rosary has a very high chance of getting the last hit on Russell, making him drop the Shin Zantetsu. If not, then Yggdra will probably deplete Russell's morale anyways, so all is good. If you use this strategy, then you can step on Russell's square at turn 10. This means that you have 6 extra turns to spare, which means 2 chances for Milanor to Steal and play with Zilva's army, assuming you beat Zilva on turn 11 so her army will not take that extra turn. Yggdra or Nietzsche will get MVP this time around. You can boost up Yggdra's low GEN now (but will be maxed later anyways if you don't) since you want 3 big stars in GEN. Even though Nietzsche will have high attack in the end, you might want to give her MVP in ATK because at level 7, she should have 2.6 ATK, just needing two more small stars to get to 3 ATK. If you have the PSP version it is pretty easy to suspend before stepping on Rosary's mansion. New Cards: Earthquake or Poison Breath KholdStare's Turns: 15/16 --------------- Battlefield 12: --------------- MVP: 17 turns Map 12-1: W 2 a W & i W W W # c f g j k W b d G h W l W W W W W W m e W W B W ~ M Y W W 1 ~ H I Legend: G: Grass W: Wasteland B: Bridge V: Village ~: Water #: Fort &: Catapult Characters: H: First chosen ally I: Second chosen ally Enemies: a: Lvl 6 Assassin, Morale: 1790/1790 - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4 b: Lvl 5 Bandit, Morale: 1750/1750 - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 c: Lvl 8 Bandit [Ortega], Morale: 4880/4880 + Item: Boss Bandana (2): GEN UP, +2 ATK, Always Ace + GEN: 2.2, ATK: 2.6, TEC: 3.4, LUK: 3.4 d: Lvl 5 Bandit, Morale: 1750/1750 - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 e: Lvl 5 Fencer, Morale: 1860/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 f: Lvl 6 Assassin, Morale: 1790/1790 - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4 g: Lvl 5 Fencer, Morale: 1860/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 h: Lvl 5 Bandit, Morale: 1750/1750 - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 i: Lvl 5 Fencer, Morale: 1860/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 j: Lvl 5 Bandit, Morale: 1750/1750 + Item: Medallion (1): Recover morale - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 k: Lvl 5 Bandit, Morale: 1750/1750 - GEN: 1.9, ATK: 2.4, TEC: 1.8, LUK: 3.0 l: Lvl 6 Bandit, Morale: 1910/1910 + Item: Medallion (1): Recover morale m: Lvl 7 Hunter [Mizer], Morale: 4360/4360 + Item: Warp Shoes (2): +2 TEC, Move -> Warp + GEN: 2.0, ATK: 2.4, TEC: 4.0, LUK: 3.4 Items: 1: Upola Statue (2): -2 GEN, -2 ATK, -2 TEC, LUK UP, 1 time-revival 2: Bronze Shield (1): GEN UP, -2 ATK, TEC DOWN, Block catapult b: Gold Lump General Strategies: I've said it before and I'll remind you now that I cannot give step by step instructions anymore. If you haven't done so yet, read the Cards and Battle Mechanics sections. Make sure you know how to use the Passive-Aggressive gauge to your advantage, and also how to position characters in a union to determine its order. The best thing to do here is to go over my instructions in battlefields 1 through 11 and figure out why I did what I did. Once you have the general grasp of the strategies needed for Yggdra Union in mind, you can easily beat the game and the rest of this guide is just for telling you where to find which items. I don't know about you guys but for some reason my Milanor and Yggdra are level 6 while Durant and Nietzsche are level 7. You can only pick 2 characters this time, so I recommend that you pick Rosary or Roswell since they are probably still level 6. If Milanor got beaten up badly by Zilva's army, then give him some Medallions. If Yggdra's GEN is still below 3, then give her Iron Choker, Hair Band, Midnight Robe, Ranger Boots, or Leather Hat...there are so many +GEN items out there. Just make sure you leave Tough Boots alone for now. Mizer has 3 LUK so you should probably bring Nietzsche. Also, there a useless item that only Nietzsche can get. Choose Rosary before Nietzsche/Durant. Cards to bring: Doll Craft/Necro Gate, Steal, Bloody Claw, Shield Barrier, Flame, Blizzard, Banish, Sanctuary, Banshee's Cry, Ace Guard, Thunderbolt. Hey look it's Ortega. He's a pretty easy guy, except for when he charges because he will bring catapults into play. This is why Durant is bad for this map. In your first turn, bring Yggdra up then Rosary/Roswell and Milanor and just attack. In the next turns, you should win easily, more easily if you have Rosary due to her being female and have a cross union. Believe it or not, Yggdra and Rosary/Roswell alone can defeat Ortega's army in the west. Just bring them over, with Yggdra leading, and attack the bandits. Even with the assassins, if you choose the right card (Shield Barrier, Banish, Banshee's Cry, etc...), you should be able to defeat them. Don't attack Ortega intentionally yet; take care of Mizer and his bandit first. Don't try to block Mizer's way because he has Warp Shoes if you have been Stealing from him. Instead, put Nietzsche in the water square and Milanor north of Nietzsche in a wasteland square. Now you will be better off when you get charged. Your next turn is at noon, and hunters are strong at noon, so be careful. You can try Steal to get it out of the way, but both Nietzsche and Milanor have 3 LUK so they can make Mizer drop his Warp Shoes, but remember that he withdraws if you get his morale low enough without defeating him. After you Steal though, Mizer will have 3 TEC instead of 4, which makes his Thunderbolt weaker. As for items, get the Gold Lump if you can. The Bronze Shield isn't really needed, and so is the Upola Statue. However, Nietzsche is close enough to it so if you have spare turns leftover (like after using Steal), go ahead and pick it up. Once Mizer is done, use Shield Barrier and have both Yggdra and Rosary on forts around Ortega. This should get the job done quickly. If you want to abandon the Bronze Shield (only Milanor can get it, and it's on the other side of the map), then you can bring Milanor over as well, but that might be overkill. Speaking of Bronze Shield, note that you can "visit" the village at night with Milanor. With Yggdra fighting against so many bandits, she should get MVP. Once again, try to get all of her stats to 3 stars for now (with the exception of LUK, which you should get to 2). What do you know? This battlefield got all of my characters to level 7. Even though this battlefield can be easy if Mizer did not mess with you, the next one can be hard if you have the GBA version and want to level up your characters. New Cards: KholdStare's Turns: 12/17 --------------- Battlefield 13: --------------- MVP: 35 turns Map 13-1: M Y H e g I c f a b d Characters: H: First chosen ally I: Second chosen ally Enemies: a: Level 6 Assassin, Morale :1790/1790 - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4 b: Level 6 Bandit, Morale: 1910/1910 - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0 c: Level 6 Bandit, Morale: 1910/1910 - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0 d: Level 6 Assassin, Morale: 1790/1790 - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4 e: Level 6 Bandit, Morale: 1910/1910 - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0 f: Level 5 Fencer, Morale: 1860/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 g: Level 6 Bandit, Morale: 1910/1910 + Item: Medallion (1): Recover morale + GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0 General Strategies: First of all, if you are playing the PSP version, then please play 13-2 and visit the two villages indicated by the V on their map. But if you are playing the GBA version, then you have a decision to make. If you want the +2 MVP bonus, then it is a very fast map that you can restart. However, if you want to go to 13-3 and get a whole lot of experience, then be prepared to be frustrated and use Medallions to bring the morale of all of the four characters that you are planning to near max. This will be a brutal ride, but it will be worth it. Also, if you take the experience route, then you won't get +2 MVP, but still +1 MVP. If Durant has 4 ATK with Ice Javelin and Nietzsche has at least 3 of every stat with Gungnir, then either character is fine. However, Aegina will have Zolfy this map, which gives the 1 on 1 = win effect. This will prove to be a disadvantage for Durant, so Nietzsche might be a better choice. You will definitely need Nietzsche's female cross union if you picked Roswell. Equip the Mage Ring on Milanor if you are planning to do battlefield 13-3. Choose Rosary/Roswell before you choose Nietzsche. Cards to take: Doll Craft, Necro Gate, Steal, Bloody Claw, Shield Barrier, Flame, Blizzard, Thunderbolt, Banish, Item Break, Sanctuary, Banish, Ace Guard. First of all, you will see that Baldus and Aegina are unreachable. Note their distance, because you will have to go around them if you want to finish 13-2. It doesn't matter how fast you kill your enemies afterwards, so just take your time, using whoever you want boost up their experience or increase their likelihood to become MVP. This is also a great time to train some lower power cards that you plan to use later on, like Flame or Thunderbolt. Be careful; these are not your usual bandits. Well, they are, but they are on wasteland, which means Nietzsche will have some trouble against them. If you want, stat out with Blizzard, or change the order of how you pick the characters and start with Flame. After you defeat the enemies, move everyone to the top-left portion of the map, with Milanor and Rosary/Roswell in the two squares closest to Baldus' army, then move Nietzsche between them and Yggdra last. At the end of turn 24, the mist will creep in and you regain control on turn 25. Map 13-2, 13-3: W W W W B W h i l F W W 2 W j m W W k n W W W W V B W c f W 3 a d e g W V W 5 b W W W W W W C W 1 W M D W 4 Y W W W W W Legend: W: Wasteland B: Bridge V: Village (PSP only) F: Flag 1: Step here to reveal Baldus' army 2: Step here to reveal Aegina's army 3: Step here to reveal the flag Characters: C: Rosary or Roswell D: Nietzsche or Durant Enemies: a: Level 8 Griffon Rider, Morale: 2370/2370 - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1 b: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 8 Hunter, Morale: 2380/2380 - GEN: 1.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 d: Level 10 Guardian Knight [Baldus], Morale: 5860/5860 + Item: Ipponki (3): GEN UP, ATK UP, TEC DOWN, Skills unusable + GEN: 4.0, ATK: 4.0, TEC: 3.0, LUK: 1.9 e: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 f: Level 8 Hunter, Morale: 2380/2380 - GEN: 1.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 g: Level 8 Griffon Rider, Morale: 2370/2370 - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1 h: Level 8 Bandit, Morale: 2190/2190 - GEN: 2.1, ATK: 2.7, TEC: 1.8, LUK: 3.1 i: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 j: Level 9 Valkyrie [Aegina], Morale: 5360/5360 + Item: Zolfy (2): -4 GEN, +4 ATK, +6 TEC, -6 LUK, 1 on 1 = win + GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0 k: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 l: Level 8 Assassin, Morale: 2070/2070 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 m: Level 8 Assassin, Morale: 2070/2070 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 n: Level 8 Bandit, Morale: 2190/2190 - GEN: 2.1, ATK: 2.7, TEC: 1.8, LUK: 3.1 Items: 4: Sealed Purse (2) 5: Ogrenium General Strategies: Now doesn't this look fun. Note that your cards do not reset from 13-2 to 13-3 if you chose to take that route, so use up less useful cards to reveal Baldus, then choose a useful card to help with Baldus' army's charge. If you are planning to get the +2 MVP bonus, then avoid the (1) and (2) on the map, go to the (3) then straight to the flag. If you are playing the PSP version, then definitely go the +2 MVP bonus route and do not reveal the enemies. First you should choose Doll Craft or Necro Gate, whichever card you are not using, and move Milanor and Rosary all west, one of them to the (1). Note that if you are using Roswell, be careful, because he can only warp at night so make sure you get him into formation in this turn. You go to 13-3 by having someone step on the square south of knight (b), so move Roswell to the square north of where Milanor started of and Milanor on (1). It doesn't matter with Rosary. Like I said above, as soon as someone steps on the square south of knight (b), the conditions will change and you will get charged. This is why you need to prepare a good card and formation, such as moving Milanor to the square east of (1) then Roswell to the square north of (1) with the Flame card. These are wasteland squares with lots different types of enemies, so a Roswell/Rosary + Milanor combination to start is best. So the enemies here all have HIGH status. What does that mean exactly? The three main effects of HIGH status are the enemies will recover all morale at the beginning of their turn, their rage bar always starts at rage mode, and status effects cannot be inflicted on them. This might sound hard, but there's a way to defeat them. You have to defeat your enemies on their charge, then use your turn to defeat them. This goes for Baldus as well. Use Shield Barrier when it's Baldus' charge and then use an attack card when it's your turn. Note that Baldus cannot use his card (Ace Guard) because of his item. However, the other enemies can, and Ace Guard is annoying. Therefore, make sure to defeat the union leader as fast as possible with the help of card effects possibly. This could be hard since their rage bar already starts in rage mode. Also, do not Steal from Baldus, you do not want him to use Ace Guard. Here's a tip for Baldus. Defeat the enemies in such a way that you have movement after your charge. This way, you can occupy the squares the enemy left empty, restricting their movements helping your union tactics. Do you see how Baldus is located in the middle of his army? If you look around, there are no places for him to form a union except southwest! If you occupy the space west or south of him attack form large unions with Ace Guard or Shield Barrier, then Baldus is trapped! He cannot form unions. However, by using this strategy, you must have a good grasp on how unions work and how much movements you need for one turn before selecting your card. If Yggdra is all the way over on the other side of the map and is just about to meet with Aegina's army, then use Shield Barrier to block the enemy valkyries' Revolution! Shield Barrier is extremely useful on this map, especially with Nietzsche's Gungnir. Aegina is another problem, and she's the real boss of this map. Steal takes too long to charge up, so it doesn't work. Shield Barrier can probably take care of Aegina, but you already used that. Then use Ace Guard and hope that something will come out of it. Sanctuary is not very effective. Banshee's Cry might help if you form big unions. Zolfy is a great item, but it is way too hard to get. Use Item Break if all else fails. If you equipped Mage Ring on Milanor like I told you to, then Steal might work on Aegina, so try to do so without forming unions. Otherwise, here's a huge tip. Milanor is not useless against Aegina. This is because Milanor is in a wasteland square, which means that his charge/counter is very damaging, and Aegina loses one member per fight, so you can win with Milanor being at the end of a union. In fact, Yggdra is probably the most useless. My tip is to let Yggdra take the first charge, lose, let Rosary take the second charge, she might win or lose but it doesn't matter, and let Nietzsche and Milanor take the third and fourth charges. They will win. Now when it's your turn, do the same thing over again. The "hint" here is to put the characters that are most likely to beat Aegina at the end of the union so they can deal the most morale damage. Have fun with Aegina! By the way, she has 2 LUK, so it shouldn't be that hard to make Zolfy drop. New Cards: None KholdStare's Turns: 44/35 --------------- Battlefield 14: --------------- MVP: 7 turns Map 14-1: W a d & b e f W c W W M & Y I H Legend: W: Wasteland &: Catapult Characters: H: First chosen ally I: Second chosen ally Enemies: a: Level 5 Assassin, Morale: 1660/1660 - GEN: 1.5, ATK: 1.9, TEC: 3.3, LUK: 3.3 b: Level 7 Knight, Morale: 3460/3460 + Item: Medallion (1): Recover morale + GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 5 Fencer, Morale: 1860/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 d: Level 5 Fencer, Morale: 1860/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 e: Level 5 Assassin, Morale: 1660/1660 - GEN: 1.5, ATK: 1.9, TEC: 3.3, LUK: 3.3 f: Level 5 Fencer, Morale: 1860/1860 - GEN: 2.2, ATK: 2.4, TEC: 2.4, LUK: 1.8 General Strategies: Aside from the fact that this map is extremely easy, the next map can be extremely hard. Nietzsche should still have Gungnir equipped, and it may only last for one more map. If it does, then I advise you to save Nietzsche for battlefield 15. Therefore, you two characters should be Roswell/Rosary and Durant. Isn't Yggdra's TEC becoming a pain? My Yggdra's TEC is still at 2.2 and she never takes away more than 3 members if she doesn't have a weapon advantage. Unfortunately, there's not much we can do about that right now, except for maybe one thing. If you Yggdra has 3.4 or 3.5 ATK, then give her Imperial Warfare 1. Trust me, it is worth it. Since there are really no +ATK items for Yggdra that you don't want to save for later on (Zolfy, Flamberg, and Boss Bandana are three items that you should save for the future), increasing her TEC will do wonders for you. If you got Rosary, then you might have noticed that her Frilly Lace is gone. However, do not equip the Ruby Staff because it will not increase her ATK. The best times to equip the Ruby Staff is when Rosary has 2.4-2.7 and 3.2-3.5. If you got the Lucky Broom, then it also gives +4 ATK, so use it accordingly. You might want to give her Midnight Robe however to boost her GEN and TEC. Durant should still have the Ice Javelin and Milanor does not need any items. Note that if you have been following my step by step walkthrough, then your Shield Barrier card's power should be way too high right now. Avoid using that card for minor encounters such as this and try to power up more useful cards, such as the elemental cards. Make sure you power up Banshee's Cry too. Cards to bring: Doll Craft/Necro Gate, Blizzard, Flame, Banish, Banshee's Cry, Sanctuary. One thing people might have trouble with here is Shield Barrier. It's actually easy to get rid of. All you have to do is activate a card, any card. What I did was use Sanctuary (Banshee's Cry works too) and line up Rosary, Yggdra, Milanor (or Yggdra, Roswell, Milanor) then attack. If you choose Sanctuary, then on the enemy's charge, Rosary can even defeat assassins easily! Once I timed Sanctuary so well that Rosary defeated an assassin 6-0 (GBA). Use the character that you want to get MVP the most here since it is a quick map and you can restart it for a different outcome. This map won't be hard. I mean, the garrison captain isn't even on a fort. For the garrison captain, just use Rosary + someone else or Roswell + someone else and you should be able to beat him that very turn. The best scenario is to get someone to step on the garrison captain's square at the end of turn 3. This will make your lives much easier, since you can take two whole turns and still get MVP when the conditions change. Your cards reset too, which is nice. Map 14-2: G W W W W W W W W W a & W W W b W W W W W & W W W Legend: G: Grass W: Wasteland &: Catapult Enemies: a: Level 6 Valkyrie, Morale: 1950/1950 + Item: Medallion (1): Recover morale + GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 b: Level 6 Witch, Morale: 2000/2000 + Item: Medallion (1): Recover morale + GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 2.4 General Strategies: On the first turn, (a) will move west and (b) will move north. This means that if you put a male on where (b) used to be, you will bring both catapults into the union plus someone else northeast of the north (&). Durant or Roswell works well here, and they should union with Rosary or Durant works. A friendly remember is don't go aggressive with Rosary if you are fighting the witch. Our list of "don't go aggressive" includes Yggdra against valkyries, Nietzsche against undines, and Rosary against witches. I mean, this isn't hard. The hard thing is to meet the MVP limit, which means you should end 14-1 at the end of turn 3. New Cards: None KholdStare's Turns: 7/7 ---------------- Battlefield 14I: ---------------- MVP: 12 turns Map 14I-1: ~ ~ ~ ~ ~ ~ a c e g W ~ W b d W W f W W ~ ~ W W ~ ~ ~ W W W ~ W W W ~ W W ~ ~ B ~ W W 1 W W W W W W W H M W W W W I Y W Legend: W: Wasteland B: Bridge ~: Water Characters: H: First chosen ally I: Second chosen ally Enemies: a: Level 8 Knight, Morale: 2410/? + Item: Medallion (1): Recover morale + GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 b: Level 8 Knight, Morale: 2410/? - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 8 Griffon Rider, Morale: 2370/? - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1 d: Level 10 Guardian Knight [Baldus], Morale: 5860/? + Item: Medallion (1): Recover morale + GEN: 3.2, ATK: 3.2, TEC: 4.0, LUK: 1.9 e: Level 8 Hunter, Morale: 2380/? - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 f: Level 8 Griffon Rider, Morale: 2370/? - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1 g: Level 8 Hunter, Morale: 2380/? - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 Items: 1: Upola Statue* (2): -2 GEN, -2 ATK, -2 TEC, LUK UP, 1 time-revival * Note: You can only get this item if you haven't yet gotten it. MVP Strategies: This is a very short map with very few battles. Mistel will appear under certain conditions. If you engage with Baldus' army on or before turn 7, then she will appear after turn 7. If you don't engage and it's after turn 7, then she will appear immediately after the turn there is a battle. If you avoid fighting at all cost, then she will eventually appear anyways in about turn 14. When Mistel appears, you move to to 14I-2, but first let's discuss what happens. No matter what, Baldus will have another turn, then it's Mistel's turn, then it's your turn. In short: - If Mistel appears after turn 7, then your turns are 1, 3, 5, 7, 10, 13 - If Mistel appears after turn 8, then your turns are 1, 3, 5, 7, 11, 14 - If Mistel appears after turn 9, then your turns are 1, 3, 5, 7, 9, 12 As you can see, the MVP limit is 12 turns, so if Mistel appears too early, you go over the limit since you need 6 turns to get all your characters to the flag (see the map of 14I-2 for location of flag). So as far as I know, the only way to get +2 MVP is for the enemies to position themselves in such a way so that they did not attack you on turn 8 but you can attack them on turn 9, AND have enough movement to move everyone to the flag by then 12. I haven't figured out a way to do this yet, but in theory, Mistel has to appear after your turn 9 for you to get +2 MVP. General Strategies: As for general strategies, just move to the right, everyone. Because it's a short map, choose one character to lag behind to get into 1-2 battles, and that character will probably get MVP, so at least you can control easily who gets it. If you're trying for +2 MVP, then bring all high movement cards: Steal, Doll Craft, Necro Gate, Earthquake, Poison Gas, Revolution, plus a strong card on the turn you do battles like Shield Barrier. The enemy has Ace Guard, which is very annoying. You could possibly stay and kill for experience (if you already give up on +2 MVP), but it's such an easy battle to rig MVP to a specific character that I usually just go straight right. Map 14I-2: ~ ~ ~ ~ ~ ~ W W W W W ~ W F W W W W W W W ~ ~ W W ~ ~ ~ W W W ~ W W W A ~ W W ~ ~ B ~ W W 1 W W W W W W W H M W W W W I Y W Legend: W: Wasteland B: Bridge F: Flag ~: Water Characters: H: First chosen ally I: Second chosen ally A: NPC Mistel Items: 1: Upola Statue* (2): -2 GEN, -2 ATK, -2 TEC, LUK UP, 1 time-revival * Note: You can only get this item if you haven't yet gotten it. General Strategies: So now it's just getting to the flag. Mistel does not have to get to the flag, although if you wait long enough she will go there herself. If you're playing hard mode and a few of your characters have low REP, then you can try spending a few turns here to build up as much REP as possible, using Suspend/Reload to help you since Ace Guard is annoying. REP will be important in 14II to get you Gold Dozeu, a great item that increases all stats. Once again, I haven't found a way to get +2 MVP yet, so if you do please e-mail me. New Cards: None KholdStare's Turns: 13/12 ----------------- Battlefield 14II: ----------------- MVP: 27 turns Map 14II-1: W a c W W W b d W W 1 W W W W W W W W ~ & G W W W W W 2 ~ A Y W W ~ H M G I Legend: G: Grass W: Wasteland ~: Water &: Catapult Characters: H: First chosen ally I: Second chosen ally New Ally: A: Level 7 Tactician [Mistel], Morale: ?/? (scythe) Effects: Town :) + Item: Mowing Scythe (2): +1 GEN, +1 ATK, +1 TEC, No battle penalty + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.9 - GEN: 2.5, ATK: 2.3, TEC: 2.3, LUK: 1.8 Enemies: a: Level 9 Knight, Morale: 3660/? + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.5, TEC: 2.4, LUK: 2.0 b: Level 8 Knight, Morale: 2140/? - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 8 Hunter, Morale: 2380/? - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 d: Level 8 Griffon Rider, Morale: 2370/? - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1 Items: 1: Glittering Ash 2: Gold Dozeu (1): Edible ALL UP (hard mode, night with > 10 total REP) General Strategies: First of all, make sure to equip your characters, since this is a hard map. You should definitely bring Roswell/Rosary, and if you can use the Ruby Staff to increase Rosary's ATK by 1 star, then do so. Otherwise, just go crazy with whatever item that you may have that seems helpful. If you are playing on normal mode, then don't bring Nietzsche if you don't use her (I use Durant so i brought him). If you are playing hard mode, then you want Nietzsche to get the useful Gold Dozeu that you have to cross water to get. Notice that you can now control Mistel, but the important thing to know is the game does not yet consider Mistel to be an "official" usable character. Thus, her REP does not count towards the > 10 total REP requirement to get Gold Dozeu, and more important you cannot get Mistel MVP this map. I would try to overuse Rosary/Roswell since you just got them, and avoid giving Milanor more MVP. This doesn't mean you shouldn't use Mistel. In fact, you should because she has such low stats, and you need to level her up. Mistel's item gives her No Battle Penalty, which means your units will remain at 8 at the start of every battle, instead of going down 8, 7, 6, etc... This makes her very viable to solo enemies in unions, especially with her weapon advantage over axes, spears, and swords. She can gain two levels in this map, from 7 to 9, if you use her to clear all the enemies in 14II-1 and later on have her lead the main fight versus Baldus in the northwest corner of the map. If you are playing hard mode and brought Nietzsche, use this opportunity to get the Gold Dozeu whenever you have extra movements left and have over 10 total REP. Mistel winning or losing doesn't count towards your total REP. It is ideal to finish defeating all enemies by turn 5 so you can get +2 MVP later on. Also, your units will reset to their original positions in 14II-2, so you can move anywhere you want, utilizing that catapult to help Mistel destroy everything. If you don't think Mistel can finish everything off my turn 5, then by all means bring up other characters to help. Map 14II-2, 14II-3: a b d f W W F F F c e g h 1 W W F F W W W W W W W W ~ & G W W W W W 2 ~ G G W W ~ G G i k m G G j l Legend: G: Grass W: Wasteland ~: Water &: Catapult Enemies: a: Level 8 Knight, Morale: 2140/? - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 b: Level 10 Knight [Baldus], Morale: 5860/? + Item: Medallion* (1): Recover morale + GEN: 3.2, ATK: 3.2, TEC: 4.0, LUK: 1.9 c: Level 8 Knight, Morale: 2140/? - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 d: Level 8 Knight, Morale: 2140/? - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 e: Level 8 Griffon Rider, Morale: 2370/? - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1 f: Level 8 Griffon Rider, Morale: 2370/? - GEN: 2.4, ATK: 2.4, TEC: 2.4, LUK: 3.1 g: Level 8 Hunter, Morale: 2380/? - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 h: Level 8 Hunter, Morale: 2380/? - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 i: Level 7 Assassin, Morale: 1770/? - GEN: 1.6, ATK: 2.0, TEC: 3.4, LUK: 3.4 j: Level 7 Assassin, Morale: 1770/? - GEN: 1.6, ATK: 2.0, TEC: 3.4, LUK: 3.4 k: Level 9 Valkyrie [Aegina], Morale: 5360/? + Item: Medallion* (1): Recover morale + GEN: 2.5, ATK: 3.0, TEC: 4.1, LUK: 3.2 l: Level 7 Valkyrie, Morale: 1920/? + Item: Medallion (1): Recover morale + GEN: 2.1, ATK: 2.3, TEC: 3.0, LUK: 2.3 m: Level 7 Valkyrie, Morale: 1920/? + Item: Medallion (1): Recover morale + GEN: 2.1, ATK: 2.3, TEC: 3.0, LUK: 2.3 Items: 1: Glittering Ash 2: Gold Dozeu (1): Edible ALL UP (hard mode, night with > 10 total REP) *: Baldus and Aegina may appear with other items besides Medallions General Strategies: Baldus' army will now come. His army will actually be pretty hard to beat right now. Until Aegina's army appears, Baldus' army does NOT move, but will attack on their turn only if one of your characters are adjacent. You want Mistel to deal with Baldus' army, except for one annoying thing: hunters. Scythe is neutral against Bow, and when the hunters attack Mistel with low stats, she may not survive. So for now, follow my instructions, first suspending your game. I am assuming it is noon since turn 5 was night, the turn you were supposed to finish BF 14II-1. Select Sanctuary, move Yggdra south of hunter (h), then move Mistel directly east of Yggdra. Attack and go aggressive all the way to defeat the hunter before he uses Ace Guard. Then Mistel should easily defeat griffon rider (f), using Sanctuary when it's needed. On the enemy's turn, they will not re-arrange, so (h) will attack Yggdra. The hunter will probably activate Ace Guard successfully this time, so just use Sanctuary smartly to deplete his morale. Mistel can defeat the griffon rider (f) again with Sanctuary abuse. Both (h) and (f) should leave the map after these 2 turns. If not, you really just want the deplete the hunter's morale with Yggdra. Now pick Banish. Move Yggdra up once to the right of hunter (g) and Mistel left once below Yggdra. Yggdra can once again use the catapult. Repeat the process above, using Yggdra to defeat hunter (g) in two turns. Note that once again the enemy does not move, so you're never