______ __ . _____ _______ ______ . \ / / / / \ \ __ \ | _ _ |\ / / \ | |_/ / / . \ ||__) \ |/ | | \| | | / . \ | _ / / /_\ \ | / | | | | / /_\ \ | | \ \ / ___ \ ||\ \ | | | | / ___ \ | | \ \ _/ / \ \_ || \ \ _| |_ | | _/ / \ \_ /____\ \_\ |___/ \___|/__\ \__\ |_____| /____\ |___/ \___| T H E W O R D O F F A T E %%%%%%%%%%%%%%%%%%%%%%%%%%%%% % KARTIA FAQ % % Version 2.0 % % by Fritz Fraundorf % % erggibbon@aol.com % %%%%%%%%%%%%%%%%%%%%%%%%%%%%% The most recent version of this FAQ is available at Cosmo Canyon: http://come.to/cosmocanyon ----------------------------------------------------------------------- %%%%TABLE OF CONTENTS%%%% I. Revision History II. Frequently Asked Questions III. Battle Strategies Toxa Lacryma Versus IV. Characters and Phantoms Characters Common Phantoms Doll Phantoms Shadow Phantoms Enemies V. Weapons and Gear Axes Swords Spears Helmets Armor Boots VI. Spells Fire Water Earth Air Medicine VII. Other Stuff Text Combos Secret Combos The Grammar Trick Phantom Deletion VIII. Credits / Disclaimer ******************************************************* I. REVISION HISTORY ******************************************************* Version 2.0 (9/18/98): - Lacryma's walkthrough completed - Other Stuff section finished - Added a column that shows whether an item is tradable or not to the items section - Look for a Tales of Destiny FAQ in October! Version 1.0 (8/30/98): - First version - Toxa's walkthrough complete, Lacryma's forthcoming - The Other Stuff section is incomplete thanks to the fact that I can't play the game with the clear game file I stupidly created. Expect it in 2.0. ******************************************************* II. FREQUENTLY ASKED QUESTIONS ******************************************************* Q. Are there any secret Kartia combinations? A. Yup. See the "Secret Combos" list under Other Stuff. Q. How many chapters are there? A. 18 for each character. Q. Is possible to create Fynus phantoms? A. It would seem so, since there's a spot for them in the Phantom screen and you can get Fynus Armor. However, the Text to create them hasn't been found (to my knowledge). Q. If one of my phantoms dies, do I keep its equipment? A. Yes. Q. How do I get stuff out of barrels? A. Cast a Fire, Flame, or Thunder spell on the barrel to destroy it. You will automatically get the item. Q. How come I can't get all of the Text in Toxa's quest? A. I don't know if it's intentional or not, but for some reason not all of the Text is available in Toxa's quest. Sorry. Q. In Chapter 2 of Lacryma's quest, how can I stop the Kyau from destroying the two chests? A. You can't. It's just a sick joke. Q. How do I beat the final boss of Toxa's quest? A. See the battle strategies for Toxa's chapter 18. Q. Where are the Stones of Sunlight? A. Wrong game. ******************************************************* III. BATTLE STRATEGIES ******************************************************* %%%TOXA%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ---Chapter 1: Druid Girl--- On the first round, move your six phantoms directly forward and attack the enemy phantoms in front of them -- you're already matched up with the correct phantom type. Move the four human characters forward as far as you can. On the second round, take care of any phantoms remaining from the first row, then move Toxa forward as far as you can and have him cast a spell on Misty and the four phantoms surrounding her. Then just rush her with your phantoms and humans. Be sure to match up the right phantom types -- use Commons on Dolls, and Shadows on Commons. Kill all the phantoms first before you knock out Misty for extra experience. Once Misty is defeated, you'll win the battle and receive Kartia based on how well you fought, plus two new Texts. ---Chapter 2: Deal of Justice--- Before beginning this battle, use the Create Phantom command to create as many phantoms as you can. Be sure to make some Dolls, because you don't start with any. It's also a good idea to make a bunch of swords, as the terrain here is level (swords work best on level terrain). Send your Common phantoms to kill the Kyau to the left, while you use the Dolls and Shadows to kill the Shadows and Commons, respectively. After taking out the first two phantoms, send your characters out to the sides to open the chests for Text and Kartia. Also, use a fire or wind spell to destroy the barrel for another goodie. Kill the two Beheads with the appropriate phantoms, and send your human characters to the sides to blow up the crates and barrels with magic. When you attack the thieves, use swords when possible. The thieves can and will use Kartia, and Garum can create more phantoms. While you're fighting the thieves, send a few Dolls over to kill the two Shadows guarding Mona. Phantoms are mostly ineffective against Garum himself, so use your humans. Again, kill all the other enemies before taking out Garum for more experience. ---Chapter 3: Seeking the Path--- This is where it starts to get interesting. You start with just Toxa and his phantoms, taking on a horde of enemies. Before you start, make sure you've got 6 phantoms. You can now make Beheads, so you may want to create some of those. Then do some item creation to equip Toxa and the phantoms with the best gear you can make. Have Toxa bust open the barrels with magic while the phantoms attack the corresponding enemy phantoms. If one of your characters is hurt, move them onto the flowers. At the start of the next round, they'll regain a chunk of HP. When Turn 4 begins, Alana, Misty, and Duran will enter, accompanied by Alana's phantoms. Use them to attack the Morderes (they have indirect attack, so they can't counterattack, but they *can* shoot at you), then the Thieves. Since your HP determines how much damage you can do, spread out your attacks to reduce the overall power of the enemies. Each of the thieves will give you a free Silk Kartia when defeated. Once you've killed everybody but Garum, surround him and attack him, but don't kill him. As long as you knock his HP down to 30 or less, he'll heal himself, allowing you to hit him some more. Again, don't kill him, and he'll heal again. Build up experience here as long as you'd like, then finish him off. Cross will then enter and kill Garum, and Misty will join you. ---Chapter 4: Vigilance--- In this battle, Toxa, Duran, and Misty are joined by Rimzan and Posha. First, make sure to fill up your ranks of phantoms -- both Toxa and Rimzan can create phantoms -- and equip everybody (remember, your phantoms can equip stuff too). Arrange your troops so that your Dolls are on the right and your Shadows are on the bottom (from the initial perspective). Once the battle begins, your first order of business is to get Posha away from the enemies. First, move Posha towards the rest of the group, and have her use an earth spell against one of the Shadow Beheads, then Send your Dolls and Rimzan (who is *very* powerful) over to take out the Beheads. Use your other human characters to bust open crates (one of them contains the very useful Big text) or attack with magic. Use the Common phantoms to attack the gang of Shadow Morderes, and send the Dolls towards the Common Morderes. On the subquest turns, sweep your characters down the street, attacking the phantoms with the appropriate types. Be sure to open all the chests for Text and a Unique Axe. You'll also get another Text when you defeat one of the thieves. ---Chapter 5: Adoration--- Before the battle, Troy will give Alana a new Text that allows you to use more