DRAGON FORCE: FAQ/WALKTHROUGH by: kiri sittori (dark_kiri@sandokiri.com ; sandslice@aol.com) Version: 1.6 Compiled: 1.9.2015 ******************************************************************************* * As with other text FAQs, this shall not exceed 80 characters per line. * * For optimal viewing, please ensure that this text is fully contained within * * the box of asterixes. That way, the text will be displayed properly. * ******************************************************************************* A foreword: Hopefully, I'll be able to bring to the world an actually decent resource for this excellent game... one which will actually be usable by the masses, and without the confusion associated with other fan and commercial products. It's against my brother's advice that I write this with the assumption that you can at least figure out the basics; the in-game advisors are actually helpful. ------------------------------------------------------------------------------- TABLE OF CONTENTS: For easier navigation, I'll precede each section and subsection with a code that looks like this: ~X76JT. If you want, you can use the browser Search (ctrl+F) and input that code as the search entry, so that you can get to where you want more quickly. Or not... it's really your choice. Section 1. Legal information ~X10LC 1.1 Update history ~X11UH Section 2. A quick overview ~X20QV Section 3. Domestic Mode Tips ~X30DM Section 4. Field Mode Tips ~X40FM Section 5. Army Elements ~X50AE 5.1 Officers/Generals ~X51YG 5.2 Troop Types ~X52TT 5.3 Formations ~X53FM 5.4 Commander Skills/Spells ~X54CS Section 6. Battle Strategies ~X60SS Section 7. The Walkthroughs ~X70WT 7.1 Wein of Highland ~X71WH 7.2 Teiris of Palemoon ~X72TP 7.3 Mikhal of Izumo ~X73MI 7.4 Leon of Topaz ~X74LT 7.5 Gongos of Bozack ~X75GB 7.6 Junon of Tristan ~X76JT 7.7 Reinhart of Tradnor ~X77RT 7.8 Goldark of Fandaria ~X78GF 7.9 World United: Second Half ~X79DA Section 8. The Character List ~X80CL (c2004 RPKierstan.) Section 9. The Debug Mode ~X90DB 9.1 Miscellaneous stat info ~X91SI The Unlabelled Section: Special Thanks. :P ------------------------------------------------------------------------------- ~X10LC Section 1: The Legal Crap. Since it's required anyway. Dragon Force(tm) and all related trademarks c1996 Sega. US Translation c1996 Working Designs. This FAQ/Walkthrough c2004 k.sittori. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This work may not be sold without the express written consent of all interested parties. (In other words, as they say, "no stealies.") See also section 8. The following locations are authorised to use this FAQ: GameFAQs.com Sandokiri.com ~X11UH Update History (this one scrolls down, not up!) 1.0 The original FAQ. 2.6.04 1.5 Took requests and advice, and added/modified the following: -Updated information in various sections (Gongos walkthrough, second half, field mode advice, debug; credit GenocideHeart, Crazypanda, and MM984) -Added a master character list, sorted by "internal number" order (credit RPKierstan.) 2.10.04 1.6 Some new discoveries, and a few error corrections: -New information about DEFP and Naisei (credit Blast-Blast-Pete and sorinev.) -Slight information cleanup and vanity reduction. 1.9.2015 ------------------------------------------------------------------------------- ~X20QV Section 2: A quick overview. It may seem like reiteration, but I will say this: this FAQ is not a replacement for the game manual and the "online help" in the game itself. Rather, it is intended to be a depository for my experiences with the game, with hopes that the reader might be able to use some or all of the tips to be found herein. Domestic: There won't be too much to say here, but a few tidbits here and there might help you along the way. Field Mode: You'll find a few advanced strategies, such as observations of the game's AI, which just might be helpful. Army Elements: There are some rather nifty things you can do once you know how these various assets work. A major section to check out. Battle Strategies: Once you've learned the Elements, learn all those nifty tricks. Walkthroughs: This will go on the "Recommended" and "Alternate Method" modes. "Recommended" is the one I prefer; "Alternate Method" is just another take on the scenario. I will include the "hidden" characters as well, just for its own sake. This is pro'ly the meat of the FAQ. Debug: If you should happen to enjoy looking at some of the internal code used by the game, or cheating, or knowing everything there is to know about a game, then this section is for you. And now, to paraphrase the narrator: "The Dragon Force FAQ rushes forth!" ------------------------------------------------------------------------------- ~X30DM Section 3: Domestic Mode Tips. As I said before, I'll be rather brief. -Awards: It's best if you give just enough to your officers that they'll be effective in battle. Generally, 5-6 ranks in a troop type will suffice. Then just stockpile the rest, so that you can quickly power up any troop types newly learned by the Dragon Force members. This is important, since in the end game, only those eight characters matter for anything. -Items: Likewise, the only non-equipment items you should be giving your officers are Books. Coins, Statues and Crests are much better spent on the eight heroes. Equipment is a different story, and all those weapons and armour should be used as you see fit. -Audience: It might be better to recruit "only enough" captives to hold your castles. The exception is if they have high intelligence. The reason is this: Every officer has a hidden stat for Loyalty, which can range from 0-255. At 255, the officer is unshakably loyal, but when it's lower, the officers may desert. However, this mechanic (which checks a random value against the hidden Loyalty stat) does not come into play until the officer is used in battle. In short, if they never fight, they can never desert. Thus, all those generic officer types can and should be used to hold castles and enable level-ups and accumulation of troops in the castles. (See Debug for more info.) -Search/Fortify: For the sake of the end game, you want to Fortify these castles: Bozack's capital, and Claystal on the road to the Moon Shrine. Those castles should be raised to at least level 25, if possible. Apart from those, you should generally use Search. Don't search castles such as Crystal, Danyan, or Magicka; you'd rather find castles that give random items, so that you can get those Coins and better chances at good crests like the Samurai and Mage crests. (Crystal, you can hit for Dragon Crests, and Magicka for zombies, for what it's worth.) If you want to use Fortify, it improves the number of potential reserve troops the castle can hold; this number is always (Castle_Lv +5)x10. In battle it also gives an "inside castle terrain" bonus to the defender's Command, if the encounter is fought with the announcement "____ Division is storming a castle" or "_____ Castle is under attack." -Archives: Maybe I shouldn't need to say this. But Archives should be used. Often. ------------------------------------------------------------------------------- ~X40FM Section 4: Field Mode Tips. -Observation: It ALWAYS pays to look ahead, and to see what the CPU is doing. That way, you can see when a target castle is weak, or whether or not you can hold a castle against an oncoming division. ALWAYS look. -Escape Routes: Just in case you need to pull back from a castle, make sure you have somewhere to go back to. That way, you don't get stranded in a really bad situation. -Know the AI: Each AI-controlled kingdom has a particular "control zone" which it tries to occupy whenever it has enough officers to do so. If you know this, you can take one of these castles, and the enemy will try to reclaim that castle. After this, you can often work your away around the map and attack another undermanned castle, until the enemy runs out of officers. This works especially well against Reinhart, Leon, and Goldark, because there are many ways to attack those countries. It doesn't work as well against Junon, but you can still use a hit-and-flee style of attack for the Tristan army. The "hottest" of the hot zones are Mikeral castle, at the intersection of northern Bozack, southern Tradnor, and eastern Izumo; and the castles which lie west of Topaz, which tend to see occupations from Fandaria, Topaz and Tradnor. -Protect Castle Levels: Though you won't get the castle bonus for staying in the castle to fight, you won't lose the castle's levels if your division meets the enemy outside the castle. In this case, the terrain of "Outside Castle" does not modify any Command stats, as some other terrains do. -Captive Transportation: It can be useful to not recruit Captives, and to give them to the enemies instead. Send an officer, preferrably with no troops, in his own division, and assign as many captives to this "division" as possible. Then send him to an enemy castle, and immediately Retreat. The captives will be given to the enemy, who will recruit them and gladly use them against you. Use this to get more Awards and levels. You can't use this against the Dragons in the endgame, since they don't recruit; and while you can use your monarch, there are certain officers, called "Vital" which are the "inner circle" of rival monarchs, that cannot be "lost" in this manner. -The Stack: This can be useful sometimes. Normally, in a CPU vs. CPU battle, the result is determined somewhat randomly. However, in certain cases, one side or the other will have automatic success. Without the Debug to create strange situations like CPU "monarch duels" or moving Zanon around, what you need to know is that monarchs and major Story Enemies like Zanon, Zado and Ryskim will always have priority over other groups. So if a random group of five officers were to go up against Ryskim when he captures Teiris (in Wein's scenario) Ryskim would automatically win. -Cheese March: If you plan to take over a castle, and you see a different enemy division marching on it, let that encounter happen first, and then move in quickly behind it. For example, let's say Ryskim and Sierra just took over Mikeral castle; your Vlad-equipped division is about to take them out. But you see a five-member Tradnor division about to try to take Mikeral. In this case, you KNOW that Ryskim will win, since he has a higher priority in the "stack." The example here works equally well in either language, but I did this in the Japanese with Junon. English equivalent names for convenience. I had Junon, Ayrios and a random ninja in Mikeral castle, and Cinna and Vlad moving south toward Sardia castle which had Rygar. But the Ryskim-Sierra event happened right before I got there, and I got scattered from Mikeral. So I brought Cinna and Vlad back toward Mikeral; but a large Tradnor division was trying to take Mikeral as well. I just sat on the Hayate town, let the Tradnor group fail to take the castle, and moved in just a couple seconds behind. Sierra had no troops, and Cinna's Quick Flame Cannons laid waste to Ryskim. While this won't always happen this way, you can at least let the enemy divisions do some of the work for you. -Watch for Defeated Divisions. This goes along with the Cheese March. Any CPU division that loses a battle with another CPU division will end up with no troops. A single officer with Shooter troops could power-level off this circumstance, or multiple Shooter officers can rack up Awards with little effort and less troop risk. -Counter Siege: Counter Siege is one of my favourite officer-sapping methods. Essentially, you must allow the enemy to attack you inside a castle. Then, after you defeat the enemy, if everyone wasn't captured or killed, some will try to flee. If you IMMEDIATELY Pause the game and send a division in the direction of the flight, and then unpause, you should get another battle. -Gasper Nation: The Skull Children are a gang of undead thugs that have been given life by the evil forces. When they appear, they announce themselves with happy fanfare-type music, and then try to march toward your monarch's current position. They'll always take the shortest route. If YOU kill them, then they will respawn later on. If a CPU castle or division kills them, they will be permanently replaced by the thieves "Paine" and "Agonni." In Japanese, they're both called "Dokurotou." The Skull Children are the knight Gasper, and the fighters Helm and Tsuvan. That should do it. ------------------------------------------------------------------------------- ~X50AE Section 5: Army Elements This section deals with the various officer, troop, formation and spell types featured in the game. Yes, this WILL be biased. ~X51YG 5.1 Officers/Generals: The game uses "generals" but I prefer the term "officers." Just a quick look at the various types of them. -Fighter: The Fighter is a basic warrior type, that tends to use Soldier troops and sword-type spells. They're all right in duels, but tend to be a bit weak otherwise. Pretty low MP, great HP. -Knight: Much better than the Fighter, the Knight tends to have a very strong ability to command troops, especially their favoured Cavalry. Their only problem is that they tend to use Hyper Storm, which is a bit sketchy. Better MP than the fighter, and about the same HP. Knights also have an odd benefit in duels; their "hit stun" is longer than most classes, which means that they won't