in danger of a knight suddenly attacking Yggdra, unless you move her next to one. Either way, after Yggdra finish off the two hunters, move her out of the way and have Milanor + Mistel dismantle the rest of Baldus' enemy. On your third turn in 14II-2, you will choose a card but will not be able to use it since Aegina's army will come, and the cards will NOT reset! So whatever card you choose will be useless. Also note that both Baldus and Aegina have protect status so you can't kill them, but whittle down their morale as much as possible. If you haven't gotten the Gold Dozeu yet, please get it some time when you have > 10 total REP. After a while, Bly will tell you to move to some flags. But you don't have to do this! The volcano will explode later on and the flag area is safe, but you don't have to move to them to activate the volcano exploding and you will just take about 800 morale damage if you're outside of the flags. So I recommend for you to disobey Bly and continue with attacking Baldus and Aegina's army so you can get the +2 MVP bonus. This was my formation: W W W W W W F F F W W W Z 1 W W F F W W W M W W W W ~ & G W W W W W 2 ~ R G W W ~ G D i k m G G j l Where M = Milanor, Z = Mistel, R = Rosary/Roswell, and D = Durant. Notice how Milanor will bring the catapult, Mistel, and Rosary all into his union and Durant brings catapult and Mistel into his union. Rosary is strong against all enemies now that you destroyed the hunters, and catapults always help. Mostly I had Yggdra hide somewhere, getting the Glittering Ash, because she's too frail to even go up against Aegina's army, but she can. Durant at this position will attack assassin (i), Rosary will go up against Aegina, then Durant attacks assassin (j), and Rosary will go up against valkyrie (m). Hopefully, Durant will deplete both assassins' morale so Rosary won't have any trouble, so use a powerful card here. Even if you pick Blizzard, Durant going aggressive all the way probably works better at killing the assassins fast. Now turn 25 should be yours, and after you finish your turn the volcano finally explodes and you're in 14II-3. You actually get turn 26 too, and hopefully by this time all the enemies are gone except Baldus and Aegina at very low morale. Since they both only have Medallions, just finish off Baldus on turn 26 and Aegina will go with him. The challenge in this map is to get Rosary or Roswell +2 MVP (since they should have low stats) and get Mistel to level 9 also. New Cards: Oblivious Dawn KholdStare's Turns: 26/27 --------------- Battlefield 15: --------------- MVP: 12 turns Map 15-1, 15-2: 1 G G G G G G V G ~ ~ G M ~ B ~ Y ~ B G h G 2 H ~ b R e f I G a c d G g i j X G k G R Legend: G: Grass R: Road W: Wasteland B: Bridge X: Barricade ~: Water Characters: H: First chosen ally I: Second chosen ally Enemies: a: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 b: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 c: Level 8 Witch [Eudy], Morale: 4940/4940 + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0% + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0 d: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 e: Level 7 Knight, Morale: 2260/2260 - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 f: Level 7 Knight, Morale: 2260/2260 - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 g: Level 6 Bandit, Morale: 1910/1910 - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0 h: Level 6 Bandit, Morale: 1910/1910 - GEN: 2.0, ATK: 2.5, TEC: 1.8, LUK: 3.0 i: Level 6 Fencer, Morale: 2020/2020 - GEN: 3.3, ATK: 3.5, TEC: 3.4, LUK: 1.8 j: Level 8 Fencer [Inzaghi], Morale: 4800/4800 + Item: Soldier's Bandana (2): +4 GEN, +2 ATK, +2 TEC, +2 LUK, No battle penalty + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0 k: Level 6 Fencer, Morale: 2020/2020 - GEN: 3.3, ATK: 3.5, TEC: 3.4, LUK: 1.8 Items: 1: Straw Hat (2): +2 GEN, +2 LUK, Noon :) 2: Nestle Bouquet General Strategies: This map is quite hard because of enemies not yet on the map, so be prepared for it. If Nietzsche somehow has no item on, then wear Shell Breastplate. This will help against Aegina later on, but I still prefer defeating Aegina in one turn on a charge using Gungnir. There are also water squares, so Nietzsche is basically made for this map. You can choose Durant if you want, but if you want to try and get Rosary or Roswell MVP, then you can bring them instead of Durant. Milanor can remain itemless for now. He's way too strong anyways. If you have the PSP version and got the Gold Dozeu in hard mode, then you should try to get Mistel some MVP so that when her Mowing Scythe is gone, most of her stats have 1 more big star than when you got her so you can use the Gold Dozeu more effectively. Even if you're not playing hard mode, it's very useful to let Mistel get MVP this map. But then again, it is a really tough map because of Mistel's stats and Death Bringer. Durant on the road or Nietzsche in the water on this map is completely overpowered. If you're planning to ditch Nietzsche for Mistel (and I recommend that you do so...), then bring Durant instead. Durant is better than Roswell on this map, seriously, so if you really want to bring Mistel, let Roswell stay back. Mistel on the road in union with Durant on the road should be devastating, but make sure Mistel goes solo for a while to get MVP. To recap, here are the parties that you should bring: - Rosary + Nietzsche (GBA) - Roswell + Nietzsche (GBA) - Mistel + Durant (PSP) Cards to bring: Doll Craft/Necro Gate, Steal, Shield Barrier, Flame, Blizzard, Banish, Sanctuary, Banshee's Cry, Ace Guard, one of your choice. Now you learn about linking unions. It's actually pretty easy to understand if you follow the tutorials. However, the hard part is figuring out the order of the attack in a linked union. You should review the section on Unions in this FAQ to get a better idea of how it works. Once again, strategy is more vital in this game than stats and characters. If you brought Mistel, then disregard what I say when I mention Rosary, Roswell, or Nietzsche. In fact, skip the following three paragraphs for PSP strategies. First all, before you even pick a card, look at the bandit (h) and try to figure out which other characters are in his union. If you missed the fencer 2 south of the bandit, then you forgot about linked unions. Whoever attacks that bandit will attack bandit (h), knight (f), and fencer (i) in that order. Since it is very hard for you to set up a union to beat that in the first turn, I just move Rosary or Roswell on the bridge north of the bandit (h) with Doll Craft of Necro Gate then proceed to go aggressive all the way. By the time the fencer's turn comes, he might use Banshee's Cry. If you think you can defeat him by just going aggressive, then do so, but remember that by using Doll Craft or Necro Gate, you can cancel his Banshee's Cry. On the charge, Rosary might lose a few fights, especially to the knight on the road. I've stressed the importance of terrain bonuses, and it should come to no surprise to you that knights on the road are incredibly strong. At least you can use Doll Craft or Necro Gate to help you. You're not most likely to complete the conditions of 15-2, and you might not even want to because going to 15-3 means more experience. Therefore, forget the MVP bonus and just take your time killing Inzaghi. If you have Rosary, then put Nietzsche in the water square two east of Rosary. If you have Roswell, the put Nietzsche in the water square northeast of Roswell. Once again, just take your time. Get the two items in the map if you're up for it. The Straw Hat is a really nice item. Once Inzaghi is defeated you are asked to move all characters to the four flags...like that's possible. I already spoiled you and told you that Aegina will come. Move Nietzsche and Roswell/Rosary to the road immediately. If you have Durant, he will be very powerful there. Your goal is to put Nietzsche on the water squares on the left side of the map and Roswell/Rosary/Durant two east of Nietzsche. Aegina's army should now come. For the PSP version, try to move Mistel onto the bridge and take care of the enemies alone. She might love a few, but the important thing is that get gets MVP so that isn't much of a problem. Of course, use Oblivious Dawn as your first move and use it if you want. On the next turn, move characters into Mistel's union while keeping her on that bridge. Just try to overuse Mistel (for this map only!) so she can get MVP. Mistel is horrible against Aegina's charge in the next phase so make sure to deal some good morale damage with Mistel now! Also, try not to use Durant this phase, but still move him. Map 15-3: 3 G a b c 1 G d e G G G G G ~ G B G ~ ~ G G G ~ ~ B ~ G ~ B G G G 2 G ~ R R R R G G G R G G G R R X G R G R Legend: G: Grass R: Road W: Wasteland B: Bridge X: Barricade ~: Water Enemies: a: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 b: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 c: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 d: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 e: Level 10 Valkyrie [Aegina], Morale: 5880/5880 + Item: Death Bringer (2): GEN DOWN, +6 ATK, +4 TEC, +2 LUK, Critical 50% + GEN: 2.0, ATK: 4.0, TEC: 5.0, LUK: 2.7 Items: 1: Straw Hat (2): +2 GEN, +2 LUK, Noon :) 2: Nestle Bouquet 3: Golden Wheat (4): +2 GEN, +2 TEC, +6 LUK, Exp +1 Now here's the thing. Aegina has 5 TEC, which means her charge will cause huge damage. Here's another thing. Death Bringer will critical hit 50% of the time. Fortunately, Death Bringer lowers GEN. This means that you should be able to damage her morale for a lot, so one turn of you attacking will work. Note that she does have Revolution, which will usually let her win since she is higher level. If you want, use Shield Barrier, but on the charge, because it is pointless to resist due to her high TEC and her likelihood to critical you, disabling your ability to use cards period. However, if you can help it, try to not use Shield Barrier. The reason is because you need to end this map with a good card because you will be attacked right on your next turn, and you need a good card to counter it. A good strategy is to charge with Sanctuary if it is noon. Go passive all the way but do not activate the card yet. Wait until Aegina uses Revolution then use Sanctuary. You may also notice that her rage bar returns to normal! This is a good way to win. Another way is to use Ace Guard on the charge, Nietzsche with Blizzard, Roswell/Rosary with Flame, or Yggdra with Banshee's Cry. If you want, you can even Steal with Milanor but I don't think that will work too well. Ace Guard is also a great card to move that last character onto the flags if you absolutely needed to use Shield Barrier against Aegina. If you still have the Steal card left after you defeat Aegina, then use its movement to get the Golden Wheat. That is not important at all, but it's a good item to have. Do not be careless and go get the Golden Wheat then found out that you don't have enough cards to move all of your characters onto the flags! If you are using Mistel, then stand your ground on the road square beside the water and union with Union to her right. You don't need to union with any other characters except for Durant, which should be very powerful on the road. Use Oblivious Dawn and Shield Barrier to stop Revolution if you are having trouble dealing with Aegina. I'm saying all this but Mistel actually has a weapon advantage against all enemies here. However, that doesn't mean she can wipe them out on her own with her low stats, so just be careful. New Cards: None KholdStare's Turn: 17/12 --------------- Battlefield 16: --------------- MVP: 21 turns (GBA), 28 turns (PSP) Map 16-1: X Y H b c e I d T T T M T T 1 T T T 2 B ~ # a T T B B ~ T ~ ~ ~ Legend: B: Bridge T: Town X: Barricade ~: Water #: Fort Fixed: Noon Characters: H: First chosen ally I: Second chosen ally Enemies: a: Level 8 Witch [Eudy], Morale: 4940/4940 + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0% + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0 b: Level 6 Griffon Rider, Morale: 2100/2100 - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0 c: Level 8 Griffon Rider [Emilia], Morale: 4760/4760 + Item: Teddybear (2): +2 GEN + GEN: 2.3, ATK: 2.7, TEC: 3.5, LUK: 3.5 d: Level 6 Griffon Rider, Morale: 2100/2100 - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0 e: Level 6 Griffon Rider, Morale: 2100/2100 - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0 Items: 1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP 2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP General Strategies: If you're playing the PSP version, then you should use Mistel and ditch one of the characters, since I recommend that you pick 6 characters to train and ditch the rest. I personally favor Durant over Nietzsche for two reasons. One is that Durant has great terrain bonuses, because roads and bridges appear way more often than water squares. However, that's not going to convince me. What convinces me is that Mistel is female, and you don't want a party full of cross unions. So replace a female with a female I say. Mistel needs plenty of edible stat UP items. If you don't have the Gold Dozeu, then you should try to get her MVP as much as possible (which shouldn't be hard considering her weapon advantage). What's the trick to raise low stats? Equip items. Seriously, don't save them. Use them to boost Mistel's stats to 3 stars and you should be fine. Once her stats are at 3 stars, use an edible stat UP item. You will get Powershroom (edible ATK UP) in BF 23.5 and also Protato (edible ATK UP) in BF 24, so that's not far from now. Just try to get 3 stars in ATK before you get to BF 23 and you should be fine. Unfortunately, this is still a GBA walkthrough, so I can't assume that you have Mistel. I will assume that you have Nietzsche. Fortunately, this shouldn't affect much. Strategies will change if you have Mistel, but the fact that both Nietzsche and Mistel have an advantage over sword do not change. I will only give general strategies anyways, so try your best to follow along. Mistel is strong against axe/spear/sword and is neutral against all other weapons, so she will pretty much good to go against every enemy that you encounter, provided that you give her some sort of item to boost her stats. About character selection, this is tricky. Durant is obviously very weak against Emilia's army, but he will be wonderful later on against Leon. If you have the PSP version, then you really should choose Mistel and Roswell/Rosary/ Durant. If you do choose Durant, then pick him first before your other character. If you pick him second, then griffon rider (d) will attack Milanor, forcing Durant to fight against Emilia, which is bad. So yeah, you read that right. There's only towns (not really towns you can visit but town squares with +30% GEO), bridges, and water squares on the map. Your and Emilia's army are standing on roads, which is why Durant may win a charge against the griffon riders but not a counter. I recommend that after Emilia's turn, you move Durant away from your union (remember linked unions!), whatever it may be. You start this battlefield with the last card you ended with in the last battlefield. If you followed my advice, then it have been Shield Barrier or Ace Guard. If you have Shield Barrier, then you have to play smart. If Emilia looks like she will activate Gravity Chaos, then go passive and activate Shield Barrier before she does so. However, if the battle starts with griffon rider (b) attacking Rosary/Mistel, then Yggdra will go against Emilia and well, Emilia will just get destroyed. Try to use Shield Barrier with Durant as much as possible. He won't win, but at least get the griffon rider to 1 member before Durant loses. Emilia is really weak. She almost has the same stats as the griffon riders 2 levels below her, with the exception for TEC. Just stay away from Gravity Chaos and beat her up. Use Flame to get a Grilled Griffon if you think you have time to do so. You should also get the two items at (1) and (2) if you have the required materials, before the conditions change. However, it is best that you defeat Emilia in turn 2, but there's no way you can do this unless the card you started with has over 2500 power. Defeating Emilia will change the conditions. Map 16-2: X T T R d R R R R R R R R R R R R a 3 e R R V T f T T T T T b g T 1 T T R X T 2 B ~ @ h T T T B ~ c T ~ ~ ~ Legend: R: Road B: Bridge T: Town V: Village X: Barricade ~: Water @: Ankh Fixed: Noon Enemies: a: Level 7 Knight, Morale: 2260/2260 (Invincible)* - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 b: Level 7 Knight, Morale: 2260/2260 (Invincible)* - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 9 Knight [Leon], Morale: 5480/5480 (Invincible)* + Item: Catastrophe (1): +6 GEN, ATK UP, +4 TEC, +2 LUK, Dark attack UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 2.7 d: Level 7 Knight, Morale: 3390/3390 (Invincible)* + Item: Medallion (1): Recover morale + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 e: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 f: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 g: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 h: Level 8 Witch [Eudy], Morale: 4940/4940 + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0% + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0 * Note: In the PSP version, the knights do not have the Invincible status but instead, the Protect status. Items: 1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP 2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP 3: Nestle Bouquet -> Nana's Candy (1): Morale UP slowly e: Warm Dud g: Sweetberry (1): Edible LUK UP General Strategies: It is almost impossible to get the +2 MVP bonus here if you did not beat Emilia on turn 2. It is possible with Shield Barrier and maybe Ace Guard, but you would have to be very lucky to do it otherwise. Even if you did beat Emilia on turn 2, we have to take other things into account. First, when Kylier comes, we don't want her to waste 10 turns defeating Emilia. Therefore, someone has to stay behind to union with Kylier. I recommend that this someone have at least 3 GEN, ATK, and TEC. Milanor is a good choice since he can Steal, but if you have Mistel, then you will have a bit of flexibility. Since Eudy has 4 LUK, only Steal or Rosary (with 4 LUK) can get her item. The item isn't even that great, but it could be used for morale recovery. Rosary is a terrible choice, since her ATK is not high enough to inflict enough morale damage. Therefore, you can either forget the item or Steal with Milanor. If you want, you can use Yggdra since she will be useless against Leon's army. Note that if her stats are low, then you cannot defeat Eudy in three turns, which is what you want (Kylier's first change, Eudy's first change, your second charge). Back to this battlefield, as soon as you decide whom to stay back, move the other three towards the three witches. If you haven't gotten the items yet, this is a great opportunity for the person who stayed back to get the items (1) and (2). However, only do this when the three characters are already in a union to fight the witches. After you get the items, head for the town to the southeast of Eudy if you have movement left. About the witches, the first one is on a road but the other two are on forts, which makes the battle hard. Fortunately, you have a long time to beat these witches; in fact, you have until Eudy is defeated. Just keep trying to defeat the witches, and after how many times you are hit by the cannon, Kylier will appear. In the GBA, you need to be hit 6 times. This is why it is important to use a high movement card (Doll Craft/Necro Gate/Steal) to get three of your characters to the cannon territory immediately. Make sure to get the Warm Dud and the Sweetberry (very important). In the PSP version, you have to have your morale damaged 6 times, so if you have Durant, don't use him because sadly, his Road :) will win him battles. Just go passive repeatedly to lose, hopefully. After you defeat the witches, move your characters two squares east of knight (d), but not next to him. They are invincible until the conditions change, but it is best to get closest to them before then, preferably with a female in front. In the PSP version, these knights are not invincible, but rather, protected. You still need your turn to attack Eudy, so just leave Mistel/Rosary next to an enemy knight in union with Rosary/Roswell/Durant and try to knock down some of the knights' morale so you will have a head start in 16-4. Once again, you may only damage these knights in the PSP version, and you cannot get their morale below 1. Map 16-3: X T T R d R R R R R R R R R R R R a 3 4 R R V T # # # # T T T T T b # # 5 T 1 T T R X # 7 T 2 B ~ # # @ h T T T B ~ c # # # 6 # K T ~ ~ ~ Legend: R: Road B: Bridge T: Town V: Village X: Barricade #: Fort ~: Water @: Ankh Fixed: Noon Temporary Ally: K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe) Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5 Enemies: a: Level 7 Knight, Morale: 2260/2260 (Invincible)* - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 b: Level 7 Knight, Morale: 2260/2260 (Invincible)* - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 9 Knight [Leon], Morale: 5480/5480 (Invincible)* + Item: Catastrophe (1): +6 GEN, ATK UP, +4 TEC, +2 LUK, Dark attack UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 2.7 d: Level 7 Knight, Morale: 3390/3390 (Invincible)* + Item: Medallion (1): Recover morale + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 h: Level 8 Witch [Eudy], Morale: 4940/4940 + Item: Lady's Coat (2): +6 GEN, -4 ATK, -2 TEC, +4 LUK, Critical 0% + GEN: 3.0, ATK: 1.0, TEC: 3.3, LUK: 4.0 * Note: In the PSP version, the knights do not have the Invincible status but instead, the Protect status. Items: 1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP 2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP 3: Nestle Bouquet -> Nana's Candy (1): Morale UP slowly 4: Warm Dud 5: Sweetberry (1): Edible LUK UP 6: Cracked Dud 7: Princess Dress (3): GEN UP, +2 ATK, +4 TEC, +4 LUK, Void all attr General Strategies: And here Kylier comes. Hopefully, you should already have someone close by to the town two east of Kylier so you can form a union right away. You might want to do this fast, so choose your highest power card (besides Steal if you are using Milanor), Shield Barrier, or Ace Guard and attack Eudy. If the power of your Ace Guard is below 2000, then don't even try. The reason you don't want to Steal immediately is that stealing the item raises Eudy's ATK to 2 stars, and I am sure you don't want to do that. If you have Shield Barrier, then you should win twice easily on the counter. After that, use Steal if you have Milanor (Kylier can't use Steal but she is an Ace for axe) or use another powerful card/useful card like Sanctuary or Mind Change. You should defeat Eudy on this turn if you plan accordingly. If you have the PSP version, then the witches are probably not defeated yet. They will leave once Eudy is defeated, so don't worry about them. Stand by to get the Warm Dud (4) and Sweetberry (5). After Eudy is defeated, the conditions change and you will now have to defeat Leon. Map 16-4: X T T R d R R R R R R R R R R R R a 3 4 R R V T # # # # T T T T T 8 b # # 5 T 1 T T e # R X # 7 T 2 B ~ # g h # # @ # T T T B ~ f c # # # 6 # K T ~ ~ ~ Legend: R: Road B: Bridge T: Town V: Village X: Barricade ~: Water #: Fort @: Ankh Fixed: Noon Temporary Ally: K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe) Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5 Enemies: a: Level 7 Knight, Morale: 2260/2260 - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 b: Level 7 Knight, Morale: 2260/2260 - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 9 Knight [Leon], Morale: 5480/5480 + Item: Catastrophe (1): +6 GEN, ATK UP, +4 TEC, +2 LUK, Dark attack UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 2.7 d: Level 7 Knight, Morale: 3390/3390 + Item: Medallion (1): Recover morale + GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 e: Level 6 Valkyrie, Morale: 1950/1950 - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 2.4 f: Level 6 Valkyrie, Morale: 1950/1950 - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 2.4 g: Level 6 Necromancer, Morale: 1990/1990 - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 3.0 h: Level 6 Necromancer, Morale: 1990/1990 - GEN: 2.0, ATK: 2.3, TEC: 3.0, LUK: 3.0 Items: 1: Gold Lump -> Golden Spear (3): +6 GEN, TEC DOWN, LUK UP, Lightning attack UP 2: Ogrenium -> Ogre Blade (1): +6 GEN, ATK UP, -6 TEC, -2 LUK, Power 25% UP 3: Nestle Bouquet -> Nana's Candy (1): Morale UP slowly 4: Warm Dud 5: Sweetberry (1): Edible LUK UP 6: Cracked Dud 7: Princess Dress (3): GEN UP, +2 ATK, +4 TEC, +4 LUK, Void all attr 8: Treasure Map (1): React to an item General Strategies: Finally you can attack the knights, only to find out that there are more enemies that you must defeat. I recommend that first you use Doll Craft or Necro Gate and bring Kylier to get Cracked Dud (6) and Princess Dress (3), then going to the northwest corner of the fort, moving a female character east of knight (d) to form a union with Kylier and someone else. This way, the knights should fall quickly, since knights are weak against griffon riders. If you want the +2 MVP bonus, then you must absolutely include Kylier in your unions. However, it is useless if Kylier gets MVP since she's a temporarily character, right? Absolutely. This would be a problem but if you put someone in Kylier's union to help beat Eudy, then she should not have inflicted enough morale damage to get MVP. If you defeated Eudy with Kylier alone, then you might be in trouble. In that case, don't use Kylier altogether and use Mistel/Roswell/ Rosary/Durant/Milanor, whoever you have, to defeat the knights. Leon is one hard enemy, only because of his item, Catastrophe, which raises his GEN, ATK, and TEC to the next big star. If he manages to get a Chariot off, then his high GEN will pretty much means you will not do any morale damage to him if he wins. If you chose to stick Milanor with Kylier, then you might have a bit of a disadvantage here. If you chose to stick Yggdra with Kylier, then just use Steal with Milanor and the battle just got a whole lot easier. If you took my advice and brought Kylier up to the northwest corner of the fort, then you should be able to defeat the knights and necromancers very easily, which is a huge advantage. Also, you might want to lure him to a town square instead of a road square. He is strong on roads, so it is a huge advantage for you if he is on a town square. However, this means that sometimes you will not be able to union with Kylier. That's okay. If you use the right cards, you should take down Leon, not easily, but eventually. Shield Barrier is again excellent here. Steal is again great. Ace Guard might be useful, Sanctuary is always useful on this map since it is fixed at noon. If you cannot defeat Leon on turn 20, don't expect to deplete his morale on turn 21. It's possible, but his high GEN + Chariot means if you win 1-0 or 2-0, he might not lose any morale at all. Make sure to get the Treasure Map if you can. If Leon advanced far enough, then only Durant can get it since he can walk over enemies. It is not that hard of a map since Leon will eventually go down especially with Kylier firing that, cannon every turn. But if you want that +2 MVP bonus, then this map's difficult increases tenfold. Kylier is so tsundere. Even though she doesn't help you that much, she's useful when you get her. After this map you get an incredibly useful Gravity Chaos card, one of the best in the game. However, one of the hardest battlefields is up next, so be prepared. New Cards: Gravity Chaos KholdStare's Turns: 20/21 (GBA) --------------- Battlefield 17: --------------- MVP: 17 turns Map 17-1: I @ H 1 # # # K V Y # X T T T M T T T c T T T d V B a b e # G f G Legend: G: Grass T: Town V: Village X: Barricade #: Fort @: Ankh Characters: H: First chosen ally I: Second chosen ally Temporary Ally: K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe) Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5 Enemies: a: Level 6 Griffon Rider, Morale: 2100/2100 - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0 b: Level 6 Hunter, Morale: 2110/2110 - GEN: 2.3, ATK: 2.0, TEC: 3.4, LUK: 2.4 c: Level 6 Griffon Rider, Morale: 2100/2100 - GEN: 2.3, ATK: 2.3, TEC: 2.4, LUK: 3.0 d: Level 6 Hunter, Morale: 2110/2110 - GEN: 2.3, ATK: 2.0, TEC: 3.4, LUK: 2.4 e: Lvl 10 Guardian Knight [Baldus], Morale: 5860/5860 + Item: Ipponki (1): GEN UP, ATK UP, TEC DOWN, Skills unusable + GEN: 4.0, ATK: 4.0, TEC: 3.0, LUK: 1.9 - GEN: 3.2, ATK: 3.2, TEC: 4.0, LUK: 1.9 f: Lvl 11 Dragon Knight [Gulcasa], Morale: 6320/6320 + Item: Early Drive (2): +4 ATK, +4 TEC, Instant charge + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 3.2 Items: 1: Cat's Eye (2): +4 TEC, +4 LUK, Night :) General Strategies: Wow this battlefield is annoying. First of all, and the most important of all, make sure you include Gravity Chaos in your card selection, the one you just received. If you don't want to get pitifully destroyed, then I suggest that you do bring that card, and that you use it. If Yggdra and Milanor has no item equipped, then that is good news, because you should go all out this map. Don't be fooled that Kylier is with you. Even though she can help for a bit, she's cut off from the rest of the map really. Whatever ATK your Yggdra may have now, this is the time to use that Flamberg you got a long time ago. She should have at least 3.2 ATK, and if she has at least that, then equip the Flamberg. You should leave Milanor alone or equip him with an item that only lasts for one map, or if you want to equip something for more than one map, make that that item raises Milanor's TEC to 4. The reason is because you need 4 TEC to Steal in battlefield 19. Durant might still have the Ice Javelin, but if not, then you might want to equip Phalanx. Do not equip Catastrophe or Ipponki. If you have Rosary, then you might want to put on Lucky Broom to equip Lucky Broom (not yet Ruby Staff!). It is a nice item that will raise her ATK and LUK and also be useful for BF 19. I don't have Roswell, so equip Rosary and Mistel what you see fit. No matter if you've been using Nietzsche or not, ditch her his fight. If you have the GBA version, then bring Durant and Roswell/Rosary. If you have the PSP version, then bring Mistel then anyone of your choice. There are a few roads in this map, but most of the squares are town squares, so Durant isn't a must. Mistel and Roswell/Rosary is probably the best choice. And also, you should try to use some Medallions to raise your morale, especially for your main fighters such as Milanor. First of all, Baldus will have Ipponki