Kartia combinations. Toxa, Alana, Misty, Duran, and Posha will then go to Three Leaves Pond to fight the thieves. Fill up your ranks of phantoms (you can now make Golems), but don't make any more Shadows, as the enemies has no Commons, so they're kinda useless. Arrange your troops so that the Commons are close to the group of enemy Dolls, the Dolls towards the Shadows, and your Shadows in the far corner (just leave them there and keep them out of the fight). When the battle begins, send your two groups towards the appropriate enemy ones and smash them up. The Morderes can't cross water, so you'll need to cast an Ice spell on the water to make a bridge for them. The phantoms are easy, but then the thieves will come in and start using magic on you. If you picked up the Chrysanthemum Text in Chapter 3, you'll have a new healing spell (thanks to the Grammar Text that Troy gave you), which will be handy -- remember, if any of your human characters die, you lose. As always, be sure to open all the chests for new Text, including the Dragon Text, which lets you make the aquatic Lizauro phantoms. They're pretty strong, so you might want to start making them right now. Don't underestimate this level -- it looks easy, but the thieves can be pretty tough. ---Chapter 6: Promise--- Toxa is gone, so you have just Alana, Misty, Duran, and Posha here. The odds may be against you, but this is actually not that hard of a battle. On your first turn, use fire spells to destroy the fence and attack the three Golems with the appropriate kind of phantoms. You should be able to take them all out on the first turn. After that, the battle just develops into a melee. Watch out for the guy with the cannon, at the start of each round, he'll fire at one of your guys and take off about 50 HP (even on humans). At the beginning of round 3, Toxa and his phantoms will show up. Unfortunately, they start so far away from the action that they're kinda useless, except for healing. Be sure to bust open the barrels, one of them has a Text inside. You'll also get another Text from one of the thieves. At the start of the enemies' third turn, three Lizuaro phantoms (one of each class) will appear at the far end of the trail. The Lizuaros are really strong, so be careful when fighting them. After you get past the thieves and Lizuaros, the only enemy left is your friend with the cannon. Send your troops up the mountain; you might be able to hide your weaker ones behind trees to avoid the cannon, but don't quote me on this. Getting to the top of the hill takes a while, so try using magic and Morderes to take out the thief. The two crates by him contain 1 World Tree Kartia each, nice but not essential. You'll get a Text for defeating the thief, and two more when you're awarded your war trophies. ---Chapter 7: The Past Stays--- In this scenario, you take on Cross, who's accompanied by a large band of funky jellyfish-looking phantoms called Polypens. (If you picked up the Sea and Lunar Texts in the last level, you can make these guys too) Fortunately, the Polypens have the movement range of a brick, so just keep your guys out of their range as you advance (you can see an enemy's range by clicking on it like you were going to move it) until you have enough forces to take out one of the groups. The spell Sea Wind works great on them as well. When you get to the pond, things get a little trickier. The Polypens on the far side won't come over, so you have to go to them by freezing the pond with Ice spells. Lizauos are a big help as they can walk across water, and a couple of Sea Winds can't hurt. You don't *have* to cross the pond, but the chests and barrels continue one or two new Texts, some Kartia, and a Royal Sword, so be sure to pick them up. When you get to the Lizauos in the final hall, send your human characters forward to draw them out, then take them out with the appropriate kind of phantom (Sea Wind works pretty well on these guys too). On the 8th and 11th turns, enemy reinforcements will appear on the other side of the map. Just ignore these; they're too far away to cause any trouble. Cross himself is a pushover; he's really weak against earth, and you should be able to take him out with two or three Lava Rocks. --Chapter 8: Days of Rest-- These are days of rest, all right, because this is the easiest level in Toxa's quest. Sure, you're fighting dragons, but there's only 3, and you got a huge force. Arrange your characters before the battle so that your Common phantoms are closest to the Doll Dragon, your Dolls close to the Shadow, etc. Then just run over and whack the corresponding dragon out of existance -- they don't even counterattack! By this time, you should have some spells that are particularly effective against certain phantom types (i.e., Mercury does extra damage to Commons); have your humans use these while the phantoms loot the place -- the chests have some new Texts and a set of Warrior armor. Try to keep Toxa's phantoms out of danger and use Bachstail's instead, as Bachstail's are completely expendable (he only shows up in this one level). You should get a load of Kartia when you beat the level, plus four more Texts. --Chapter 9: Sign of Fun-- In this unusual scenario, your goal is to try to wipe out all the enemy phantoms in 10 rounds. It's not as easy as it looks -- every 2 rounds, about 12 more enemies will appear. In fact, I wouldn't even try to win, because you don't have to. Just make a bunch of Slashing Swords for your humans (they do more damage to Dolls, and all the starting enemies are Dolls), earn some experience, and grab the chests for a Text and a set of Diamond gear. You also get to use Kun for the first time in this scenario; he's not a good magic-user (he can only use ONE Kartia!), but he's a great fighter, with a high attack *and* defense. Anyway, just case the place, and when things start looking hairy, send one of your humans to their demise. As soon as they "die", the mission will end, and you'll be rewarded according to how many rounds you lasted and how many phantoms you killed. Note that any phantoms you lost in this scenario will stay dead, which is why I don't suggest trying to win. If anybody out there actually manages to clear out all the enemies, I'd love to hear from you. --Chapter 10: Kindness-- Another easy level; the only interesting thing here is the fish-like Garorks you fight. You also should able to create Pardoses (Pardi?) now; they're powerful centaur-like phantoms. However, they can't move in the water, so they're kind of useless here. You'll mostly be using your human characters; send a few phantoms to kill the two Polypens, then advance into the water and hunt down all the fish and Lizauros. At the start of most enemy turns, a new enemy will appear at the end of the river, so post a few land-based phantoms there to take out the newcomers. Be sure to bust all the barrels, including the two on the other side of the lake; most of them contain Texts. After wiping out all the phantoms, you'll win the level. In the scenes that follow, you're given the Intermediate Grammar Text, allowing you to use more Kartia combos. --Chapter 11: Knight's Choice, Her Choice-- This level looks daunting at first, until you realize that almost all the enemies are Commons. So fill up your ranks with a lot of Shadow Pardoses and Minotaurs. Also, you've probably stockpiling Kartia over the last couple of levels, so use it to create a lot of equipment for your troops. You should have the Ultra text, mix into everything you create for a +3 bonus (and it's only a Silk Kartia!). Once the battle begins, use a flame spell to burn through the fence ahead of you, then go for a three-pronged attack. You'll notice some cannons behind you on the fort; you can use these if you move somebody all the way up there, but by the time you get there, none of the enemies will be in range, so just forget about it. (The barrels just contain a +2 Diamond Sword and Tech Shoes, nice but not important -- grab 'em if you feel like it). After taking out the phantoms, you have to face the Akueldo soldiers. Just use a couple of Big Rock or other earth spells from a distance to take them out. As long as you don't stand right next to them, they'll just there and not even attack you! (great AI...) Be sure to open the chests from some additional Texts before you finish off all the soldiers. --Chapter 12: Conspiracy-- All of a sudden, things get really tough. You're surrounded on three sides and outnumbered, and facing a large number of human enemies, all of whom can (and will) hit you with wide-area Giant Quakes and other spells. Before beginning the battle, delete any phantoms you have that are lesser than a Kabanda and replace them with Pardoses and Minotaurs. Then do a lot of equipment making. A lot. You want lots of +4 Platinum Swords and Replica Masamunes, and good armor is important too. Also, if you haven't been making spears and axes, make a few good ones too. Don't forget to equip it all! (just use the Auto Equip option) Once the battle begins, immediately use Duran to cast Flame on the three nearby barrels for the important Star and Seven Texts, which you give a number of new spell and equipment choices. Move your troops off the side of the road and fight through the phantoms and Knights there. Use the Giant Quake spell as much as you can to damage wide ranges of enemies (be sure to use the Circle button to check the enemies' magic defense, though -- if they have an Earth defense more than 45, use something else). Most of the enemies (except the two fish) will come to you, the trick is just in killing them. With all the quake spells being cast, the ground is going to get pretty messed up, and that's where the spears and axes come in. Remember, spears are good when attacking from below, and axes when attacking from above. Be sure to equip the right type of weapon before you attack; it will greatly increase the damage you can do. Finally, be sure to keep Posha protected, as she's weak and easily killed. Oh, and the enemy will get 2 more knights on turn 2, and 3 more on turn 6, so adjust your strategy accordingly. Be prepared to take a lot of casualties here; you may lose your entire group of phantoms. --Chapter 13: The Original-- This level is a nice break from the anarchy of #12. Since you've probably lost a lot of your phantoms, fill up your ranks with an equal number of Minotaurs, Pardoses, and the new Satelles. You might also want to toss in a Garork or two; even though they're fish, they can still function on land, and they can shoot. Have four phantoms and Posha (for healing) take out the two guys behind you, while you divide your other characters into three groups. Send Toxa's group to the left (facing the door you came in), and another group to the right. Kill the phantoms (they have that classic moron AI again and won't attack unless you're right next to them) and retrieve the chests. To get to some of the chests, you'll have to burn the bookcases with a fire spell. As for the third group, advance them forward and take out the three Satelles. After you get the chests, send the side groups back down the stairs and regroup with the lead team -- except for Toxa himself. Send him to grab the chest on the high shelf, then jump down onto the floor below and circle around the back of the altar that holds the Kartia case. Keep Posha's team at the doors to take out the stream of soldiers coming into the library. Send the big main group around the *opposite* side of the altar from Toxa, and just send a few characters in Toxa's direction. The enemies will all move to stop your main group, allowing Toxa and company to slip in around the back. Use the Twister spell to take out the three soldiers guarding the case (they're weak against air), and don't forget to grab the chest in the far back. The scenario will end as soon as Toxa walks onto the gray square in front of the case, so you'll probably want to kill off the remaining enemies for experience first. --Chapter 14: The Final Winner-- Fill up any blank spaces in your roster, then arrange your characters so that the Shadows are in the lead. Have them move up and kill the three Common Satelles. Advance your other characters up afterwards. Don't forget about Karis, either -- have her attack the nearby Garork. Then comes the fun part. The eight enemy soldiers will come down and start blasting you with magic. You'll just have to sit through it (there's really nothing you can do) until it's your turn. Have Karis finish off the Garork, then attack the soldiers with your main group. Use an air magic spell or two to soften them up, then finish them off with your Satelles and Minotaurs. Remember, you're fighting on an incline, so either equip spears or get on the same level as the enemy. Magic really isn't all that effective; you'll need your phantoms here. On round 3, Cross himself will probably come down. DON'T KILL HIM! If you do, the level will end, and you can't get all the chests. Concentrate on taking out the soldiers instead. As the soldier ranks thin, split off two small groups of characters and send them off to the sides to kill the soldiers guarding the chests. Have Karis open the chest closest to the red carpet for a Text (the other one just has Kartia), then move her over to aid one of the side groups (attack from above with an axe). Also send a Doll phantom, preferably a Minotaur, up to get the chests in the far corner. The one close to the carpet has a Text, the other one just has Kartia. Once you've gotten all the chests, finish off Cross. In the scenes that follow, you'll get the Advanced Grammar Text, and Posha will become a Shrine Warrior. --Chapter 15: Eden-- This battle would be tough, were it not for the new Grammar Text you got, which allows gives you access to many new items and spells, plus the Akoniet phantom. Fill up your ranks, and arrange the phantoms so that the Commons are on the outside. Then advance your Commons forward in two groups to take out the Doll Kaliyas, with the majority of your forces heading towards the dragons and not the chests. When the small team reaches the chests, be sure to open them. One of them contains the Hydra Text, which lets you make your own dragons. The enemy dragons can be a bit of a problem thanks to their long range, but with all the new spells you have (Lotus Flame, Thunder Copy, etc.), you should be able to rip them a new one. And since they can't counterattack, you can have even weak characters attack them without fear of retaliation. While the main group is taking on the dragons, send the small group by the pond to kill the Akoniets and catch any fleeing dragons. --Chapter 16: Into the Light-- Again, you're up against dragons, but they're really not that tough. You should be able to rush them and kill them with Akoniets and Satelles pretty quickly. By now, you should have the Roll Typhoon spell, which will pick a random enemy and cast a strong (stronger than normal) Typhoon spell on it. What's so good about this? Well, you can use it to hit enemies that are normally out of range, and