take as many hits from the Greater Critical hit. -Samurai: Samurai are somewhat between Fighters and Knights in ability, but always command the powerful Samurai troops. They also have a consistent if limited group of spells that draws from the Sonic Sword family and Cross Flash. Low to average MP, average HP. -Monk: Monks prefer to fight unarmed and use Monk troops. Phenomenal Strength, but a bit weak on the command side; and they tend to use Monk troops and limited spells that include Aura Assault, Cross Flash, Cross Rush. High HP, low MP. -Beast: Beast Fighters are basically cat people, and rely on savage might and Beast troops to win the day. Pretty good as duellists, but not like the civilised, armoured warriors. Their spells are strictly limited, as well; they only have Cross Flash, Cross Rush, and Sky Driver. Highest HP, and almost no MP. -Ninja: Who doesn't like a ninja? Actually, ninja aren't all that good in Dragon Force; though they critical pretty often in duels, they can't take hits very well, and they're a bit weak. Well, except for Hayate, but he's another story. Troops are invariably Samurai, and spells tend to be of the charge-draining, linear sort. Average HP and low to average MP. -Thief: Worse than ninja in every possible way, since they can't even get a Dagger equivalent to the triple shuriken of Mirage Star. -Magician: An attack mage that tends to use the Elemental spells. These tend to use Shooter troops of either sort, and have pretty good command skills. However, they are very weak in duels and have low HP. Their MP is often high, though. -Spirit User: Also known as shaman or druid. These mages usually cast Summon spells, and also use Shooter troops. Their command skills aren't as good as magicians', but the summon spells are a little stronger. They also fall quickly in duels, and not only have low HP, but low effective MP because most Summon spells cost 3MP to cast. -Priest: Holy mages that tend to know spells like Resurrect, Holy Shield, or Holy Blast. They're statistically the worst of the mage-types, but their spells may be the most effective of all classes. Low HP, average to high MP, and virtually no chance in duels. Command skills tend to be low as well. -Dragon Man: Dragon Men are agents of the gods of destruction, and have amazing HP and attack strength but very little command skill. However, this is offset by their use of Dragon troops. Their spells are limited to Flame Cannon, Stone Pedestal and Sky Driver. Mostly seen as enemies in the endgame. These officers, be well warned, are EXCELLENT duellists. -Immortal: There are three kinds of Immortals, the vampires, the succubi, and the zombies; they are all similar in that they tend to use exotic troops like zombie and dragon, have respectable command skills, and average HP with good MP. Their spells tend to combine Resurrect with summon or other spells, and the annoying Ensnare spell. Watch out for these, especially the girls. :P Which do I like? Knights, samurai, and magicians. These tend to be the well-rounded, strong officers, and have the best Command ability among them. This makes their troops more effective, and so the other considerations, such as their duelling abilities, never come into play. But try them out, and go with what suits you best. ~X52TT 5.2 Troop Types: Just as important as the officers are the troops that stand between them. Knowing the types, and the relationship between them, is critical to your campaign's success. Note that Terrain CAN be found in the manual, as can the advantages. Terrain refers to a percentage modifier to Command. And, when the officer types are listed, the monarch that uses that as a primary troop is set off in parentheses. And, finally, I will not specifically list attack advantages non-shooters have over shooters. Now, the overview: -Soldiers: Soldiers are, like the Fighters that often command them, your basic grunts. They have armour and a sword. Strong against: Monk, beast Weak against: Cavalry, harpy, zombie, dragon Terrain: -13 Mountain, Desert, Forest, Swamp, Wilderness, Snow. Used by: Fighters, Thieves, (Wein,) most monarchs. -Cavalry: Mounted warriors with lances. Their horses make them quick. Strong against: Soldier, samurai Weak against: Monk, beast, harpy, zombie, dragon Terrain: +25 Grass, Wilderness; +13 Desert; -13 Shrine, Tower, Ruins; -19 Mountain; -25 Forest, Snow, Swamp. (Yes, ALL terrains are modified.) Used by: Knights, (Goldark,) most monarchs. Special: Called "Horseman" in Japanese. -Mage: Robed fellows with fire sticks. [SHOOTER] Strong against: Harpy, zombie Weak against: Everything else that isn't a shooter. (Sort of.) Terrain: -13 Mountain, Forest; -19 Desert; -25 Snow. Used by: Magic user types, (Reinhart.) Gongos also starts with them. -Samurai: Like Soldiers, but with Japanese armour and katana. Strong against: Monk, beast, dragon! Weak against: Cavalry, harpy, zombie. Terrain: -11 Mountain; -16 Desert, Forest; -25 Snow. Used by: Samurai, ninja, (Mikhal.) Special: Called "Ashigaru" in the Japanese manual, but "Samurai" in the game itself. Ashigaru were ordinary foot soldiers and used long spears called "yari" rather than katana. -Archer: Elves with bows. [SHOOTER] Strong against: Harpy Weak against: Everything else... well, except mages. (Sort of, again.) Terrain: +25 Forest; -11 Grass, Mountain; -13 Shrine, Ruins; -25 Desert, Snow. Used by: Various classes, Palemoon officers, (Teiris.) Monk: Bruce Lee wannabes with flurry kicks. Strong against: Cavalry, zombie Weak against: Soldier, samurai, harpy, dragon, archer (unusual.) Terrain: -13 Mountain, Desert, Forest; -25 Snow. Used by: Monks, Topaz officers, (Leon.) Harpy: Flying bird girls that use footclaws. [FLYING] Strong against: Most ground enemies and Sirens! Weak against: Shooters, zombie, dragon. Terrain: +13 Grass, Snow; +6 Mountain; -13 Swamp, Shrine, Ruins, Tower; -50(!!!) Forest. Used by: (Junon,) Ayrios, Cinna, Scar. Special: Yes, that is -50, as in the Command score is cut in half when Harpy troops are used in the forest. So DON'T. Beast: Beastly dudes that flip-kick. Very cool-looking. Strong against: Cavalry, Katmando! Weak against: Soldier, samurai, harpy, dragon. Terrain: +25 Forest; -11 Mountain; -16 Desert; -50 Snow. Used by: Beasts, Bozack officers, (Gongos.) Special: Again, that IS a -50. Beasts don't like the cold. -Dragon: They're dragons, and yes, they are wing-ed. [FLYING] Strong against: Everything except Samurai! Weak against: Samurai! Terrain: -11 Mountain, forest; -16 desert; -25 Snow. Used by: Dragon Men, Uryll (an Immortal.) Special: Called "Dragoneer" in Japanese. -Zombie: Undead wackos that slap enemies with their ribcages. Strong against: Most enemies. Weak against: Monk, dragon, and mage. Terrain: +13 Swamp, ruins; -11 Grass, mountain, forest; -16 desert; -25 shrine, snow. Used by: Immortals, later Scythe. -Siren: Special troops that kiss enemies to death. [FLYING] Strong against: Most enemies Weak against: Harpy! Terrain: ?? Used by: Scythe-Final. Special: Unofficial but accepted name. -Kyoem Clone: Conjured by Kyoem's Phantasm spell. Strong against: Most enemies Weak against: Samurai! (Credit GenocideHeart.) Terrain: ?? Used by: Kyoem the ninja. Special: Unofficial name, used by me. You could also call them "Ninja" troops, "Phantom" troops, or something like that. Note that I omitted the general advantages that ground troops have in "Strong against Shooters," because I'm lazy. :P My favourites? Mages, samurai, cavalry, and harpies. This might be because of my favourite monarchs; but mages cover my Shooter strategies well; samurai are soldiers that work better against dragons; cavalry work against very common types; and harpies are excellent overall. The terrain modifiers shouldn't matter too much; most commonly in a game, you'll see castles, ruins, shrines, towers, and the occasional Grass or Desert encounter. A quick note on Castle "terrain." The bonus given to the defenders in a castle is based on its level, and follows a patterned progression: Level Bonus 1-2 10 3 11 4 12 5 13 6 14 - 7-8 15 9 16 10 17 11 18 12 19 - And so on, up to the maximum of Level 50, which confers a 50% bonus. Use "fortify" to increase this. ~X53FM 5.3 Formations: There are eight formations in which you may be able to use troops in a battle. Three of them are generic, in that anyone can use them; the other five are advanced, and any given officer has access to one of them. The orders described, and then the overview: -Orders: Advance/F.Advance: Units move toward enemy officer. Retreat/F.Retreat: Units move to behind ally officer. Disperse (Top and Bottom Move:) Units move away from the middle lines. Regroup (Middle Move:) Units move toward the middle line. Top Move: Units move toward the "top" half of the field. Bot.Move: Units move toward the "bottom" half of the field. Standby/F.Standby: Units stop and hold position. Melee: Lose control of all units. They gain Attack strength and some Speed, but lose defence. Units will attack enemy troops, preferring the troops near ally officer, but will try to stay near the middle lines. Control of these units may NOT be regained after Melee is called, for as long as the battle continues. Raid: Raid Formation only. Sends "Raid" Div across the top line, toward the enemy officer. Defence: Raid, Protect, Squad Formations. Affected units move toward ally officer. DivxRush: Squad only. Sends Div X toward the enemy officer, maintaining formation until they get there. Recover: Protect only. Tells "Reserve" Div to fill in holes left by lost "Wall" units. And now, the formations. Generic Formations: -Special. Unit allocation: 100% front (all orders.) Orders: Advance, Retreat, Disperse, Regroup, Standby, Melee. This form places the troops in up to ten lines, starting with the middle line and working outward. It has no particular strengths or weaknesses, and is good for general use. Best used with: General, vs. shooters, most of my strategies :P CPU: Is generally used. Standby with shooters, Advance otherwise. -Offense. Unit allocation: 70% front (all orders;) 30% rear (auto-Defence.) Orders: as Special. This is very similar to Special, but adds a swarming defencive unit. It can be good if you don't want to commit all the troops to the attack, or if you really want to get at the enemy officer without exposing yourself. Best used with: Conservative attacks. CPU: as Special, and probably just as common. -Defence. Unit allocation: 30% front (all orders;) 70% rear (auto-Defence.) Orders: Advance, Retreat, Top Move, Bot.Move, Standby, Melee. Similar to the preceding, but even more emphasis on defence. I don't like this too much, in general. Best used with: Shooters faced with Breach. CPU: When substantially outnumbered. Always Standby. Advanced Formations: -Surround. Unit allocation: 2x20% front units (all orders;) 60% wall (auto-Regroup) Orders: as Special Troop Stat Bonus: Defence The front units are placed above and below the middle lines, making a human pincer. The wall group always Regroups, but maintains their formation instead of crowding the middle as with a normal Regroup. The front units will receive orders at the same time. For all its potential, I don't like it too much. Best used with: Shooters vs. anything that doesn't have wide linear spells. CPU: CPU will sometimes use this when available, but never against your Shooters. With this formation, the order is Standby... and wait. Often, a CPU Surround formation will end in a draw if you don't attack. -Breach. Unit allocation: 90% front (all orders;) 10% rear (auto-Defence.) Orders: as Defence Troop Stat Bonus: Speed Breach places the majority of the units in the middle lines, leaving a bare-bones defencive unit. Very effective for getting to the enemy officer quickly, but EXTREMELY vulnerable to wide, linear spells. Best used with: Raid-busters, officer blitzing, shooters vs. enemies that do not have good linear attacks. CPU: Will use this on occasion, and always against shooters if available. The order of choice is Advance. If you have Sonic Blast, the CPU does not take this into consideration, so abuse the heck out of its mistake. -Protect. Unit allocation: 70% Wall (most orders;) 30% reserve (Recover, Defence) Orders: Advance, Retreat, Recover, Defence, Standby, Melee. Troop Stat Bonus: Speed This order creates a wide arcing wall around the officer, in order to stop attacks. It can be a very good "pure defence" formation, or it can be used as a pseudo-Breach. Best used with: Shooters, pseudo-Breach, vs. Breach, vs. Raid. CPU: Will generally use this if available, and if the officer uses the Shooter types, will ALWAYS use this. Recover is the order. If you get too close, CPU will give a Defence order. -Raid. Unit allocation: 70% Wall (most orders;) 30% Raiders (Raid) Orders: Top Move, Bot.Move, Raid, Defence, Standby, Melee. Troop Stat Bonus: Speed. The Wall is slanted, closer to the enemy's position at the top than at the bottom. When Raid is given, the troops move across the top. I personally only use this to oppose Raid and sometimes Protect forms. Best used with: Messing around, or anti-Raid. CPU: Will use this quite often, and has a complex strategy to it. First, it will simply standby. If you get too close before 70 seconds, it will Raid and Defence; otherwise, it'll just Raid at 70 seconds. When all Raiders are lost, CPU will always call Melee. Never seems to be used with shooters. -Squad. Unit allocation: 4x20% Divs (DivxRush;) 20% rear (Defence) Orders: Div1Rush, Div2Rush, Div3Rush, Div4Rush, Defence, Melee. Troop Stat Bonus: Attack. The Attack bonus is a bit higher than that given by Melee. This is a pure attacking formation, with somewhat limited control over individual troops; however, it's quite usable. Divs 2 and 3 are in the middle lines, so are weak against wide linear attacks, but won't worry about one-line linears. Best used with: Anti-Raid (leave div 1 at home;) focused officer attacks. CPU: Rarely uses this. Will issue div 1's Rush immediately, and wait about five seconds before each Rush after that. Defence as needed. My favourite formation would be the simplest - Special. In this, none of my troops are walking into linears without my control, and I can pull some of my anti-spell Dispersal strategies without worrying about the loss of any dubious "defencive" troops. In addition, Kiri's Wall, Holy Nuke and Coverage Shooting (three of my strategies) work best with Special. ~X54CS 5.4 Commander Skills/Spells: Here follows a list of spells. Since the list is much longer, I'll have the following format for them: (Spell Name) Name of spell... duh! (MP: x) Typical MP cost, with notes. (Pow: x) Typical Charge drain, again with notes. I'll discuss this in section 6. (Target: x$) Target of attack, friendly, enemy, officers, troops. (Special:) My personal descriptors. These should help with where and how these spells attack. -Center: Attacks the center of the field. If you set the camera mode to All, the area displayed is the center. -Cluster: The spell finds the "screen" with the largest number of target troops. -Combo: The spell stays near the enemy officer and deals multiple hits; more enemy troops can be caught by the combo attacks. -DF: Dragon Force Final Spell; the one listed for your monarch is the one you get in the endgame, and replaces your third spell. -Earth: This spell does not work on FLYING enemies. -Expansion: The spell's effect starts in the middle, and works its way toward the outside. Will not apply for Earth spells (which hit the whole field.) -Linear: The spell cuts through enemy troops in either one, three, or five middle lines. If it's Linear-1, it only hits the line between the two officers; if it's Linear-3, add the lines above and below the middle; and if it's Linear-5 (Sonic Blast) add the next lines out. These tend to be the more effective spells available. -Physical: This spell's damage depends on the STR stat; any spell that does not have this descriptor has damage that depends on the INT stat, or does not deal damage. In the case of the Dagger and Shuriken spells, the "damage" applies to target's Charge Meter, rather than HP. (Used by x$:) If there isn't a wide variety, who can use it will be here. (Desc:) A description, possibly with other notes. And now, the spell list: -Assassin's Star MP: 2 Pow: 6 if learned as the first spell, 5 if not. Target: Enemy officer and troops Special: Linear-1, Physical Used by Ninja. The caster throws a single shuriken, which cuts through enemy troops and drains off the Charge Meter of the enemy officer, but deals no damage. Called Assassin Dagger in Japanese. -Aura Assault MP: 2 Pow: 10 Target: Enemy officer. Special: None Used by Monks. The caster throws three balls of light that damage the enemy officer. -Cross Flash MP: 2 Pow: 15 Target: Enemy officer. Special: Physical The caster zips across the field and strikes the enemy officer. -Cross Rush MP: 3 or 4 (Gongos and male Monks are 4) Pow: 15 or 30 (most Generic monks are 30) Target: Enemy officer and troops Special: Linear-1, Combo, Physical The caster slides across the field, plowing through enemy troops, and rapidly combos the enemy officer. -Dante's Inferno MP: 3 Pow: 15 Target: Enemy officer and troops Special: Cluster, expansion Used by Spirit Users and Immortal/Zombies. A summoned girl appears and creates columns of flame that tear through the enemy ranks in a wide arc. This is pretty effective. -Dark Vortex MP: 3 Pow: 15 Target: All troops (Teiris ONLY Enemy Troops) Special: Center Used by Spirit Users. A Black Hole opens up in the background; troops are sucked into it and killed. Teiris has a particularly brutal version that has been known to wipe out entire enemy divisions by itself. -Dragon Cross MP: 2 Pow: 15 Target: Enemy officer Special: DF, Physical Used by Wein and Mikhal. The Power of Harsgalt surges through the caster, who then does a rushing sword attack against the enemy, similar to Cross Flash. EXTREMELY brutal. -Dragon Dive MP: 4 Pow: 30 Target: Enemy officer Special: DF, Physical Used by Gongos Gongos is consumed by the power of the Star Dragon, and uses it to do a massive Dragoon Jump attack. Inefficient but amazingly powerful. -Dragon Rush MP: 3 Pow: 15 Target: Enemy officer and troops Special: DF, Linear-1, Combo, Physical Used by Leon and Goldark As with other Dragon Force spells, this one is a souped-up Golden Dragon Cross Rush. Lots of fun. -Ensnare MP: 1 Pow: 10 Target: Enemy officer Special: None Used by Immortals and Scythe The victim of Ensnare can't run away, and the Charge Meter freezes. Not good, unless you happen to be the caster :P -Flame Cannon MP: 2 Pow: 10, 5 (Cinna,) 8 (female ninja,) 20 (dragons.) Target: Enemy officer. Special: None The caster shoots three fireballs at the enemy officer. -Holy Blast MP: 3 Pow: 15 Target: Enemy troops Special: Center A shaft of light descends upon the center of the field; enemy troops in this area when it happens... well, they cease to exist. -Holy Shield MP: 2 Pow: 15 Target: Enemy troops Special: Expansion, (centered on caster.) Used by Priests and Magicians. Chains of light balls circle around the caster, slashing enemy troops in a pattern that almost reaches the outer limits of the field. Often used by CPU. -Hyper Storm MP: 3 Pow: 12 Target: Enemy troops Special: None (semi-linear, semi-expansion) Used by knights Tornados scoop up enemy troops as they travel across the field. The troops taken off the field are NOT killed unless their officer is captured, injured or killed. -Mega Tornado *Exactly as Hyper Storm, but targets ALL troops and is used by Immortal Vampires.) -Meteor Storm MP: 4 (Reinhart 5) Pow: 15 (Reinhart 12) Target: Enemy officer and troops Special: None Used by magicians and Junon. Multiple fireballs sweep across the field, randomly killing enemy troops with a guaranteed hit on the enemy officer. This is a VERY slow spell, and is consequently very good paired with Shooter troops. -Mirage Star MP: 3 or 4 (Hayate is 4) Pow: 15 Target: Enemy officer and troops Special: Linear-3, Physical Used by ninja The caster throws three shuriken. Slower than Assassin Star, but more effective against troops. -Phantasm MP: 1 Pow: 10 Target: Ally troops Special: None Used by Kyoem Adds 60 to the number of Kyoem Clone troops currently on the field. It's called "Kagebunshin" (Shadow Clone) in the Japanese. As usual, troops cannot exceed 100. -Quagmire MP: 3 Pow: 15 Target: All troops Special: Earth Used by Immortal/Zombie Waves of earth energy paralyse about 70% of the troops in each army. -Reptile Cannon MP: 2 Pow: 8 (Shirox 15, and possibly some faster) Target: Enemy officer Special: None Used by ninja The caster summons a frog that shoots out a Flame Cannon. Called "Frog Bomb" in Japanese. -Resurrect MP: 2 Pow: 15 Target: Ally troops Special: None Used by Immortals and Priests The caster summons a number of troops to replace lost troops. This can range from 15 to 50 or so troops recovered, but not beyond the caster's max. VERY useful. Note: Resurrected troops receive the prevailing order of your Front unit, or if in Squad, your Div 1. -Shiva's Dagger MP: 2 Pow: 5 Target: Enemy officer and troops Special: Linear-1, Physical Used by Thieves The caster throws a knife that kills troops and drains Charge Meter. Does this sound familiar? It should --- it's Assassin Star again. -Solar Flare MP: 3 Pow: 15 Target: All troops Special: Center Used by Duran A shaft of Holy Blast that forgets to spare the caster's troops. :P -Sonic Blast MP: 4 Pow: 15 Target: Enemy officer and troops Special: Linear-5! Physical Used by fighters, samurai, and Junon. In my opinion, this is the best spell in the game. The caster swings a sword, and five waves of energy tear through the enemy lines. These waves usually look like huge shark fins; however, Mikhal's versions are purple and float. When Junon casts this spell, she jumps into the air and swings on the way down. VERY cool. -Sonic Boom MP: 2 Pow: 10 Target: Enemy officer and troops Special: Linear-1, Physical Used by fighters, knights, and samurai. A basic sword attack, in which the caster swings a sword and generates a wave of energy. Mikhal retains the nifty, unique appearance of this spell, just like with Sonic Blast. Very often, the taunts actually throw the word "boom" in there, like "Behold the BOOM!" or "Witness the BOOM of doom!" or something like that. -Sonic Dragon MP: 4 Pow: 15 Target: Enemy officer and troops Special: DF, Linear-5, Physical Used by Junon. Junon's Sonic Blast turns into a spell that launches a huge dragon head and neck toward the enemy. It's as effective as other DF spells. -Sonic Wave MP: 3 Pow: 10 Target: Enemy officer and troops Special: Linear-3, Physical Used by fighters, knights, and samurai. Very similar to Sonic Blast and Sonic Boom, but creates three waves. -Sky Driver MP: 3 (Gongos 4) Pow: 15 (Gongos 30) Target: Enemy officer Special: Physical Used by beasts and dragon men. The caster leaps into the air and attacks the enemy's officer on the way down. This does quite a bit of damage, even if it does look a bit silly. -Stone Pedestal MP: 3 Pow: 10 Target: Enemy troops Special: Earth Used by monks. The caster creates an earthquake that paralyses about 70% of the enemy troops. Flying enemies are immune, of course. -Summon Dragon MP: 3 Pow: 15 Target: Enemy officer and troops Special: DF, Combo Used by Teiris and Reinhart. The caster summons Harsgalt the Sacred Dragon, who appears in front of the enemy officer and blows holy breath for multiple hits. -Summon Golem MP: 2 Pow: 15 Target: Enemy officer and troops (possibly ally troops as well) Special: Linear-1 Used by Katt and Scythe. The caster creates a golem in front of her, which will kill friendly troops in its summoning radius, and then the golem charges across the field and does a double-fist punch on the enemy officer. Brutal and cheap; Scythe prefers this spell. -Summon Guardian MP: 3 Pow: 15 Target: Enemy troops Special: Earth Used by Reinhart. Reinhart's version of Stone Pedestal; it conjures a helmeted dude who executes a Stone Pedestal. -Summon Reaper MP: 1 Pow: 30 Target: Both officers Special: None Used by Katt With the cry of "Reaper of souls, collect you bounty!" Katt summons the Angel of Death, who slashes the enemy officer. Both Katt and the target are quickly reduced to 1 HP by the power of the magic. AMAZINGLY effective, if the opponent can't retaliate with a spell or Shooter troop attack. And no, I did not put a typo into that taunt; it really does say that! :P -Summon Wyvern MP: 3 Pow: 15 Target: Enemy officer and troops Special: Combo Used by Spirit Users The caster summons a wyvern in front of the enemy officer; this blows flame breath that burns away the officer's health and some troops. -Thor's Fist This spell is identical in all respects to Summon Guardian, but is used by Spirit Users. -Thunder Fall MP: 3 Pow: 10 Target: Enemy troops; if no troops available, enemy officer. Special: Cluster (sort of) The caster tracks a location occupied by an enemy troop, and blasts that area with lightning bolts; that unit dies, and any right near it as well. This may repeat itself a few times. If, at the time of casting, there are no troops to be attacked, the enemy officer is attacked instead. Yuri of Litonia has a unique variant; his Thunder Fall tracks to the enemy officer first but does not attack, and then the spell resolves as normal. Basically an extra time delay. -Trident's Daughter MP: 3 Pow: 15 Target: Enemy officer and troops Special: Cluster, expansion Used by Spirit Users and Immortal/Succubi. A girl appears near the largest group of enemies and creates some water spouts. Very similar to Dante's Inferno otherwise. -Wind Dancer Identical in function to Trident's Daughter, except that it creates some tornados. Used by spirit users. There you have it, the spell list. And now, the fun. ------------------------------------------------------------------------------- ~X60SS Section 6: Battle Strategies. For this section, I'll assume you will also familiarise yourself, or at least refer to, section 5. These will include both general advice and some of my more specialised tricks. "Watch and learn!" 1. Officer deployment: It's already a good idea to know what enemies will be attacking your division or castle. What you should do is match up each one of your officers with one from the enemy side. That way, you know for sure that you'll have enough strength to win battles. If you can't, then do what you can, and retreat. The levels and merits are a decent consolation prize. 2. The Charge Meter and Timer: The flow of battle takes place in ninety seconds of "real time" which is interrupted when you use menus, and during spells. If you pay attention, you'll notice that your meter is drained a bit when you cast a spell; the number of clock-seconds it will take before you can cast another is the "Pow" of the spell. Thus, you can watch the clock and use it to anticipate when you can toss more magic. 