if you have not defeated him in 13-3. This means that if you played the PSP version and got Mistel, then he will have Ipponki. I'm not sure if this is good or bad yet, but the trade off is that with Ipponki, Baldus will have higher GEN, ATK, lower TEC, and cannot use skills. He is pretty hard if he activates Ace Guard, but his morale will go down more slowly if he has Ipponki equipped. If you started out with Yggdra leading with Banshee's Cry or Rosary leading with Flame, then there's a high probably that by turn 4, Baldus will be alone or with only one other enemy. If so, then you're doing great. Just remember to get Cat's Eye with Kylier before you defeat Baldus, then move Kylier one south and Milanor up a bit so he can easily union with Kylier. Map 17-1: T a b @ T 1 # # # K V T # X T T T T T T T T T T T T V T T R R # G c G Legend: G: Grass R: Road T: Town V: Village X: Barricade #: Fort @: Ankh Temporary Ally: K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe) Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5 Enemies: a: Level 6 Assassin [Elena], Morale: 4060/4060 + Item: Rainbow Arc (2): +2 GEN, +6 TEC, LUK UP, Foe Geo 0% + GEN: 2.0, ATK: 2.5, TEC: 3.0, LUK: 5.0 b: Level 8 Assassin [Zilva], Morale: 4720/4720 + Item: Nightmare (2): -2 GEN, +6 TEC, LUK DOWN, Dark attack UP + GEN: 1.0, ATK: 2.4, TEC: 4.0, LUK: 3.0 c: Lvl 11 Dragon Knight [Gulcasa], Morale: 6320/6320 + Item: Early Drive (2): +4 ATK, +4 TEC, Instant charge + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 3.2 Items: 1: Cat's Eye (2): +4 TEC, +4 LUK, Night :) General Strategies: Uh yeah. I'm sure you've already seen Gulcasa, which means you know that we will probably have to fight him later. So Baldus, Gulcasa, and now Elena and Zilva too? How nice. Luckily, they both have low GEN, so even if you win 1-0, they will lose massive morale, especially Zilva. You really want the Rainbow Arc, but wow, Elena has 5 LUK. This means that you will need to use Steal and have Milanor in the union somehow. If Zilva moves next to Kylier, then it's easily. Just use Steal and have Milanor in Kylier's direct union, since that means Milanor will go second to face Elena. If Elena moves next to Kylier, then Kylier will have to union with someone else then Milanor will be in that someone else's linked union. That way, Milanor will go third and face Elena. Despite their low GEN, it will probably take 2 or 3 fights to defeat them, since they have so much morale. Usually, Elena will move next to Kylier. This means that Elena will probably be defeated on Kylier's charge since Milanor will Steal from Elena then finish the job. When it's Zilva's turn, she will be up against a union of three, so there should be no reason for Zilva's morale to not get depleted. Yes, this map should be finished in two turns thanks to linked unions and assassins' low morale. If you do your Steal, then try to somehow get Durant down to one of the two visible road squares with someone in his union, that is, if you brought him. Map 17-3: T a b @ T 1 # # # K V T # X T T T T V T T T T T T T T d T T T T T b e ~ V T T R R a c f ~ # 2 R G Legend: G: Grass R: Road T: Town V: Village X: Barricade #: Fort @: Ankh Temporary Ally: K: Level 8 Griffon Rider [Kylier], Morale: 5480/5480 (axe) Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 3.0, TEC: 3.5, LUK: 3.5 Enemies: a: Level 7 Knight, Morale: 2260/2260 - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 b: Level 10 Valkyrie [Aegina], Morale: 5680/5680 + Item: Zolfy (2): -4 GEN, +4 ATK, +6 TEC, -6 LUK, 1 on 1 = win + GEN: 2.2, ATK: 3.5, TEC: 5.0, LUK: 2.0 - GEN: 2.6, ATK: 3.1, TEC: 4.1, LUK: 3.2 c: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 d: Level 7 Knight, Morale: 2260/2260 - GEN: 2.6, ATK: 2.4, TEC: 2.4, LUK: 1.8 e: Level 6 Witch, Morale: 2000/2000 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.0 f: Lvl 11 Dragon Knight [Gulcasa], Morale: 6320/6320 + Item: Early Drive (2): +4 ATK, +4 TEC, Instant charge + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 3.2 Items: 1: Cat's Eye (2): +4 TEC, +4 LUK, Night :) 2: Hero Badge (1): +4 GEN, +2 ATK, +4 LUK, Always Ace General Strategies: Wait what? Aegina is here too? Wow, we get to fight 5 named enemies this time, how fun! If you played the PSP version, then Aegina will have Zolfy here, and that is a very bad thing. Even though she will be easily defeated on a charge, her charge will easily defeat you. The good news is that she is part of Gulcasa's army, which means no Revolution! This makes her considerably weaker, although still be aware of her 1 on 1 = win item, Zolfy. Here's a tip. If Aegina is still in a union of some sort, then line her up with Yggdra. Since she has no revolution, she will just rage, adding her holy element to the void holy Yggdra. In truth, the levels of Gulcasa's army are so low that it's often not hard to defeat them. That's a really good thing, since it is hard to defeat Gulcasa himself. Save Gravity Chaos and Steal cards; you will be using them against Gulcasa. Preferably, you want Gulcasa alone before you touch him. You can let Durant step over Gulcasa with the Steal card go get the Hero Badge (2) while Milanor uses Steal, or you can start out with Gravity Chaos while making a big union with Milanor. Either way, using the movements of Gravity Chaos and Steal, you should be able to get the Hero Badge with Durant. If you don't have Durant, then you might have to go over Gulcasa, which will take more movement. I usually use Gravity Chaos before Steal. Here's a huge hint. Attack him with all you got, then disband your union. Milanor will be grayed out, but the other characters should get out of his X union so when Gulcasa attacks, then your army won't be victim to his TEC. Even though if Gulcasa charges against 4 in your union while cursed, he should still lose at least two fights, why lose morale for no reason? Try to get his Early Drive via Steal or otherwise, because it is an extremely useful item for Milanor later on...against Gulcasa. New Cards: None KholdStare's Turns: 12/17 --------------- Battlefield 18: --------------- Map 18-2: Y R c R R R R R a b d G G G G G R G G R G G R G N M R Legend: G: Grass R: Road F: Flag Characters: Y: NPC Yggdra Enemies: a: Lvl 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 b: Lvl 10 Valkyrie [Aegina], Morale: 5680/5680 - GEN: 2.6, ATK: 3.1, TEC: 4.1, LUK: 3.2 c: Lvl 11 Dragon Knight [Gulcasa], Morale: 1/6320 - GEN: 3.3, ATK: 3.3, TEC: 3.2, LUK: 3.2 d: Lvl 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 General Strategies: Yeah it's pointless to list 18-1 since I would have to list spoilers while you have no control anyways. For 18-2, you are just waiting until Yggdra's morale goes to zero. I will tell you this. If you want to get some experience here and fight, then get your characters' morale up. If Milanor wants to Steal Etherion from Nessiah, then give him Ranger Boots or some other +TEC items that you maybe have that lasts 1 map only. So Yggdra should go down in one turn. Position yourself for the next map if you want. You might want to bring Shield Barrier and Ace Guard if you are planning to get some experience. Refreshment might be another good card to bring if you are playing the PSP version. Either way, move up to the top of the map if you don't want experience. Make sure everyone is in a union and stay on the south side if you want some experience. Map 18-2: G R R R R R R R G R G G G G G G R G G R G G R G G R G a d f b e g c F h Legend: G: Grass R: Road F: Flag Characters: Y: NPC Yggdra Enemies: a: Level 9 Knight, Morale: 2580/2580 (Protect) - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 b: Level 9 Witch, Morale: 2390/2390 (Protect) - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 c: Level 9 Necromancer, Morale: 2400/2400 (Protect) - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 d: Level 9 Knight, Morale: 2580/2580 (Protect) - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 e: Level 12 The Ancient [Nessiah], Morale: 6640/6640 (Protect) + Item: Etherion (1): GEN UP, +4 ATK, +4 TEC, +4 LUK, Gauge fills fast + GEN: 4.0, ATK: 4.0, TEC: 5.0, LUK: 3.0 f: Level 9 Knight, Morale: 2580/2580 (Protect) - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 g: Level 9 Witch, Morale: 2390/2390 (Protect) - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 h: Level 9 Necromancer, Morale: 2400/2400 (Protect) - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 Items: g: Mirror of Truth General Strategies: You should have gotten attacked first. If you had Shield Barrier or Ace Guard, then it should not be that bad. Note that if you wanted to Steal from Nessiah, then you will have to arrange your union in such a way that on Milanor's second turn, he will fight Nessiah, since you do not have direct access to Nessiah. Nessiah will also do huge damage, since aside from Reincarnation giving him full members, his weapon will change to whatever that has an advantage over yours. Each character at near max morale could probably take two defeats from Nessiah, but more could be dangerous. This is when you should re-arrange your union after every turn so that another character will face off with Nessiah. I hope you have learned how linked unions work now and also the order of combat in linked unions. Once you've hard enough, move up a bit, but not all the way. You will have just two turns to move all three characters to the flag. After Nessiah's...well, murder(s)-suicide, now you can get the Mirror of Truth. Just choose two high movement cards and you should finish on turn 24. I don't like this map because sometimes I get careless and have one of my characters destroyed by Nessiah, but at least I always get +2 MVP here without any trouble. No more sword users for us! New Cards: None KholdStare's Turns: 24/24 --------------- Battlefield 19: --------------- MVP: 13 turns Map 19-1: h @ X X G G G G c e f 1 d R g a G R R R R R b M J I H V Legend: G: Grass R: Road V: Village X: Barricade @: Ankh Characters: H: First chosen ally I: Second chosen ally J: Third chosen ally Enemies: a: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 b: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 c: Level 7 Fencer, Morale: 2180/2180 - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8 d: Level 7 Bandit, Morale: 2030/2030 - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1 e: Level 9 Fencer [Inzaghi], Morale: 5160/5160 + Item: Iron Helm (2): GEN UP, -2 ATK, -4 TEC + GEN: 3.0, ATK: 2.0, TEC: 2.1, LUK: 3.2 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 3.2 f: Level 7 Fencer, Morale: 2180/2180 - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8 g: Level 7 Bandit, Morale: 2030/2030 - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1 h: Level 9 Witch [Eudy], Morale: 5240/5240 + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0 Items: 1: Treasure Map -> Seductive Bustier (3): +2 GEN, +2 TEC, Morale UP slowly g: Burnt Dud General Strategies: First, you have to choose what you want to happen here. If you think that you are strong enough, then you can go for the +2 MVP bonus, which is only 13 turns. This means that you cannot get the Seductive Bustier or defeat Eudy. Sure it's probably possible somehow, but I've tried to clear the map three times with three different strategies, and I cannot defeat Eudy by turn 13 and have enough movement for Milanor to make it to her location. Equip Treasure Map on Milanor if you want to try and defeat Eudy, and don't equip anything on Milanor at all if you want the +2 MVP bonus. Also, bring both Doll Craft and Necro Gate. Before we start, here's the turns you have to take to get the +2 MVP bonus: 1) Milanor (noon) 2) Eudy 3) Inzaghi 4) Milanor (evening, defeat Inzaghi to receive Imperial Armor) 5) Milanor (evening) 6) Eudy 7) Milanor (night, step on the fort to reveal the defenders) 8) Eudy 9) Knight 10) Milanor 11) Eudy 12) Knight 13) Milanor This means that you have two turns to defeat Inzaghi and four more turns to move Milanor to his location. Four turns might seem quite a lot, but Milanor has to go past 20 squares plus someone has to accompany him for about 12 of those squares to clear the way for Milanor, because Milanor cannot fight here nor stand next to an enemy unit. You actually reveal the units that you need to fight on turn 7, so that gives you three turns to clear the enemies, and not enough turns to go to Eudy. Note that in order for you to get the Seductive Bustier, you have to go the square east of fencer (f) with Milanor, which means you will have to defeat fencer (f), wasting an extra turn. You will receive the Imperial Armor (which replaces your Treasure Map) right after Inzaghi is defeated so you have no time to get the Seductive Bustier afterwards. You should try to wait for the conditions to change before you get the Brunt Dud. If you have extra movement, move characters to the northwest of the map, left of Inzaghi. What you should do is choose a decently powered up card with 7 movement or so, move Mistel/Nietzsche/Rosary south of Inzaghi, Milanor/Roswell/Rosary/Nietzsche in the squares two and three south of Inzaghi, and whoever you have left at (M) or (I). This way, you will have the weapon advantage, hopefully knock out the two bandits (d) and (g), and proceed to gang up on Inzaghi. Watch out for the knight (b) since he is on the road. Other than that, hope that you deplete Inzaghi's morale on turn four. Map 19-2: F # # # b e f T a c g V # # # # # d @ 2 X G G G G G R G G G R 1 G G R R R R R R R R G G V Legend: G: Grass R: Road V: Village F: Flag X: Barricade @: Ankh 2: Step here at night to extend the map Enemies: a: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 b: Level 8 Hunter, Morale: 2380/2380 - GEN: 2.4, ATK: 2.1, TEC: 3.5, LUK: 2.4 c: Level 8 Valkyrie, Morale: 2220/2220 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 2.4 d: Level 8 Knight, Morale: 3690/3690 + Item: Medallion (1): Recover morale + GEN: 2.0, ATK: 2.0, TEC: 2.0, LUK: 2.0 e: Level 7 Witch, Morale: 2110/2110 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.1 f: Level 7 Witch, Morale: 2110/2110 - GEN: 2.0, ATK: 2.0, TEC: 3.4, LUK: 3.1 g: Level 9 Witch [Eudy], Morale: 5240/5240 + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0 Items: 1: Burnt Dud General Strategies: If you're still aiming for that +2 MVP bonus, then on turn 5, use Doll Craft or Necro Gate, whichever card you don't use, to move Milanor all west, someone southwest of the closed fort (X), Durant east/southeast of that character on the road (depends on X or + union) if you brought him, and the last character as close to Milanor as possible. If you want to finish this map quickly, then your goal is to have a female on the fort left of knight (d) with someone else two south of that female and Durant on the road somewhere in a linked union. This way, you only have to move one character to face off the enemies. On turn 7, use a high movement card enough to put Milanor on the open fort (2) and set up the formation I mentioned above, then attacking an enemy, preferably valkyrie (a). For Milanor to get to the flag (F), valkyrie (a) has to leave the map, so focus your attacks on her. That valkyrie is not in a union with any witches, so you should be fine for now. On the counter, the knight (d) will probably attack you so get ready. On turn 10, choose a card and continue moving Milanor towards the flag if valkyrie (a) has left the map. You can finish the map now if you have a card with high enough movement, but try to get some experience. In order to get to Eudy, you would have to bring at least one other unit around and spend more than one turn beating her. On turn 13, attack any other enemies that might still be left, but remember to leave enough movement for Milanor to step on the map after you've had your fun. That was simple enough, wasn't it? New Cards: None KholdStare's Turns: 13/13 --------------- Battlefield 20: --------------- MVP: 9 turns Map 20-1: # d # # # a # # 2 g # F A h # 1 # # b # # f # # # c # M # # e # # H # # 3 Legend: F: Flag #: Fort a: Opens extension to the right b: Opens extension to the left and (c) c: Opens extension to the left and (d) d: Opens extension to the left and Aegina e: Opens extension to the right and (f) f: Opens extension to the left and (g) g: Opens extension to the right and the flag Characters: H: Chosen ally A: NPC Flone Enemies: h: Level 9 Valkyrie [Aegina], Morale: 5880/5880 + Item: Platinum Ornament (3): +2 GEN, +2 TEC, +4 LUK, Void all but Dark + GEN: 3.3, ATK: 3.1, TEC: 4.3, LUK: 3.0 Items: 1: Blindfold (3): -4 GEN, -6 ATK, TEC DOWN, Foe critical 50% 2: Letter 3: Rusted Chain (3): ATK DOWN, TEC DOWN, Can't counter C: Iron Shackles (3): -2 GEN, -4 ATK, TEC DOWN, Move cost 2x General Strategy: Remember Phalanx, the item? It's very good in battlefield 23.5 for beating Mizer if you're planning to use Durant. If you don't, then equip it here, since it will be very useful. You don't have to use Durant (Roswell/Rosary/Mistel can take care of Aegina easily), but Durant always seem to have beat Aegina for me, even after a Revolution. Of course, you can choose to let Durant skip a map too after he defeats Aegina so you can have him for battlefield 23.5 if you want. As for me, I'm equipping it since I have enough small stars in ATK and TEC for it to increase those stats to the next big star. Note that Aegina has 3 LUK, so if Durant does not have 3 LUK then it's really pointless to bring him. Right now you should be starting to use your items regularly; don't save them. For example, I found Iron Helm useless so I used it to recover Durant's morale. If you still have Rune Crystal or Obsidian, then they're useless. Use them to recover morale. Lady's Coat isn't such a great item either. I'll save it, intending to use it on Rosary or Yggdra for morale recovery. If you've been collecting duds, however, don't use them for morale recovery. Items such as Dowsing Rods (if you have Roswell), Early Drive, Gale Bow, Kill Blade, Ruby Staff, Straw Hat, and Zolfy should never be used for morale recovery. Here comes your decision. If you uncover Aegina and defeat her, then you will rescue Flone, someone you can use to recruit Russell and obtain the Ivy Whip card in the best manner possible. However, you cannot get the +2 MVP bonus if you choose this route. Russell is great, but getting the Ivy Whip card early is better. If you didn't rescue Flone, then you will have to uncover and defeat a group of enemy in battlefield 23, which you don't want to do. Battlefield 23 is one of the best battlefields to get a character MVP and it would be a waste to have to fight then. In summary, forget the +2 MVP bonus and defeat Aegina. As for the map itself, bring all the high movement cards like Doll Craft, Necro Gate, Poison Breath, Earthquake, Steal, Revolution, etc... You will only be fighting maybe two turns, so two good cards like Gravity Chaos and Shield Barrier should do. Note that the objective of this map is to get only one character to the flag, not two. Don't run out of cards trying to get both characters to the flag. Also, the other character that you bring (besides Milanor) will get MVP, so this is a great way to give someone easy +1 MVP. There's nothing I can help you with that's not already on the map, except how to read the map itself. Use the legend to figure out which letter opens which extension; that's it. In the first, turn, just put both characters on (a) and (b). Then, put Milanor on (c) and the other character on (e). The reason is because Milanor has to get discovered first so he can remove his Imperial Armor. After that, put Milanor on (1) to get Blindfold then (d) and bring the other character back left as far as you can. Now you should be able to see Aegina and Flone. Aegina's item is a wonderful item. In fact, you should get this item and use it against Gulcasa someday. However, it doesn't void Dark and Aegina is weak to Dark. What does this mean? Yes, union Milanor with someone else two squares southeast of him then use Gravity Chaos. My Milanor actually won after he activated Gravity Chaos! Now Aegina should be used and the other character should be able to take huge morale off Aegina. When it's Aegina's turn, she will indeed attack Milanor. Try to use Gravity Chaos, since it will take her to 1 member only and Milanor might win again. When it's your turn again, use Shield Barrier. Then go passive once more and use Shield Barrier again. For your second character, if you think Aegina will be able to pull off a Revolution, then use Shield Barrier to block it. That's all there is. If you followed my advice and brought a character with 3 LUK or more, then Aegina's item, Platinum Ornament, should drop. Milanor should now step on Flone's square (C) to get Iron Shackles and the other character should step on (2) to get Letter. Now, leave Milanor there and just let the other character go to (3) for Rusted Chain, (f), (g), and then (F) to end the map. New Cards: None KholdStare's Turns: 10/9 (after recuing Flone) --------------- Battlefield 21: --------------- Map 21-1 # M H I J # X X # c g # a d h j # b e i # # # f # k 1 Legend: X: Barricade #: Fort ?: Not on map Characters: H: First chosen ally I: Second chosen ally J: Second chosen ally ?: NPC Flone + Item: Misanga of Life (3): +4 TEC, +4 LUK, 1 time-revival Enemies: a: Level 8 Necromancer, Morale: 2270/2270 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 3.1 b: Level 8 Assassin, Morale: 2070/2070 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 c: Level 10 Fencer [Russell], Morale: 5280/5840 + Item: Yashamaru (3): GEN UP, ATK UP, TEC UP, LUK DOWN, Hvy counter % UP + GEN: 3.0, ATK: 4.0, TEC: 5.0, LUK: 2.0 d: Level 8 Assassin, Morale: 2070/2070 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 e: Level 8 Necromancer, Morale: 2270/2270 - GEN: 2.1, ATK: 2.4, TEC: 3.1, LUK: 3.1 f: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 g: Level 9 Fencer [Inzaghi], Morale: 5160/5160 + Item: Criticalizer (1): TEC UP, Critical 50% + GEN: 2.5, ATK: 3.0, TEC: 3.0, LUK: 3.2 h: Level 7 Fencer, Morale: 2180/2180 - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8 i: Level 7 Bandit, Morale: 2030/2030 - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1 j: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 k: Level 7 Bandit, Morale: 2030/2030 - GEN: 2.0, ATK: 2.6, TEC: 1.8, LUK: 3.1 Items: 1: Armory Key General Strategies: This is a quick and easy map that could be a bit hard. First of all, decide whether or not you want the Misanga of life. It's just an item for Russell, so this is not a life changing experience. The only reason to get this is for item completion, since trying to get it might be too troublesome. You need 8 or less REP when you talk to Russell to get this (assuming you rescued Flone). You might want to try it if you brought characters with already low or no REP to this battlefield, but if all four of your characters have almost max REP, then don't try. Now if you have the Boss Bandana, then equip it on Milanor or someone else that you want to get MVP. This gives them the Always Ace attribute, which, I admit, isn't very useful (if not permanent) except for this map. Always Ace is a great effect, but it's one of those effects when you use it as the situation allows you to, and not something you can usually plan out. Anyways, select whichever character you gave the Boss Bandana to first. My advice for you is to bring one character down at a time. This might seem suicidal, but with the right cards, you can do very well. I picked Sanctuary, bring Milanor down, and won all five battles, including the five counters with Inzaghi's charge. If you can time Sanctuary right, then you can activate it twice or more and turn the tide of a battle. If Milanor has the Boss Bandana, he can use Banshee's Cry to come down if you want to power up that card. Just make sure to attack bandit (i) instead of knight (j). The whole map are forts, so it will mostly likely take two turns to deplete their morale. Whichever character who had the Boss Bandana should be next to Milanor (if selected first at character selection). You can bring the evil Gravity Chaos down, use it on knight (j), which brings Inzaghi into the union, and use Gravity Chaos on Inzaghi when the time comes. It doesn't matter who the character is, since Always Ace will allow that character to use Gravity Chaos. Remember that cards such as Doll Craft, Necro Gate, and Steal are specific to a class or character, and you still cannot use it with Always Ace. After whoever goes down and fight a bunch of enemies, bring another unit down and make a simple union with the character that's already there. If you don't have enough movement to get the Armory Key, then don't worry about it now. If you have Inzaghi cursed, then you could use Steal with Milanor to remove that annoying Criticalizer. Milanor can actually beat Inzaghi if the latter is cursed. After you defeat a few enemies, if you have some movement left, then try to get in a better formation if that is possible. Now if you have two strong characters, then you actually finish this map by turn 7 by moving next to Russell immediately, but who would want to do that? I usually defeat Inzaghi first then move next to Russell. You can bring down another character with Doll Craft/Necro Gate to get the Armory Key, then on turn 10, move the third character over into a union, defeat Inzaghi, then move next to Russell to end your map. You actually have another turn and still make the +2 MVP bonus, so seriously, this should be a very easy map. Also, try not to hurt Russell a lot, if you want to recruit him that is. He will be recruited with whatever morale he finishes the map with, so if you hurt him a lot, he will stay hurt. Speaking of Russell, his card is Item Break, and you may or may not want him to use this on you. If most of your characters have nothing, then it's better to attack his units over Inzaghi's units. If you have important items that you don't want broken (Phalanx, Boss Bandana), then attack Inzaghi's units. Whoever is union leader will use his or her card. You can see which card the enemy you're attacking uses by moving your cursor over that unit and looking at the bottom left corner. If you want the Misanga of Life, then you have to purposely lose. This can be harder than it looks. From the start, you have to leave some bandits standing so you can let Nietzsche and Durant lose to them, and let Milanor lose to Inzaghi. If you gain a few REP while doing so, then attack the necromancers and go passive or wait until night and let the assassins attack you. Do this for three characters, and then get Roswell/Rosary/Mistel clear the rest of the map. This way, you have three characters with 0 REP and one character with 1-6 REP. Now, talk to Russell, and Flone should give you the Misanga of Life. It's entirely possible, albeit hard, to do this and still get the +2 MVP bonus. New Cards: None KholdStare's Turns: 10/13 (did not try for Misanga of Life) --------------- Battlefield 22: --------------- MVP: 29 turns Map 22-1: a @ 2 # g # # # # T c 1 b d f T V e T T # # J L T V # M H I # # Legend: T: Town V: Village #: Fort @: Ankh Characters: H: First chosen ally I: Second chosen ally J: Second chosen ally L: Fouth chosen ally Enemies: a: Level 9 Witch [Eudy], Morale 5240/5240 + Item: Sorcery Glasses (1): -2 ATK, TEC UP, +2 LUK, Gauge fills + GEN: 2.5, ATK: 1.0, TEC: 4.0, LUK: 4.0 + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0 b: Level 7 Hunter, Morale 2260/2260 - GEN: 2.4, ATK: 2.0, TEC: 3.4, LUK: 2.4 c: Level 7 Hunter, Morale 2260/2260 - GEN: 2.4, ATK: 2.0, TEC: 3.4, LUK: 2.4 d: Level 11 Valkyrie [Aegina], Morale 6100/6100 + Item: Gauntlet (1): +4 GEN, +4 TEC, Block counter + GEN: 2.5, ATK: 1.0, TEC: 4.0, LUK: 4.0 e: Level 7 Assassin, Morale 1890/1890 - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4 f: Level 7 Assassin, Morale 1890/1890 - GEN: 1.5, ATK: 2.0, TEC: 3.4, LUK: 3.4 g: Level 5 Dragon Knight [Gulcasa], Morale 4320/4320 + Item: Cardinal Cloak (3): +6 GEN, +4 TEC, Void Fire + GEN: 3.0, ATK: 2.5, TEC: 3.4, LUK: 3.0 Characters: H: First chosen ally I: Second chosen ally J: Second chosen ally L: Fouth chosen ally Items: 1: Hero Badge -> Insect Cage (3) 2: Armory Key => Elegant Spear (2): +2 ATK, +4 TEC, +2 LUK, Exp +2 General Strategies: * Note: Do not equip any items on Roswell right now that lasts more than 3 maps. If you equip something on Roswell (like Cat's Eye), make sure that it lasts for 2 maps. It can last for 3 maps, but then you will have to bring Roswell to BF 23.5, and that's not a great BF for him to be in. This is so that he can equip the Dowsing Rods later on (if you have it), but don't equip it on him now. Put another item on Roswell that helps him fight Eudy and/or Gulcasa. I used to think that this is one of the hardest maps, but now I think that it's one of the easiest. The reason being if you know exactly what's coming and prepare for it, then you can breeze through it. If you don't, then you might struggle with it a lot. Fortunately, this guide will help you get through it and prevent what could be a disaster, really. Eudy is in this map. This means that Nietzsche is bad, so if you have the PSP version, take Russell along and leave Nietzsche behind. If you have the GBA version, then tough luck. If you made the Noble Glasses drop in battlefield 19, then Eudy will appear with Sorcery Glasses and only 1 ATK. If not, then she will have 2 ATK, and this might prove to be a little bit harder. Russell is extremely powerful for this map because of his Yashamaru. Here's a hint. Equip Cat's Eye on Mistel, Rosary, or Roswell. You will sooner or later encounter Eudy at night, so doing this helps greatly. I equipped it on Rosary to excellent results. Not only did it raise her TEC and LUK, making it possible for Eudy's item to drop, but it makes her have a great advantage over Eudy's army. The cards I brought were Doll Craft, Gravity Chaos, Steal, Bloody Claw, Shield Barrier, Flame, Blizzard, Thunderbolt, Banish, Sanctuary, Banshee's Cry, and Necro Gate. For Aegina, just use Gravity Chaos. It doesn't really matter when and how you do it, but make sure Aegina is cursed. Not only that, but because valkyries are weak to Holy, Milanor can actually beat Aegina if he can activate the card. Note that if you use Gravity Chaos on an enemy who is already cursed, it will say Miss, but unless it also says Guarded, the enemy received dark damage as well. Miss only means that the enemy cannot be cursed a second time. Aegina shouldn't be that hard to deal with. I do recommend that you use your high movement cards to move everyone towards Eudy before stepping on Aegina's square though. The Insect Cage is an item that will be used to get the Good Luck Charm later, but you have to have the Wilting Bouquet. To get the Wilting Bouquet you have to have gotten the Nestle Bouquet in BF 15, did not trade it for Nana's Candy in BF 16, and it will wilt after some time. After