it also does a lot of damage. It's one of the best spells in the game, so don't overlook it. There's some Garorks out in the water; just ignore them or take them out with a Roll Typhoon. As for Cross and Asty, go after Cross first; he has some really powerful spells like Garuda Flame and Lotus Flame. Spread your phantoms out to avoid taking too many casualties, and keep an eye out for Posha. Once Cross goes down, finish off Asty. If you want, use the same trick you used on Garum in Chapter 3 -- knock her down to less than 30 HP and she'll heal herself, allowing you to pound on her some more for additional experience. Repeat as much as you want (you can also use this time to pick up the four chests if you haven't yet), then finish her off. --Chapter 17: Bond... James Bond-- You'll probably want some dragons for this level, so create some if you haven't yet. Put them on the sides of your group before the battle, then send them out to get the first hits on the enemy dragons. You probably can't reach them with conventional magic, so cast a few Roll Typhoons and you should be able to hit them. Split your groups in two and head up the two sides of the room, picking up the chests along the way for the final Texts. The soldiers will all (probably) gravitate to the right side of the room, but the reinforcements will keep appearing on the left side of the room. Wind magic is effective against the soldiers and Kaliyas; use it. There's a pretty much equal number of enemies on each sides, so divide your party evenly. Watch out for the Kyaus that appear several rounds into the battle -- they don't do any physical harm, but if they get to the chests, they'll blow them up! This is not a good thing. Do whatever it takes to stop them -- they have a high evade rate, but just keep attacking until you get rid of both of them. The final group of soldiers is very resistant to magic; Thunder Copy is about the only thing that works on them, so use that. Be sure to open the chest in the back, as it contains the Unlimited License, which allows you to use every combo in the game. Try to finish off all the enemies before the end of turn 7, because after then they'll start getting massive reinforcements. If this happens, kill off all the original enemies, then march across to take on the newcomers while casting Roll Typhoon. --Chapter 18: Eternity-- Before beginning this battle, go to your weapon creation screen and outfit your five human completely with Dream armor (even if it's weaker than they stuff they have). This will boost their magic defense dramatically, and is the key to winning here. If any of your phantoms are lacking in equipment, gear them up too, although it's not quite as important. Also, arrange all your characters so they're all lined up on the left side of the start area. When the battle begins, send them all around the *same* side of the fountain -- don't split up! You're up against the very tough Fynus phantoms, the ultimate kind of phantom. They make look kinda weird, but they have an extremely high defense. Use a combination of Dragons, Akoniets, and properly-matched magic to take them out. As for the the enemy dragons, they shouldn't be any problem, just use your own dragons or some magic to take them out. Be liberal with your Kartia, you won't need it after this (versus mode uses its own Kartia). Once Saradiart gets close, go after him! His elemental defense is insane, the only spell that works on him is Thunder Copy. His physical defense is less, but his sword restores his HP when he uses it, so attacking him will usually *give* him HP (not to mention hurting you). Just bring in all five of your characters and Thunder Copy him. You should be able to kill him in one or two rounds -- as long as you have a high magic defense, you'll win. After the game concludes, you'll be given the chance to make a Clear Game save. This lets you use the experience you gained in Versus Mode, as well as letting you start Lacryma's quest with all your equipment (as if the game wasn't even enough). On the other hand, you'll lose any phantoms that died in this battle. Phantoms aren't too important in Versus mode (you can only use 5 characters), so I'd create a Clear Game save. %%%LACRYMA%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% --Chapter 1: Meeting-- On the first round, send your Common phantom to the right and open the chest for a new Text. Send the Shadow phantom up onto the raised area to the left. The Doll phantom and your humans should just advance forward. As you do, use a Flame spell on the barrels to destroy them, and you'll find some items. Also have Troy use his Create Phantom command to create a new Shadow Miles phantom. On the second round, send your original Shadow phantom to attack the Common one on the platform. Everybody else should just move forward, but have Troy create another Common or Doll phantom. The fighting will begin on the third round. Be sure to match up the phantom types when attacking -- Common beats Doll, Doll beats Shadow, Shadow beats Common. Before finishing off the enemies, use Flame spells to burn the barrels in the back for some equipment and Kartia. After you kill all the phantoms, you'll win the battle and earn Kartia and Text based on how well you fought. --Chapter 2: Truth and Lies-- Start by having Posha (who's mostly useless) open the chests, while the rest of your characters advance forward and right, towards the main ramp. Zakuro will flee into the corner; don't worry about him for now. Take out the phantoms on the lower level, then head up the stairs (remember to match phantom types correctly!). Open all the chests along the way for additional Text. The Kyau in the far corner will destroy the two chests near it; there's nothing you can do prevent this, so don't worry about getting them. Just kill the other Kyau before it touches any of the other chests. Note that the two Beheads guarding the corner won't move, so you don't need to worry about them until you've cleaned out the others. As you defeat the enemy Phantoms, you'll pick up a set of Stone weapons as well as a Chain Jacket. After taking out all the Phantoms, go after Zakuro. He has a high physical defense, so use magic on him (the Icicle spell works wonders on him). Oh, and, despite what Troy says, you *can* use fire spells in here. --Chapter 3: Protector of the Law-- Rimzan will join you at the beginning of this battle. Create some new Behead Phantoms to fill up your ranks, and don't forget to equip them. Then use the "Change the Position" command to move your two Shadow Phantoms and Rimzan to the front line, with the other Phantoms behind them. Put Lacryma and Kun next to the barrels, so they can break them with magic at the start of the battle. On the first round, move your three lead characters forward and attack the first three enemies. It may seem like the battle is impossible due to the overwhelming odds, and guess what... it is! All you have to do is take out the first 11 or so enemies (the two sets of Beheads, and the Morderes). Then, on the beginning of the next round, Troy and Posha will show up and the battle will end. Because of this, don't go rushing into the enemies or you'll get attacked by ones you don't need to kill. Use healing spells to keep your characters healthy -- remember, if any of the humans die, you lose. You can also move characters onto the flowers around the map to get healed. Take note of the new Mordere phantoms, as they can shoot. Have your phantoms go after them while Rimzan kills the Beheads; he's a great