3. Shooters and Spells: Shooter troops will keep attacking in the middle of either officer's spell animations; the *casting* officer is personally immune to attacks of this sort. Use this to your advantage, by casting long animation spells like Meteor Storm, Holy Shield and summons. Long spell taunts also help with this; but be sure that this will often work against you as well. 4. Duelling: Only if you absolutely must. The CPU often gets lucky, and can sometimes smack down even superior opponents in a duel. In fact, unless you're in the endgame, you shouldn't even consider duelling unless you have a Fighter, Knight, Dragon, or possibly Beast, Samurai, or Hayate. And NEVER with your monarch, unless you have a HUGE advantage (for example, if they're pretty low in HP, and you are NOT Wein, Teiris or Reinhart.) Techniques: a. Wall of Death: A non-Shooter unit that stands still will receive a free shot at the enemy troops that move next to it, giving the non-mover a huge advantage. The Wall takes advantage of this to brutal effect. Use Special formation, and either Advance or Retreat one or two steps. Then use Standby. The enemies will smack into the Wall, and you'll slaughter them with minimal losses. Note that a substantial weakness in the effective Command attribute of your officer, or a troop-type disadvantage, will only be somewhat offset by this technique. So still use that strategy. Best used: Against non-shooters that are not in Defence, Protect, Raid or Surround formations. b. Coverage Shooting: The same theory applies to Shooters, really, except that you will use this to minimise the enemy's ability to avoid your attacks. Basically, use the Special/Advance/Standby you would for the Wall, and watch as enemy armies get cut down. Be sure to make liberal use of spells when you do this. Best used: Against non-shooters. Not great against Breach, unless you have Sonic Blast. c. Concentration Shooting: This is the opposite of Coverage Shooting; in this, you want to get Shooters at the enemy officer, rather than cleaning up the troops. Use Breach/Standby, or Special/Regroup. This way, you have fewer enemy troops to deal with. Naturally, however, this only works against enemies that use Shooter troops themselves. (Note: If you use this tactic against the CPU's Special Formation, it will Regroup once the officer takes some damage.) Best used: Shooter duels against enemies that don't have linear spells. d. Holy Nuke: Center-effect spells can be hard to hit with; but you can use that exact same boring method to make them work. First, use the Special formation again. Now, set the camera mode on ALL, and Advance until you can see your troops. Take one or two more steps in, and Standby. Enemies won't be able to pass your troops, for the most part, and will be stuck in the center of the spell's effect. Best used: When you are Goldark or Teiris, and at least fifth level and want to waste enemy troops efficiently. e. Melee Busters: Special Formation once again. This time, the preferred order is Disperse; the weakness of Melee is that the troops will get stuck in the middle lines, and away from your officer unless your farthest troops are close enough. Then, you can use spells, especially linear and cluster spells, to decimate the enemy with very little risk. This will also work well against enemies that go into Protect formation. Best used: When outnumbered; against Raid and Protect formations. Since it depends on Special formation, it can be used as needed. f. Raid Busters: Since you know that the Raid order sends its raider unit across the top line, you can easily intercept it. Use Special/Disperse, or you can use Breach/Top Move to jam the top lines of the field. The raiders will just keep running into your jammers, and the wall unit might go into defence before they Melee after those raiders die. Combine this with Melee Busters. Best used: Against ANY Raid user. g. Mage Surround: The last strategy involves the seemingly suicidal use of Mage troops as close-range attackers against the enemy officer. You'll need a fairly large group of troops, but you can use ANY formation except Raid. Clear the enemy troops first, and then Advance. When the bulk of your army is near the enemy officer, give a Standby. A few of your troops will certainly die, but the target will have to deal with Shooters on either side of him. This racks up damage quickly, which is good for a few encounters. Best used: Against Gaul and Scythe, after troops are cleared. Great vs. Final Gaul. (There really isn't a pressing reason to use it otherwise.) ------------------------------------------------------------------------------- ~X70WT Section 7. The Walkthroughs! Or, the real meat of this FAQ. First off, before I begin the actual walkthroughs, I'll give a summary of the basic objectives of the gameflow, and a few tips of advice. -Unite the world! That, really, is the point of the eight individual walkthroughs. -Visit the Shadow Tower, and receive advice from Ramda. -Retrieve Artifacts from the shrines. -Move to Bloodly castle, in southwest Fandaria, and face destiny. It gets a bit more complicated than that, but that's the basic gist. Tips: -Though it is only the Dragon Force members that may participate in late- game events, it can be useful to level up other officers as well. In general, the ones you start with have automatic loyalty; the loyalty of most others may be secured by giving them Items, especially Faith Coins. Use these other officers to stop enemy advances, and to wipe out enemies that appear. -Bastion should be noted here; he's a thief that usually stays near the Tower of Fiend and ruined Magicka castle. He'll automatically join you if you have any female officers in your division; but he'll automatically abandon you if an enemy division has females. To prevent this, keep Bastion in the same division as Uryll and/or Sierra, the Immortal Succubus officers. These two seem to have an "advantage" in this. -If you level up before trying to take out other monarchs, they'll slowly
level up to match you. However, their stat growth may or may not be weaker as
a result of you doing this. This is particularly good for powering up Teiris.
-Be patient, and level up. You want everyone to have 127 HP and, in some
cases, as many MP as you can. Search in many places for items to help you.
-To capture a monarch, you MUST leave that monarch no castles to run to.
-Finally, if you don't want to use Captive Transport to level up, you can
(for once) ignore the Advisor, and sit around fighting dragons for a while in
the endgame. While dragons are good duellists, they have weak Command, and so
shouldn't be too tough.
-Hidden Characters (NEVER available to Goldark:)
Hayate and Shirox
Located: On the town north of the two Bozack castles.
If you deploy there you will be attacked by Shirox and 40 Samurai troops;
beat him and Hayate will appear and send you off with a Strategy Runes book
item. Then, after one week, if you are Mikhal OR have experienced the Crest on
the Hand picture, you may return to the town and duel Hayate. You CAN lose,
and probably WILL; Leon and Gongos have excellent prospects, while Mikhal and
Junon MIGHT pull it off. Either way, Hayate joins with 60 Samurai and his
Murasame katana equip.
Worth it? Hayate is, for sure; he's one of the strongest officers that
can be found. Shirox is a pale imitation of a pupil. And, even better, Hayate
will appear in the ending movie! :P
Vlad and Sierra
Located: Vlad is located at the Tower of Fiend, northwest of Travan.
Send your monarch, alone, to this location; Vlad attacks with as many
Zombie troops as you have current troops, though his Resurrect is limited to
a maximum of 50 troops. He'll join you, on condition that you let him fight
an Immortal Zombie named Ryskim.
Sometime later, Ryskim takes one of your castles, and brings Sierra. If
you use Vlad in the attacking division, he fights Sierra; she has 40 Zombies.
Vlad need not fight Ryskim, however; the zombie lord has 50 undead troops.
IF you defeat Ryskim, and Vlad was in the division, then you get a weaker
(and more talkative) Sierra. If Vlad was NOT in the division, he deserts and
cannot be retrieved.
Worth it? Not really, though both have automatic search/fortify rank.
Some like the Immortal officers, and so would naturally like these two.
Vangal
Located: Depends on who you play as.
-Wein, Teiris: Located in the mountains southwest of Highland.
-Mikhal: Just south of Danyan, in southeast Tradnor.
-Leon, Gongos: Every other FAQ says the town east of Fiend Tower. This is
not quite correct; it'd be more proper to say that it's at Junon's location:
-Junon: Between Travan and Crystal castles, in southern Palemoon.
-Reinhart: North of Estonia, in northeast Fandaria. Check the west edge
of that mountain range.
When you find your monarch's Vangal town, the dragon will "attack" you
with NO troops. Beat him down, and after a few weeks, another dragon named
Zado will appear with 100 Dragon Troops! Whether you can "beat" Zado twice
(bring him to a draw when you have more available officers) or you wait for
Vangal, Vangal will join you with 10 Dragon troops.
Worth it? Not really; dragon officers actually suck.
Zanon, Yuri, Veltarna, Grudar (Army of Litonia)
Located: "Lightan" (SHOULD be Litonia) castle. This is between Highland
and Bozack in the south.
Special: MUST be Reinhart or Gongos to obtain, though anyone can play the
event. You can attack Zanon before the following events have transpired; you
can't capture him, or anything like that, unless you're Goldark. This is an
excellent source of experience and Awards.
Sometime during most walkthroughs, one of your officers will be captured
by an Immortal called Ryskim. This is, indeed, the same Ryskim that harasses
Vlad.
Of course, you'll go down to liberate this captive (though you really wish
you didn't have to with Wein :P ) and Zanon will show up to kill most of the
demon army, leaving only Ryskim to deal with. After this, Zanon will go nuts.
At this point, go to Litonia; if you are Gongos, you should send all of
your starting officers (Rygar, Baghib, Katt, Yuni.) An event will play out;
either Zanon and Yuri will die in this event, or they'll join you. Either way,
Veltarna and Grudar will join if they haven't already. In Goldark scenario,
Zanon and Yuri are "Vital" captives, and will never join; Veltarna and Grudar
can be recruited.
Worth it? Reportedly, in certain situations Zanon retains his tough-as-
nails status. To be honest, however, the time it takes to actually get Zanon
tends to be rather prohibitive. It's good for bragging rights, except around
me. :P
And now, the fun. This will only be a summary of what to do. Actual
strategies are found in the rest of this FAQ, so use those.
~X71WH
7.1 Wein of Highland
Difficulty: Average.
The Roleplaying Method: First, clean up the Highland area, which involves
the capture of Hikkis, the thieves, and the Travan Castle assets. Then move
north and "conquer" Palemoon; you only need to get close enough, and Teiris
will auto-join. From there, slip north into Tristan, get Junon (Teiris really
helps here, actually!) and then cut downward toward Bozack, obviously taking
Leon and Reinhart along the way. Izumo and Fandaria are your last targets.
This is pretty straightforward, and doesn't involve a lot of risk.
The Recommended Method: Take out Hikkis and the thieves, for cheap early
awards. Then cut the entire force across to Bozack, take it and get Hayate,
and then sit in Mikeral castle where Izumo and Tradnor will attack you. If it
gets rough, you can pull back to the reserves in Sardia and Bozack.
Eventually, once Izumo's worn down, conquer Mikhal, and now that you have
a pretty large force, you can send Gongos and Mikhal to harass the Fandarians
while Wein and Hayate finish off Tradnor. Hayate is ESPECIALLY useful against
Reinhart, thanks to his ninja skills.
Now, cut north into Topaz, take out Leon (this can be rough, because Topaz
likes to conquer many castles in that area) and then send a few units up to the
Sophnik castle, while the bulk of the force slashes through Tristan's heart.
Sometime during this, Teiris will join. And Goldark should be done for by
this time thanks to Gongos and Mikhal. Baby, moving on.
Second Half note: Goldark won't be around anywhere; but he'll jump Wein
and smack him around in a Duel. Then he'll disappear for a while, until you
have done two of the Shrines. Then he'll appear, and march from beyond Bloodly
toward Wein. No one can stop him, and Wein must fight a normal match. You
must win this one. After this, Goldark joins for good.
-Tip: Take advantage of your versatility. Highland Army's best strength
lies in the variety of officers and troops that it uses.
~X72TP
7.2 Teiris of Palemoon
Extra Officers: Laine, Varshyl.
Difficulty: High
The first thing you MUST do is to take out Laine Army; Laine and Varshyl
become loyal. Then, shortly after this, Wein "attacks" and leaves, and the
Highland army joins. This happens no matter what.
What I would do then is take your happy little archers and take out the
Tristan's harpy-heavy army; Junon, however, joins without a fight. After
that, just follow the Wein's Roleplaying method (Reinhart, too, joins without
a fight.)
There's no real reason to do this any other way.
Note that Wein will return later on, after you defeat Goldark.
-Tip: Take extra time to level up; use the Captive Transport method.