you get the Insect Cage in BF 22, the Wilting Bouquet will turn into White Butterfly after some time; I have heard reports of it doing so in BF 24. Then, you equip the Insect Cage after you get the White Butterfly. You will now have the Caged Butterfly. Now, you can trade the Caged Butterfly for the Good Luck Charm in BF 31. If you have gotten Nana's Candy, then keep your Hero Badge. No matter what you do, it's not a life changing decision, since the Good Luck Charm is good (Drop rate 100%) but only lasts for one map. Map 22-1: a # # # # # # # b d # # # 3 c @ # # # g # # # # e j 2 # # # # # h 4 # # # # # f k # # # # i # T T 1 # # # T T T T V T T T # # # # T V # # # # # # Legend: T: Town V: Village #: Fort @: Ankh Enemies: a: Level 8 Witch, Morale: 2280/2280 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.1 b: Level 8 Witch, Morale: 2280/2280 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.1 c: Level 9 Witch [Eudy], Morale: 5240/5240 + Item: Sorcery Glasses (1): -2 ATK, TEC UP, +2 LUK, Gauge fills + GEN: 2.5, ATK: 1.0, TEC: 4.0, LUK: 4.0 + Item: Noble Glasses (1): +2 GEN, +4 LUK, Evade panic + GEN: 2.7, ATK: 2.1, TEC: 3.5, LUK: 4.0 d: Level 8 Witch, Morale: 2280/2280 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.1 e: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 f: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 g: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 g: Level 5 Dragon Knight [Gulcasa], Morale: 4320/4320 + Item: Cardinal Cloak (3): +6 GEN, +4 TEC, Void Fire + GEN: 3.0, ATK: 2.5, TEC: 3.4, LUK: 3.0 i: Level 8 Knight, Morale: 2410/2410 - GEN: 2.7, ATK: 2.4, TEC: 2.4, LUK: 1.8 j: Level 7 Fencer, Morale: 2180/2180 - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8 k: Level 7 Fencer, Morale: 2180/2180 - GEN: 2.4, ATK: 2.6, TEC: 2.4, LUK: 1.8 Items: 1: Hero Badge -> Insect Cage (3) 2: Armory Key => Elegant Spear (2): +2 ATK, +4 TEC, +2 LUK, Exp +2 3: Armory Key => Mirage Coat (2): +4 GEN, GEO + 20% 4: Evening Dress (3): +4 GEN, -4 TEC, +2 LUK, Night :) Morning Dress* (3): -4 GEN, +4 TEC, +2 LUK, Noon :) a: Disfigured Dud * Note: The Morning Dress only exists in the PSP version, and you have to step on the square at noon. General Strategies: If you want the +2 MVP bonus, then the best way to do it is to leave someone behind and have two deal with Eudy and two deal with Gulcasa. If Eudy has 1 ATK, then she's actually really easy, but her charge and counter will be more deadly. I recommend Russell for this. With 5 TEC and the chance to do a heavy counter, he is excellent to do against Eudy. His 4 ATK means that he will deal a good amount of morale damage to the witches also. Roswell, Rosary, and Mistel are also good for Eudy. However, note that you need someone with 4 LUK if you want her item to drop, regardless of what item it is. Note that Roswell is really great for this map since he can warp. However, you would have to plan out his movements in the previous evening. He could use his warp to get to Eudy's army faster or go to Gulcasa, but beware that if he warps right into Gulcasa, then there's not really a way for you to use Gravity Chaos immediately if you don't have Always Ace. Also, you might get stuck between enemies so make sure you know exactly what you're doing. Rosary is good for Gulcasa, but I find her way more useful against Eudy. If you haven't noticed yet, Gulcasa is level 5 on this map. He is way weaker than when you last encountered him. As for Gulcasa, I recommend that you move Milanor over gradually until you're without 9 movements of the square below knight (f) and some other character two squares northwest of that square. Then, just use Gravity Chaos, attack knight (f), and just curse the whole enemy union, including Gulcasa. After you get counter-attacked, the fight should be yours. If you want to get the Evening Dress, then you might have to waste some more turns. Remember that Steal has a kill bonus. If it's high enough, using Steal and win with Milanor can take off 1/3 of Gulcasa's morale! It's entirely possible to defeat Gulcasa in two of your turns, if you defeat the units northwest or northeast of Gulcasa before your second turn. Note that if you're attempting this, then Eudy should have been defeated. If so, then move another unit over into a linked union. Another method is to not care about Eudy. Yes, the battle conditions never told you to defeat her. If you go straight for Gulcasa, then that pretty much guarantees that you'll get all items on the map (except Eudy's glasses and the Disfigured Dud). This method will net you less experience but will give you less trouble, with more items to use later on. Whatever you do, the best hint is to use your cards wisely. Don't try to get all of your units to gang up on Eudy, because then you'll have no cards to get to Gulcasa. You should bring both Doll Craft and Necro Gate, using the one you don't use to move characters into position when you're not attacking. Here's something else. If you want the Aran Doll on the next map, then you have to make everyone lose before the map ends except for the person who will finish off Gulcasa. This means that you might not want to use Gravity Chaos until that happens. The Aran Doll is extremely bad and will wreck whoever character that's using it, but you will need it for item completion. The requirement is that you need a total of 5 REP or less, hence the fact that everyone except one character has to lose their final battle. Fortunately, you can't have a better map than one with Aegina, Eudy, and Gulcasa if you want to repeatedly lose. When you do get it, please never equip it again or use it for morale recovery so you will never accidentally equip it. New Cards: None KholdStare's Turns: 29/29 --------------- Battlefield 23: --------------- MVP: 14 turns Map 23-1: % a % % d % % % % 6 e % 5 % b f h % % c g i I % % % % % L 6 6 6 6 1 F M J H % % % % % % 2 Legend: F: Flag %: Forest 5: Step here to reveal Pamela 6: Step here will reveal enemies Enemies: a: Level 11 Mystic Witch [Pamela], Morale: 5000/5000 + Item: Dream Cap (2): +4 ATK, +4 TEC, LUK UP, Noon = sleep + GEN: 1.7, ATK: 2.7, TEC: 5.0, LUK: 5.0 b: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 c: Level 9 Knight, Morale: 2580/2580 + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 d: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 e: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 f: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 g: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 h: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 i: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 Items: 1: Aran Doll (Infinite): LUK DOWN, Can't remove 2: Trap -> Elfin Bow (3): TEC UP, +4 LUK, Morale UP when low General Strategies: * Note: If you haven't done so already, equip Roswell with Dowsing Rods if you have them. For the GBA version, you have two turns to defeat Pamela. The best way is to move a female character up and have someone else be in her union. Note that your first turn is at noon, and Pamela sleeps at noon, so you will automatically win your first fight and Pamela will not attack you back. If you cannot defeat her in the evening, then she will leave when it's her turn, so make sure that you do defeat her. Pamela has high TEC, so her counter might hurt. Shield Barrier is a good card to use here, and other defensive cards are good too. The Dream Cap will drop regardless of your LUK. However, you might want to not open up her extension at all if you want Pamela's Broom. For the PSP version, if this is your second playthrough, then you can get Pamela. There is an unknown requirement in your first playthrough to activate this event, but if you defeat Pamela and got the Dream Cap in 23-1, then you can get her in your next playthrough. That I know for sure. You also don't need to be in hard mode. Anyways, to get Pamela, move Nietzsche next to Pamela and have them talk. You can defeat her if you want; it doesn't affect the fact that you can get her later. The important thing is for you to uncover and defeat her in your first playthrough. Regarding Pamela, you can get Demon Tail in the GBA version in BF 24 if you fight her here but did not defeat her. If you don't uncover her, then you will have a chance to defeat her for Pamela's Broom in BF 24. If you defeated her in BF 23 (this map) and got the Dream Cap, then she will not appear in BF 24. In the PSP version, this changes quite if you can get her. She will appear in BF 24 even if you defeat her in BF 23, but you have to move Nietzsche next to her. If Pamela has Pamela's Broom equipped, then she will give you that item when she joins and equips Demon Tail. The opposite happens if she has the Demon Tail equipped. In short, you can get both items and Dream Cap on your second playthrough. Back to this map, the good thing is that you only have to move one character to the flag to advance. Try not to step on the (6) squares since that will open up the enemy. If you started the map with 5 or less REP, then you can get the Aran Doll, so try to do that before you uncover Pamela. If you can step on the flag at night but still haven't traded Trap for Elfin Bow yet, step on the flag anyways. You can still visit the village for the Elfin Bow in 23-2, provided that you have Trap and your total REP is 17 or more. Map 23-2: F % a 6 % % % F % % d % % % 8 % % % % 6 e % 6 % % 4 7 5 % b f h % % 3 % % c g i % % % % % % % % % % 7 % j m o % % 6 6 6 6 1 % 7 % k n p % % % % % % % % % l % % % 2 % % % Legend: F: Flag %: Forest 5: Step here to reveal Pamela 6: Stepping here will reveal enemies b-i 7: Stepping here will reveal enemies j-p 8: Step here to reveal flag to 23.5 Enemies: a: Level 11 Mystic Witch [Pamela], Morale: 5000/5000 + Item: Dream Cap (2): +4 ATK, +4 TEC, LUK UP, Noon: Sleep + GEN: 1.7, ATK: 2.7, TEC: 5.0, LUK: 5.0 b: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 c: Level 9 Knight, Morale: 2580/2580 + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 d: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 e: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 f: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 g: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 h: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 i: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 j: Level 9 Fencer, Morale: 2460/2460 + Item: Medallion (1): Recover morale + GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 k: Level 9 Bandit, Morale: 2310/2310 - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2 l: Level 9 Bandit, Morale: 2310/2310 - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2 m: Level 9 Hunter, Morale: 2540/2540 - GEN: 2.5, ATK: 3.1, TEC: 3.5, LUK: 2.5 n: Level 9 Hunter, Morale: 2540/2540 - GEN: 2.5, ATK: 3.1, TEC: 3.5, LUK: 2.5 o: Level 9 Fencer, Morale: 2460/2460 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 p: Level 9 Bandit, Morale: 2310/2310 - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2 Items: 1: Aran Doll (Infinite): LUK DOWN, Can't remove 2: Trap -> Elfin Bow (3): TEC UP, +4 LUK, Morale: UP when low 3: Poison Viper (1): Edible TEC DOWN 4: Elfin Bow -> Beasterfang (1): +4 ATK, +4 TEC, +2 LUK, < Archers General Strategies: If you uncover the enemies, then you cannot go to Cruz's map. It doesn't really matter if you want Cruz or not, but there are good items on his map such as Powershroom and that is worth more than beating the enemies here for experience. Stay away from the (6) and (7) squares if you don't want to uncover the enemies, get Poison Viper (in the evening only), and head to (8) to open the extension to Cruz's map. Even though Beasterfang is a good item, it only lasts for one map and only Milanor can use it. That's why I usually keep my Elfin Bow unless I want the Beasterfang for item completion. The reason I told you not to uncover the enemies is that they're not at very high levels unlike the enemies in BF 13-3. It should not be hard at all to defeat the enemies, but you will also miss out on easy MVP (and easily resettable for the GBA version). If you don't have the Ivy Whip card yet, then the only way to get it is to defeat the enemies, so do that if you wish. There are two flags (F). Move one character to the right flag if you want to go to BF 23.5 (recommended), or move one character to the left flag if you want to go to BF 24. One of the two characters who attacked Pamela should get MVP. New Cards: Fortune (optional), Ivy Whip (optional) KholdStare's Turns: 7/14 ----------------- Battlefield 23.5: ----------------- MVP: 14 turns Map 23.5-1, 23.5-2: & % c % % a & b C % H M 1 % V % Legend: V: Village %: Forest &: Catapult Fixed: Noon Characters: H: Chosen ally C: NPC Cruz Enemies: a: Lvl 9 Bandit, Morale: 1930/2310 + Item: Medallion (1): Recover morale + GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.1 b: Lvl 9 Assassin, Morale: 2020/2170 + Item: Medallion (1): Recover morale + GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 c: Lvl 10 Hunter [Mizer], Morale: 5280/5280 (Protect) + Item: Hoof Shoes (2): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 2.2, ATK: 3.0, TEC: 4.2, LUK: 4.2 Items: 1: Killer Beehive (1): Hvy counter % UP General Strategies: * Note: Don't equip anything on Roswell except Dowsing Rods! This a pretty easy map once again, and it will be the only map where your primary opponent is Mizer. If you've been making Mizer drop his shoes every time he appears, then he should now have Hoof Shoes. Mizer will now have natural 4 LUK, so you will have to Steal and/or give Milanor and/or your chosen ally an item so they can get 4 LUK. Unless you want to power up some other cards, Steal is recommended. Mistel is perfect for this map, but Nietzsche is fine too. You want at least one female. This map is fixed at noon and Mizer is strong at noon, so you do not want to bring Roswell or Rosary. Make sure to bring some powerful cards along if you want to make the MVP bonus. On turn three (your first turn), choose a card with at least 6 movement, move Milanor to (1) to get Killer Beehive then 1 north, and move your other character 2 southwest of Milanor. You should now have a union of three. Attack with Milanor, going aggressive all the way. Hope that your card was strong enough to deplete both enemies' morale. If not, then hope to do so on their turn. Now you are on move 6. Choose a high movement card, bring your female unit all north next to Mizer then move Milanor next to Cruz to change battle conditions. Mizer is on a fort and he's strong at noon, so you have to use what you have to your advantage, which are those two catapults. Your cards will reset, and choose a card with a least 6 movement. Move Milanor south of your female character and Cruz south of Milanor. Now attack, and you should bring both catapults into the union. Mizer should get seriously hurt, but you do not to bring your union into the counterattack unless you have a card like Shield Barrier. Move Milanor 1 west and Cruz 1 south after you attack Cruz to minimize morale lost. Now you can either let Milanor change places with the female unit so you can use Steal or arrange your union in such a way that a person with 4 LUK will finish off Cruz. Either way, you should finish Cruz here and have enough movement to move Cruz to where Mizer was standing. Once Cruz reclaims his hideout, the battle conditions will change again. Map 23.5-3: & % # 2 % % % F % % % & f % % d g % b % % 1 a c % V % e h Legend: V: Village F: Flag #: Fort %: Forest &: Catapult Fixed: Noon New Ally: C: Level 10 Hunter [Cruz], Morale: ?/5960 (bow) Effects: > G. Rider, Noon :), Forest :) + Item: Handmade Bow (2): GEN UP, -2 ATK, -2 TEC, Critical 0% + GEN: 4.0, ATK: 2.0, TEC: 3.1, LUK: 1.9 - GEN: 3.1, ATK: 3.0, TEC: 3.3, LUK: 1.9 Enemies: a: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 b: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 c: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 d: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 e: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 f: Level 9 Knight, Morale: 2580/2580 (Protect) + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 g: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 h: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 Items: 1: Killer Beehive (1): Hvy counter % UP 2: Powershroom (1): Edible ATK UP General Strategies: If you followed my strategies, then you should be at turn 11. You have two turns to play around here, so attack the other army if you want but make sure that on your next turn, you have a card with high enough movement to move everyone to the flag. Attacking the army is a very good way to ensure that the character attacking will get MVP, but you might lose a lot of morale on the enemy's turn since they can also use the catapult. In any case, make sure to get the Powershroom (2) before finishing the map. --------------- Battlefield 24: --------------- MVP: 13 turns Map 24-1: b d g % a c e % F % f h % 5 % 1 % % 2 5 5 M H % % V % I J M % 3 % L I H J % % L Legend: V: Village F: Flag %: Forest 5: Stepping here will reveal enemies a-h Enemies: a: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 b: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 c: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 d: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 e: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 f: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 g: Level 9 Knight, Morale: 2580/2580 + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 h: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 Items: 1: World Tree Branch (2): +4 GEN, +2 TEC, +2 LUK 2: World Tree Leaf (1): LUK UP, GEO card anywhere 3: Element General Strategies: * Note: If you have Roswell, then equip him with Dowsing Rods if you haven't done so already, and bring him to this battlefield. He is the only person who can get Element (3), and only if he has Dowsing Rods equipped. Now this battlefield is an interesting one. Like BF 23, you can just easily go through it and get the +2 MVP bonus if you want, but since Aegina is here, this is a good map to level up. However, if you're trying to get Pamela in the PSP version, then just don't risk it. Go straight through the map and open up her extension. Note that if you want to defeat the enemies on this map, then you should bring Durant. Why Durant? It's true that he's really weak in the forest and that Ivy Whip will immediately defeat him, but if you're planning to defeat enemies, then you won't have time to get the Protato. Thus, you should bring Durant because he has the ability to step over enemies, enabling him to get the Protato before you accidentally defeat Aegina, because the map ends right away once all enemies leave the map. This is rather risky, but I've found a trick. Leave Durant on a village instead of a forest square. This way, he will survive, and if you can put him in a union someone, he might even be good. Of course, you can also equip the Hoof Shoes on someone, but why waste that item now? If you are planning to use Cruz, then you have to bring him on this map for two reasons. The first reason is that it's full of forest squares, and Cruz is strong in the forest. Plus he's immune to Ivy Whip. The second reason is his crappy Handmade Bow. You better bring him now so that the bow goes away on this map. Even if you don't uncover any enemies, bring Cruz anyways, just so Cruz won't be equipping the bow on the next map. Even if you don't want to use Cruz later on, bring him anyways, because he will help with enemies on this map. So now that we have discussed our options, it's time to actually discuss our main route, which is to get to the flag undetected. If you finished BF 23 without going to BF 23.5, then you will notice that you have to move everyone to the flag, not just one character. It is the same for this map. Even though moving one character to the flag in 24-1 will expand the map, you will have to move everyone to the final flag. If you want to defeat the enemies instead, then use the map for 24-3. Note that there are two starting points on the map. If you went to BF 23.5, then you will appear in the southeast corner. If you moved everyone to the left flag in BF 23, then you will appear in the southwest corner. This doesn't really matter much, but I find that if you do want to fight the enemies, then being in the southeast corner gives you a better formation to create your union. Also, it is in your best interest to move everyone closer to the flag before moving one character on the flag. The reason is because your cards reset, so try to use up your high movement cards before they get reset. In any case, you will have to uncover the enemies to get World Tree Branch (1). I don't recommend that you do this, since it will pretty much mean that you won't get the +2 MVP bonus. You can get World Tree Leaf (2) pretty easily, but you can only get Element (3) if Roswell equipped with Dowsing Rods step on that square. Interesting, there is a way to get the World Tree Branch and still get the +2 MVP bonus. It is entirely possible to defeat all of the enemies within 13 turns. (Once I did it in 11 turns because I was lucky enough to get Aegina to move east early on.) Map 24-2: i j k l m n b d g % % % % % a c e % 6 % 6 % 6 % % f h % % V 5 % 1 % % % % 2 5 5 % % F % % % V % % % V % % 3 % % % % % % % % Legend: V: Village F: Flag %: Forest 5: Stepping here will reveal enemies a-h 6: Stepping here will reveal enemies i-n Enemies: a: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 b: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 c: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 d: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 e: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 f: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 g: Level 9 Knight, Morale: 2580/2580 + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 h: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 i: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 j: Level 10 Valkyrie, Morale: 2510/2510 - GEN: 2.2, ATK: 2.6, TEC: 3.2, LUK: 2.5 k: Level 10 Hunter, Morale: 2710/2710 - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5 l: Level 13 Valkyrie [Aegina], Morale: 6580/6580 + Item: Bloody Rapier (1): ATK UP, TEC UP, Mv: Morale [DOWN] + GEN: 3.0, ATK: 4.0, TEC: 5.0, LUK: 3.3 m: Level 10 Hunter, Morale: 2710/2710 - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5 n: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 Items: 1: World Tree Branch (2): +4 GEN, +2 TEC, +2 LUK 2: World Tree Leaf (1): LUK UP, GEO card anywhere 3: Element General Strategies: Once again, just move through the map, avoiding (5) and (6) squares. Get everyone as close to the flag as possible then have someone step on the flag. That's about it, really... Map 24-3: F i j k l m n b d g % % 6 % % % % a c e % % % % 6 % 6 % 6 % % f h % % % V 5 % 1 % % % % % % 2 5 5 % % % 7 4 % % % % % V % % % % % % V % % 3 % % o % % % % % % Legend: V: Village F: Flag %: Forest 5: Stepping here will reveal enemies a-h 6: Stepping here will reveal enemies i-n 7: Step here to reveal Pamela (o) Enemies: a: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 b: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 c: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 d: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 e: Level 9 Necromancer, Morale: 2400/2400 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 3.2 f: Level 9 Valkyrie, Morale: 2350/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 g: Level 9 Knight, Morale: 2580/2580 + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 h: Level 9 Knight, Morale: 2580/2580 - GEN: 3.0, ATK: 2.5, TEC: 2.5, LUK: 1.8 i: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 j: Level 10 Valkyrie, Morale: 2510/2510 - GEN: 2.2, ATK: 2.6, TEC: 3.2, LUK: 2.5 k: Level 10 Hunter, Morale: 2710/2710 - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5 l: Level 13 Valkyrie [Aegina], Morale: 6580/6580 + Item: Bloody Rapier (1): ATK UP, TEC UP, Mv: Morale [DOWN] + GEN: 3.0, ATK: 4.0, TEC: 5.0, LUK: 3.3 m: Level 10 Hunter, Morale: 2710/2710 - GEN: 2.6, ATK: 2.2, TEC: 4.0, LUK: 2.5 n: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 o: Level 11 Mystic Witch [Pamela], Morale: 5000/5000 + Item: Demon Tail (1): -6 GEN, TEC UP, LUK UP, Noon = sleep + GEN: 1.1, ATK: 2.3, TEC: 5.0, LUK: 5.0 + Item: Pamela's Broom (2): -2 GEN, +4 ATK, +6 TEC, LUK UP, Skill time 2x + GEN: 1.5, ATK: 2.7, TEC: 5.0, LUK: 5.0 - GEN: 1.7, ATK: 2.3, TEC: 4.2, LUK: 4.2 Items: 1: World Tree Branch (2): +4 GEN, +2 TEC, +2 LUK 2: World Tree Leaf (1): LUK UP, GEO card anywhere 3: Element 4: Protato (1): Edible ATK UP General Strategies: Now it's time to meet Pamela, if you can. If you have the GBA version or if this is your first playthrough on the PSP version, and you defeated Pamela in BF 23, then she will not appear. If you encountered Pamela but did not defeat her, then she will appear with Demon Tail. If you didn't reveal the extension leading to Pamela in BF 23 at all, then she will appear with Pamela's Broom. Of course, if this is your second PSP playthrough and you've placed Nietzsche next to Pamela in BF 23, then she will appear even if you defeated her, and you can then recruit her. Just step on (7) to reveal Pamela's extension. But anyways, you have to move all of your characters to the map. Make sure that you get the Protato (4), and if you have been moving all of your units gradually to each flag, then you should easily receive the +2 MVP bonus. Of course, if no one fought anyone, then it's random which character will receive the bonus. If you have Rosary and/or Mistel, then you might want to use either Powershroom or Protato on them when their ATK reaches the next big star, or just use them on Rosary immediately. If you gave Mistel the Gold Dozeu, then her stats might be already decent enough. If you wanted to fight, then I suggest that you place Durant on a village first then uncover the enemies. Thus, you should uncover the enemies near the beginning of the map. There is a convenient village, southwest of (2), that you can put Durant on then have someone step on the square south of valkyrie (f) to bring Durant into the union. If Aegina comes over to the east side of the map, then consider yourself lucky. Remember to bring Durant over to the (4) and get the Protato when you are about to defeat all enemies. You just have to defeat all enemies (or the two leaders, Aegina and the knight with the Medallion) so you don't have to worry about the flag at all. If you are intent on recruiting Pamela (in the PSP version), then I suggest you not to take this route. New Cards: Fortune (optional) KholdStare's Turns: 13/13 (brute force) --------------- Battlefield 25: --------------- MVP: 27 turns Map 25-1: W W W W a W W W W W b W W M W c H I Legend: W: Wasteland Enemies: a: Level 9 Bandit, Morale: 2310/2310 - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2 b: Level 9 Knight, Morale: 2580/2580 + Item: Medallion (1): Recover morale + GEN: 3.2, ATK: 2.6, TEC: 2.5, LUK: 1.9 c: Level 9 Bandit, Morale: 2310/2310 - GEN: 2.1, ATK: 3.0, TEC: 1.8, LUK: 3.2 Characters: H: First chosen ally I: Second chosen ally General Strategies: * Note: Do not give Rosary anything that lasts more than 1 map. If it will increase your TEC, you can choose to equip Warp Shoes on Rosary on this map. If you don't have Rosary but Roswell, then you can disregard this note. Durant is pretty bad for this bad since there are a lot of Griffon Riders. This can be a pretty rough map, so make sure to bring high movement cards and equip some items if it can bring one of your characters' stat to the next big star. I often bring Milanor, Roswell/Rosary, and Nietzsche. Actually, Nietzsche is better on this map than Mistel, believe it or not. You might want to wear your Shell Breastplate to prevent critical hits if you still have it. Mistel could replace Roswell/Rosary, but you might want to use Flame to get Grilled Griffon if you haven't yet gotten it. For the first turn, please don't make it so the enemies are defeated on turn 2. This is very bad, since the cards reset after and you're stuck at the start of the map. By the way, if you're using Rosary, then she should now have 3 ATK. Give her Protato immediately if her ATK is still stuck at 2.3 so she can have higher ATK. You shouldn't defeat the garrison captain in two turns unless you got a critical on the first turn or if your card has maybe 3500 power. The best strategy is to move only one character up to face the three enemies, then on turn three move everyone else as close as possible with a high movement card then deplete the enemies' morale. Map 25-2: F b d e f W h W i a c W g 3 j W W W W W W k l W W W W W W W W W 3 m n W W W W W % V % Legend: W: Wasteland V: Village F: Flag %: Forest 3: Step here to reveal enemies Enemies: a: Level 9 Fencer, Morale: 2460/2460 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 b: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 c: Level 9 Fencer, Morale: 2460/2460 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 d: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 e: Level 11 Assassin [Zilva], Morale: 5640/5640 (Protect) + Item: Scorpio Tail (2): +2 ATK, +6 TEC, Sand :) + GEN: 3.2, ATK: 2.6, TEC: 2.5, LUK: 1.9 f: Level 10 Assassin [Elena], Morale: 5200/5200 (Protect) + Item: Meteor (3): +2 ATK, +6 TEC, Critical 50% + GEN: 2.2, ATK: 3.0, TEC: 4.0, LUK: 4.0 g: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 h: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 i: Leon, Level 13 Knight, Morale: 6700/6700 + Item: Knight Killer (3): +6 ATK, +2 TEC, > Knight + GEN: 3.3, ATK: 4.0, TEC: 3.5, LUK: 2.6 j: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 k: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 l: Level 10 Griffon Rider, Morale: 2710/2710 - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2 m: Emilia, Level 12 Griffon Rider, Morale: 5860/5860 + Item: Ribbon (2): +4 TEC, +2 LUK, Void ailments + GEN: 2.3, ATK: 3.2, TEC: 5.0, LUK: 4.2 n: Level 10 Griffon Rider, Morale: 2710/2710 - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2 Items: g: Skull Stone General Strategies: So yeah, the map isn't that big; it should end at (3) both to the north and to the east. When you step on one of those squares, then enemies will come out of hiding and attack you, so be careful. north is Leon's army and east is Emilia's army. Milanor is good on wasteland squares, so I recommend that he be the one to step on a (3). I recommend that you bring Roswell/Rosary/Mistel to the village first so he or she can be in Milanor's union and have Milanor step on the right (3) next to Emilia (m). You shouldn't lose here, unless you put Nietzsche or Durant on the village square or something. I suggest that you leave your third character behind on the square 2 south of Elena (f) so you can clear some assassins while not wasting turns. Nietzsche or Mistel (or Durant, if you insisted on bringing him) are great for this. Also, since Kylier will come soon, it would be nice if someone could be in her union so she can finish off Zilva faster. However, expect the person who stayed behind to lose to Zilva and Elena, but you shouldn't lose that much morale. You don't really have to do this, but if you're not short on Medallions, it could make your life way easier. You should try to get Ribbon, either through Steal or by having someone with 4 LUK get the last hit on Emilia. You can ignore Leon for now. After two of your turns, an event will happen and both Leon and Emilia will retreat from the map. However, Leon will drop his item, and Emilia will not. I really sensed Zilva's disappointment when she spoke. Now Elena will get attacked if there are assassins left (except Zilva, since she doesn't move). After a turn, Kylier will show up yet again. Map 25-3: K F b d e W E 2 W W a c W 1 W W W W W W W W W W W W W W W W W W W W W V W W W W W % V % Legend: W: Wasteland V: Village F: Flag %: Forest Characters: E: NPC Elena Temporary Ally: K: Level 11 Griffon Rider [Kylier], Morale: ?/? Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 4.0, TEC: 4.0, LUK: 4.0 Enemies: a: Level 9 Fencer, Morale: ?/2460 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 b: Level 9 Assassin, Morale: ?/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 c: Level 9 Fencer, Morale: ?/2460 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 d: Level 9 Assassin, Morale: ?/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 e: Level 11 Assassin [Zilva], Morale: ?/5640 (Protect) + Item: Scorpio Tail (2): +2 ATK, +6 TEC, Sand :) + GEN: 3.2, ATK: 2.6, TEC: 2.5, LUK: 1.9 Items: 1: Skull Stone 2: Knight Killer (3): +6 ATK, +2 TEC, > Knight General Strategies: Zilva is still protected here. Remember that Kylier can fly over enemies, so you really just have to defeat the assassin between Zilva and Elena and have Kylier move over Zilva onto that square. If Kylier can form a union with someone you left behind, then this will be quick. If not, then you can still get MVP if you bring someone back to help Kylier, but only one. Once you moved next to Elena, she will leave the map and the conditions change yet again. * Note: This is important, so pay attention. Get the Knight Killer, but don't use it until I tell you to. This is because it will help against a hard battlefield later on. Map 25-4: F W W W W W 2 W W W W W W 1 W W W W W W W W W W W W W W W W W W W W W V W W W W W % V % Legend: W: Wasteland V: Village F: Flag %: Forest Items: 1: Skull Stone 2: Knight Killer (3): +6 ATK, +2 TEC, > Knight General Strategies: Now you can defeat Zilva if you wish. After that, just move everyone to the flag, because finally there's actually a path there. Don't forget the Skull Stone and the Knight Killer. You should easily make the +2 MVP bonus. Kylier will stay with you this time for a bit before throwing a fit and fly off, so look forward to the next map. New Cards: None KholdStare's Turns: 23/27 --------------- Battlefield 26: --------------- MVP: 54 turns Map 26-1: T T 2 W 4 T W W W 4 T W 1 T T W V j T 4 W W W T T h W k W m V W a c W W W i l n W W d f W W W W W W W W b W e g W W M K I W W W W W H J Legend: W: Wasteland T: Town V: Village 4: Visit all three towns to advance Temporary Ally: K: Level 11 Griffon Rider [Kylier], Morale: ?/? Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 4.0, TEC: 4.0, LUK: 4.0 Enemies: a: Level 9 Hunter, Morale: 2540/2540 + Item: Medallion (1): Recover morale + GEN: 2.5, ATK: 2.1, TEC: 3.5, LUK: 2.5 b: Level 9 Witch, Morale: 2390/2390 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 c: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 d: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 e: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 f: Level 9 Witch, Morale: 2390/2390 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 g: Level 9 Hunter, Morale: 2540/2540 - GEN: 2.5, ATK: 2.1, TEC: 3.5, LUK: 2.5 h: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 i: Level 9 Fencer, Morale: 2460/2460 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 j: Level 10 Griffon Rider, Morale: 2710/2710 - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2 k: Level 9 Fencer, Morale: 2460/2460 - GEN: 2.5, ATK: 3.0, TEC: 2.5, LUK: 1.8 l: Level 9 Assassin, Morale: 2170/2170 + Item: Medallion (1): Recover morale + GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 m: Level 10 Griffon Rider, Morale: 2710/2710 - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2 n: Level 10 Griffon Rider, Morale: 2710/2710 - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2 Items: 1: Soul Crucible (3): -4 GEN, -6 LUK, 1 time-revival 2: Dragon Killer (card) n: Dragon Eater (2): +6 ATK, +6 TEC, > Dragon General Strategies: * Note: If you have Rosary and have Warp Shoes, then equip it on her this map if you haven't done so already. If you have Roswell then this doesn't apply to you. Your first order of business is to get rid of the Skull Stone. The easiest way to do this is to use it for morale recovery, even though you recover nothing. I'm not exactly sure how badly this item affects you, but I've heard way too many reports of it making people unable to get items because villagers will not talk to you. Just get rid of it without knowing what it really does. To tell you the truth, you cannot go wrong with this map. Seriously. There are no challenging enemies and you have all the time in the world plus all the cards in the world. The first thing you might notice is that your map is smaller than my map. You have to defeat and step on griffon rider (j) to open up the extension north of (j), assassin (h) to open up the extension north of (h), and hunter (a) or bandit (c) to open the extension north of (a) and (c). Once you've opened up the extensions, you have to visit the 3 towns (4) and the winning conditions will change. Make sure that you step on the village where (n) was with Milanor when you have a total of 20 REP to get Dragon Eater. This item is extremely useful against Gulcasa later on. Get Soul Crucible for the sake of item completion. When it is evening, position Roswell or Rosary with Warp shoes so that you can get to (2) when night comes and still have 2 movements leftover so you can warp out. You will then get the Dragon Killer card, one of the most useful cards against Gulcasa. Map 26-2: T T 2 W T T W W W W W V T T W 1 W T T W V W W T T W W W W W F T T W W W W W V W W W W W W W W 3 W W W W W W W W W W W W W W W W W W W W W W W W W W W W Legend: W: Wasteland T: Town V: Village F: Flag Items: 1: Soul Crucible (3): -4 GEN, -6 LUK, 1 time-revival 2: Dragon Killer (card) 3: Dragon Eater (2): +6 ATK, +6 TEC, > Dragon General Strategies: Once you've visited all three of the villages, a flag will appear, and you should move all of your units towards it. If there are still enemies left, defeat them if you want. If there are still items left, get them before you finish the map. There's really nothing else to say about this map other than Dragon Eater and Dragon Killer are must get items, because they are so useful in the future. Note that Nessiah is still alive (?) and will talk to Milanor. That's nice. New Cards: Dragon Killer (optional) KholdStare's Turns: 20/54 (I took my time) --------------- Battlefield 27: --------------- MVP: 18 turns Map 27-1, 27-2: I W V H M W W K W W W b W & E d a W e g h 1 c f & Legend: W: Wasteland V: Village &: Catapult Temporary Ally: K: Level 11 Griffon Rider [Kylier], Morale: ?/? Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.0, ATK: 4.0, TEC: 4.0, LUK: 4.0 Enemies: a: Level 10 Griffon Rider, Morale: 2480/2710 - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2 b: Level 10 Griffon Rider, Morale: 2260/2710 - GEN: 2.6, ATK: 2.6, TEC: 2.5, LUK: 3.2 c: Level 9 Valkyrie, Morale: 2230/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 d: Level 9 Valkyrie, Morale: 1950/2350 - GEN: 2.1, ATK: 2.5, TEC: 3.2, LUK: 2.5 e: Level 9 Witch, Morale: 2390/2390 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 f: Level 9 Witch, Morale: 2390/2390 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 g: Level 12 Griffon Rider [Emilia], Morale: 5860/5860 + Item: Small Breastplate (2): +2 GEN, +2 TEC, +4 LUK, > Archer + GEN: 2.5, ATK: 3.2, TEC: 4.2, LUK: 5.0 h: Level 13 Knight [Leon], Morale: 6700/6700 + Item: Silvia (2): ATK UP, +6 TEC, LUK DOWN, Lowers gauge + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 1.0 Items: 1: Mana Stone General Strategies: Yay, it's finally time to get Elena. Your first task is to move someone next to Elena. I recommend you do this as soon as possible, so Elena (as an NPC) will not waste turns. Just use an 8 movement card to get unit H to the square above griffon rider (b) and Milanor or Kylier in that unit's union. You should by now know to use cards with high enough power to deplete an enemy's morale. Then move either Milanor or Kylier onto the square where (b) was and Elena will join you. New Ally: E: Level 11 Assassin [Elena], Morale: ?/5620 (bow) Effects: Night :), Void Dark + Item: Meteor (3): +2 ATK, +6 TEC, Critical 50% + GEN: 2.3, ATK: 3.0, TEC: 4.0, LUK: 4.0 - GEN: 2.3, ATK: 2.7, TEC: 3.3, LUK: 4.0 Now you get to defeat Emilia. The smart player will check and see that Emilia is on a fort, which is just wonderful. Gravity Chaos can be a pain here. Even if you Steal from Emilia, she will still have 4 TEC, so unless you have someone with 5 GEN, you will have to avoid it somehow. Catapults are a great idea. Elena is a great idea, but she should not be union leader and you should remove Elena from your union before you end your turn so Elena will not get charged. It's actually not hard to defeat Emilia. Sure one or two of your characters will be cursed, but once you step on the fort, all of your cursed characters become uncursed. Fun, right? In my opinion, it is best to defeat Emilia right away so it doesn't take three turns per day sequence. You can choose to get Mana Stone in 27-3 if you want. It doesn't hurt you either way. Map 27-1: W W V W W W W 2 W W W W & a W W W W c & W # W W W f W W # # W W d g h 1 W # W b W & W e & W W W W 3 W Legend: W: Wasteland V: Village #: Fort &: Catapult Enemies: a: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 b: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 c: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 d: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 e: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 f: Level 10 Knight, Morale: 2750/2750 - GEN: 3.1, ATK: 2.6, TEC: 2.5, LUK: 1.9 g: Level 9 Assassin, Morale: 2170/2170 - GEN: 1.6, ATK: 2.1, TEC: 3.5, LUK: 3.5 h: Level 13 Knight [Leon], Morale: 6700/6700 + Item: Silvia (2): ATK UP, +6 TEC, LUK DOWN, Lowers gauge + GEN: 3.3, ATK: 4.0, TEC: 4.0, LUK: 1.0 Items: 1: Mana Stone 2: Kiss of Death card 3: [Random item] -> Dark Matter [Random item] -> Uncanny Fruit (1): Edible STAT UP General Strategies: Unless you are aiming for item completion, you should try to lose to Leon until you can get the Uncanny Fruit. If your total REP is 12 or more, then you will get Dark Matter. If your total REP is less than 12, then you will get the fruit. Uncanny Fruit gives you a random stat up, but you can control which stat you want to increase by resetting easily. Dark Matter will get you Dark Sabre later on, an item that...is not one of my favorite items. So yes, prepare to lose to Leon on purpose to get Uncanny Fruit...which should not be hard actually. Having 4 ATK while standing on a fort gives him a good advantage. It is actually pretty easy to get less than 12 REP. Just attack as usual and defeat all the enemies on your charge. When it's night comes and the assassins charge at you, then just go passive or stay neutral and the assassins will handily beat you. Note that to get both Dark Matter/Uncanny Fruit or the Kiss of Death card, you have to visit the towns at night, so make sure to position your characters well in the evening prior to your attempt. If you have the PSP version, then you can suspend to trade in a crappy item for Dark Matter/Uncanny Fruit, since it's random what you lose. Don't try to get Elena MVP because...well, you can't. This is because Elena is not yet a playable character. She is permanent, but not yet playable, if that makes sense. You can find out what I mean by starting up the next map, which does not have Elena. She will indeed play a role in the next map, but not yet playable, once again. If you're confused, then just try to get someone else MVP because you can't get Elena MVP. You should, however, attack with Elena a lot this map since she needs to level up in some way. This is because her ATK reaches 3 natural big stars once she levels. --------------- Battlefield 28: --------------- MVP: 25 turns Map 29-1: W W W W W W M W W W H I W W J a W W W W W W 1 W W b e c Y g d f h W W Legend: W: Wasteland F: Flag Characters: H: First chosen ally I: Second chosen ally J: Third chosen ally Y: Unconscious Yggdra Enemies: a: Level 11 Bandit, Morale: 2630/2630 - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2 b: Level 9 Witch, Morale: 2390/2390 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 c: Level 10 Golem, Morale: 2720/2720 - GEN: 3.1, ATK: 3.1, TEC: 1.9, LUK: 1.9 d: Level 9 Witch, Morale: 2390/2390 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 e: Level 11 Knight, Morale: 4440/4440 + Item: Medallion (1): Recover morale + GEN: 3.3, ATK: 2.9, TEC: 2.5, LUK: 1.9 f: Level 10 Golem, Morale: 2720/2720 - GEN: 3.1, ATK: 3.1, TEC: 1.9, LUK: 1.9 g: Level 10 Golem, Morale: 2720/2720 - GEN: 3.1, ATK: 3.1, TEC: 1.9, LUK: 1.9 h: Level 9 Witch, Morale: 2390/2390 - GEN: 2.1, ATK: 2.1, TEC: 3.5, LUK: 3.2 Items: 1: Old Music Box General Strategies: This map is, in my opinion, the hardest map of all. The reason is because strategy doesn't really play a part here. On the "harder" Gulcasa maps, with the right union, characters, items, and cards, you can make the map incredibly easy. For this one, you just have to run from Gulcasa, and even if you can beat him, he has HIGH and protect anyways, which makes it very frustrating. However, it's definitely not the most annoying map, and it can be easy if you just want to finish the map as soon as possible. Max the morale of your four characters just to be on the safe side. If you have items, use them now. Many will equip Catastrophe on Durant here so he can stand a chance against Gulcasa, but it's not needed. Try to equip items to boost your stats to the next big star, because it will help a lot. What you want to do is to split your group into two (when the conditions change, but you have to plan it now). I recommend Milanor and Roswell/Rosary/Mistel (not Pamela) to go after Gulcasa while two other characters stay behind to hold off Aegina. You don't have to fight Aegina, but if you want the +2 MVP bonus, then it's best not to send everyone towards Gulcasa for no reason. Really the best way to start off the map is to take Milanor and only other person down to defeat the enemies. They're easy so you shouldn't have that hard of a time beating them. They do have Shield Barrier, so make sure you bring along cards you can use. Any skill will take down Shield Barrier. However, all you need to do is defeat the garrison captain to remove all enemies, which you could easily do on turn 4 if you jump in with Milanor. Now, you have a few options. Once you choose your option move a character next to Yggdra. Map 28-2: W W W W W W W W W W W W W W W W W W f g j k W W W W 1 h W W i W W b d W W 2 W a c e W W W W W Legend: W: Wasteland Enemies: a: Level 13 Imperial Knight, Morale: 3180/3180 - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9 b: Level 13 Imperial Knight, Morale: 3180/3180 - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9 c: Level 13 Imperial Knight, Morale: 3180/3180 - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9 d: Level 15 Dragoon [Gulcasa], Morale: 7680/7680 (Protect) (HIGH) + Item: Inferno (1): GEN DOWN, ATK UP, TEC UP, LUK DOWN + GEN: 3.0, ATK: 5.0, TEC: 4.0, LUK: 2.0 - GEN: 4.1, ATK: 4.1, TEC: 3.4, LUK: 3.4 e: Level 13 Imperial Knight, Morale: 3180/3180 - GEN: 3.3, ATK: 3.3, TEC: 3.3, LUK: 1.9 f: Level 12 Hunter, Morale: 3030/3030 (Protect) - GEN: 3.0, ATK: 2.3, TEC: 4.0, LUK: 2.6 g: Level 13 Valkyrie, Morale: 2950/2950 (Protect) - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6 h: Level 12 Bandit, Morale: 2760/2760 (Protect) - GEN: 2.3, ATK: 3.2, TEC: 2.0, LUK: 3.3 i: Level 12 Hunter, Morale: 3030/3030 (Protect) - GEN: 3.0, ATK: 2.3, TEC: 4.0, LUK: 2.6 j: Level 12 Bandit, Morale: 2760/2760 (Protect) - GEN: 2.3, ATK: 3.2, TEC: 2.0, LUK: 3.3 k: Level 14 Valkyrie [Aegina], Morale: 6920/6920 (Protect) + Item: Bloody Rapier* (1): ATK UP, TEC UP, Mv: Morale [DOWN] + GEN: 3.1, ATK: 4.0, TEC: 5.0, LUK: 3.4 - GEN: 3.1, ATK: 3.4, TEC: 4.3, LUK: 3.4 * Note: If you decided to defeat the enemies in BF 24 and obtained Bloody Rapier from Aegina, then she will not have this item. Items: 1: Old Music Box 2: Rope (3): GEN DOWN, ATK DOWN, TEC DOWN, < all units The first option is to form your union and defeat the imperial knights to net more experience and possibly get Dragon Steak. This is risker, although it is a great way to gain experience. If you do this, then make sure to Steal from Gulcasa so he can do less damage to you. The second option is to just run, getting whatever items you can. If you do this, then Gulcasa will have a harder time chasing you, since Genocide's 10 movement will have to be shared among his army. The second option is kind of boring and makes the map so much easier. If you do take the second option, and if you brought Roswell or Rosary, then use Doll Craft/Necro Gate. The golem or skeleton might distract Gulcasa for a while. Actually, somehow my golem defeated Gulcasa on Gulcasa's charge... Maybe it's the fact that lump is not weak against scythe. If you can somehow pull that off, then the rest will be easy. Gulcasa will most likely attack whichever unit is closest to him, and if you don't move the golem or skeleton, then Gulcasa will focus on that unit. After a few turns Aegina's army will disappear. You should try to fight her army to get some more experience. However, the enemies are pretty high level, so the days of Nietzsche winning against bandits on a counter are pretty much over. Some nice cards like Shield Barrier will help. Also, try to summon that golem or skeleton. It will help. After a few more turns of running around aimlessly, Elena will appear. Map 28-3: W W W W W W W W W W W W W W W W W W W W W W W W W W 1 W F W W 4 W W W W W W W W W 2 W W W W W W W W W 3 W W W E Legend: W: Wasteland F: Flag Items: 1: Old Music Box 2: Rope (3): GEN DOWN, ATK DOWN, TEC DOWN, < all units 3: Lost Material 4: Rusted Sword (1): GEN DOWN, ATK DOWN, TEC DOWN, -4 LUK, Critical 0% General Strategies: If you're been running without trying to get Dragon Steak nor Inferno, then chances are you might be eligible for +2 MVP. If so, then on this turn get Elena to the flag immediately. She will shoot down Aegina and her army will leave the battlefield. Once again, if you haven't yet, try to summon a golem or skeleton to distract Gulcasa if he's alone. If he's not alone, then he would most likely not reach your units very easily. Map 28-4: W W W W W W W W W W W W W W W W W W F W W W W W W W W 1 W W W W 4 W W W W W W W W W 2 W W W W W W W W F W 3 W W W W W W Legend: W: Wasteland F: Flag 1: Old Music Box 2: Rope (3): GEN DOWN, ATK DOWN, TEC DOWN, < all units 3: Lost Material 4: Rusted Sword (1): GEN DOWN, ATK DOWN, TEC DOWN, -4 LUK, Critical 0% General Strategies: There's nothing left to do now besides heading to the flag, with Elena going to her own flag, getting Lost Material (3) on her way. If your two characters who battled Gulcasa are low on morale, then let them escape first. Use your two other characters who have been fighting Aegina's army to block the way. Make sure to not form any unions, because you don't want multiple characters to be defeated. It's simple enough, really. Get the Rusted Sword if you think you're safe enough. If you do so, then make sure to have someone two north of you, so Gulcasa won't block your way to the map, making the map unbeatable. Elena is not in any kind of danger, so I recommend that you leave Elena for last. This is probably Gulcasa at his toughest. Never again will you encounter Gulcasa on wasteland squares, where he is too good. New Cards: Sandstorm KholdStare's Turns: 30/25 --------------- Battlefield 29: --------------- MVP: 21 turns Map 29-1: S S S I S S S S S H S S S a R M Y S S b S S R R S c S R S R 1 S R R R S R R R S d e f R S S 2 g Legend: R: Road S: Sand Characters: H: First chosen ally I: Second chosen ally Enemies: a: Level 12 Assassin, Morale: 2560/2560 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 b: Level 12 Assassin, Morale: 2560/2560 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 c: Level 13 Assassin [Zilva], Morale: 6200/6200 + Item: Jack Hand (1): -6 GEN, ATK UP, +6 TEC, LUK DOWN, 1 on 1 = win + GEN: 1.0, ATK: 4.0, TEC: 5.0, LUK: 3.0 d: Level 11 Witch, Morale: 2720/2720 + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 2.3, TEC: 4.0, LUK: 3.2 e: Level 11 Assassin, Morale: 2460/2460 + Item: Medallion (1): Recover morale + GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 f: Level 11 Bandit, Morale: 2630/2630 + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2 g: Level 12 Hunter [Mizer], Morale: 5820/5820 + Item: Dragon Boots (2): +4 GEN, +4 TEC, Move -> Dragon + GEN: 2.7, ATK: 3.0, TEC: 5.0, LUK: 4.0 Items: 1: Mermaid Fin (1): -4 TEC, Move -> Swim 2: Stardust General Strategies: Yggdra's back, and she's as weak as usual, especially since she hasn't been getting MVP. Give her some good items like Princess Dress to boost 2 or 3 of her stats. If you're planning to use Elena, then at least get her to level 12 so when Meteor goes away, she will have a natural of 3 ATK. If you're not planning to use the Forbidden Fruit (which you will obtain on BF 33), then plan ahead to give it to Elena. This means either get her to level 14 so she can have a natural of 4 TEC or give her +2 MVP in TEC once you reached level 12. First of all, you should move Milanor down into the sand and one by one get the Mermaid Fin. You should do this with Kylier later on, but that means she will have to make a complete circle to get all the items. I recommend moving Milanor down now. Yggdra and Elena should come down to the fight Mizer's group. You should bring Nietzsche to get Stardust (2), which requires someone who can step on a water square at night. Other than that, Nietzsche is almost useless for this map. Yeah, forget about Zilva and her assassins. Mizer is not that hard, but he has high TEC. Sanctuary can beat him somewhat easily, and remember that you can use Bloody Claw now too. It makes Elena very useful later on because she can use the card at night to fight solo against a whole union. Remember that Bloody Claw defeats the lead member of a fight, also disabling that enemy from using any card skills. it is both an offensive and defensive card, since even if you lose, you won't lose that much morale since your enemy won't receive the "head is alive" bonus. If you have been Stealing from Mizer all along, then he will have Dragon Boots. Just like Mizer's other boots, Dragon Boots are very useful. Mizer has 4 LUK, and Elena has 4 LUK, so you can use Elena to make it drop. Nietzsche might have 4 LUK, and if she does, then you can use her too. Yggdra probably doesn't, but if she does, then you're all set. Step on Mizer's square after he is defeated to continue. Map 29-2: S 8 5 S R S S S S S R S S S S S S R R R S S 4 R R R R R S S R R S R S S S S R S R S 1 S R R R 3 S R R R S S S S R S c e S 2 S a d R R R R b R R g S T 7 R f h Legend: R: Road S: Sand T: Town 7: Step here to uncover Dort's group 8: Step here to open extension to bath scene Enemies: a: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 b: Dort, Level 12 Bandit, Morale: 6140/6140 + Item: Hammer of Ruin (1): +6 ATK, -6 TEC, Destroy objects + GEN: 2.0, ATK: 2.0, TEC: 2.0, LUK: 2.0 c: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 d: Level 11 Griffon Rider, Morale: 2870/2870 - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2 e: Level 11 Griffon Rider, Morale: 2870/2870 - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2 f: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 g: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 h: Level 11 Griffon Rider, Morale: 2870/2870 - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2 Items: 1: Mermaid Fin (1): -4 TEC, Move -> Swim 2: Stardust 3: Rope -> Yarde Horn (3): +2 GEN, +2 ATK, Evening mv: Morale: UP 4: Desert Rose 5: Elemina Mint -> Fairy Bell (3): +4 TEC, LUK UP, Rate fill: slow (In addition to this trade, a bath scene occurs.) b: Power Fruit (1): Edible ATK UP General Strategies: You are told to go to the town in the southwest corner of the map, but that's impossible. You just have to get as close as you can to the town (7) and Dort's group will appear. Since all enemies use axes, it's best if you put Yggdra on (7) because she can actually defeat them all. Milanor should have already gotten the Mermaid Fin and is now on his way south to meet the rest of your characters. After Dort's charge, you can now use Elena and Thunderbolt on Dort's group. Note that you still have Meteor, which gives you a 50% chance at landing a critical hit. That's pretty good if you ask me. Don't try to get the items now. Leave Nietzsche on the water square and have Kylier fly around to form unions. Since Yggdra and Elena probably has the lowest stats, let them clear the map. Once Dort is defeated, you can actually go to town now. Map 29-3: S 8 5 S R S S S S S R S S S S S S R R R S S 4 R R R R R S S R R S R S S S S R S R S 1 S R R R 3 S R R R S S S S R S S S S 2 S R S S S S R R R R R ~ ~ 6 R R S S T R R R R S S Legend: R: Road S: Sand T: Town 8: Step here to open extension to bath scene Items: 1: Mermaid Fin (1): -4 TEC, Move -> Swim 2: Stardust 3: Rope -> Yarde Horn (3): +2 GEN, +2 ATK, Evening mv: Morale: UP 4: Desert Rose 5: Elemina Mint -> Fairy Bell (3): +4 TEC, LUK UP, Rate fill: slow (In addition to this trade, a bath scene occurs.) 6: Power Fruit (1): Edible ATK UP General Strategies: But first, we have things to do. Move Kylier down to where Dort was (6) and collect the Power Fruit. Then, have Kylier collect Yarde Horn (3) and Desert Rose (4). If you still have Elemina Mint and want the Fairy Bell (because I know you don't care about a silly bath scene, right?), then move Yggdra along the road to (8). The extension will open at noon, and you can...trade Elemina Mint for Fairy Bell then plus fanservice material. You only need one character to step on (T) to finish the map. New Cards: None KholdStare's Turns: 19/21 (no bath scene) --------------- Battlefield 30: --------------- MVP: 32 turns Map 30-1: S S S g h i S H I S S S S S S S M Y S K 2 d R R R R S S S S a S f S S S S S 1 S b e ~ S S S S c ~ 3 S S S Legend: R: Road S: Sand ~: Water Temporary Ally: K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1 Enemies: a: Level 10 Assassin, Morale: 2350/2350 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 b: Level 10 Bandit, Morale: 2480/2480 + Item: Medallion (1): Recover morale + GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 c: Level 10 Assassin, Morale: 2350/2350 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 d: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 e: Level 10 Assassin, Morale: 2350/2350 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 f: Level 10 Bandit, Morale: 2480/2480 - GEN: 2.2, ATK: 3.1, TEC: 1.9, LUK: 3.2 g: Level 14 Griffon Rider [Emilia], Morale: 6440/6440 (Protect) + Item: Walnut Bread (1): Edible GEN UP + GEN: 2.4, ATK: 3.4, TEC: 4.1, LUK: 4.1 h: Level 13 Griffon Rider, Morale: 3150/3150 - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3 i: Level 13 Griffon Rider, Morale: 3150/3150 - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3 Items: 1: Rokon Skull 2: Yumina's Diary (1): +4 LUK, No zero reset 3: Mepple (1): Edible LUK UP General Strategies: This is really an easy map if you know what you're doing. First of all, look at 30-2 to see where this is going. This means that travelling along the road will be longer and it is best to cut across the desert. However, you will have to defeat the enemies to the southwest of you. This is why I recommend that you split your party into two groups, group one with characters already have high REP and Kylier going south throughout the sand and another group follow the road west to defeat the bandits and assassins. Ignore Emilia's army. You can only get to 30-2 if you have 20 or more REP, hence the reason for why you let your units with high REP head south. Even if Kylier has no REP, just let her be, flying around to get Rokon Skull (1) and Mepple (3), since she is not obstructed by the sand. The best characters that you can send south is Milanor and anyone else that's not a spear or bow user. If that's not the case, then don't worry. You can't even go to 30-2 if you don't have enough REP, so get your priorities straight. As for characters, you should try to use Elena if you're intent on using her later on. However, I don't suggest Elena or Cruz going through the sand since they cannot counter. You're going to be at a disadvantage, so an advantage in weapon will work to counter that. Spear users are terrible for this map, although Nietzsche is exceptionally bad since she will be destroyed in sand squares. Use Kylier if you want but make sure not to overuse her to the point where she will get MVP. I haven't said anything about the enemies on this map yet, maybe because they are not really worth mentioning. If you want to be cautious, move away from the assassins at night or don't attack them so that they do not charge at you at night. Remember that your goal here is not to win but is to not be defeated. If most of your characters need REP, then you don't have to go through the desert. The +2 MVP bonus is 32 turns and really, it's not very challenging to get it. Map 30-2: S S S S S S S S S S S S S S S S S S S S 2 R R R R R S S S S R S S S S S S S 1 S T S ~ S S S S S S S S ~ 3 S S S S S S S S R S S S c S h S R S S R S a d f & S S S S 4 S S e g S S S S S S S b & S & S S Legend: R: Road S: Sand T: Town ~: Water &: Catapult Enemies: a: Level 11 Bandit, Morale: 2630/2630 (HIGH) - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2 b: Level 11 Griffon Rider, Morale: 2870/2870 (HIGH) - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2 c: Level 11 Bandit, Morale: 2630/2630 (HIGH) - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2 d: Level 12 Golem [Protector], Morale: 4470/4470 + Item: Golem Suit (1): GEN UP, +4 ATK, TEC DOWN, Move -> slow + GEN: 4.0, ATK: 4.0, TEC: 1.0, LUK: 1.9 e: Level 10 Assassin, Morale: 2350/2350 (HIGH) - GEN: 1.7, ATK: 