fighter. Just ignore the enemies that don't move; they're not important. When you've killed all the moving ones, Posha and Troy will arrive, and the battle ends. --Chapter 4: Defense War-- You can make Morderes now; they have a range attack but can't attack close-up. Since you have space for 6 phantoms, I recommend having one Behead of each class and one Mordere. Use them to take out the first three Morderes. Then move your characters forward so that they're just out of the other Morderes' range. (To see the range, click on an enemy Mordere, then add 3 spaces to the move range as it can shoot three spaces). Send Kun or some other human character just into the range to draw out the Morderes, then attack them. Repeat. The two Thieves can cast magic, but as they and the Morderes have a tendency to get bunched up in a large group, they're a good target for a Strong Quake or Force Quake spell. At the beginning of Turn 5, Alana and Ele will appear at the bottom of the map, and Zakuro will run away. Have Alana and Ele take out the two Golems on the road with magic (or weapons, Ele's a good fighter) while the main group cleans up the remaining phantoms. All in all, this isn't that difficult a level, so you should get a lot of Kartia at the end. --Chapter 5: Her Way-- If you've played Toxa's quest, this level is really similar to his level 5. You have the Basic Grammar now, which gives you some more Kartia combos. Fill up your phantom ranks with the new Golem phantoms, then divide them into two balanced groups. Send one towards the four Golems, and the other towards the four Lizauros. Note that Morderes can't cross water, so you'll have to use an ice spell to freeze the river and allow them to cross (this only applies to the team heading across the river). Watch out for the thieves; they can (and will) use magic, plus some of them will create additional Phantoms. For healing, use the Chrysan Water spell, which you should have now. As always, be sure to open all the chests for new Text, including the Dragon Text, which lets you make the aquatic Lizauro phantoms. They're pretty strong, so you might want to start making them right now. Smash the barrels as well for a Silver Spear and another Text. You can put out the campfires with a water spell, this doesn't really serve any purpose (except to get them out of the way) but is kinda cool. You'll probably burn through a lot of Kartia in this level, so pay a trip or two to the Arena afterwards if you're low. --Chapter 6: A Hint of Corruption-- This level looks easy, but it's not. The enemy keeps getting reinforcements, and the thieves will summon additional Phantoms. Begin by advancing your characters just out of the enemy's range, so you can move in and attack on the second round. On the enemy's third turn, they will get 4 Doll Lizauros (2 on each side of the map near the chasm) and 4 Shadow Lizauros (in two pairs behind your forces) as reinforcements. There's nothing you can do to prevent this, just know it's coming and plan your strategy accordingly (i.e., move the appropriate kind of Phantoms over to where they will appear). After they get that round of reinforcements, they won't get any more. Wide-area this battle is mostly just a melee; the strategy here is in doing as much damage as possible on each round. Plan out how you're going to each character before you start moving them so that as many people attack as possible. Try not to "waste" strong characters' attacks on weak enemies -- i.e., if an enemy has 10 HP, don't use a character with 95 HP to kill them, use one with 45 HP. Quake spells, especially Power Quake, are very useful here. (Power Quake isn't listed in the Grammar; you'll have to Mix it -- see Secret Combos for more info). Once you've taken out all the enemies on the cliffs, send your characters across the bridge with the humans in the lead (to take damage) and finish off the remaining enemies. --Chapter 7: Part of Eden-- The map here is the same as the one in Toxa's chapter 2, but the battle is different. For one things, the ruins will fall apart. Yes, that's right. Not content with merely deforming terrain and burning trees, the designers actually made ruins that collapse -- is that cool or what? The four tall pillars will all fall down if you stand under them (the first set towards the middle of the map, the second set towards the outside of the ruins), doing a hefty amount of damage (40-ish) to whoever triggered it, so watch out! Start the battle by killing the two Polypens, then send as many characters as it takes to get rid of the two Kyaus -- you *don't* want them eating the chests. Zakuro will probably summon another Kyau, which will eat the chest near him if you don't stop it. To do so, use Morderes and Lizauros to kill off one of the Kabandas blocking the archway, then rush two humans through and cast long-range spells (Harsh Thunder or something) on the Kyau. Other than that, this is a pretty simple level. Just be sure to blow up all the barrels and crates and open all the chests. --Chapter 8: Regret-- Arrange your troops at the start of battle so all your Shadow phantoms are on the left, near the gang of Common Lizauros. (Strangely, Alana has somehow inherited Bach's phantoms). Send a human character with them so you can bust the barrels. You'll need to use lots of ice spells to freeze the water (you can wade through shallow water, but not the river tiles). Use Ice Flow to freeze several squares at a time. Lizauros are useful as they can take shortcuts through the shallow water when possible. Watch out for the Garorks, they can do a lot of damage when attacking the right phantom type. Since they can't counterattack, though, you can run in and attack them before they get a turn. The Polypens shouldn't be anything to worry about. --Chapter 9: The Day She Cried-- The winding layout of this level makes it a bit different than usual. Keep your Shadows and Commons in the lead as you go down the road, since the first enemy group you'll be encountering are all Common Morderes. Keep your human characters near the front of the pack; you'll want them for their healing abilities and attack magic -- water magic is very effective against the Kabandas (use Gun Water). Watch out for the Pardos (the centaur guy), it can really do a number on you and has high defense. The Morderes should be your last priority; they're annoying, but they shouldn't do too much damage at this point in the game. However, if they start to run away, kill them to stop them -- otherwise, you'll have to chase them to the far edge. On turn 8, the enemy will get some reinforcements at the windmill on the final bridge, making things a bit more interesting there. Just send two human characters in the lead (as they generally have a higher defense) to block the enemies and take hits until the next round, when you can move in and attack. Oh, and this probably goes without saying, but don't forget the chests and barrels. --Chapter 10: Quiet Stream-- This level is extremely similar to Toxa's chapter 9 (Sign of Fun), but it's easier. Fill up any blank spots in your roster with Common Pardoses, and equip Duran with a Slashing Sword. Spread your characters out towards the corners and attack all the Doll Kabandas (the only kind of starting enemy). Use the Sea Water spell against them; not only are they weak against water, Sea Water does extra damage to Dolls. Try and keep your human characters in the lead, because at the beginning of the enemy's second turn, a bunch of Pardoses will appear and start attacking. You'll