~X73MI
7.3 Mikhal of Izumo
Difficulty: Moderate (perhaps a bit easy.)
Even if you get Hayate, you ARE allowed to ignore Kyoem's castle. So wait
on this, since the officers in there are TOUGH early on. Instead, cut south
and take out Bozack early; Gongos, as often as not, will BEG to be Sonic
Blasted by use of Breach. After this, take Wein QUICKLY. This is necessary
before Wein builds up too many officers at Highland castle.
After this, you could split your forces and take Teiris and Reinhart at the
same time; or, if you don't want to do it this way, hit Tradnor first. You
should beat Reinhart with either Shione or Hayate, for obvious reasons.
Topaz is next; then Tristan and, if you needed to, Palemoon.
-Tip: Even though you are VERY samurai-heavy, get Hayate. Also, raise
Jackal with Monk troops early on, to help against cavalry.
~X74LT
7.4 Leon of Topaz
Extra Loyal Officers: Dayn, Kodiak
Difficulty: Moderate (a bit tough early, easier later)
You start out in a bad way, right in the middle. Go ahead and take down
Dayn's Liberation Army, so that you can get Dayn and Kodiak early. This will
improve your versatility.
Now, take out Tradnor, and THEN cut north into Tristan. This way, you
have a strong troop against Junon. Finally, hit Palemoon, and work your way
around the world that way. Not too bad!
Alternate Strategy: Beat the Liberators, and use your monk might to dust
most of Fandaria early; then cut south into Izumo with Garyus's cavalry. Then
get Bozack and Tradnor, and finally Highland, Palemoon and Tristan, before
you return to finish Goldark.
-Tip: Get out of the middle as quickly as possible, and move yourself into
a more secure base location.
~X75GB
7.5 Gongos of Bozack
Extra Loyal Officers: Gunner
Difficulty: Very high
The real difficulty here is that when you conquer other monarchs, they'll
disappear from the map. Worse yet, with Wein and Mikhal as nearby threats, the
Beast troops will have it quite rough. Start by taking down Gunner's army; it
isn't TOO hard. You can leave Yuug where he is; he's the random freak that
stands between Sardia and the Hayate town. (If Gunner encounters Yuug, Yuug
runs away.)
From there, though it may seem suicidal, go ahead and attack Zanon. Beast
troops have a strong advantage over Zanon's cavalry, and between Rykker's own
cavalry and the other officers, you should be able to net victories over the
army of Litonia. Build up those Awards...
Now, leave Zanon to his fate, and attack Tradnor. This will give you a
few more officers, especially Presto's cavalry. Now, you should be strong
enough to hit Izumo, and work your way around to the others however you wish.
Once you've taken down all of them, they'll all appear at near your level,
and you can proceed to the second half.
Second Half Note: After Gongos does his shrine battle, he'll have to face
Gunner; to make this easier, give Gongos Samurai troops, and let him use the
Wall on a dragon. Finish this dragon with a draw, to save troops. Then hope
that Teiris and Reinhart can drop the other dragon and Scythe.
-Tip: What you do early is critical to this adventure. Get your merits up
to the maximum before you go too far, and it'll be easier on you later on.
~X76JT
7.6 Junon of Tristan
Extra loyal officers: Gustav
NOT LOYAL OFFICER: SCAR
Difficulty: Rather easy. :P
Between Harpy troops and Cinna's quick Flame Cannons, you're golden. Not
at all to mention that Junon is one powerful monarch herself. Anyway, you get
lucky because Teiris just happens to join you without a battle, just because
she can smell the femaleness that leaks out of your armour. Or something like
that.
So "get" Teiris first, and then take down Leon in order to stop him from
harassing you, and to stand a much better chance against Reinhart. Wait...
no... Cinna should be able to "own" Reinhart with quick fire and Concentration
Shooting. After this, hit Highland and work your way around. This really is
too easy; you don't even need Hayate.
-Tip: Keep Harpies away from Shooters. (DUH.)
~X77RT
7.7 Reinhart of Tradnor
Extra loyal officers: Ardor, Uryll
Difficulty: Higher than expected.
This will be a lot easier if you aggressively blitz Topaz, Izumo and
Bozack early on. The key here is that you'll need lots of captives for Captive
Transport, because EVERY KINGDOM except Fandaria will join Wein, and then just
as quickly, you. Therefore you want to strike hard and fast, to get Reinhart's
level up faster. The problem point will be that Santana will capture Uryll
early on, meaning you'll have to go and retrieve her.
Anyway, this scenario hardly justifies a walkthrough.
-Tip: Level up quickly, and use Captive Transport.
~X78GF
7.8 Goldark of Fandaria
Extra loyal officers: Talon, Hagane (NOT Aisha)
Don't trust: Gaul, Scythe, Zado, Santana, Ryskim, Nerfed Kyoem.
Difficulty: Moderate... maybe a little rough, but probably easy.
This campaign has REALLY cool officers in Kharhaz and Lyria, and a lot
of potential; unfortunately, it plays a lot like the Bozack scenario. In short,
everything that applies for Gongos does so for Goldark as well. Take it easy,
for it's not that hard if you take your time.
Note that unlike Gongos, Goldark will actually capture the other monarchs.
This DOES remove the potential level gains, so level up and let them catch up
first.
Second Half: Goldark's scenario modifies the Shrine encounters; in my
opinion, it is much easier.
Tip: If you got this far, "you know what you doing." Don't give anything
to the "don't trust" people, at all, since they WILL abandon you as a story
point.
~X79DA
7.9 World United: Second Half
This section deals with everything that you need to know once you've united
all the Dragon Force members, and basically control the world. There is a flow
to this section, so follow along.
Go to the Shadow Tower: This is located northwest of Topaz; take your
monarch and a good division, because after you go there, you will get jumped
by Gaul and Scythe shortly thereafter. Beat them, and either Ramda and Frest
will save you right away, or else you'll need to have your monarch attacked a
second time. Then Ramda joins you; he's an Immortal Vampire in abilities.
Deploy to the Shrines. To put it bluntly:
Sun Shrine of Bozack:
-Teiris (Water)
-Reinhart (Fire)
-Gongos (Wood/Forest)
These will fight against Scythe and dragons, and earn the Sun Bracer.
Equip this to Leon or Gongos. Scythe, for the record, uses zombies.
*Gongos must also fight Gunner after this battle in his scenario;
*In Goldark's, this encounter changes to Gaul and Scythe.
Moon Shrine of Palemoon:
-Mikhal (Wind)
-Leon (Earth)
-Junon (Thunder)
These will fight against Gaul and dragons. Gaul's got mages, and is quite
tough. Equip this Moon Cane to Teiris or Reinhart.
*In Goldark's, this changes to Zado (Dragons,) Kyoem (Samurai) and Ryskim
(Zombies.) Lucky you... zombies SUCK in shrines.
Snow Shrine of Tristan:
-Wein (Sky)
-Goldark (Light)
These two take one dragon and Goldark's brother Gyzzdark. Gyzzdark has
cavalry, and FORCES an encounter with Goldark. Use Holy Nuke to finish this,
and leave the one dragon to Wein. You earn Star Gem Sword, and the four
swords-people can use it.
Your monarch will then encounter one of the Eight Holy Warriors of old,
and his or her Celestial Item will become the Star Dragon Item.
Before you start the Shrine sequence, Katmando will fall from the sky,
and sit idle. After you have two artifacts, it will move, and always toward
the location of your monarch. Collect the third artifact, get the Dragon
Power, and equip that ultimate weapon. Now, smack down Katmando with all
your power.
Once this is done, move all Dragon Force members to Bloodly castle in
southwest Fandaria. The force will encounter Gaul, Scythe and Katmando once
again! (You can sit around and fight Dragons to level up; they spawn at random
and continually.)
Once again, this is rather basic.
-Scythe (Siren troops): Leon and Junon.
-Gaul (Dragon troops): Mikhal and Reinhart
-Katmando (just a big mecha): Wein, Teiris, Gongos.
Goldark shall fill in for your monarch, who faces Madruk instead.
If you lose ANY of these encounters, it's game over. This is tough.
I recommend, for troop types:
-Scythe:
Junon should use Harpy troops;
Leon should use Harpy or Monk;
Goldark should use Harpy, Beast or Dragon.
-Gaul:
Mikhal should use Samurai;
Reinhart should use Mages;
Goldark should use Samurai or Dragon.
-Katmando:
ALL should use Melee troops, preferrably Beasts or Soldiers.
NO SHOOTERS.
-Madruk:
Hard to say; I tend to have better luck with Soldiers.
Again, NO SHOOTERS.
Strategies:
-Scythe: You probably won't beat her with just one officer. So try to
deal as much damage as you can, and quickly. Hopefully, it's enough that the
other can finish it. Hopefully.
-Gaul: Much easier. Go ahead and Wall the dragons, and then rush
Gaul himself. Mikhal should stick to Sonic Boom for speed, Reinhart with
Meteor Storm for slowness, and Goldark just like Mikhal.
-Katmando: Casting spells is slightly counterproductive; stick with troop
attacks for the most part. Kath will keep attacking while you cast, just like
a Shooter troop. This is the easiest of them.
If you're curious, he has two punch attacks, a slight Expansion laser,
and a Linear-1 main gun that hits you twice.
-Madruk Stage One: Blitz, and cast spells only as needed. You want to end
this first fight quickly. He just has an aura defence effect that kills
multiple troops, and a Linear-1 attack.
Madruk will then turn from a humanoid into a three-headed dragon! Now,
it's time to open up with your DF spell. Rush him; his major attacks are Flame
Breath (multiple troops near Madruk;) Two Heads (like a linear-3, but without
the middle hit) and Third Head (linear-1.) And don't worry about running out
of MP; when he's sufficiently critical, you will use the DF spell one more time.
This will earn you your hard-earned Ending Sequence.
Oh, and after the final picture rolls (US version only) wait five minutes.
Working Designs added an audio out-take sequence that's pretty funny.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
~X80CL
Section 8: The Character List.
This list contains all 171 officers described in the game's code; included
are the listings for the 0-3 spells available to each, and other quick notes..
This section is ENTIRELY by RPKierstan, and is presented with only editing
for the 79/line format. Used with permission.
Dragon Force Generals List/Information
by RPKierstan
Started 12/4/00; Finished 2/8/04 (finally!)
Legal Stuffs:
Dragon Force and all related trademarks belong to Sega; English Translation by
Working Designs, 1996.
This Generals List/Information is copyrighted 2004 by RPKierstan. This list is
meant for personal, private use only, and is not meant to be used in public
domain (website, etc.). If you wish to use all or part of this list on a
website or other public domain, please ask my permission, as I spent a lot of
long hours working on this. Thank you! ^_^
And here it finally is...the Generals List!
Notes:
-Generals are listed by their number used in debug mode.
-"Job" is the job listing for each general at the beginning of their job
progression (monarchs are listed as what they'd be if they weren't the monarch)
-"Special Formation" is the additional formation that general has along
with all the generic formations (i.e. Raid)
-"Starting Troops" is the number and types of troops that general starts
with at the beginning of the game (or when they are found).
-"Int.>70?" is whether or not that general has at least 70 intelligence at
the start of the game (and can search/fortify right off the bat).
Additional note: Generals listed as "close" in "Int.>70?" category will be
intelligent enough to search/fortify after using one Runes book.
Additional note: The monarch the user is playing as cannot search, even
with 70+ intelligence.
Additional note: During the course of the game, some generals under other
monarchs get intelligence raises, and so may be able to search when you get
them, even if they couldn't normally.\
Additional note: A raise in "Administration ability" in a level-up means
that general's intelligence has increased by 6, and tends to happen more often
when a general gains at least 2 levels in a battle. Very rare.