2.2, TEC: 4.0, LUK: 4.0 f: Level 10 Assassin, Morale: 2350/2350 (HIGH) - GEN: 1.7, ATK: 2.2, TEC: 4.0, LUK: 4.0 g: Level 13 Bandit [Dort], Morale: 6460/6460 (HIGH) + Item: Gaudy Turban (2): +6 GEN, +2 LUK, No zero reset + GEN: 4.0, ATK: 3.5, TEC: 1.9, LUK: 3.0 h: Level 11 Griffon Rider, Morale: 2870/2870 (HIGH) - GEN: 2.7, ATK: 2.7, TEC: 2.5, LUK: 3.2 Items: 1: Rokon Skull 2: Yumina's Diary (1): +4 LUK, No zero reset 3: Mepple (1): Edible LUK UP 4: Stardust + Desert Rose -> Stardust Hourglass e: Sun Orb (3): +2 GEN, +2 LUK, Noon mv: Morale: UP General Strategies: The list of enemies look more intimidating than it should be. Most of these enemies you can defeat in one turn on the charge, and if you defeat the Protector (the golem), all enemies lose HIGH status. Since you are on the sand, you have a bit of a disadvantage, but that disadvantage turns into nothing if you have rod users, scythe users, Kylier (Geo 0%), or use a good card. Beware of the catapults. Once you have everyone surrounding Dort, try to get all of your characters near Dort instead of rushing in. Dort is a bit hard, since he's in a position to use all three catapults when it's his charge. However, I found that Gravity Chaos takes care of that. Don't have anyone in the sand be in a union with someone attacking Dort; move all units onto the fort squares. Once again, he's extremely easy if you curse him, and he should go down slowly but surely. Make sure to have someone get the Stardust Hourglass (4) and also get the Sun Orb (e) when the enemy on forts are defeated. Also, try to get the Gaudy Turban. New Cards: None KholdStare's Turns: 18/32 --------------- Battlefield 31: --------------- MVP: 47 turns Map 31-1: S S S S S S S Y H I S S M S S R R R R S S R R R R S a A 1 b f @ c S K d S S S e Legend: R: Road S: Sand @: Ankh Characters: H: First chosen ally I: Second chosen ally A: NPC Gordon Temporary Allies: K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1 Enemies: a: Level 12 Assassin, Morale: 1260/2560 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 b: Level 12 Assassin, Morale: 1320/2560 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 c: Level 11 Bandit, Morale: 2630/2630 - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2 d: Level 11 Bandit, Morale: 2630/2630 - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2 e: Zilva, Level 13 Assassin, Morale: 6200/6200 + Item: Jack Hand (1): -6 GEN, ATK UP, +6 TEC, LUK DOWN (1 on 1 = win) + GEN: 1.0, ATK: 4.0, TEC: 5.0, LUK: 3.0 f: Level 11 Bandit, Morale: 2250/2630 - GEN: 2.3, ATK: 3.1, TEC: 1.9, LUK: 3.2 Items: 1: Caged Butterfly -> Good Luck Charm (1): +4 GEN, LUK UP, Drop rate 100% General Strategies: Hm, this map is kind of interesting. There are lots of items to be gotten here but there are also lots of requirements. First of all, make sure that you do not have the Skull Stone. If so, give it to one of your characters to recover morale now. With the Skull Stone, some villages will not let you trade with them. You also need high REP to get some of these items, so try not to recklessly rush in and attack. Because of the nature of BF 32 and BF 35, we have to decide what item to give Milanor now. Two great items for Milanor to use in BF 32 are Dragon Eater and Early Drive, but if you want to save yourself some trouble, then you will need to equip another item on Milanor in BF 35. Both Dragon Eater and Early Drive last two maps, which means you'll have to equip them now, let they disappear at the end of BF 32, and then you can equip a new item in BF 35. (You cannot use Milanor in BF 33 or BF 34.) I recommend Early Drive if Milanor has high stats. Gordon has HIGH status and he's on a town square, so he can't really lose. You should bring one (preferably female) unit to the square two northeast of Gordon to be in his union. Don't move Kylier, because she's already in Gordon's union. When a space west or south of Gordon is free, you can proceed to move that character down to attack Zilva. Also, move Milanor as close to Gordon as possible if you have extra movement after you move your female character (maybe moving Milanor into the female character's linked union). It doesn't matter which card you use since you'll be using Gordon's Ace Guard. Note that Zilva has Jack Hand. You could Steal it from her, but it's not required since she has so low GEN. You might have a bit of problem with her because of her item, but with a high enough card (2000 or more power), she will fall easily in about 3 losses. Zilva has only 3 LUK so it's not very hard to make her item drop. Make sure to get this item, since it is very useful, especially against large units, such as Gulcasa (hint hint). Map 31-2: ~ ~ ~ ~ ~ ~ ~ S T S S S S S S S S S S S S S V R R R S S S R S S ~ S R R R R S S B S R R R R S T ~ T A 1 V ~ T T @ R R R S S K T S S S S a Legend: R: Road S: Sand B: Bridge T: Town V: Village ~: Water @: Ankh Temporary Allies: K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1 A: Level 14 Temple Knight [Gordon], Morale: ?/7320 Effects: Void ailments, Town :), Void Holy, < G. Rider + Item: Crusade Lance (Infinite): GEN UP, +4 ATK, +4 TEC, +2 LUK, > Skeleton + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 3.0 Enemies: a: Level 13 Necromancer [Mardym], Morale: 6600/6600 + Item: Jewel Rod (2): GEN UP, -2 ATK, +6 LUK, Lightning attack UP + GEN: 4.0, ATK: 2.0, TEC: 2.6, LUK: 4.0 ?: Level 14 Griffon Rider [Emilia], Morale: 6440/6440 + Item: Walnut Bread (1): Edible GEN UP + GEN: 2.4, ATK: 3.4, TEC: 4.1, LUK: 4.1 ?: Level 12 Griffon Rider, Morale: 3050/3050 - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3 ?: Level 12 Griffon Rider, Morale: 3050/3050 Items: 1: Caged Butterfly -> Good Luck Charm (1): +4 GEN, LUK UP, Drop rate 100% General Strategies: About the map, Emilia and her two griffon riders will one by one appear and head for the town square up top. Emilia will eventually be on the town while the two griffon riders are east and south of Emilia. After they come, the village to the north will appear, although it doesn't do anything to my knowledge. Your goal is to get Gordon to the Old Church up there, but he is weak to Griffon Riders. I suggest you bring only Milanor up. To do this, you have to move through the sand one square at a time. Move Milanor to the first sand square on the left of the map and move Gordon as close to Milanor as possible. Then on the next turn, move Milanor up and move Gordon to the sand square Milanor was on. This way Milanor will lead the way and Gordon will follow. You technically can leave a character southeast of the north village so he or she can form a union with Milanor when he gets there, but Milanor should be able to handle Emilia and her army easily. While you move up, you will have extra movement. Get everyone to the southwest corner of the map after you move Milanor and Gordon to prepare for when the conditions change. Once you're finally there, don't let Gordon be in Milanor's union. All you need to do is use Gravity Chaos and curse all three griffon riders and you should easily win the fight. If Milanor does not yet have 4 LUK, then use Steal after Gravity Chaos. After Emilia falls, simply move Gordon onto the (T). After Emilia is defeated, the village to the north disappears for whatever reason. Map 31-3: ~ ~ ~ ~ ~ ~ ~ S T S S S S S S S S S S S S S V R R R S S S R S S ~ S R R R R S S 4 S ~ ~ 2 B S R R R R S T ~ 3 ~ R T ~ T A 1 R B R B R V ~ T T @ B ~ B ~ R R R R S S K R c R g R 5 R T S S S a d R R R R R S b e f R h R S Legend: R: Road S: Sand B: Bridge T: Town V: Village ~: Water @: Ankh Enemies: a: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 b: Level 13 Necromancer [Mardym], Morale: 6600/6600 + Item: Jewel Rod (2): GEN UP, -2 ATK, +6 LUK, Lightning attack UP + GEN: 4.0, ATK: 2.0, TEC: 2.6, LUK: 4.0 c: Level 11 Assassin, Morale: 2460/2460 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 d: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 e: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 f: Level 11 Valkyrie, Morale: 2670/2670 - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5 g: Level 11 Assassin, Morale: 2460/2460 - GEN: 1.7, ATK: 2.3, TEC: 4.0, LUK: 4.0 h: Level 11 Valkyrie, Morale: 2670/2670 - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5 Items: 1: Caged Butterfly -> Good Luck Charm (1): +4 GEN, LUK UP, Drop rate 100% 2: Rokon Skull + Poison Viper -> Lacan's Medicine (1): Edible TEC UP 3: Twilight Viel (2): +2 GEN, +4 TEC, +2 LUK, Evening :) Dark Matter -> Dark Saber (2): -6 GEN, +6 ATK, +6 TEC, LUK DOWN, Dark attack UP 4: Shiny Coin h: Yumina's Diary -> Marchen Wings (3): +2 GEN, +6 LUK, Move -> Fly g: Rusted Sword + Mana Stone -> Magical Sword (2): +2 GEN, +4 TEC, +4 LUK, Gauge fills General Strategies: And here's the final phase of this map. If you have enough REP, try to get some items before you fight. If you didn't dawdle, you should be on turn 35 or somewhere close, which leaves you with a whole 6 turns to beat Mardym. You can only get Magical Sword and Dark Sabre at night and Twilight Veil in the evening. 7 Star Sword requires 23 REP, Lacan's Medicine requires 18 REP, and Shiny Coin is in the water. Try to get them all of you have the requirements. Once again, if you have Skull Stone in your inventory, you will not be able to make these trades or acquisitions. The skeletons are the strongest enemies on this map. Whether you attack a valkyrie or assassin, the skeleton will be third or fourth in her union, making sure that she have a high enough rage bar to pull off Poison Breath before going down, and you need 4 GEN to block it. Therefore, if it's not yet noon, just run around and get items until it is noon then attack at noon, since the skeletons will be asleep. Don't bother bringing Milanor and Gordon down. Mardym uses rods, so he is weak against bows. Elena or Cruz will do wonders here. Even if they get charged, with the right card or passive/aggressive maneuvers, bow users can still beat Mardym easily. Seriously, he is very easy. His card is Poison Breath, which he can't use, and even Yggdra will beat him if she goes aggressive since Mardym is weak to Holy. Anyways, you have 47 turns to do so, more than enough to do everything. If you do get poisoned, then you lose morale every turn and lose members more quickly in battle (lowers defense), so watch out. New Cards: None KholdStare's Turns: 41/47 --------------- Battlefield 32: --------------- MVP: 46 turns Map 32-1: d f g h B l ~ K I b e ~ ~ m ~ ~ H R c G i j n ~ S A a G 2 ~ ~ B S M Y G S R R R S ~ ~ S S S 3 ~ ~ ~ ~ 1 k o Fixed: Noon Legend: G: Grass R: Road S: Sand B: Bridge ~: Water Characters: H: First Chosen Ally I: Second Chosen Ally Temporary Allies: K: Level 13 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1 A: Level 14 Temple Knight [Gordon], Morale: 7320/7320 Effects: Void ailments, Town :), Void Holy, < G. Rider + Item: Crusade Lance (Infinite): GEN UP, +4 ATK, +4 TEC, +2 LUK, > Skeleton + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 3.0 Enemies: a: Level 13 Necromancer [Juvelon], Morale: 6200/6200 + Item: Meria Bible (2): +6 GEN, -4 ATK, +6 LUK, Void Holy + GEN: 4.0, ATK: 2.0, TEC: 1.9, LUK: 5.0 b: Level 14 Assassin [Amareus], Morale: 6380/6380 + Item: Wind Cutter Blue (2): +6 ATK, TEC UP, No battle penalty + GEN: 2.4, ATK: 4.0, TEC: 5.0, LUK: 4.1 c: Level 12 Necromancer, Morale: 4270/4270 + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 3.0, TEC: 3.3, LUK: 3.3 d: Level 12 Knight, Morale: 3030/3030 - GEN: 3.2, ATK: 3.0, TEC: 2.6, LUK: 1.9 e: Level 12 Necromancer, Morale: 4270/4270 + Item: Medallion (1): Recover morale + GEN: 2.3, ATK: 3.0, TEC: 3.3, LUK: 3.3 f: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 g: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 h: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 i: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 j: Level 13 Necromancer [Mardym], Morale: 6600/6600 + Item: Alchemy Glass (3): +6 TEC, +4 LUK, EXP + 3 + GEN: 3.3, ATK: 3.0, TEC: 3.0, LUK: 4.0 k: Level 12 Griffon Rider, Morale: 3050/3050 - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3 l: Level 11 Skeleton, Morale: 2720/2720 - GEN: 2.3, ATK: 2.3, TEC: 3.2, LUK: 4.0 m: Level 11 Valkyrie, Morale: 2670/2670 - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5 n: Level 11 Valkyrie, Morale: 2670/2670 - GEN: 2.3, ATK: 2.7, TEC: 3.2, LUK: 2.5 o: Level 12 Griffon Rider, Morale: 3050/3050 - GEN: 3.0, ATK: 3.0, TEC: 2.6, LUK: 3.3 Items: 1: ######## 2: Kalinka Berry (1): Edible STAT UP 3: Banango (1): Edible LUK UP General Strategies: Here we go, one of the hardest battlefields in the game, as least if you are not prepared. You should still have the Cardinal Cloak. Durant is best for it, but if he is weak, then Milanor, Mistel, and Roswell are good candidates. If you followed my tips, then Rosary should have at least 3 ATK. If so, then use an item to raise her GEN and TEC (Gauntlets are excellent for this map) and she should be fine versus Gulcasa. Milanor with Dragon Eater is great too, but it might be overkill with Cardinal Cloak and Gauntlets, so you might want to save it. Early Drive is another great option for Milanor because you can get Steal and maybe Gravity Chaos off easily without the overkill. You have Kylier for this map, so make use of her. Have her get all three items because edible stat UP items are wonderful and ######## (which might turn into Mjollnir) is great too. One thing that I will note is that you cannot in any way make the Meria Bible drop from Juvelon. If you want it, you must Steal it. There is no other way. I'm not a big fan of the item, and I would rather Steal Amareus' Wind Cutter Blue. However, if you're going for item completion and need this item, then you will need to Steal it, which means you will have to deal with Amareus' high TEC in some other way. This would be a good map to first raise your characters' morale. The battlefield is fixed at noon, so if you want a weaker character to get a boost, give him or her Straw Hat or Morning Dress; the latter is not available in the GBA version. Once you defeat Mardym, all of his units disappear, but then again, his skeletons will always be asleep. Durant is strong to put on the bridge, but the griffon riders will move up to attack, so be careful. Just get rid of Mardym (you can do so by turn 6 or 7) and then have Kylier get the items after. Move your units up before you attack recklessly, especially if you try to attack Amareus. I would rather take it slowly this map than worry about the +2 MVP bonus at all. If you're trying to be quick, then moving all of your characters will just slow you down. I advise you to not use Kylier (after you collect all the items with her) and Gordon, and use your precious movement to move only your four permanent characters. Juvelon's card is Medusa Eye, which turns your characters into stone. In the GBA version, this sucks, since you cannot move past stoned allies. In the PSP version, you can, so it's not really annoying. However, you should lead with Milanor (Void Stone) or another character wearing Headgear or Ribbon, which gives Void ailments to meet Amareus, who has 5 TEC. The safest way is to not form unions and defeat Amareus with Milanor one on one. Aside from Amareus, Juvelon himself only has 1 TEC, so he cannot do anything. Watch characters with low GEN though; if they have 3 or less GEN, you should be very careful. The knight (d) is annoying because he stands on a road and will probably need three fights to deplete his morale. The necromancers aren't bad. Pretty much the real challenge of 32-1 is Amareus, and once you defeat her, the rest is easy. Whatever position you're on when you defeat Juvelon doesn't matter, and try to end 32-1 with a card Gordon can use, like Blizzard, Shield Barrier, Ace Guard, or Mind Change. You'll see why soon. Map 32-2: R R R R B R ~ S B R R ~ ~ R ~ ~ R H I G S S R ~ S T M K 2 ~ ~ A b d f X G S a c e S B B ~ ~ S S S G G 3 ~ ~ B ~ ~ F 1 S S Fixed: Evening Legend: G: Grass R: Road S: Sand T: Town F: Flag X: Barricade B: Bridge ~: Water Enemies: a: Level 16 Dragoon [Gulcasa], Morale: 8000/8000 (HIGH) (Protect) + Item: Burning Sun (3): +4 ATK, +2 TEC, Noon :) + GEN: 3.4, ATK: 4.0, TEC: 4.0, LUK: 4.1 b: Level 14 Imperial Knight, Morale: 3030/3030 - GEN: 3.4, ATK: 3.4, TEC: 3.4, LUK: 1.9 c: Level 14 Imperial Knight, Morale: 3030/3030 - GEN: 3.4, ATK: 3.4, TEC: 3.4, LUK: 1.9 d: Level 14 Imperial Knight, Morale: 3030/3030 - GEN: 3.4, ATK: 3.4, TEC: 3.4, LUK: 1.9 e: Level 15 Valkyrie [Aegina], Morale: 7460/7460 (HIGH) (Protect) + Item: Rosary of Taboo (1): GEN UP, TEC UP, LUK DOWN, Morale: DW slowly + GEN: 4.2, ATK: 5.0, TEC: 4.0, LUK: 3.4 Items: 1: Stardust Hourglass + Lost Material -> ######## 2: Kalinka Berry (1): Edible STAT UP 3: Banango (1): Edible LUK UP General Strategies: Now is the hard part. If you ended your turn with Shield Barrier, Mind Change, or Ace Guard, then you might actually defeat some of the imperial knights. Your next goal is to move to the bridge northwest of you while Durant (or anyone with Cardinal's Cloak or an item with Void all attr) as close to Gordon as you can. Use Shield Barrier or Mind Change to do so. Next, move Gordon 1 west and move Durant (or whoever you're using) onto the bridge. If it's Durant, then you should soundly defeat the imperial knights (and Aegina). You should be able to stall Gulcasa also. Now we must wait until the pope reaches the Flag. This takes a long time, but if you have Void Fire, then you should easily stall Gulcasa. He has HIGH status, so he will start combat in rage mode, which automatically adds in the fire element. I recommend you moving your other characters closer to Durant; Durant cannot form a union with them because he is male. I do not recommend you to try and Steal from Gulcasa right now because Milanor will probably lose (unless he has Dragon Eater or Early Drive). Gravity Chaos won't work because Gulcasa has HIGH status. Just stall with Durant for now. You can use this chance to power up some of you weaker cards that you intend to use later on. Map 32-3: R R R R B R ~ S B R R ~ ~ R ~ ~ R R R G S S R ~ S T # G 2 ~ ~ B S R T X G S R R R S ~ ~ S S S 3 ~ ~ ~ ~ 1 S S Fixed: Night Legend: G: Grass R: Road S: Sand T: Town X: Barricade B: Bridge ~: Water #: Fort Items: 1: Stardust Hourglass + Lost Material -> ######## 2: Kalinka Berry (1): Edible STAT UP 3: Banango (1): Edible LUK UP General Strategies: Now that Aegina and Gulcasa lost their HIGH and Protect status, things get a bit harder. Yes, you heard me right, harder. Since Gulcasa does not always add his fire element when he attacks, Cardinal Cloak won't save you completely. However, if you play correctly, then you should still win. If you don't have Durant on the bridge, then let someone like Mistel or Rosary be on that bridge. If Aegina forms a union and is union leader, then the fight gets easier. This is because by the time it's Gulcasa's turn, he will most likely be near rage mode or in it. To make the battle easier, Gravity Chaos and Steal are great. However, Aegina will literally destroy Milanor, especially with her 5 TEC. For this reason, get rid of Aegina first (which keeping a firm hold on the bridge) then move Durant away and let Milanor stand on the bridge to use Gravity Chaos first then Steal. You don't really need to Steal if you have Gravity Chaos down, but if you are really having trouble, then go ahead and use Steal. If you have the PSP version, then let Rosary or Mistel be union leader and use Dragon Killer. If you have the GBA version, don't use it (since you can only use it with Milanor) because Milanor cannot make any unions on that bridge, unless you want him to hog all of the experience. Night time opens a variety of options for you. If you have high REP, then use the Kiss of Death card. You have 7.77 seconds to defeat Gulcasa then your head goes down. I'd rather lose to Kiss of Death than to Genocide. Also, while Kiss of Death is active, Gulcasa cannot use Genocide. Another option is Bloody Claw, which Elena can use to win easily. The problem with this is that Elena will be grayed out after using it and is very vulnerable Gulcasa's charge. However, it is a great card to use if you think you can deplete Gulcasa's morale with it. Gulcasa has 3 LUK so you should get his item easily if you didn't Steal it. New Cards; Medusa Eye KholdStare's Turns: 40/47 --------------- Battlefield 33: --------------- MVP: 10 turns Map 33-1: G G Y 1 G b G G G G G a G G G 2 G G G G G c Fixed: Night Legend: G: Grass Enemies: a: Level 12 Golem [Roccia], Morale: 2980/2980 - GEN: 3.2, ATK: 3.2, TEC: 1.9, LUK: 1.9 b: Level 12 Golem [Fels], Morale: 2980/2980 - GEN: 3.2, ATK: 3.2, TEC: 1.9, LUK: 1.9 c: Level 14 Witch [Rosary], Morale: 6900/6900 + Item: White Rose Crest (1): +4 GEN, -4 ATK, +4 TEC, -4 LUK, Holy attack UP + GEN: 1.4, ATK: 2.0, TEC: 5.0, LUK: 3.0 a: Level 12 Skeleton, Morale: 2830/2830 - GEN: 2.3, ATK: 2.3, TEC: 3.3, LUK: 4.0 b: Level 12 Skeleton, Morale: 2830/2830 - GEN: 2.3, ATK: 2.3, TEC: 3.3, LUK: 4.0 c: Level 14 Necromancer [Roswell], Morale: 7220/7220 + Item: Black Rose Crest (1): -4 GEN, +4 ATK, -4 TEC, +4 LUK, Dark attack UP + GEN: 1.0, ATK: 3.5, TEC: 3.0, LUK: 4.0 Items: 1: Orihalcum 2: Forbidden Fruit (1): Edible ALL UP General Strategies: I won't separate the maps into BF 33a and 33b because both scenarios use the exact same map with the exact same enemy and item locations. If you've gotten Yggdra to 2 LUK via MVP in the early stages of the game then gave her an edible LUK UP item, then she should have at least 3 LUK, which means she can make Rosary drop her crest. If you do have 3 LUK and want to make Roswell's crest drop, then use one of the many LUK UP or +LUK items that you may have. If you don't have 3 LUK and have Four-Leaf Clover or Good Luck Charm, then you may equip one of the items on Yggdra if you really want the crest. About the enemies they are not hard, especially since Yggdra is strong against golems and skeletons are weak against Holy (Yggdra's element). This is why you should choose any card and go aggressive without bother using its skill and you should easily win. The golems/skeletons don't move, but they will attack if you end you turn next to them. Try to get the Orihalcum (1) before you attack the first enemy (b), then just attack the second enemy (c). Also, Yggdra has HIGH status. Do not forget the Forbidden Fruit. They are quite useful for a character you want to use but is lacking in stats, such as Mistel or Elena. Just pick Steal after you defeat enemy (a), go to the (2), then move one up and end your turn. On the next turn, use Banshee's Cry and you should have just enough movement to reach Roswell or Rosary. Plus you can use the skill of the card, although you should just go aggressive if you're fighting Roswell since he's weak against Yggdra's element. If you're fighting Roswell, then the battle is basically over since you can just use Banish and win easily. Rosary if a bit harder and you might want to use cards such as Shield Barrier or Kiss of Death (if you have high REP) to defeat her if you Yggdra has low stats. If you equipped Yggdra with Twilight Veil in BF 32, then you should have a significant power boost since the item often raises Yggdra's small stars to the next big star. Either way, you have turns 7 and 9 to charge and turn 10 to finish. In the GBA version, this is an easy map to restart and get Yggdra the MVP that you want. I would advise you against getting an MVP in LUK if you already have at least 3 LUK. New Cards: None KholdStare's Turns: 9 --------------- Battlefield 34: --------------- MVP: 2 turns Map 34-1: G a G G G G Y G G Fixed: Night Legend: G: Grass Enemies: a: Lvl 16 Valkyrie [Aegina], Morale: 7780/7780 (HIGH) + Item: Revenger (2): -6 GEN, +2 ATK, TEC UP, LUK DOWN, Cntr same damage + GEN: 3.0, ATK: 4.2, TEC: 6.0, LUK: 1.0 Items: None General Strategies: You automatically wear the Miracle Tiara, which gives you all stats UP for one map (which means for this fight only) and Always Ace, which is useless since you get that as La Pucelle anyways. Anyways, you will first lose and then you will have to fight back. To win, wait until your gauge automatically goes passive and charge Crusade then release. This is also another easy map to reset to get Yggdra the right MVP if you're playing the GBA version. You will get Revenger no matter what your LUK is. New Cards: Crusade KholdStare's Turns: 2/2 --------------- Battlefield 35: --------------- MVP: 49 turns Map 35-1: a @ R e 1 c B b R f R Y I L d B B R g G M H J Legend: G: Grass R: Road B: Bridge @: Ankh Characters: H: First chosen ally I: Second chosen ally J: Third chosen ally L: Fourth chosen ally Enemies: a: Level 15 Witch [Eudy], Morale: 7140/7140 + Item: Formular (1): ATK UP, TEC UP, Gauge = Max + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2 b: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect) + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4 c: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 d: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 e: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 f: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 g: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 Items: 1: Muddy Dud General Strategies: This battlefield is just really weird. You have to lose ten times or waste enough turns for the battle conditions to change. The popular way to do this is to use Soldier's Bandana on Milanor to Steal Mars Shield plus Medallions while losing five times while Durant gets the Muddy Dud since he can step over enemies. If you followed my instructions from the earlier battlefields, then Milanor should have nothing equipped. If he does, then you could still Steal the Mars Shield from Baldus if you are charged high enough to start the battle with Baldus with a full gauge. For the PSP version, however, the knights are no longer invincible but are still protected. This actually causes a problem. Since you will not lose all the time, you may actually win, which means you cannot lose ten times easily in two turns. You could try to beat the knights for experience. (You could lose and still get experience but it's better if you win anyways.) If so, then you will just spend more time with the knights. Now, select Durant second so he will be in the (I) spot. Also max out Durant and Milanor's morale if you are taking the Muddy Dud/Mars Shield route as well as a character that needs experience, since those three will be the most likely ones who will lose morale to the knights. Select pretty much any cards you want, but make sure to select Steal. If you have the PSP version, then skip the next paragraph. Oh, and note that Eudy will also shoot her ankh, which is pretty annoying. In the first turn, choose any card with high movement except Steal and move Durant to (1) to get the Muddy Dud. Then move a character you want to get some experience to the square Durant was previously standing on. You could spread the damage by using sub-unions if you want. Don't attack with Durant and end your turn. On your next turn, move Durant back, select Steal and move Milanor west. Steal each knight's Medallion then go passive all the way so you can Steal again on your next fight. After Milanor loses five times, the battle conditions will change. If you have the PSP version, then the knights will not be invincible. You can use a character weak against knights like Yggdra, give her Soldier's Bandana, attack the knights with no one in her union, repeatedly go passive and you should always lose. The Soldier's Banana will most likely not let Yggdra win anything, but it is there so that Yggdra won't lose too much morale. Have Yggdra form a union with someone else like Elena or Cruz before you end your turn. This is to ensure that Yggdra's morale will not go to zero. If your Yggdra actually beats a knight, then you have a really powerful Yggdra. Map 35-2: a @ R e 1 c B b R f R R R R d B B R g G G G G R G R G G G R R R R R R R R G G G G h i k m G G G j l G G G G 2 F F F G F F F Legend: G: Grass R: Road B: Bridge F: Flag @: Ankh Enemies: a: Level 15 Witch [Eudy], Morale: 7140/7140 + Item: Formular (1): ATK UP, TEC UP, Gauge = Max + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2 b: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect) + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4 c: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 d: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 e: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 f: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 g: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 h: Level 13 Undine, Morale: 3150/3150 - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6 i: Level 13 Hunter, Morale: 3150/3150 - GEN: 3.0, ATK: 2.4, TEC: 4.1, LUK: 2.6 j: Level 13 Undine, Morale: 3150/3150 - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6 k: Level 13 Hunter, Morale: 3150/3150 + Item: Medallion (1): Recover morale + GEN: 3.0, ATK: 2.4, TEC: 4.1, LUK: 2.6 l: Level 13 Bandit, Morale: 2910/2910 - GEN: 2.4, ATK: 3.3, TEC: 1.9, LUK: 3.3 m: Level 13 Bandit, Morale: 2910/2910 - GEN: 2.4, ATK: 3.3, TEC: 1.9, LUK: 3.3 Items: 1: Muddy Dud 2: Orihalcum -> Excalibur (2): GEN UP, ATK UP, +4 TEC, +4 LUK, Holy attack UP Element + World Tree Branch -> Element Rod (2): +2 GEN, +2 ATK, +4 TEC, +2 LUK, GEO card anywhere General Strategies: Now is the easy part. The knights won't move, so first move everyone away if they are right next to a knight. Then, just continue to move towards the flags. The enemies are easy, easy enough for you to defeat with one character so that character will be guaranteed to get MVP. Just try not to waste your time and move quickly to the flags. If you have never retried a level, then you can try to get Excalibur and/or Element Rod. Step on (2) with Yggdra or Russell if you have the Orihalcum and you will get the Excalibur. Step on (2) with Roswell if you have both Element and World Tree Branch and you will get Element Rod. You can only get these items at noon. It should be very easy to get +2 MVP on this map. You should be able to give it to the character you wanted too if you cleared the ambushers with mostly that character. You may have lost a lot of morale on this battlefield, and unfortunately, you will lose more in the next battlefield so make sure to remember to restore your morale. New Cards: Crusade KholdStare's Turns: 32/49 --------------- Battlefield 36: --------------- MVP: ? turns Map 36-1: a @ R k G i B h R l F F F F j B B X R m G G G G b G R G G G c d e f g R R R G G G G G G G G G G G G G G F F G G G V G G M H Y G E L I Legend: G: Grass R: Road B: Bridge V: Fillage F: Flag X: Barricade @: Ankh Characters: H: First chosen ally I: Second chosen ally J: Third chosen ally Enemies: a: Level 15 Witch [Eudy], Morale: 7140/7140 + Item: Formular (1): ATK UP, TEC UP, Gauge = Max + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2 b: Level 15 Knight, Morale: 