want them to attack your human characters, as they have the highest defense. The Common and Shadow Pardoses are weak against fire, while the Dolls are weak against water. Be sure to open all the chest; two of them contain Diamond Gear, and the other two contain a load of Text, including the mighty Ultra text, a Silk text that can combine with anything to give it a +3 bonus. The battle will end when either a human character dies (you still go on to the next level as it's just an arena), or you kill all the enemies... try to make it the latter. You *do* lose any phantoms that die here for good, so be warned. When the battle ends, you'll receive Kartia and items based on the number of rounds you fought and whether or not you won the battle. In the scenes that follow, you'll receive an Intermediate Grammar text, and all your characters' Kartia and equipment levels will increase (except for Bachstail's). --Chapter 11: Silence-- First of all, since all your main characters have advanced in equipment ranks, be sure to re-equip them. Then use the Remove Phantom command and delete any Morderes and Polypens you might still have, and replace them all with Pardoses and Centaurs. They're probably going to get killed anyway, and you need tougher troops. Equipment does make a difference, so if you're still using garbage, make some Platinum Blades and armor -- it can mean the difference between taking off 92 HP out of 100 or all 100. After equipping everybody, arrange your characters so that they're all as close to the road as you can get, and spread out your human characters among the line. Move your characters to the far edge of the road, spreading them out into three equal groups, but don't move past the road. Wait through the first two rounds (torch the barrels while you're waiting for Text and items), and the enemy Minotaurs will move up near the road into you range. On the beginning of turn 3, rush forward and attack. Try to keep your characters fairly close together and don't rush one character (especially not human ones) into a bunch of enemies; they'll be dead for sure. Remember to use axes when attacking an enemy from above, and spears when attacking from below. As long as you don't go down the slope, the Garorks will leave you alone, so wait until you've killed off all the Minotaurs before you go after the Garorks. As you're fighting the Garorks, the soldiers will probably start moving forward. Aside from Energy Monster, spells don't work very well on the soldiers, so use weapons. The soldiers will often try to run by you; if they do, quickly chase after them and kill them or you'll have to waste valuable time (as the old saying goes, "Time is Kartia", or something like that) chasing them down. Oh, and for the pyro in all of us, you can burn the sign by the road ^_^. --Chapter 12: Inquirer-- In this clever level, you have to use Quake spells to modify the terrain so that you can reach the top of the cliffs where the enemy's cannons are located. Divide your characters into two groups; one small group heading left (burn through the barrels and fence) and the main group going forward. The thieves and soldiers will rain cannon fire and Takeru Thunder spells down on you, but they can rarely do enough damage to kill any one target, so you should be able to just heal back up with Chrysan Water. The small group should have no problem taking out the two enemies and taking over the cannon, but the large group will need to use Harsh Quake (or any other spell that raises the land) to raise the land around the cannon. Try to aim the spells so that you'll damage the Soldier and Idorus Knight on top while still changing the terrain. As soon as the land is high enough to attack the enemies, move in and attack them with spears (assuming they're standing on the edge) -- just be careful not to get within range of the Satelles. Keep raising the land until you can move up on top of the plateau to finish off the enemies above and take over the cannon (and don't forget to burn the box for a Text). Once you have the cannons, position one character on the metal square next to them and you can fire them. Leave some wimpy characters here (note that anybody can fire the cannons and not just humans) to shoot at the Satelles and Garorks, while the rest of your characters in to attack the Satelles on foot. Earth spells, like Wide Quake, are particularly effective on them, and if you lower the ground enough, you might get items (I got a Weave Robe). By this time, the small party should have rejoined the main party, and you can charge the fortress. To hit the further two Garorks, you'll have to use magic or (preferably) your own Garorks. Other than that, you should be able to wipe out the enemies pretty easily, especially if you use wide-range spells like Wide Quake or Flame King. Just don't forget to loot all the barrels and chests. --Chapter 13: Wandering Mind-- First, the good news: Garorks move faster in water than they do in land. Now, the bad news: Pardoses can't cross water at all. In other words, you'll have to make an ice bridge. First, create a Garork of each phantom type if you don't have one of each flavor already. Then send Kun and Ele out to burn the nearby barrels, while Troy uses the Ice Age spell (or a weaker spell, if you don't have Ice Age) to freeze a path across the river. Make the path as far downstream as you can. Meanwhile, send your Pardoses (and Lizauros, if you still have any) into the river, and have them shoot at the three Pardoses. As long as you don't move right up the shore, they can't hit you, either. By the time you finish the ice bridge, the Pardoses should be dead. If this all sounds a bit too easy to be true, that's because it is. On the enemy's fourth turn, six Garorks will appear at the head of the river and immediately move in to attack. Use your own Garorks and Lizauros to take them out, aided by some spells. Your land-based troops (Pardoses, Minotaurs, and Satelli) should concentrate on the soldiers. Wind spells are generally the most effective on them magic-wise, but you're probably better off with weapons. --Chapter 14: Bride of Heathen-- This level would be difficult were it not for the fact that it features what is quite possibly the worst AI in the history of video games. Instead of attacking you, the enemies will actually RUN AWAY from you or just stay put while you mow them down. You almost feel guilty slaughtering them... almost ^_^. First of all, almost all the enemies are Commons, which a few Shadows mixed in -- so make a lot of Shadow Kaliyas, a few Dolls, and one or two Commons. The only enemies you really have to worry about are the soldiers, but you should be able to kill all them in the first round. Meanwhile, send Lacryma backwards to the door and grab the chests and barrels there. Then just send your phantoms up onto the upper level and start hacking away the Akoniets. Unless you are standing right next to them, the Akoniets will run away from you, towards Lacryma, so you don't have to worry about them sneaking up on your characters -- just move the right kind of phantoms in and kill them. The Kaliyas don't even move at all, so you can pick them off completely at your leisure. You might as well do it quickly, though, so you can get as much Kartia as possible for your reward -- just don't forget to burn all the crates and barrels sitting around. Honestly, if you can't beat this level, you don't deserve to be playing this game. Try Yoshi's Story, it might be more your speed. After this sad little level comes