-Generals that appear more than once have a number after each incarnation
(i.e.- Scythe (1) )
000 Wein
Job: Knight
Magic: Sonic Boom/Hyper Storm/Sword Rush(Dragon Rush)
Special Formation: Surround
Starting Troops: Soldier x 30, Cavalry x 10
Int.>70?: No (close)
001 Goldark
Job: Knight
Magic: Sonic Boom/Holy Blast/Cross Rush(Dragon Rush)
Special Formation: Protect
Starting Troops: Soldier x 10, Cavalry x 40
Int.>70?: Yes
002 Teiris
Job: Spirit User
Magic: Trident's Daughter/Summon Vortex/Summon Wyvern(Summon Dragon)
Special Formation: Squad
Starting Troops: Soldier x 10, Cavalry x 10, Mage x 10, Archer x 30
Int.>70?: Yes
003 Mikhal
Job: Samurai
Magic: Sonic Boom/Sonic Blast/Gale Blast(Dragon Cross)
Special Formation: Breach
Starting Troops: Soldier x 10, Cavalry x 10, Samurai x 40
Int.>70?: Yes
004 Reinhart
Job: Magician
Magic: Thunder Fall/Meteor Storm/Summon Guardian(Summon Dragon)
Special Formation: Raid
Starting Troops: Soldier x 10, Cavalry x 10, Mage x 20
Int.>70?: Yes
005 Leon
Job: Monk
Magic: Aura Assault/Stone Pedestal/Cross Rush(Dragon Rush)
Special Formation: Raid
Starting Troops: Soldier x 10, Cavalry x 10, Monk x 30
Int.>70?: No
006 Gongos
Job: Beast
Magic: Cross Flash/Cross Rush/Sky Driver(Dragon Driver)
Special Formation: Breach
Starting Troops: Mage x 10, Beast x 30
Int.>70?: No
007 Junon
Job: Knight
Magic: Flame Cannon/Meteor Storm/Sonic Blast(Sonic Dragon)
Special Formation: Squad
Starting Troops: Soldier x 10, Cavalry x 10, Harpy x 30
Search at start?: No
008 Rudger
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Breach
Starting Troops: Soldier x 20, Monk x 10
Int.>70?: No
009 Galam
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Raid
Starting Troops: Soldier x 10, Cavalry x 20
Int.>70?: No
010 Nina
Job: Priest
Magic: Resurrect/Holy Shield/Holy Blast
Special Formation: Surround
Starting Troops: Mage x 10
Int.>70?: Yes
011 Link
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Protect
Starting Troops: Soldier x 10
Int.>70?: No
012 Gaul (1)
Job: Magician
Magic: Flame Cannon/Thunder Fall/Meteor Storm
Special Formation: Squad
Starting Troops: Mage x 30
Int.>70?: Yes
013 Kharhaz
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm/
Special Formation: Breach
Starting Troops: Cavalry x 30, Monk x 10
Int.>70?: Yes
014 Scythe (1)
Job: Spirit User
Magic: Summon Golem/Ensnare/Dark Vortex
Special Formation: Raid
Starting Troops: Mage x 30
Int.>70?: Yes
015 Lyria
Job: Priest
Magic: Resurrect/Holy Shield/Holy Blast
Special Formation: Surround
Starting Troops: Mage x 10
Int.>70?: No
016 Gulen
Job: Knight
Magic: Cross Flash/Sonic Wave/Hyper Storm
Special Formation: Protect
Starting Troops: Cavalry x 20, Monk x 10
Int.>70?: No
017 Manoa
Job: Priest
Magic: Resurrect/Holy Shield/Holy Blast
Special Formation: Squad
Starting Troops: Archer x 10
Int.>70?: Yes
018 Duran
Job: Fighter
Magic: Sonic Boom/Flame Cannon/Solar Flare
Special Formation: Breach
Starting Troops: Soldier x 10
Int.>70?: Yes
019 Reiner
Job: Magician
Magic: Flame Cannon/Holy Shield/Meteor Storm
Special Formation: Raid
Starting Troops: Archer x 20
Int.>70?: No
020 Zagat
Job: Samurai
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Surround
Starting Troops: Samurai x 30
Int.>70?: No
021 Jackal
Job: Samurai
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Protect
Starting Troops: Soldier x 10, Samurai x 20, Monk x 10
Int.>70?: No
022 Shione
Job: Ninja
Magic: Flame Cannon/Assassin's Star/Mirage Star
Special Formation: Squad
Starting Troops: Samurai x 10
Int.>70?: Yes
023 Mistal
Job: Samurai
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Breach
Starting Troops: Samurai x 10
Int.>70?: No
024 Presto
Job: Knight
Magic: Flame Cannon/Thunder Fall/Hyper Storm
Special Formation: Raid
Starting Troops: Cavalry x 30
Int.>70?: No
025 Sophie
Job: Magician
Magic: Flame Cannon/Thunder Fall/Meteor Storm
Special Formation: Surround
Starting Troops: Mage x 10
Int.>70?: Yes
026 Tsugal
Job: Priest
Magic: Resurrect/Thunder Fall/Holy Blast
Special Formation: Protect
Starting Troops: Monk x 10
Int.>70?: Yes
027 Bardal
Job: Magician
Magic: Flame Cannon/Holy Shield/Meteor Storm
Special Formation: Squad
Starting Troops: Mage x 20
Int.>70?: No (close)
028 Garyus
Job: Fighter
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Breach
Starting Troops: Soldier x 30, Cavalry x 10
Int.>70?: No
029 Yanna
Job: Monk
Magic: Aura Assault/Cross Flash/Cross Rush
Special Formation: Raid
Starting Troops: Monk x 10
Int.>70?: Yes
030 Shaia
Job: Priest
Magic: Thunder Fall/Holy Shield/Holy Blast
Special Formation: Surround
Starting Troops: Monk x 20
Int.>70?: Yes
031 Raizak
Job: Monk
Magic: Aura Assault/Cross Flash/Cross Rusn
Special Formation: Protect
Starting Troops: Monk x 20
Int.>70?: No
032 Rygar
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Squad
Starting Troops: Beast x 30
Int.>70?: No
033 Baghib
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Breach
Starting Troops: Beast x 20
Int.>70?: No
034 Katt
Job: Spirit User
Magic: Flame Cannon/Summon Golem/Summon Reaper
Special Formation: Raid
Starting Troops: Mage x 20, Beast x 10
Int.>70?: Yes
035 Yuni
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Surround
Starting Troops: Beast x 10
Int.>70?: No
036 Ayrios
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Protect
Starting Troops: Cavalry x 10, Harpy x 30
Int.>70?: Yes
037 Cinna
Job: Magician
Magic: Flame Cannon/Thunder Fall/Summon Guardian
Special Formation: Squad
Starting Troops: Mage x 20, Harpy x 10
Int.>70?: Yes
038 Ortega
Job: Fighter
Magic: ---/Cross Flash/---
Special Formation: Breach
Starting Troops: Soldier x 10, Monk x 10
Int.>70?: No
039 Scar
Job: Fighter
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Raid
Starting Troops: Soldier x 10, Harpy x 20
Int.>70?: No
040 Hayate
Job: Ninja
Magic: Assassin's Star/Cross Flash/Mirage Star
Special Formation: Surround
Starting Troops: Samurai x 60
Int.>70?: No (close)
041 Shirox
Job: Ninja
Magic: Reptile Cannon/Assassin's Star/Mirage Star
Special Formation: Protect
Starting Troops: Samurai x 40
Int.>70?: No
042 Vlad
Job: Bloodsucker
Magic: Resurrect/Mega Tornado/Ensnare
Special Formation: Squad
Starting Troops: Zombie x 50
Int.>70?: Yes
043 Ryskim
Job: ?????
Magic: Dante's Inferno/Resurrect/Quagmire
Special Formation: Breach
Starting Troops: Zombie x 50
Int.>70?: No
044 Ogredd
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Raid
Starting Troops: Cavalry x 30
Int.>70?: Yes
045 Taulus
Job: Fighter
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Surround
Starting Troops: Soldier x 20, Monk x 10
Int.>70?: No
046 Saul
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Protect
Starting Troops: Soldier x 10, Monk x 10
Int.>70?: No
047 Randolph
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Squad
Starting Troops: Soldier x 10, Cavalry x 20
Int.>70?: No
048 Crawford
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Breach
Starting Troops: Soldier x 10, Cavalry x 20
Int.>70?: No
049 Milishea
Job: Spirit User
Magic: Dante's Inferno/Thor's Fist/Dark Vortex
Special Formation: Raid
Starting Troops: Mage x 20
Int.>70?: No
050 Phylicia
Job: Spirit User
Magic: Wind Dancer/Summon Wyvern/Dark Vortex
Special Formation: Surround
Starting Troops: Mage x 20
Int.>70?: No
051 Katis
Job: Spirit User
Magic: Dante's Inferno/Thor's Fist/Dark Vortex
Special Formation: Protect
Starting Troops: Mage x 20
Int.>70?: No (close)
052 Borgon
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Solar Flare
Special Formation: Squad
Starting Troops: Soldier x 40
Int.>70?: No
053 Hilga
Job: Thief
Magic: Shiva's Dagger/---/Cross Flash
Special Formation: Breach
Starting Troops: Soldier x 20
Int.>70?: No
054 Rock
Job: Thief
Magic: ---/Shiva's Dagger/Cross Flash
Special Formation: Raid
Starting Troops: Soldier x 10
Int.>70?: No
055 Lone
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Surround
Starting Troops: Cavalry x 20
Int.>70?: No (close)
056 Sierra (1)
Job: Underling
Magic: Trident's Daughter/Resurrect/Ensnare
Special Formation: Breach
Starting Troops: Zombie x 40
Int.>70?: No
057 Scythe (2)
Job: ?????
Magic: Summon Golem/Ensnare/Dark Vortex
Special Formation: Squad
Starting Troops: Mage x 80, Zombie x 80
Int.>70?: No
058 Gaul (2)
Job: ?????
Magic: Flame Cannon/Thunder Fall/Meteor Storm
Special Formation: Breach
Starting Troops: Mage x 90, Dragon x 90
Int.>70?: No
059 Katmando (1) (NOTE: Do not use; it crashes the system)
Job: ?????
Magic: ---/---/---
Special Formation: N/A
Starting Troops: None
Int.>70?: No
060 Hikkis
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Surround
Starting Troops: Cavalry x 10
Int.>70?: No
061 Cher
Job: Spirit User
Magic: Wind Dancer/Summon Wyvern/Dark Vortex
Special Formation: Protect
Starting Troops: Mage x 20
Int.>70?: No (close)
062 Vangal
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Squad
Starting Troops: Dragon x 10
Int.>70?: No
063 Zado
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Breach
Starting Troops: Dragon x 100
Int.>70?: No
064 Golem
Job: Fighter
Magic: Sonic Boom/Sonic Wave/---
Special Formation: Raid
Starting Troops: Soldier x 30
Int.>70?: No
065 Gustav
Job: Knight
Magic: ---/Cross Flash/---
Special Formation: Surround
Starting Troops: Cavalry x 20
Int.>70?: No
066 Yuug
Job: Magician
Magic: Flame Cannon/Thunder Fall/Meteor Storm
Special Formation: Protect
Starting Troops: Mage x 20
Int.>70?: No
067 Gunner
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Squad
Starting Troops: Beast x 20
Int.>70?: Yes
068 Rykker
Job: Knight
Magic: Cross Flash/Sonic Wave/---
Special Formation: Breach
Starting Troops: Cavalry x 20
Int.>70?: No
069 Gasper
Job: Knight
Magic: Sonic Boom/Sonic Wave/---
Special Formation: Raid
Starting Troops: Cavalry x 30
Int.>70?: No
070 Helm
Job: Fighter
Magic: Sonic Boom/Flame Cannon/---
Special Formation: Surround
Starting Troops: Soldier x 20
Int.>70?: No
071 Tzuvan
Job: Fighter
Magic: Sonic Boom/Cross Flash/---
Special Formation: Protect
Starting Troops: Soldier x 20
Int.>70?: No
072 Faliel
Job: Knight
Magic: ---/Sonic Wave/Hyper Storm
Special Formation: Squad
Starting Troops: Cavalry x 20
Int.>70?: No
073 Diablo
Job: Knight
Magic: ---/Sonic Wave/Hyper Storm
Special Formation: Breach
Starting Troops: Cavalry x 20
Int.>70?: No
074 Silva
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Raid
Starting Troops: Beast x 20
Int.>70?: No
075 Norse
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Surround
Starting Troops: Soldier x 10
Int.>70?: No
076 Kyoem (1)
Job: Ninja
Magic: Phantasm/Assassin's Star/Mirage Star
Special Formation: Protect
Starting Troops: None
Int.>70?: No
077 Kumonn
Job: Ninja
Magic: Assassin's Star/Cross Flash/Mirage Star
Special Formation: Squad
Starting Troops: Samurai x 50
Int.>70?: No (close)
078 Sliver
Job: Ninja
Magic: Assassin's Star/Reptile Cannon/Mirage Star
Special Formation: Breach
Starting Troops: Samurai x 40
Int.>70?: No (close)
079 Sayaka
Job: Ninja
Magic: Flame Cannon/Mirage Star/Assassin's Star
Special Formation: Raid
Starting Troops: Samurai x 30
Int.>70?: No
080 Dayn
Job: Monk
Magic: Aura Assault/Cross Flash/Cross Rush
Special Formation: Surround
Starting Troops: Monk x 30
Int.>70?: No
081 Kodiak
Job: Samurai
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Protect
Starting Troops: Samurai x 30
Int.>70?: No
082 Myria
Job: Magician
Magic: Flame Cannon/Thunder Fall/Meteor Storm
Special Formation: Squad
Starting Troops: Mage x 20
Int.>70?: No
083 Wriph
Job: Spirit User
Magic: Wind Dancer/Summon Wyvern/Dark Vortex
Special Formation: Breach
Starting Troops: Archer x 20
Int.>70?: No
084 Gyzzdark
Job: Knight
Magic: Flame Cannon/Thunder Fall/Hyper Storm
Special Formation: Raid
Starting Troops: Cavalry x 100
Int.>70?: No
085 Ryskim (2)
Job: ?????