5410/5410 (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 2.7, LUK: 1.9 c: Level 14 Valkyrie, Morale: 3070/3070 - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6 d: Level 14 Valkyrie, Morale: 3070/3070 - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6 e: Level 14 Valkyrie, Morale: 3070/3070 - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6 f: Level 14 Valkyrie, Morale: 3070/3070 - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6 g: Level 14 Valkyrie, Morale: 3070/3070 - GEN: 2.4, ATK: 3.1, TEC: 3.4, LUK: 2.6 h: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect) + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4 - GEN: 4.3, ATK: 4.3, TEC: 3.3, LUK: 2.0 c: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 d: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 e: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 f: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 g: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 Items: None General Strategies: Don't bother putting on any items because you will only fight weak enemies here with no one strong. That is, except for the knights...again. If you look at the map, you will see that four of the flags are next to the knights. This means that you will have to fight them since the bridge will soon be broken. In this case, I personally think that it is best to have a male character that you do not use (like Russell or Cruz) steps on the flag next to unit (l) and lose so the morale of your other characters will not be depleted. Also, since the male union is an X, the other characters will be safe even before your male sacrificial character leaves the battlefield. Another method is to do the same to one of the male units you are using. Remember that when your morale goes to 0, you get the "zero reset" message, meaning that your experience will reset to 0 and your morale will be 1 when you can use that character again. To do this, give the male character one of the Imperial Warfares (if you have any left) or the Gaudy Turban that you just got. Whatever you decide to do, in summary, put a male character on the left-most flag and have him leave the battlefield by zero reset. The knights will not move in to attack your other characters. If you have the PSP version, then the knights are once again not invincible. You can technically "win" but you might lose once in a while and under cannon fire, you might lose a lot of morale. It is risky, but it could be a nice way to get lots of experience. Of course, if you do this, then you will need a female character on the left-most flag, and I recommend Rosary, Nietzsche, or Mistel for this. The character next to Rosary should be someone not weak against spear such as Durant, Roswell, or Pamela. The third person in Rosary's union, two east of her, should be a male such as Durant, Roswell, or Cruz. Place Yggdra to the far right flag and she should not be included in a union. Now, that's just planning for 36-2, but it was still necessary to plan first. Move Milanor and Elena onto the two nearby flags and move your other army up to defeat the valkyries. Don't bother trying to fight the knight because he is protected. Now you have to plan. Pick one of the three scenarios above and determine which character you want to place on the left-most flag. That character will have to step on the flag last. Move all of your other characters into the right flags then place your victim (unless you are doing the PSP scenario) on the left-most flag. Remember that cannons do not fire at night. Map 36-2: a @ R k G i B h R l F F F F j B X X m X b G X G G G R R R R R R R R G G G G G G G G G G G G G G F F F G G G V F F F F G G M H Y G E L I Legend: G: Grass R: Road B: Bridge V: Fillage F: Flag X: Barricade @: Ankh Enemies: a: Level 15 Witch [Eudy], Morale: 7140/7140 + Item: Formular (1): ATK UP, TEC UP, Gauge = Max + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2 b: Level 15 Knight, Morale: 5410/5410 (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 2.7, LUK: 1.9 h: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 (Invincible) (Protect) + Item: Mars Shield (1): GEN UP, TEC DOWN, +4 LUK, Block charge + GEN: 5.0, ATK: 4.3, TEC: 3.0, LUK: 2.4 - GEN: 4.3, ATK: 4.3, TEC: 3.3, LUK: 2.0 c: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 d: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 e: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 f: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 g: Level 15 Guardian Knight, Morale: 5490/5490 (Invincible) (Protect) + Item: Medallion (1): Recover morale + GEN: 4.1, ATK: 3.2, TEC: 3.4, LUK: 1.9 Items: None General Strategies: Remember that Baldus and his knights may or may not have the Mars Shield or Medallions depending on if you stole them in battlefield 35. This time, you cannot get them because Milanor is not with you to use Steal and you cannot deplete their morale. You are basically sitting duck, unless you chose one male character to keep the rest of your characters safe like I asked you to. If you are trying to beat the knights in the PSP version, then good luck and I hope that you are in formation because you cannot move your characters any longer. On the other side, you have Milanor and Elena, who has a very simple task. Simply do nothing during noon and evening and move to the flags at night. Even if your three characters are safe from the knights, Eudy will still fire that ankh, so expect to lose morale nonetheless. You can only advance through the flags two at a time and only every other third turn, so this might take some time. Eventually, you will make it. I don't know what the +2 MVP bonus is since I have never gotten it. Anyways, the annoying battlefields are over. New Cards: Crusade KholdStare's Turns: 57/? --------------- Battlefield 37: --------------- MVP: 16 turns (GBA), 13 turns (PSP) Map 37-1: X 1 K % % % F F % % % b d % F a c F W W E M W F F F W W W F Fixed: Night Legend: W: Wasteland X: Barricade F: Flag %: Forest Temporary Allies: K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2 Enemies: a: Level 15 Assassin [Zilva], Morale: 8480/8480 + Item: Carnage Claw (1): +6 ATK, +4 TEC, Inifinite Rage + GEN: 2.5, ATK: 4.0, TEC: 5.0, LUK: 5.0 b: Level 13 Assassin, Morale: 2740/2740 - GEN: 1.8, ATK: 2.4, TEC: 4.1, LUK: 4.1 c: Level 13 Assassin, Morale: 2740/2740 - GEN: 1.8, ATK: 2.4, TEC: 4.1, LUK: 4.1 d: Level 13 Assassin, Morale: 2740/2740 - GEN: 1.8, ATK: 2.4, TEC: 4.1, LUK: 4.1 Items: 1: Mountain Grapes (1): Edible TEC UP General Strategies: You will only use Milanor and your enemy will be Zilva's army and some spear users. The whole battle takes place at night, but Zilva will never charge so let Elena charge as much as possible. If you haven't yet, try to use power up Dragon Killer, Thunderbolt, and Bloody Claw. Also, since this battle takes place at night entirely, bring Bloody Claw and let Elena have fun with it. Also bring some high movement cards since you will be moving for a while before you encounter any enemies. Bring Shield Block if you are afraid of Zilva's Bloody Claw. Also bring Steal and Gravity Chaos for the +2 MVP bonus. As you can see, you need more movement to move to the second set of flags so try to save a high movement card for the second turn. After the third turn, you will uncover Zilva's army, but they will just run, which means you have three turns to waste high movement cards that are useless. On the fifth turn, Zilva should be the assassin that you can attack, unless the RNG really hates you. Whoever it is, attack Zilva with Elena in union with Milanor using Bloody Claw. Zilva should go down quickly only you kill off the head. Have Milanor watch out for the other side's Bloody Claw as well. If his GEN is 5, then he doesn't have to worry about a thing. And since you are attacking assassins, don't go aggressive with Elena against them. You should be going passive to use Bloody Claw anyways, but just in case you did not use the card, don't go aggressive. I advise you against Stealing with Milanor because you will have to move Elena back and it doesn't really help you in general. Just attack with Elena using Bloody Claw and Thunderbolt and you should be fine. When the seventh turn, Zilva will still run, and depending on if you took care of the other assassins, Zilva might be alone but it's still hard to defeat her on turn 8. If not, then she will still run and you can finish her on the next turn. However, be warned that because Zilva is in infinite rage mode, her rage bar will start off in rage mode, which means she will activate Bloody Claw quickly. Thus, if she is alone, then try to attack with Elena while using Shield Barrier. Elena will win easily because it is night, and when Milanor's turn comes around, he can use Shield Barrier to block Bloody Claw. On turn 10, Kylier will appear, but don't move her and just let Elena and Milanor finish the job. After that, move the characters onto the flags. Try not to miss the Mountain Grapes at (1) though. However, if you want the +2 MVP, then place your characters in a certain way. Move Milanor to the southwest-most flag, Kylier east of him, and Elena on the last flag. This is because Elena will leave and Kylier and Milanor will need to fight more enemies. Make sure you have at least a 7 and a 10 movement cards when you go to 37-2. Since Elena will leave, use Bloody Claw for high movement. Don't use Steal or Gravity Chaos since you will need it soon. Map 37-2: a b c X W 1 W W % % % % W K M % % W W W % b d % F a c F W W E M W F F F W W W F Fixed: Night Legend: W: Wasteland F: Flag X: Barricade %: Forest Temporary Allies: K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2 Enemies: a: Level 14 Knight, Morale: 5160/5160 + Item: Medallion (1): Recover morale + GEN: 4.0, ATK: 3.1, TEC: 2.6, LUK: 1.9 b: Level 13 Undine, Morale: 3150/3150 - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6 c: Level 13 Undine, Morale: 3150/3150 - GEN: 3.0, ATK: 3.0, TEC: 3.3, LUK: 2.6 Items: 1: Mountain Grapes (1): Edible TEC UP General Strategies: If you followed my strategies, then you should be at turn 14 if you defeated Zilva after Kylier appeared, which means you have two attacking turns to finish the map for the +2 MVP bonus. If you placed the characters in the right flags as I said above, then you are in good shape. First, choose Gravity chaos and move Milanor up to the first undine. Let Kylier stay where she is because she should be in Milanor's union. Make sure to curse the knight, and if he blocks it using Shield Barrier, try to active it again. Chances are you have defeated one of the Undines (using Kylier) which means the enemies will not attack you in turn 15. Even though it looks like you only took away so little of the knight's morale, don't be fooled. Kylier is strong against knights, which means she will take away a whole lot of the knight's morale, especially if the knight is cursed and Kylier loses no members. If you really have trouble with this map though, try to let Kylier go solo against the three enemies with Gravity Chaos since this means she will face the knight twice instead of once. However, make sure you have another high movement card to get Milanor into Kylier's union in turn 16. Anyways, if you are at turn 16, lead with Kylier using a strong card (over 3000 in power) with Milanor in her union and you should win. Remember that any card activation will take down Shield Barrier, so use a card that you can activate like Steal, since you still need to step on the fort. I'm not going to go on about how to defeat a knight with a griffon rider and an axe user, so... good luck. He is on a fort though, which sucks. Anyways, that was a sweet and short map! For the PSP version, it seems that the +2 MVP for the PSP version is 13. What this means is you have to clear all of the assassins in the first Zilva encounter and defeat Zilva on turn 8 before Kylier appears. If your Bloody Claw card is over 3000 in power (and it should be if you have been using it like I said throughout the guide) then you should defeat all of the assassins on turn 6. Then, attack with Elena using Shield Barrier. You should win easily without activating it. After that, let Milanor activate Shield Barrier right away and he should block Zilva's Bloody Claw. New Cards: None KholdStare's Turns: 16/16 --------------- Battlefield 38: --------------- MVP: 40 turns Map 38-1: d @ # X # # # # # # # a c 1 # b W 2 E M 3 W W W W K W W W W Y H J W W W W I W Legend: W: Wasteland X: Barricade #: Fort @: Ankh Characters: H: First chosen ally I: Second chosen ally J: Third chosen ally Temporary Allies: K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2 Enemies: a: Level 13 Valkyrie, Morale: 1620/2950 - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6 b: Level 13 Valkyrie, Morale: 1580/2950 - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6 c: Level 13 Valkyrie, Morale: 1540/2950 - GEN: 2.4, ATK: 3.0, TEC: 3.3, LUK: 2.6 d: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 + Item: Medallion (1): Recover morale + GEN: 5.0, ATK: 5.0, TEC: 4.3, LUK: 2.0 Items: 1: Damp Dud 2: Snipe Glass (1): TEC UP, 1 on 1 = win 3: Dozeu (3): Edible GEN UP Dozeu + Glass Bottle -> Bottled Dozeu (1): Edible GEN UP General Strategies: This is quite a large map. First of all, look at Baldus. Wow, 5 GEN and ATK. That means he will attack hard and lose little morale, especially since he is on a fort. Equip Burning Sun to Milanor because it will help. Now is also the time to start using up items as well as edible items if you haven't been doing so yet. You should know whom to give which edible item to and when to do it. My tip is try to balance out your GEN, ATK, and TEC. Also, if you need one or two small stars to reach the next big star, then don't use an edible item. I recommend that you defeat the three valkyries in one turn (since their morale is about half anyways). To do this, just use Crusade, move Nietzsche, Rosary, or Mistel south of valkyrie (b) and attack unioned with Milanor. My Milanor had 4 GEN, ATK, and TEC and still won easily. Of course, Milanor will win easily if you have Burning Sun equipped since the first turn is at noon (and he's on wasteland). Don't feel like you wasted an item just to defeat the valkyries, because you will thank me later when you encounter Baldus. If you can't beat the valkyries in one turn, then you just got very unlucky After that, all you have to do is have every character right next to another character. Use Nietzsche to get the Dozeu* at (3) at night as well as grouping your units through the water square. If you have Roswell, then let him hang back to warp in and get the Snipe Glass. Emilia's army will appear to the northwest so if you want to, plan for that. You should meet up at the end of turn 7 or 8. * Note: If you did not put the Dozeu in the bottle, it will die and become Dead Dozeu. This means you won't have a chance to eat the Dozeu itself. However, if you want a random STAT UP from Milanor, Nietzsche, or Cruz (the ones who can eat Dead Dozeu), then get the Dozeu without a bottle. Remember that random stat up means you can reset until you get the stat up that you want. If you want any character besides Elena to have GEN UP, then it's best if you get the Bottled Dozeu, which means equipping Nietzsche with the Glass Bottle before you fight. Also, beware that the Dead Dozeu will last for only one battlefield, which means you can only eat it in battlefield 39. Map 38-2: f g i j l B n B B h B k B B m @ p B B B B B B o 4 # a d e # # # # # b # # a c 1 c # b W 2 W W 3 W W W W W W W W W Y H J W W W W I W Legend: W: Wasteland X: Barricade #: Fort @: Ankh Characters: H: First chosen ally I: Second chosen ally J: Third chosen ally Temporary Allies: K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2 Enemies: a: Level 14 Griffon Rider, Morale: 3320/3320 b: Level 14 Griffon Rider, Morale: 3320/3320 c: Level 14 Griffon Rider, Morale: 3320/3320 d: Level 16 Griffon Rider [Emilia], Morale: 7120/7120 + Item: Bead Bracelet (1): -4 GEN, +2 TEC, +4 LUK, Evade panic + GEN: 2.2, ATK: 4.0, TEC: 5.0, LUK: 5.0 e: Level 14 Griffon Rider, Morale: 3320/3320 f: Level 15 Golem, Morale: 2210/3460 g: Level 14 Undine, Morale: 3320/3320 h: Level 13 Fencer, Morale: 2460/3060 i: Level 17 Guardian Knight [Baldus], Morale: 8180/8180 + Item: Grand Cross (3): GEN UP, +2 ATK, Void all attr. + GEN: 5.0, ATK: 5.0, TEC: 4.3, LUK: 2.0 j: Level 14 Undine, Morale: 3320/3320 k: Level 13 Fencer, Morale: 2510/3060 l: Level 15 Golem, Morale: 2140/3460 m: Level 13 Witch, Morale: 2550/3000 n: Level 13 Witch, Morale: 2710/3000 o: Level 15 Witch [Eudy], Morale: 7140/7140 + Item: Formular (1): ATK UP, TEC UP, Gauge = Max + GEN: 3.2, ATK: 3.0, TEC: 5.0, LUK: 4.2 p: Level 13 Witch, Morale: 2640/3000 Items: 1: Damp Dud 2: Snipe Glass (1): TEC UP, 1 on 1 = win 3: Dozeu (1): Edible GEN UP Dozeu + Glass Bottle -> Bottled Dozeu (1): Edible GEN UP 4: Holey Dud General Strategies: First of all, watch out for Emilia! She has her Bead Bracelet, which gives her 5 TEC, so you can only block her Gravity Chaos with Shield Barrier or having 6 GEN. For example, if you are in a union and you know Emilia's up next and your enemy has a high rage meter, then go passive and let that enemy use Gravity Chaos because you will likely block it so you can defeat Emilia before she uses Gravity Chaos when it's her turn. An easy way to do this is to choose Blizzard and let Yggdra be union leader while making a huge union. This way, you can deal fatal damage to pretty much every enemy and win easily. Step on where Emilia was standing to advance. Now, just head for Baldus. I recommend using your mages, Mistel, Nietzsche, Milanor, and Durant to take care of Baldus. Advance Yggdra if you want, but she is not very useful. Have Elena in the back, slowly moving towards Eudy's army. Hopefully by the time Elena is near Eudy's army, Baldus' army is nearly wiped except for Baldus himself. Have someone get the Damp Dud at (1). Baldus is so dangerous that I suggest you to just get Milanor in there and use Steal on him. It's best if he comes with someone else like Mistel, or Roswell/Rosary but for now just go in with two characters and Steal Baldus' Grand Cross. Oh yeah, Milanor needs 5 TEC to do this, hence the Burning Sun. Even if you lose against the golems, it's okay, because Baldus is the most dangerous. Even without his Grand Cross, on the charge, he could very well defeat Nietzsche or Durant. Since Durant is there, have him step over Eudy and get the Holey Dud at (4). Eudy is actually pretty easy. I was bored and it was night so I charge Eudy with Nietzsche (lol) using Kiss of Death. Nietzsche actually won since she had high REP. When Eudy charged Nietzsche, Eudy won, but I lost via Kiss of Death so Nietzsche lost no morale at all. What's the morale of the story? Know your cards and what you can do with them. Finally we have gotten that elusive Formular. Now if you have Rosary, she has a new riding toy. Some general tips would be to use your weapon advantages. Elena does well against Eudy, and she can use Shield Barrier during the day and Blood Claw during the night to completely destroy Eudy's army. Don't go aggressive against undines if you're using Nietzsche and don't go aggressive against witches if you're using Rosary. I just basically left Yggdra and Kylier back because there was no reason for them to join the fight. Yggdra is bad against both Baldus and Eudy and Kylier just sucks up experience. New Cards: None KholdStare's Turns: 22/40 --------------- Battlefield 39: --------------- MVP: 14 turns Map 39-1: X a d f # # # 1 b e # # c # # # # M # # # # # # H Y I K Legend: X: Barricade #: Fort Characters: H: First chosen ally I: Second chosen ally Temporary Allies: K: Level 15 Griffon Rider [Kylier], Morale: 7060/7060 Effects: > Knight, No GEO effect, < Hunter, < Ice + Item: Bloody Rose (Infinite): +4 GEN, ATK UP, +4 TEC, Power 25% UP + GEN: 4.0, ATK: 4.0, TEC: 4.0, LUK: 4.2 Enemies: a: Baldus, Level 18 Guardian Knight, Morale: 6400/6400 (HIGH) + Item: Werdna (3): +6 GEN, +4 ATK, +2 TEC, Always Ace + GEN: 6.0, ATK: 6.0, TEC: 5.0, LUK: 2.0 b: Level 15 Golem, Morale: 3460/3460 c: Level 14 Fencer, Morale: 3220/3220 d: Level 15 Golem, Morale: 3460/3460 e: Level 14 Fencer, Morale: 3220/3220 f: Level 14 Fencer, Morale: 3220/3220 Items: 1: Item Manual General Strategies: Oh here it is, one of the toughest battlefields in the game (claimed by some people). I can see how it is tough, but if you use certain cards, then it no longer is tough. It is very possible that at this stage of the game, your Milanor's TEC isn't 5 stars yet so you cannot get 6 stars with Burning Sun, which means you cannot Steal Werdna. That's a shame, isn't it. Well, the two cards that we will use is Shield Barrier on the counter and...pretty much anything else on the charge. Fortune works wonders though, and also Ace Guard if you have powered that up. This might actually be one time where Crusade is useful. Also, go crazy with items. I picked Durant and Rosary. I equipped Knight Killer for maximum effect, and also because it raised Durant's ATK and TEC. I also equipped Sun Orb on Rosary to raise her GEN but if her attack is low, equip items that raises ATK. Milanor already has Burning Sun, so he's good. What with Knight Killer and Kylier, I think we're ready. If Kylier has good REP (and I don't know why she shouldn't), then follow my plan below. If she doesn't, then use Kylier to clear out the enemies to get 6 REP. Baldus has HIGH status, which means you can ignore him for now. Even if he's in your enemy's union, it doesn't matter if you won or lost, so just try to beat him. Clear out all the enemies without using Kylier, but advance her. Once only Baldus is left, we can start out strategy. The best way is to use a high movement card like Crusade, Place Durant east of fencer (c), place a female southeast of him and another character east of the female. This way, Baldus will attack fourth which means he will attack Durant, which has the Knight Killer. Before you attempt to defeat Baldus, waste a turn moving all of your units close to him but not next to him. Now choose Shield Barrier. Move only Kylier next to Baldus. So the right of her should be Durant (with Knight Killer). To the northeast of Durant should be Milanor and to the south of Kylier should be Mistel or Roswell/Rosary. If you want put in Yggdra then place her southeast of Durant to go last but I don't know how your Yggdra will fare. I would say do it because Baldus will be severely weakened through battle penalty. Also, set this up during the evening. This is important. Now, chances are Baldus will get Ace Guard up. What you need to know is know how to manipulate Shield Barrier. This means go aggressive for a bit then passive and use Shield Barrier. This is because 1) going aggressive then passive will do more damage than just staying still and 2) you use Shield Barrier late which means you will be shielding his max rage hits which does more damage than his regular rage hits. Make sure Kylier wins with 2 members left. Durant may lose, but that's okay. Mistel/Roswell/Rosary could win with 2 members left if you manipulate Shield Barrier. Milanor should win easily if you activate Shield Barrier right away, let go midway, charge up, and use Shield Barrier again. Yggdra actually won with 4 members left. Depending on where you're at Baldus should have at least one-third to half of his morale knocked down. What you need to do now, though, is prevent him from using Ace Guard. While in the same formation, just choose Kiss of Death. It should be night time if you ended your last turn in the evening. All you need to do is attack with Kylier, go aggressive for one second, then go all the way passive then use Kiss of Death just before Baldus' rage meter reaches max. Kiss of Death will prevent Baldus from using Ace Guard and you should have more than enough time to beat Baldus providing that Kylier has decent REP. I won with about 2 seconds left. This works because everyone's Kylier will have the same stats and I know this method works for everyone.* After that, just let Durant use Kiss of Death the same way Kylier used it. Without Ace Guard, you should be able to win easily. Even if Durant has no REP, it will prevent Baldus from using Ace Guard and you should be able to win with Knight Killer. When it comes to Mistel/Rosary/Roswell, Baldus should be weak due to battle penalty but use Kiss of Death if you want. You pretty much have the battle won now. Milanor will destroy Baldus if Ace Guard is not up. The point is again to use Kiss of Death to not let Baldus activate Ace Guard so Milanor can take off a huge chunk of his morale. Yggdra can also do that as well. * If you have the PSP version, then you can just suspend here. Kylier has a nice chance of knocking Baldus' members down to 2 or dealing a critical hit, so if you want to take the easy way out, just suspend and continue until you get a win with Kylier without Baldus activating Ace Guard. If you do this, I would still use Kiss of Death with Durant just to be on the safe side. There are a lot of ways to beat this battlefield but I presented this way because everyone's Kylier will have the same stats so it will pretty much work for everyone. All that it requires you to do is pick up the Knight Killer from battlefield 25 (which you don't have to defeat anyone to get). Some claim that if you Steal Werdna, Baldus loses HIGH status, which enables you to use Gravity Chaos. Hell, if you managed to get 6 TEC on Milanor and Steal from Baldus, then it is guaranteed that on your charge, Kylier will defeat him without him being able to activate Ace Guard. You can also send in Elena as well to use Bloody Claw then Milanor to quickly defeat Baldus. Fortune can replace Shield Barrier since Baldus has low LUK. Mind Change will work if Durant has 6 TEC. Whatever you do, just at least plan something or else Baldus will annihilate you. New Cards: Mantrap KholdStare's Turns: 11/14 ----- NOTE: ----- Because of time, I will leave up the general strategies from my previous version. If I say steal an item for one of your characters to use, and you are not using that character, then you don't have to do what I say. I am confident that if you get to this point, then you can beat the rest of the game easily, since BF 39 (the previous one) is probably the final hurdle of the game. If you use the strategies you've learned until now, then you will breeze through. And with that said, best of luck! Battlefield 40-1: * Note: Be careful of water square and use Nietzsche to get an advantage. + Rosary of Hope, Monica: This is a great item, especially since in this stage of the game, since you have almost maxed stats that a slight increase could easily bump you up to the next big star. It fills gauge, anyone can use it, and increases GEN, TEC, and LUK, so do get this somehow. Battlefield 40-2: + Lionheart, Canaan: At this point you should have enough characters with high LUK to get this item without Stealing, but Canaan is a sword user anyways, so why bother with Milanor? This is a pretty good item that anyone can use, but it only lasts for one map. = Cat Ears, Emilia: To be frank, this is a pretty good item. However, Emilia has HIGH status this time around, so I'm not sure if stealing it would be a good idea. Right now morale recovery shouldn't be a problem, so I would just use strong cards to bring her down instead of trying to Steal and such. Battlefield 41-1: * Note: Bring Mantrap, the card. This battlefield is annoying not only because of poison but because you can only move one square at a time. This is why you will need to plan it out. If you're planning to get the Shaman Mask and convert the duds, then have only one character move southwest to those two square, while the rest move straight west. Note that since you can only move one square at a time, use the female union to your advantage. - Medallion, Level 12 Hunter: This is the leader. Just make him drop it. - Medallion, Level 14 Necromancer: This is the leader. Just make him drop it. + Black Maria, Emilia: If Nietzsche's low GEN and TEC is starting to bother you, then this is the perfect item for her. Steal it anyways so Emilia will have less GEN, meaning lose more morale, but either way, get this item for Nietzsche. Battlefield 42-1: * Note: Eudy's cannons do more damage in this battlefield than the previous ones, so be careful. Also, the victory conditions lie. You don't have to defeat anyone, but wait a while for Kylier to show up. If you're up to it though, try to combat the enemies (which has HIGH status) to try and get more experience, but just calculate Eudy's cannons into the equation. Also note that your cards do not reset after Kylier arrives, so try not to screw up. - Medallion 3x, Level 14 Imperial Knight: You don't really need to defeat these enemies, but if you so you'll get Medallions and more experience. - Ifrit Fling, Gulcasa: It looks like he can be defeated with no Protect status, but he has 9000+ morale with HIGH status, so I never tried. This item is only for Milanor only, and he will max out soon if not yet, so it's pretty much useless to get. Like I said before though, if you're really confident, you can combat Gulcasa for some experience, but don't expect to defeat him. In short, unless you're suicidal, stay away from Gulcasa this map. Battlefield 42-2: * PSP Note: In the PSP version, at some time in this BF, all of your units will recover to full morale. Like any other PSP changes, this is not yet confirmed. - Medallion, Level 16 Knight: This is the leader. Just make him drop it. Battlefield 43-1: * Note: This is an important note, but get the Stray Dragon item at the top- left-most corner of the map. Durant will become a scythe-user for 3 maps, which means he will be better suited to combat Gulcasa. Plus, Gulcasa doesn't fight in this map and it's a really fun one too. Level up Nietzsche/Durant here a lot, especially Nietzsche, since she might still be weak. Also, the game lies again, since you only need to defeat Luciana or Aegina. However, try to take out most of the enemies before you defeat one or the other to get more experience. I recommend you to defeat Luciana. + Red Crimson, Aegina: What I do is Steal from the one I won't defeat and use Nietzsche (or someone with high LUK) to defeat the other. Whatever you do here, it's best if you get both items, even though you will only defeat either Aegina or Luciana. However, do note that both of these are sword users, so be careful so that Milanor doesn't get defeated. + Blue Stinger, Luciana: See above. Battlefield 43-2: * Note: If you got both items from the previous map, then the person you're fighting here won't have anything. However, she will have HIGH status, so be careful. This is why we stole from her in the last map. Battlefield 44-1: * Note: Equip the Stray Dragon now. It lasts for three maps, and the game is going to end soon. Use the same cards I've