to a close, there will be a whole bunch of scenes, so sit back and relax -- you didn't earn it. --Chapter 15: Tender Lie-- There will be a bunch more scenes, in which Lacryma gets a stat boost, then you have to save Rimzan from a pack of dragons. Move all your characters up to the upper-right corner of the allowable area (closest to the chests), then begin the battle. Start by moving Rimzan into the water and having him cast a Glacier spell on the water in front of him to make a platform. Have him sit here (to avoid most of the dragons) while the rest of your characters run around the side of the lake towards the dragons (be sure to grab the chests; one of them contains the Hydra text that will allow you to make dragons in the next level). It's basically just a melee -- just rush at the dragons and start hacking away. They can't counterattack, and with their long range they can hit you no matter where they are, so there's no reason not to rush them. You might lose a few phantoms, but there's not a whole lot you can do about it. After the battle, you'll get the Advanced Grammar, and Rimzan joins. --Chapter 16: Invisible Chain-- Kun gets his stat boost, then your new team of five fights a bunch of phantoms (original, huh?). This is a pretty generic battle; just split up into two groups and fight your way down the sides of the town. Watch out for the two Doll Kaliyas that start right next to you; they're easy to mistake for your own troops. Your new Grammar Text allows you to make Dragons, and cast a bunch of new spells, including Roll Typhoon, which is one of the best spells in the game. It causes a very strong Typhoon spell to strike a random enemy (and any other ones nearby), which means you can hit guys all the way across the map. With it and your other stuff, you should have no problem breezing through here. Just be sure to burn *every* crate, because all of them contain at least one Text, and some contain two. --Chapter 17: End of the Dream-- Rimzan has sort of vanished (d'oh!), so you're back to your core four characters. Be sure to mix up your character and phantoms a little from the initial lineup, as it's a little unbalanced. Put a bunch of Shadows on the left side and some Dolls on the right. On the first round, be sure to kill the Kyau right away before it devours any chests. Send two speedy characters up the back to grab the chests while you clean up all the Akoniets. Regroup, and send two Shadows up the far left staircase and two Dolls up the far right side. They shouldn't have any trouble beating the dragons and collecting the chests. Also send two well-armored characters into the little rooms near the side staircases to get the chests tucked in there (the dragons will shoot at you, so you need a good defense). Be sure to get all the chests, because the last one you open will contain the Unlimited License, which fills the remaining slots in your Grammar. The rest of your gang should move up onto the front platform to fight Vandor and the soldiers (Vandor and the Soldiers... that would be a good band name). Use Decadent Quake (End + World + Law + Quake; it won't be in your Grammar unless you have the Unlimited License, but you can always use the Grammar Trick) to take out the soldiers. Vandor is pretty tough; have Troy and Lacryma use Thunder Copy or Speed Fire (you need the Unlimited License to cast Speed Fire) to take him out in 2 hits. Note that you have to defeat *every* enemy to win the battle, not just Vandor, so getting rid of him quickly might be a good idea. --Chapter 18: Farewell-- It's off to Pentagram for the last battle, but before you start, make a bunch of equipment for your characters, especially weapons (Kusanagi Blades and Dark Muramasas). Arrange your characters so that they're at the upper-left corner of the start area, then begin. The toughest opponents here are the Fyni, the ultimate phantoms. Use a combination of Akoniets, Dragons, and magic to beat them -- the spell you want to use here is Core Quake, the strongest spell yet discovered (there may be a better one...). It's not in the Grammar, so you have to mix it manually with End + World + Star + Law + Quake. It will slaughter the dragons, and do a fair amount of damage to the Fyni. Advance your guys across the altar (don't worry about being hit by the dragons, they can't do much damage). Zakuro is a wimp -- in my game, I took him out with ONE Core Quake -- but Beltshumeltz (love that name!) is a bit stronger. First, Core Quake and attack away his Fynus bodyguards (in this game's usual display of AI incompetence, they won't attack unless you move right up next to them) until you have a clear path to Beltshumeltz. The big B is basically immune to magic (Core Quake won't even do 10 damage), so you have to use physical attacks -- but his weapon recovers HP when he counterattacks. First, use all your dragons fire at him to lower his HP as much as possible, then have Lacryma, Kun, and your phantoms attack him up close. He gets back about 15 HP when he attacks, so make sure you deal more than that to him. Once Beltshumeltz and Zakuro are both dead, you'll win the game! Sit back and enjoy the ending... I liked this one a lot more than Toxa's... %%%VERSUS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Coming in version 3.0. ******************************************************* IV. CHARACTERS AND PHANTOMS ******************************************************* %%%CHARACTERS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% TOXA CLASSICO - Free Knight Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: B Kartia: 3 Magic Defense: 25/12/25/37 Can create Phantoms ALANA IL VANYA - Kartia Swordsman Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: D Kartia: 4 Magic Defense: 37/25/25/37 Can create Phantoms DURAN BOUQUET - Shrine Warrior Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Kartia: 3 Magic Defense: 25/37/37/25 ELE LA MONELLA SHINON - Daughter of the Count Move Type: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: E Kartia: 2 Magic Defense: 35/25/25/37 MISTY ROUGE - Kartia Swordsman Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: C Kartia: 3 Magic Defense: 12/25/25/25 RIMZAN, WHO DOESN'T SEEM TO HAVE A LAST NAME - Chief Move Type: Ordinary Weapon Rank: A Attack Type: Direct/1 Armor Rank: A Kartia: 2 Magic Defense: 76/55/55/55 Can create Phantoms POSHA SAINT-AMOUR - Medium Move Type: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: E Kartia: 2 Magic Defense: 14/14/14/14 BACHSTAIL - Adventurer Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Kartia: 4 Magic Defense: 58/58/58/58 Can create Phantoms LACRYMA CHRISTI - Shrine Warrior Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: D Kartia: 3 Magic Defense: 48/68/68/48 KUN VINE - Trainee Knight Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Kartia: 1 Magic Defense: 31/31/31/31 KARIS - Inquirer Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Kartia: 5 Magic Defense: 85/85/85/85 TROY WEATHERING - Encrypter Move Type: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: D Kartia: 4 Magic Defense: ? Can create Phantoms POSHA SAINT-AMOUR - Shrine Warrior* Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: C Kartia: 4 Magic Defense: 57/77/77/57 LACRYMA CHRISTI - Inquirer** Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: B Kartia: 5 Magic Defense: 127/107/107/107 KUN VINE - Knight*** Move Type: Ordinary Weapon Rank: A Attack Type: Direct/1 Armor Rank: A Kartia: 3 Magic Defense: 81/81/81/81 * Posha becomes a Shrine Warrior near the end of Toxa's