Magic: Dante's Inferno/Resurrect/Quagmire
Special Formation: Surround
Starting Troops: Zombie x 100
Int.>70?: No
086 Ramzal
Job: Fighter
Magic: Sonic Boom/Flame Cannon/Solar Flare
Special Formation: Protect
Starting Troops: Soldier x 20
Int.>70?: No
087 Kidd
Job: Thief
Magic: Shiva's Dagger/---/Cross Flash
Special Formation: Squad
Starting Troops: Soldier x 20
Int.>70?: No
088 Uryll
Job: Underling
Magic: Trident's Daughter/Resurrect/Ensnare
Special Formation: Breach
Starting Troops: Dragon x 20
Int.>70?: No
089 Ardor
Job: Knight
Magic: Flame Cannon/Thunder Fall/Hyper Storm
Special Formation: Raid
Starting Troops: Cavalry x 20
Int.>70?: No (close)
090 Gigg
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Surround
Starting Troops: Dragon x 20
Int.>70?: No
091 Santana
Job: ?????
Magic: Dante's Inferno/Resurrect/Quagmire
Special Formation: Protect
Starting Troops: Zombie x 20
Int.>70?: No
092 Talon
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Squad
Starting Troops: Cavalry x 30
Int.>70?: Yes
093 Aisha
Job: Priest
Magic: Resurrect/Holy Shield/Holy Blast
Special Formation: Breach
Starting Troops: Mage x 20
Int.>70?: No
094 Bagril
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Raid
Starting Troops: Soldier x 20
Int.>70?: No
095 Viper
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Surround
Starting Troops: Cavalry x 20
Int.>70?: No (close)
096 Nelson
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Protect
Starting Troops: Cavalry x 20
Int.>70?: No
097 Hagane
Job: Monk
Magic: Aura Assault/---/Cross Flash
Special Formation: Squad
Starting Troops: Monk x 20
Int.>70?: No
098 Erin
Job: Spirit User
Magic: Wind Dancer/Summon Wyvern/Dark Vortex
Special Formation: Breach
Starting Troops: Archer x 20
Int.>70?: No
099 Mileen
Job: Magician
Magic: Flame Cannon/Thunder Fall/Summon Guardian
Special Formation: Raid
Starting Troops: Mage x 20
Int.>70?: No
100 Laine
Job: Spirit User
Magic: Dante's Inferno/Thor's Fist/Dark Vortex
Special Formation: Surround
Starting Troops: Mage x 20
Int.>70?: Yes (wearing Sage Bracelet)
101 Varshyl
Job: Knight
Magic: Flame Cannon/Thunder Fall/Hyper Storm
Special Formation: Protect
Starting Troops: Cavalry x 10, Archer x 30
Int.>70?: No (close)
102 Nyvkall
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Sonic Blast
Special Formation: Squad
Starting Troops: Soldier x 10
Int.>70?: No
103 Piper
Job: Spirit User
Magic: Wind Dancer/Summon Wyvern/Dark Vortex
Special Formation: Breach
Starting Troops: Soldier x 10, Mage x 30
Int.>70?: No
104 Zanon
Job: Knight
Magic: Sonic Boom/Hyper Storm/Thunder Fall
Special Formation: Raid
Starting Troops: Cavalry x 50
Int.>70?: Yes
105 Yuri
Job: Magician
Magic: Flame Cannon/Thunder Fall/Summon Guardian
Special Formation: Surround
Starting Troops: Mage x 40
Int.>70?: No
106 Veltarna
Job: Spirit User
Magic: Wind Dancer/Summon Wyvern/Dark Vortex
Special Formation: Protect
Starting Troops: Archer x 30
Int.>70?: Yes
107 Grudar
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Solar Flare
Special Formation: Squad
Starting Troops: Soldier x 30
Int.>70?: No
108 Bastion
Job: Thief
Magic: Shiva's Dagger/---/Cross Flash
Special Formation: Breach
Starting Troops: Soldier x 10
Int.>70?: Yes
109 Paine
Job: Thief
Magic: ---/Shiva's Dagger/Cross Flash
Special Formation: Raid
Starting Troops: Soldier x 30
Int.>70?: No
110 Agonni
Job: Thief
Magic: ---/Shiva's Dagger/Cross Flash
Special Formation: Surround
Starting Troops: Soldier x 30
Int.>70?: No
111 Sierra (2)
Job: Underling
Magic: Trident's Daughter/Resurrect/Ensnare
Special Formation: Protect
Starting Troops: Zombie x 10
Int.>70?: No (close)
112 Atakin
Job: Fighter
Magic: Sonic Boom/Flame Cannon/---
Special Formation: Squad
Starting Troops: Soldier x 10
Int.>70?: No
113 Gunter
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Solar Flare
Special Formation: Breach
Starting Troops: Soldier x 10
Int.>70?: No
114 Gorudias
Job: Knight
Magic: Sonic Boom/Sonic Wave/Hyper Storm
Special Formation: Raid
Starting Troops: Cavalry x 10
Int.>70?: No
115 Beykall
Job: Magician
Magic: Flame Cannon/Holy Shield/Meteor Storm
Special Formation: Surround
Starting Troops: Archer x 10
Int.>70?: No
116 Saharzad
Job: Magician
Magic: Flame Cannon/Holy Shield/Meteor Storm
Special Formation: Protect
Starting Troops: Mage x 10
Int.>70?: No
117 Phylla
Job: Priest
Magic: Flame Cannon/Thunder Fall/Summon Guardian
Special Formation: Squad
Starting Troops: Mage x 10
Int.>70?: No
118 Marina
Job: Spirit User
Magic: Dante's Inferno/Thor's Fist/Dark Vortex
Special Formation: Breach
Starting Troops: Mage x 10
Int.>70?: No
119 Ruix
Job: Fighter
Magic: Sonic Boom/Sonic Wave/Solar Flare
Special Formation: Raid
Starting Troops: Soldier x 10
Int.>70?: No
120 Scythe (3)
Job: ?????
Magic: Summon Golem/Dante's Inferno/Dark Vortex
Special Formation: Raid
Starting Troops: Siren x 100
Int.>70?: No
121 Gaul (3)
Job: ?????
Magic: Flame Cannon/Thunder Fall/Meteor Storm
Special Formation: Breach
Starting Troops: Mage x 100, Dragon x 100
Int.>70?: No
122 Barat
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Squad
Starting Troops: Beast x 10
Int.>70?: No
123 Neil
Job: Magician
Magic: Flame Cannon/Holy Shield/Meteor Storm
Special Formation: Breach
Starting Troops: Archer x 10
Int.>70?: No
124 Ramda
Job: Knight
Magic: Resurrect/Mega Tornado/Ensnare
Special Formation: Raid
Starting Troops: Soldier x 10, Cavalry x 10, Mage x 10, Zombie x 50
Int.>70?: Yes
125 Lokithus (NOTE: Do not use; it crashes the system)
Job: ?????
Magic: ---/---/---
Special Formation: N/A
Starting Troops: None
Int.>70?: No
126 Madruk (1)
Job: ?????
Magic: ---/---/---
Special Formation: Protect
Starting Troops: None (has Soldier x 100 in debug mode)
Int.>70?: No
127 Grog
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Squad
Starting Troops: Dragon x 50
Int.>70?: No
128 Razor
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Breach
Starting Troops: Dragon x 50
Int.>70?: No
129 Fynn
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Raid
Starting Troops: Dragon x 80
Int.>70?: No
130 Klaww
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Surround
Starting Troops: Dragon x 70
Int.>70?: No
131 Slytt
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Protect
Starting Troops: Dragon x 60
Int.>70?: No
132 Krystiss
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Squad
Starting Troops: Dragon x 50
Int.>70?: No
133 Dugglar
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Breach
Starting Troops: Dragon x 50
Int.>70?: No
134 Karakk
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Raid
Starting Troops: Dragon x 50
Int.>70?: No
135 Blakk
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Surround
Starting Troops: Dragon x 50
Int.>70?: No
136 Skugg
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Protect
Starting Troops: Dragon x 50
Int.>70?: No
137 Tazzax
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Squad
Starting Troops: Dragon x 50
Int.>70?: No
138 Graggel
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Breach
Starting Troops: Dragon x 40
Int.>70?: No
139 Paxx
Job: Dragon
Magic: Flame Cannon/Stone Pedestal/Sky Driver
Special Formation: Raid
Starting Troops: Dragon x 40
Int.>70?: No
140 Madruk (2) (NOTE: Do not use; it crashes the system)
Magic: Flame Cannon/---/Sky Driver
Special Formation: N/A
Starting Troops: None
Int.>70?: No
141 Katmando (2) (NOTE: Do not use; it crashes the system)
Job: ?????