listed at least ten times in this guide to defeat him, Rosary/Roswell, and your new Dragon Knight. I think the whole battlefield takes place at night, so have Elena use Bloody Claw. Even if she manages to lose somehow, Gulcasa can't use Genocide for that clash. + Ifrit Fling, Gulcasa: Definitely Steal this item (and of course, Milanor will lose the clash), because it lowers his ATK by one big star. After that, pummel him with the strongest cards and characters. Battlefield 44-2: * Note: If you took my advice and defeated Luciana earlier, then you will get to fight Aegina now. Aegina has a better weapon than Luciana in this map, so that is the reason. - Medallion, Level 16 Guardian Knight: This is the leader. Just make him drop it. - Medallion 4x, Level 18 Imperial Knight: You should not be going after Gulcasa, since your focus is on Aegina or Luciana. + End of Ages, Aegina: Wow, this item is good. In fact, it is too good, so you might want to Steal this if you're having trouble defeating her. Of course, remember that Milanor is an axe user, so he might very well lose after doing the dirty work. + Mistilteinn, Luciana: This item isn't as good as End of Ages, but it still gives Luciana ATK UP, so Steal this also. However, whenever Luciana wins a clash, she will lose morale, which is interesting to say the least. This is why I didn't want this item. Battlefield 44-3: * Note: Gulcasa has HIGH status and is now stronger, so be very careful. I would get close to him, pick Steal, then place Milanor close to him, forming a union with Durant and Rosary/Roswell. If you want to be strategic, place another character between Milanor and Durant (order-wise) so when it comes to Durant, Gulcasa will have 2 members instead of 3. Do not include Elena. The idea is for Gulcasa to attack Milanor, Milanor Steals (and loses), the second character loses, but Durant and Rosary/Roswell should win. Next, form a union with Elena as leader with another character that will lose, Durant, and Rosary/Roswell. The point is for Elena to use Bloody Claw for a quick win, then some random character loses, and Durant/Rosary/Roswell will face Gulcasa with 2 health instead of 3. Of course, if you don't want to Steal or have other problems, then try Shield Barrier, Ace Guard, and Kiss of Death. Battlefield 45-1: * Note: Do save before attempting this character (but you should save after every map anyways, right?). Also, the other character that you picked besides Milanor cannot be the union leader (since he or she will be in another area) but can form a union with Milanor, so cards such as Bloody Claw, Doll Craft, etc..., should not be used. My recommendation is Steal, Dragon Killer, and some other strong card like Ace Guard or Kiss of Death. + Prominence, Gulcasa: So yes, this item also gives Gulcasa ATK UP, so Steal it promptly. This isn't really a hard battlefield at all, especially if your other character is Durant or Rosary. You will never have to fight Gulcasa again after this. Actually, all of the tough battlefields in this game are over. Pat yourself on the back and move on to the ending. Battlefield 46-1: * Note: You can either win easily or lose easily. Kylier's card's power is 8000, which means if you lose a clash, you take a huge morale hit. However, she's just a Griffon Rider, and you should have four characters who are strong against her, Yggdra, Durant (as a Dragon Knight), Rosary/Roswell, and Elena. As usual, don't include Elena when you form your first union, and when it's your turn, form a union starting with Elena's Bloody Claw. It's like your second to last fight with Gulcasa, only with half the difficulty. Battlefield 47-1: * Note: You might think that rods are useful against books, but you're wrong. Don't let Rosary/Roswell clash with Nessiah, and like usual, use Elena's Bloody Claw. That card is getting pretty useful lately, doesn't it? Nessiah has HIGH status, but he is incredibly easy to beat if you any useful card that does something. He will also lose the HIGH status once the astartes are defeated. - Medallion 3x, Level 19 Astarte: Just defeat them. = Rev. of the Gods, Nessiah: This item pretty much does nothing, and it doesn't boost up his stats or something. It's for the credits, so if you want to see all the pretty cards after you beat the game, then do get it. Battlefield 48-1: * Note: If you do what Marietta asks you to do then you will do no fighting. If you want to see an alternate ending, then start to head towards Marietta. Also, bring Crusade and max out everyone's morale. Battlefield 48-2: * Note: If you're here, that means you've decided to defy the will of the gods or something. Your object here is to form large unions and lose to Marietta repeatedly. - Scepter of Wisdom, Marietta: Much like Mistilteinn, this item will decrease Marietta's morale every time she wins a clash. This means you will have to lose repeatedly to Marietta (you shouldn't zero reset either, since her card has a low power) until she has 1 morale, and only then should Yggdra use Crusade to defeat Marietta. Enjoy your alternate ending. * PSP Note: In the PSP version, there is an alternate ending with a different battlefield in hard mode. It is not known whether the new battlefield will be integrated into BF 48 or if you have to beat BF 48 then go on to BF 49. =============================================================================== IX. Characters =============================================================================== This shouldn't come as a surprise to you, but be warned that this section reveals many spoilers. I will tell the history and basic outline of each character as long as their strengths and weaknesses in battle. ============== 1. ALIES: MAIN ============== Yggdra, La Pucelle: ~~~~~~~~~~~~~~~~~~~ As the Princess of Fantasinia, Yggdra Yuril Artwaltz fled her kingdom with only the holy sword Gran Centurio in her possession. She believes that justice lies in holy sword, and this ideology leads the army through its campaigns. She seeks revenge from Gulcasa for killing her parents, which sometimes lead to irresponsible actions without properly thinking. Sometimes, she wonders about justice and the innocents, which shows that she can also be compassionate even though she has to carry out her duty. She is a sword user, and she starts with good GEN and ATK gains but lacking in TEC and LUK. After she becomes La Pucelle, her TEC increases significantly, and she will end up naturally maxing GEN and TEC with a high ATK, but her LUK is still lacking. She has no notable advantages/disadvantages, although she might be weak against assassins since she is weak against Dark, and Holy attacks won't work against her. When she gets Zolfy, save it for one of the battles with Gulcasa, and she will automatically win after using Revolution or if somehow she gets Gulcasa to 1 member before losing. When she is crowned as Queen of Fantasia and changes her class to La Pucelle, she suddenly becomes very powerful. Now only can she use most cards with Always Ace, including powerful ones such as Gravity Chaos and Dragon Killer, but she can act as a flexible union leader since she is an ace with any card. She will also have a significant stat boost and the card Crusade, which is an automatic win. With time, Yggdra will be finding herself near the front lines often, leading the charge like a true leader should do. Class: Sword Maiden (Sword) -This character deals more damage to Golems. -This character deals more damage when at a fort plus 10% GEO. -This character is immune to Holy. -This character is weak to Dark. Class: La Pucelle (Sword) -This character is immune to all ailments. -This character is an ACE with any card. -This character deals more damage when at a fort plus 10% GEO. -This character is immune to Holy. Max Stats: 6 GEN, 5 ATK, 6 TEC, 3 LUK Rating: 8/10, Weak in the beginning, very useful near the end. Milanor, the Silver Wolf: ~~~~~~~~~~~~~~~~~~~~~~~~~ Milanor appears to rescue Yggdra after what appears to be the end for her. He is really just a thief, and a famous one at that, which earns him the respectable title "The Silver Wolf" among other thieves. He first decided only to help Yggdra with her goal in exchange for her castle, but later on, he wanted to continue travelling and seek more adventures. Although he appears to be just following orders to get his castle, he later on agrees with Yggdra's ideal does his best to help her achieve her goal. He is an axe user, and a good one at that. He has higher ATK than Yggdra in the beginning, and this fact often means he will rack more MVP, and he will probably max out without needing any stat UP items. Without MVP, he will eventually max out ATK with high TEC and LUK and decent GEN, but since his ATK enables him to win often, he does not need high GEN anyways. A good portion of the maps have wasteland squares, so expect him to get an unexpected boost every now and then. Class: Stray Thief (Axe) -This character is immune to Petrify. -This character deals more damage when on wasteland squares plus 10% GEO. -This character is immune to Rockfall. Max Stats: 4 GEN, 6 ATK, 5 TEC, 5 LUK Rating: 9/10, very useful, but is weak against Aegina's units in the beginning. If overused, he might steal MVP bonuses and make others weaker. ===================== 2. ALLIES: SUPPORTING ===================== Durant ~~~~~~ Durant is a loyal knight to the kingdom, fighting until his very last breath for its cause, at least until Yggdra and Milanor rescues him from his doom. Since then, he works on very good terms with Milanor, not treating him as a thief but another support of Yggdra. He always follows Yggdra's orders, and he is an important strategist along with Milanor for many missions. In the beginning, he is pretty strong due to his high ATK, but unlike Milanor, he does not have the LUK to make many enemies drop their items. Without MVP, he will eventually max out GEN with high ATK and decent TEC, but he will never go above 2 LUK without extra help. His special card, Chariot, does not depend on TEC however, so that is a plus at the beginning of the game. He is a good fighter but shouldn't be used to finish off opponents with items. He should stay away from Griffon Riders, and he is a good wall on roads and bridges. Class: Knight (Spear) -This character deals more damage when on the road plus 10% GEO. -This character deals more damage when on a bridge plus 10% GEO. -This character deals less damage against Griffon Riders. -This character deals less damage when on forest squares plus -40% GEO. -This character receives fatal damage from Ivy Whip. Max Stats: 6 GEN, 5 ATK, 4 TEC, 2 LUK Rating: 7/10, very useful in the beginning and end, especially against Gulcasa's units. He is somewhat weak against archers' charges, and cannot be used in certain situations, such as in forests and against Emilia's units. Nietzsche ~~~~~~~~~ Nietzsche is a young Undine who seeks the Transmigragem that has been stolen from her country. She joins the Royal Army because the Empire has tricked and taken over her home, and now she wants revenge, even if she has to fight against her own people. She is usually quiet, following the orders of others, but under no circumstances should she be treated as a child. Since she is a spear user like Durant, most people just toss her aside after a couple of maps, but she is very helpful when getting items due to her high LUK. Her GEN and TEC increases very slowly, but items can help with this, and there are especially many +GEN items. None of her stats will max out although she will have high ATK and LUK, decent GEN, and average TEC. She might have trouble using some techniques with 2 TEC, but with a TEC UP item, she should be a fine fighter. Class: Undine (Spear) -This character deals more damage when in water plus 50% GEO. -This character is immune to Ice. -This character deals less damage when on sand plus -20% GEO. -This character receives fatal damage from Sandstorm. -This character is weak to Fire. Max Stats: 4 GEN, 5 ATK, 3 TEC, 5 LUK Rating: 7/10, somewhat weak in the beginning due to low GEN/TEC gains, but can be powerful later on due to high ATK. Her high LUK makes her useful in getting items, and many battlefields have water. She is useless against both Eudy and Gulcasa, which is a pain. Roswell ~~~~~~~ Roswell is a Necromancer who may be on your side or defeated by you depending on your actions. When you first meet Roswell, he is being attacked by Rosary and the Imperial Army because Rosary wants Roswell's cannon, the ankh. After the Royal army stops Rosary's attempts, Roswell invaded back, and Rosary fires her own ankh. When war breaks out, the Royal Army decides to side with Roswell and defeats Rosary, only to find Roswell betrayed by the Imperial Army. The Royal Army rescues Roswell, but alas, the Imperial Army is now in possession of his powerful ankh. Roswell is a rod user, which is a nifty addition to your team since rods are powerful against swords, spears, and axes. He starts out with low ATK and LUK, but with the help of items, he should be fine until level 13 when his ATK naturally increases to 3 big stars without MVP. He ends up not maxing any stats but has good GEN and decent ATK, TEC, and LUK. Although he is well-rounded, he does have a superior weapon and high GEN means that even if he does lose, he won't lose much morale. His summons are skeletons, which he can only do at night and skeletons sleep during the day, so it's pretty bad. Class: Necromancer (Rod) -This character deals more damage to Skeletons. -This character is immune to Dark. -This character is weak to Holy. Max Stats: 5 GEN, 4 ATK, 4 TEC, 4 LUK Rating: 8/10, useful for defeating opponents, but if ATK isn't boosted, he usually deals low morale damage. Being immune to Dark enables him to sometimes survive against archers, but his summons are often weak. Class: Rosary ~~~~~~ Rosary is a Witch who may be on your side or defeated by you depending on your actions. When you first meet Rosary, she, along with the Imperial Army, is attacking Roswell because Rosary wants Roswell's cannon, the ankh. After the Royal army stops Rosary's attempts, Roswell invaded back, and Rosary fires her own ankh. When war breaks out, the Royal Army decides to side with Rosary and defeats Roswell, only to find Rosary betrayed by the Imperial Army. The Royal Army rescues Rosary, but alas, the Imperial Army is now in possession of her powerful ankh. Rosary is a rod user, which is a nifty addition to your team since rods are powerful against swords, spears, and axes. She starts out with low ATK and GEN, which is somewhat annoying. Although she will still beat most enemies, she will often have one to two members left which takes off very little morale. However, if her ATK is boosted, and there are many ATK UP items, she will be a powerhouse. Her high TEK enables her to make powerful charges, and her high LUK enables her to critical hit often and good at making enemies drop items. She is a pretty useful character if you use her correctly. Her summons are golems, and for some reason enemies attack golems before they attack you. This is good for when Gulcasa is chasing you. Also, her immunity to Fire means that she is strong against Eudy and Gulcasa, providing she has at least 3 ATK. Class: Witch (Rod) -This character is immune to Fire. Max Stats: 4 GEN, 3 ATK, 5 TEC, 6 LUK Rating: 9/10, incredibly useful, especially against Gulcasa if you boosted her ATK. She helps in the beginning with making items drop. Her summons can stop an enemy dead in their tracks and can be used to distract them. Cruz ~~~~ Cruz is the leader of the Resistance against the Imperial Army. His forces are thin and few, but he manages to resist for quite some time. Taking advantage of Cruz's army's weakened state, Mizer decides to raid headquarters of the Resistance Army. Just when things are starting to turn for the worse, the Royal Liberation Army comes and rescues Cruz as well and recruiting him into the main army. Amazed by his luck, he gladly takes the post and continues to fight for the princess until the end. As a hunter, Cruz uses his bow to strike down his enemies. His resilience is shown in his high GEN stat, allowing him to take many hits before retreating from battle. He also has high TEC, allowing him to use card skills very effectively, such as Thunderbolt and Sanctuary. His ATK is decent and his LUK is low, but he becomes stronger at noon and is good against Griffon Riders. However, he is not very useful, being overshadowed by Elena's pure offensive power. Cruz is too defensive in a way, and unless you have a problem with Emilia's army, there is no reason you should use him instead of Elena, since having two bow users on the field is usually not recommended. The deciding factor is that he cannot use Bloody Claw, a card that can take down the toughest enemies. Class: Hunter (Bow) -This character deals more damage to Golems. -This character deals more damage during noon. -This character deals more damage when in forest plus 20% GEO. Max Stats: 5 GEN, 4 ATK, 5 TEC, 2 LUK Rating: 5/10, could be useful in defeating Griffon Riders, generally, being weak against Spear, Axe, and Sword plus having average to decent attack doesn't cut it. Elena is a better alternative. Russell, the Astral Fencer ~~~~~~~~~~~~~~~~~~~~~~~~~~ Russell is at first working for the Imperial Army, but later on it was revealed that he was doing so only because his fiance, Flone, has been held hostage. Once the Royal Liberation Army rescues Flone, Russell immediately offers them his gratitude and sword, joining them with the search for Yggdra and eventual justice. Since Yggdra is missing when Russell joins the party, his sword affinity as a fencer is very valuable. Being the only sword user, he is pretty useful in the maps following his recruitment, but when you get Yggdra back, you should stop using Russell since you should only concentrate on five or six characters at most. If you stole or looted any items from him in the past, then use them now so he could become very powerful. He is actually a pretty decent character with high TEC, max ATK, and decent LUK, but Yggdra as La Pucelle is superior. Class: Fencer (Sword) -This character is immune to Lightning. Max Stats: 3 GEN, 6 ATK, 5 TEC, 4 LUK Rating: 6/10, good character, could possibly replace Nietzsche if she is not as strong as you wanted her to be, but Yggdra is better. He is definitely useful when Yggdra is missing, and you should use him then. Elena ~~~~~ Elena is the sister of Leon, the Black Knight, one of the Five Dragon Generals. She has been against the Imperial Army for quite some time now, and she joined the assassin squad, waiting for that right time to take down her brother and restore the family honor. When her assassination attempt of Leon failed, she is rescued by the Royal Liberation Army and later on joins them to further her cause. Elena, in short, is amazing. Similar to Rosary, Elena is a bit lacking in a few areas but with some stat up items, they become extremely powerful. She will eventually max TEC with decent ATK and LUC and average GEN. Since you get Elena late in the game, giving her the Forbidden Fruit as well as maybe a GEN UP item will be sufficient. With such a high TEC, she can deal massive damage on charges and with cards such as Thunderbolt. Her best weapon, however, is the Bloody Claw card. She can stop Gulcasa's Genocide or disable the enemy's ability to use cards in general since Bloody Claw kills the head character of a clash. Even though it can only be used at night, many maps at the end of the game featuring Gulcasa are entirely fought at night time. Class: Assassin (Bow) -This character deals more damage at night. -This character is immune to Dark. Max Stats: 3 GEN, 4 ATK, 6 TEC, 4 LUK Rating: 9/10, excellent character if trained properly. Elena is one of the characters that could take down boss enemies easily like Gulcasa. High TEC means more critical charges and when coupled with Bloody Claw, she is very hard to take down. However, her GEN is low, so don't let her lose. Mistel ~~~~~~ Mistel is a character exclusive to the PSP version, so not much detail is known of her at the moment, expect that she is a Scythe user and can be recruited in BF 14II, skipping BF 14 if you visited two villages in BF 13-2. While her weapon affinity is strong against most enemies' in the game, she apparently cannot use any weapons (there are no scythe weapons) but only hats, boots, clothes, etc... Her ATK growth seems to be high although her LUK is low. She seems to be similar to Durant; the only difference is that she can use Oblivious Dawn, a powerful card to stop Gulcasa, not to mention the fact that her weapon affinity is not weak against Gulcasa's. Class: Tactician (Scythe) -This character deals more damage when in town plus 10% GEO. Max Stats: 4.1 GEN, 4 ATK, 3.5 TEC, 2.5 LUK Rating: 9/10, excellent character if trained properly. Let's face it, her initial stats suck and her stat gains are too spread out to be really useful. However, this doesn't mean that you can't take matters into her own hands. Elena or Roswell used to be the usual contender for the Forbidden Fruit, but in the PSP version give it to Mistel. Along with some smart ATK MVPs after getting her and a few edible stat UP items, Mistel will become a powerhouse. Pamela ~~~~~~ Pamela is a character exclusive to the PSP version, and you can only get her in hard mode. Not much is known about her at the moment except that she is recruited with Nietzsche talking to her in BF 23-1 and 24. She is a rod user, although she cannot use Rosary's Doll Craft card nor have her fire element when in aggressive mode. Her growth is unknown, although it should be similar to Rosary's having low ATK and high TEC and LUK. Without the fire element, she is to me pretty useless at a first glance. She comes with the Coma Karma card, which puts enemies to sleep at night, but only she (and some other mystery character) can use it. It may be very useful for those night-only battlefields at the end of the game. Class: Mystic Witch (Rod) -? Max Stats: 2.6 GEN, 3.4 ATK, 6 TEC, 6 LUK Rating: ?/10, I have no clue if this character is useful or not. ================ 3. ENEMIES: MAIN ================ Gulcasa, the Emperor of Carnage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gulcasa is the Emperor responsible for slaying Yggdra's parents and the leader of the Imperial Army. He is a dragon rider and a scythe user, which makes him powerful against most of your units. His card, Genocide, sacrifices all members besides the head to perform a devastating attack to your unit, also dealing extra morale damage. Hints and tips on how to beat this enemy are found in the FAQs section and in the Strategy Guide, when he appears. As a quick summary, Stealing his item usually lowers his stats, and cards such as Shield Barrier, Ace Guard, Fortune, Sanctuary, and Banshee's Cry may help. Kiss of Death and Oblivious Dawn cards can prevent Gulcasa from activating Genocide. Marietta, the Guardian Angel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Coming soon) #367 ~~~~ (Coming soon) ====================== 4. ENEMIES: SUPPORTING ====================== Leon, the Black Knight ~~~~~~~~~~~~~~~~~~~~~~ Leon is a knight, notorious for his violence and cruelty. His card is Chariot, which is somewhat strong if you cannot defeat him fast. However, unlike Genocide, you can use Shield Barrier to block the charge or use Sanctuary after Leon uses Chariot to replenish your members. It is often good to let other knights before Leon in Leon's union use Chariot so Leon will have a low rage meter. Also remember that Kylier is very effective against Leon since knights are weak against griffon riders. Leon has very low luck so even if you decide not to Steal his item, it will most likely drop anyways. Emilia, the Scarlet Princess ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Emilia is a griffon rider and also Gulcasa's half-sister. She is very powerful because of her card, Gravity Chaos. Her TEC is usually higher or equal to your character's GEN in all encounters, which means that Gravity Chaos will hit almost every time she uses it. This means that you can use the same strategy you used for Leon ? let another griffon rider before Emilia with lower TEC use Gravity Chaos and have it be guarded and miss, so Emilia will have a low rage meter when it's her turn. Griffon Riders are weak against cold, so use Nietzsche's aggression or the Blizzard card. Baldus, the God of War ~~~~~~~~~~~~~~~~~~~~~~ Baldus is an old and wise general but also a very powerful warrior. His card is Ace Guard, which is definitely annoying, but it does not usually work, especially if Baldus is not the union leader. There is really no strategy for Baldus since he is not that hard to beat. For the map where he can actually pose a problem, you have Kylier, who is once again strong against knights. Milanor usually destroys Baldus, taking away a good chunk of his morale too, without Stealing. Baldus, like Leon, has low LUK, so his items will also drop easily. Eudy, the Court Magician ~~~~~~~~~~~~~~~~~~~~~~~~ Eudy is the powerful witch of the Imperial Army. Even though her weapon affinity is strong against your main characters, her true annoyance comes from the fact that she hides far away behind the cannons and hurt your characters' morale without fighting. You encounter Eudy as soon as battlefield 3, making it one of the hardest battlefields in the game. Since you won't get a bow user for a while, the best bet is just to gang up on Eudy and use as many useful cards as possible. Her card is Flame, which is powerful with Eudy's high TEC. A trick is to activate the Shield Barrier card right before Eudy's rage bar is max, so Eudy's activation will cancel your Shield but the Flame card will be nullified also. Keep Nietzsche away from Eudy, as well as characters will low GEN. Nessiah, the Fallen Angel ~~~~~~~~~~~~~~~~~~~~~~~~~ Nessiah is the strategist of the Imperial Army and also the true mastermind behind the war and the Gran Centurio. Your first encounter with him is against a very powerful Nessiah, who besides having Protect, is unbeatable, except if you get a critical hit and take out the head right away. You won't get a real fight with Nessiah until the very end, and by then he is significantly weaker (well, your characters are significantly stronger). His card is Reincarnation, a very strong card. However, by the end of the game, you should be able to defeat Nessiah before he can activate Reincarnation anyways so that card never really come into use. Don't send Rosary or Roswell against Nessiah since for some reason books are strong against rods, but any other character with an attacking card will work well. Zilva ~~~~~ What is Zilva? Well, no one really knows, since she and her army operate in "secret." In the beginning of the game she really sucks badly unless you are unfortunate enough to be charged at by her at night. There's nothing really that you can say about her, since she...really sucks. Her card is annoying, but unlike Revolution and Genocide, she can only use it at night. The only thing worth mentioning is that she has Jack Hand in battlefield 31, which gives her a huge advantage, so much that she will win every time she charges even if it's not at night. Her TEC and LUK on that map is wonderfully high too, so you can't just Steal it (unless you overMVP'ed Milanor, which you might) or make her drop it at the right time. Other than that, she's a bow user, so send in anyone, and I mean anyone except for Rosary and Roswell, and you should be fine. She is one of those characters where you don't even need to activate a card to win. Mizer ~~~~~ Hey look, it's Mizer, that annoying person who wrecks havoc in the earlier map just when you were trying to focus on another objective. Even though he is a bow user, he becomes annoying by appearing at exactly noon (when he is strong). He is not that hard to beat, but you do not want have to charge since you cannot counter. Unlike assassins (Zilva), he has way too high HP and GEN, which means you will have to take multiple turns or a fairly large union to be able to defeat him. This means that in order to prevent him from charging at you, you should stray from your main objective and spend a turn forming a good enough union to defeat him before he can get a second chance. Mizer is quite an annoying guy, but he holds good loot so make sure you Steal or have enough LUK to make him drop his item. Of course, he is annoying here too because he has high GEN and LUK, making Milanor sometimes unable to Steal. =============================================================================== X. Credits & Contacts =============================================================================== Well this guide was written entirely by me and so far no one has sent any e-mail regarding corrections/additions. However, that doesn't mean I finished the game on my own, for I received help along the way. If you do want to e-mail me, please make sure that: 1) You're at least 95% sure on what you're talking about. This game is pretty confusing, and little do you know that there might be other factors unknown to you regarding the content of your e-mail. 2) No flaming/trolling/etc... Do realize that THIS IS A GUIDE SOLELY BASED ON OPINIONS. The point of this guide isn't to describe 50 choices and tell the reader to pick one, but to be straight to the point. If you have a problem with me preferring Elena over Cruz or Rosary over Roswell, then please keep it to yourself. 3) Please read through the guide first to make sure that I covered what you're trying to tell me. 4) Please e-mail me in English. I can read French but I won't use an online translator to try to decode weird languages. 5) If you don't want your e-mail posted on this guide, leave an alias that you want to be referred to when I give you credit. I WILL give you credit, so if you want to contribute to the guide, then please go ahead. Also, thanks to: -Atlus and Sting for creating Yggdra Union (and Riviera too). -Walkthrough by Lufia_Maxim, which helped me get through the game in the first place. -FAQ by theseus19, which explained many things in great detail that I assumed. -The message board on GameFAQs.com, which is a great source of motivation when I quit the game at least two times before finishing it. -Lacrima Castle (http://leyviur.net/) and its forums for reference and information on PSP changes. -The Yggdra PSP Wiki (http://yggdra-psp.heriet.info/) for reference and clarification. -PRIDE, for providing much needed information about the Oblivious Dawn card. -ServantOfGoth for pointing out some errors and providing some obscure technicalities in the game. -Tracy Smith for being nice while giving constructive criticism and comments. -Chrono Ivan for providing more GBA -> PSP changes. -Many users on the GameFAQs.com message board for supporting my FAQs.