Magic: Flame Cannon/---/Sky Driver
Special Formation: N/A
Starting Troops: None
Int.>70?: No
142 Mea
Job: Spirit User
Magic: Dante's Inferno/Thor's Fist/Dark Vortex
Special Formation: Squad
Starting Troops: Mage x 10
Int.>70?: No (close)
143 Fiina
Job: Spirit User
Magic: Wind Dancer/Summon Wyvern/Dark Vortex
Special Formation: Breach
Starting Troops: Mage x 10
Int.>70?: No (close)
144 Alex
Job: Magician
Magic: Flame Cannon/Thunder Fall/Summon Guardian
Special Formation: Raid
Starting Troops: Mage x 10
Int.>70?: No
145 Farilis
Job: Magician
Magic: Flame Cannon/Holy Shield/Meteor Storm
Special Formation: Surround
Starting Troops: Mage x 10
Int.>70?: No
146 Kilrein
Job: Magician
Magic: Flame Cannon/Thunder Fall/Summon Guardian
Special Formation: Protect
Starting Troops: Mage x 10
Int.>70?: No
147 Ishtar
Job: Magician
Magic: Flame Cannon/Thunder Fall/Summon Guardian
Special Formation: Squad
Starting Troops: Mage x 10
Int.>70?: No
148 Hagar
Job: Samurai
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Breach
Starting Troops: Samurai x 10
Int.>70?: No
149 Raitt
Job: Samurai
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Raid
Starting Troops: Samurai x 10
Int.>70?: No
150 Gekai
Job: Samurai
Magic: Sonic Boom/Cross Flash/Sonic Blast
Special Formation: Surround
Starting Troops: Samurai x 10
Int.>70?: No
151 Shadow
Job: Ninja
Magic: Reptile Cannon/Mirage Star/Assassin's Star
Special Formation: Protect
Starting Troops: Samurai x 10
Int.>70?: No
152 Kyoem (2)
Job: Ninja
Magic: Reptile Cannon/Assassin's Star/Mirage Star
Special Formation: Squad
Starting Troops: Samurai x 10
Int.>70?: No
153 Slate
Job: Ninja
Magic: Assassin's Star/Reptile Cannon/Mirage Star
Special Formation: Breach
Starting Troops: Samurai x 10
Int.>70?: No
154 Narrak
Job: Ninja
Magic: Reptile Cannon/Assassin's Star/Mirage Star
Special Formation: Raid
Starting Troops: Samurai x 10
Int.>70?: No
155 Zatai
Job: Ninja
Magic: Assassin's Star/Cross Flash/Mirage Star
Special Formation: Surround
Starting Troops: Samurai x 10
Int.>70?:
156 Slythis
Job: Ninja
Magic: Reptile Cannon/Mirage Star/Assassin's Star
Special Formation: Protect
Starting Troops: Samurai x 10
Int.>70?: No
157 Barrat
Job: Monk
Magic: Aura Assault/Cross Flash/Cross Rush
Special Formation: Squad
Starting Troops: Monk x 10
Int.>70?: No
158 Gator
Job: Monk
Magic: Aura Assault/Cross Flash/Cross Rush
Special Formation: Breach
Starting Troops: Monk x 10
Int.>70?: No
159 Livion
Job: Monk
Magic: Aura Assault/Cross Flash/Cross Rush
Special Formation: Raid
Starting Troops: Monk x 10
Int.>70?: No
160 Stegalt
Job: Monk
Magic: Aura Assault/Cross Flash/Cross Rush
Special Formation: Surround
Starting Troops: Monk x 10
Int.>70?: No
161 Kulien
Job: Priest
Magic: Resurrect/Thunder Fall/Holy Blast
Special Formation: Protect
Starting Troops: Mage x 10
Int.>70?: No
162 Fern
Job: Priest
Magic: Thunder Fall/Holy Shield/Holy Blast
Special Formation: Squad
Starting Troops: Mage x 10
Int.>70?: No
163 Enya
Job: Priest
Magic: Resurrect/Holy Shield/Holy Blast
Special Formation: Breach
Starting Troops: Mage x 10
Int.>70?: No
164 Gilette
Job: Thief
Magic: Shiva's Dagger/---/Cross Flash
Special Formation: Raid
Starting Troops: Soldier x 10
Int.>70?: No
165 Voitt
Job: Thief
Magic: ---/Shiva's Dagger/Cross Flash
Special Formation: Surround
Starting Troops: Soldier x 10
Int.>70?: No
166 Rog
Job: Thief
Magic: Shiva's Dagger/---/Cross Flash
Special Formation: Protect
Starting Troops: Soldier x 10
Int.>70?: No
167 Fyffer
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Squad
Starting Troops: Beast x 10
Int.>70?: No
168 Sylphia
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Breach
Starting Troops: Beast x 10
Int.>70?: No
169 Zakk
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Raid
Starting Troops: Beast x 10
Int.>70?: No
170 Rufas
Job: Beast
Magic: Cross Flash/Sky Driver/Cross Rush
Special Formation: Surround
Starting Troops: Beast x 10
Int.>70?: No
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
~X90DB
Section 9: Debug Mode!
This is a storehouse of various information about the mysterious Debug
Mode. Recommended for ADVANCED users only.
To enter Debug Mode:
At the title screen, when it says "Press Start," hold down L, R, X, and Z.
Now, use the d-pad to enter Down, Down, Up, Down, Down, Left, Left, Left, Up,
Down, Right, Right, Right; then hit Start. You should hear clicks for each
correct press; if you mess up, you'll hear a cancel sound. The cancel sound
will also go off when you hit Start, and "Debug Mode" appears under the main
menu selections.
Using Debug to cheat:
Once you have entered Debug mode, before you choose Continue or New, hold
X. Now, continue to hold X while you make your selections; when you get to the
Domestic menu, you can let go. You'll get one of every item, including all the
Star Dragon artifacts. You also get fifteen Awards. Don't worry about items
called "Treasure" that raise "rank;" they're glitchy.
-Domestic Debug Options:
1. Events: A number thing will pop up; choosing one will trigger one of
the Events. This can be SERIOUSLY disruptive to gameflow. A few general tips
if you dare to use this, however. These are generally where you find events.
0: Intro sequence.
Very low numbers: Early-game events.
19: Frest.
20-~80: DF members join.
99: Vlad joins.
160: The "earthquake." This marks the need to get to the shrines.
203: Plays just after Katmando appears.
342, 346: Vangal joins.
355: Bypasses the Shirox battle (part of Hayate sequence.)
361: Plays when Scar is captured.
400+: Generally pertain to Zanon of Litonia.
*If you run the last event in the Gongos scenario, Zanon joins with his
full boss powers. Absolutely brutal.
2. Data: This has the game's internal data used to track officers. It's
sorted by the game's internal numbering system, and seems a bit random. There
is a lot of information here, some of which may be confusing; follow this.
-Name (x:name$) The x is the order number, and the name$ is the name.
-Sex: Male or female. To be sure, Katmando is given a MALE gender.
-Status: Can be "exists" which means the character is actively on the map;
"Unknown OK" means does not exist; "Hospital" means the character is injured;
"Captive" means the character is a captive; and "Town Captive" means a captive
that is about to change to "exists" at the beginning of the Field session.
-Hosp: How long the character must recover in the Hospital; x=weeks.
-Class: "General" is a division leader; "Leader" is a castle leader; and
"Officer" is neither/nor.
-Job: A name-description for the character's class.
-King: Who the monarch over this character is.
-Locate: Where this character is. The name of another character indicates
that this character is "under" the other in a division. A castle name... well,
that's obvious.
-Face: Internal code number for the character's face. Junon has two; 7
with the mask, and 138 without.
-HP: x:cur_HP/max_HP. The X indicates the number of times the character
can be reduced to zero HP before death. If this number is 255, the character
cannot be killed. (Credit GenocideHeart.)
-MP: cur_MP/max_MP. The character's MP.
ATKP: The character's base Strength. The Str stat you often see is [3/5]
of this value.
DEFP: The hidden Defence stat. The lower this number, the less damage an
officer will take from attacks and spells.
ESCP: Escape Points. This seems to be the base likelihood for a character
to get injured/captured/killed when running away. Your monarch always has the
ESCP=0; and other DF members are ESCP=1. Most characters are 10.
LEADP: The character's base Command. It works just like ATKP.
INT: The character's actual Intelligence. The number used in the normal
game is 6n+10 of this value; books raise THIS by one, which shows an increase
of 6 in the normal game. For this INT to be 10 is the requirement for the
search/fortify.
CHUSEIP: "Chuusei Points." The hidden Loyalty stat. See below for more
information.
Win: The number of victories the previous week / total.
Lost: As Win, but measures losses.
Result: Unknown and not relevant.
Level: Add one to this to get actual level.
EXP: The character's actual experience/next.
Naisei: "Domestic Affairs." This is a pair of binary flags that identify
whether an officer has received an award, and whether they have used a search
or fortify order.
Troop types: Whatever is under "Zombie" is the troop being used.
Spells: The whited ones are known; the greyed ones are not yet.
Note: Scythe's Sirens and Kyoem's Kyoem Clones do not have actual names.
Please refer to the "Character List" in section 8.
-Field Debug Options:
Accessed from the Primary Field Menu.
1. Field Speed Etc: This has multiple options.
-Change Display: This allows you to make the castles bigger or smaller, or
to remove non-castle locations, roads, or divisions from the map.
-Field Speed: Four settings, which affect the speed of the Field mode.
-CPU Battle attack: "Show" forces the game to show you every time a CPU
attacks another CPU's castle. Annoying --- keep off.
-CPU Field Battle: As above, but for division battles. Same opinion.
-Change event debug: DO NOT USE. I don't even know the half of what this
can do, but even a small error can wreck gameflow. Basically, what it does is
that you can adjust the event-trigger flags. Very dangerous unless you really
know what you're trying to do.
-Display event counter: Shows a bunch of numbers used internally by the
game. You don't need this.
-Show CPU thought: Shows the calculation of the AI. Nifty, but it tends
to clutter the field too much.
2. Force Domestic: Does NOT end the week; it simply calls a Domestic
session. VERY useful.
3. Force Battle: Force this for fun. You'll be asked to load some files.
-Select sound number: You don't need this. Just leave it at 18.
-Select man boss.ber: Choose "your" character. This is in the format
DF2xxx.sbn, where xxx is the internal value for the character, which can be
referenced in Section 8. Do not use any characters listed as Do Not Use, or the
game will crash. 126 (Madruk) has a CMDP of 0.
-Select CPU boss.ber: Choose the "enemy" character.
-Select Field number: Choose the field.
- From 1 to 10 are the terrain types;
- 11 to 28 are the castles.
4. Debug Army: Shows a master list of all active divisions.
5. Debug Cmdr: Shows a master list of all 170 officers, sorted either by
internal value or name.
6. Remaining Action Display Toggle: This appears in the upper left corner,
and seems to show how much of the system's resources are being used.
Final note on Debug: If you click an Enemy Castle, you'll get a new yellow
directive, "Force March." This allows you to create and move enemy divisions.
Very nifty, but might suck a lot of the challenge from the game. Might? More
like WILL. You've been warned.
~X91SI
Miscellaneous Stat Info:
This pertains to the various "stats" like Strength that define the various
officers in this game. Some of these are also referenced in the Debug mode.
1. STR/ATKP: This measures an officer's physical combat ability. It will
affect the damage inflicted during a duel, as well as any spell marked as
"Physical." In the game, these have a SwORD icon.
2. INT: This measures an officer's Intelligence. In Domestic, it affects
the ability to do, and accuracy of, Search and Fortify directives; in combat,
it affects the damage dealt by magical attacks other than Physical spells.
3. CMD/LEADP: This measures the officer's leadership ability. Basically,
the effectiveness of one side's troops against those of the other side is based
on a comparison of the two Command stats. This stat is modified by terrain or
castle occupation, and effectively modified by troop-type comparisons.
4. DEFP: This measures the officer's weakness to damage. The lower the
number, the less damage the character will take from troop and Physical attack
forms. When struck by troops, the damage dealt is equal to the officer's
DEFP; when struck by officers (eg, in a duel,) damage is dealt according to
the following formula:
Damage dealt = ATKP / (15-DEFP)
Items that "give defense" reduce damage taken by 1 point. If such an item
is given to an officer that has a DEFP of 1, that officer does become immune
to all damage from enemy troops.
5. CHUSEIP: This measures the officer's loyalty value. At C=255, the
officer is considered "loyal," which means that he can (with rare exceptions)
never abandon you, and will be Injured instead of Captured if defeated while
on your side.
Lower CHUSEIP values have this effect: When you use the officer in battle,
s/he expects to have more battles. If no battles are fought for two weeks, the
officer will "complain" when addressed in Audience-Generals. At the end of the
Domestic session, any "complaining" officers are checked for loyalty; if a
random number {0...255} is higher than the officer's CHUSEIP, that officer will
desert you, possibly to the Searchable roster, possibly to another monarch.
This persists until the officer's CHUSEIP is raised to 255, the officer deserts
or the "complaint counter" is reset by the officer getting a battle.
(Note: Even loyal officers will have some sort of "complaint" if neglected
but the not-happy music won't play, and there's no desertion chance for them.)
To raise CHUSEIP, you can use any Item.
Equip: +15, as long as item is held.
Faith Coin: +45 each.
Other items (crests, books, other coins) +15 each.
For nearly all officers, five Faith Coins and another equip or item should
suffice to ensure full loyalty.
Note that Bastion's unique interaction with female officers, and Vlad's
rage quit (see section 7 for info on both,) occur regardless of CHUSEIP.
6. NAISEI: Naisei, or Domestic Affairs, has four possible values: F8, F0,
78, and 70. Each number has a specific meaning:
-7: Has received an award (that is, you gave this officer an award)
-F: Has not received an award
-8: Has performed a Search or Fortify order
-0: Has not performed a Search or Fortify order
In the game's data structure, the Naisei value is combined with the Face
value into a two-byte "number."
-------------------------------------------------------------------------------
UN-INDEXED APPENDIX SECTION: SPECIAL THANKS!
To Sega and Working Designs, for a totally rockin' game!
To CJayC, for the incredible work of art that is Game FAQS.
To GenocideHeart, for a wide variety of informations.
To RPKierstan, for all of the Character List section. ^.^
To Crazypanda, MM984, and Hasukawa Kazuyaa for questions that drew attention
to improvements to this.
To Blast-Beat-Pete and sorinev for the most recent information.
Yay.
k.sittori 2004.02.10