quest, boosting her stats. ** Lacryma becomes an Inquirer near the end of her quest, boosting her stats. *** Kun becomes a Knight near the end of Lacryma's quest, boosting his stats. %%%COMMON PHANTOMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% KYAU Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/1 Armor Rank: N/A Can Equip: Nothing Magic Defense: 25/25/25/25 Speed: 50 Movement: O/O/X/^ COMMON MILES Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: E Can Equip: All but armor Magic Defense: 13/25/31/31 Speed: 5 Movement: O/O/X/^ COMMON BEHEAD Move Type: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: D Can Equip: All but helm Magic Defense: 14/34/47/14 Speed: 10 Movement: O/O/X/^ COMMON MORDERE Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/2-3 Armor Rank: D Can Equip: Helm only Magic Defense: 2/51/37/30 Speed: 0 Movement: O/O/X/^ COMMON GOLEM Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can Equip: Weapons, helm Magic Defense: 25/25/33/47 Speed: 5 Movement: O/O/X/^ COMMON LIZAURO Move Type: Wtr and Grnd Weapon Rank: D Attack Type: Direct/1 Armor Rank: D Can Equip: All Magic Defense: 27/51/35/26 Speed: 5 Movement: O/O/^/^ COMMON POLYPEN Move Type: Floating Weapon Rank: C Attack Type: Direct/1 Armor Rank: N/A Can Equip: Weapon only Magic Defense: 29/62/29/29 Speed: 10 Movement: ^/^/^/^ COMMON KABANDA Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Can Equip: Weapons, boots Magic Defense: 23/32/66/40 Speed: 5 Movement: O/O/X/^ COMMON PARDOS Move Type: Ground Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Can Equip: All but boots Magic Defense: 7/43/60/60 Speed: 10 Movement: O/O/X/^ COMMON MINOTAUR Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Can Equip: All but helm Magic Defense: 27/54/54/45 Speed: 5 Movement: O/O/X/^ COMMON GARORK Move Type: Water surface Weapon Rank: N/A Attack Type: Indirect/3-4 Armor Rank: N/A Can Equip: Nothing Magic Defense: 28/76/38/48 Speed: 0 Movement: ^/^/O/X COMMON SATELLES Move Type: Ordinay Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can Equip: Weapon, boots Magic Defense: 30/60/80/30 Speed: 5 Movement: O/O/X/^ COMMON KALIYA Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Can Equip: All but boots Magic Defense: 53/42/73/42 Speed: 10 Movement: O/O/X/^ COMMON AKONIET Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: B Can Equip: Weapon, armor Magic Defense: 12/87/53/66 Speed: 5 Movement: O/O/^/^ COMMON DRAGON Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/1-5 Armor Rank: N/A Can Equip: Nothing Magic Defense: 46/69/58/58 Speed: 0 Movement: O/O/X/^ COMMON FYNUS Move Type: Ordinary Weapon Rank: A Attack Type: Direct/1 Armor Rank: A Can Equip: All Magic Defense: 92/141/141/125 Speed: 0 %%%DOLL PHANTOMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% KYAU Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/1 Armor Rank: N/A Can Equip: Nothing Magic Defense: 25/25/25/25 Speed: 50 Movement: O/O/X/^ DOLL MILES Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: E Can Equip: All but armor Magic Defense: 38/6/31/25 Speed: 5 Movement: O/O/X/^ DOLL BEHEAD Move Type: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: D Can Equip: All but helm Magic Defense: 41/14/47/8 Speed: 10 Movement: O/O/X/^ DOLL MORDERE Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/2-3 Armor Rank: D Can Equip: Helm only Magic Defense: 30/30/37/23 Speed: 0 Movement: O/O/X/^ DOLL GOLEM Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can Equip: Weapons, helm Magic Defense: 55/3/33/40 Speed: 5 Movement: O/O/X/^ DOLL LIZAURO Move Type: Wtr and Grnd Weapon Rank: D Attack Type: Direct/1 Armor Rank: D Can Equip: All Magic Defense: 58/27/35/20 Speed: 5 Movement: O/O/^/^ DOLL POLYPEN Move Type: Floating Weapon Rank: C Attack Type: Direct/1 Armor Rank: N/A Can Equip: Weapon only Magic Defense: 62/38/29/21 Speed: 10 Movement: ^/^/^/^ DOLL KABANDA Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Can Equip: Weapons, boots Magic Defense: 57/6/66/32 Speed: 5 Movement: O/O/X/^ DOLL PARDOS Move Type: Ground Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Can Equip: All but boots Magic Defense: 43/16/60/51 Speed: 10 Movement: O/O/X/^ DOLL MINOTAUR Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Can Equip: All but helm Magic Defense: 64/27/54/36 Speed: 5 Movement: O/O/X/^ DOLL GARORK Move Type: Water surface Weapon Rank: N/A Attack Type: Indirect/3-4 Armor Rank: N/A Can Equip: Nothing Magic Defense: 67/48/38/38 Speed: 0 Movement: ^/^/O/X DOLL SATELLES Move Type: Ordinay Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can Equip: Weapon, boots Magic Defense: 70/30/80/20 Speed: 5 Movement: O/O/X/^ DOLL KALIYA Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Can Equip: All but boots Magic Defense: 94/11/73/32 Speed: 10 Movement: O/O/X/^ DOLL AKONIET Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: B Can Equip: Weapon, armor Magic Defense: 55/55/55/55 Speed: 5 Movement: O/O/^/^ DOLL DRAGON Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/1-5 Armor Rank: N/A Can Equip: Nothing Magic Defense: 91/35/58/46 Speed: 0 Movement: O/O/X/^ DOLL FYNUS Move Type: Ordinary Weapon Rank: A Attack Type: Direct/1 Armor Rank: A Can Equip: All Magic Defense: 156/92/141/108 Speed: 0 %%%SHADOW PHANTOMS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% KYAU Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/1 Armor Rank: N/A Can Equip: Nothing Magic Defense: 25/25/25/25 Speed: 50 Movement: O/O/X/^ SHADOW MILES Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: E Can Equip: All but armor Magic Defense: 25/25/13/35 Speed: 5 Movement: O/O/X/^ SHADOW BEHEAD Move Type: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: D Can Equip: All but helm Magic Defense: 28/34/28/21 Speed: 10 Movement: O/O/X/^ SHADOW MORDERE Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/2-3 Armor Rank: D Can Equip: Helm only Magic Defense: 16/51/16/37 Speed: 0 Movement: O/O/X/^ SHADOW GOLEM Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can Equip: Weapons, helm Magic Defense: 40/25/10/55 Speed: 5 Movement: O/O/X/^ SHADOW LIZAURO Move Type: Wtr and Grnd Weapon Rank: D Attack Type: Direct/1 Armor Rank: D Can Equip: All Magic Defense: 43/51/12/35 Speed: 5 Movement: O/O/^/^ SHADOW POLYPEN Move Type: Floating Weapon Rank: C Attack Type: Direct/1 Armor Rank: N/A Can Equip: Weapon only Magic Defense: 46/62/5/38 Speed: 10 Movemenet: ^/^/^/^ SHADOW KABANDA Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Can Equip: Weapons, boots Magic Defense: 40/32/40/49 Speed: 5 Movement: O/O/X/^ SHADOW PARDOS Move Type: Ground Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Can Equip: All but boots Magic Defense: 25/43/34/69 Speed: 10 Movement: O/O/X/^ SHADOW MINOTAUR Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Can Equip: All but helm Magic Defense: 45/54/27/54 Speed: 5 Movement: O/O/X/^ SHADOW GARORK Move Type: Water surface Weapon Rank: N/A Attack Type: Indirect/3-4 Armor Rank: N/A Can Equip: Nothing Magic Defense: 48/76/9/57 Speed: 0 SHADOW SATELLES Move Type: Ordinay Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can Equip: Weapon, boots Magic Defense: 50/60/50/40 Speed: 5 Movement: O/O/X/^ SHADOW KALIYA Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Can Equip: All but boots Magic Defense: 73/42/42/53 Speed: 10 Movement: O/O/X/^ SHADOW AKONIET Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: B Can Equip: Weapon, armor Magic Defense: 34/87/23/77 Speed: 5 Movement: O/O/^/^ SHADOW DRAGON Move Type: Ground Weapon Rank: N/A Attack Type: Indirect/1-5 Armor Rank: N/A Can Equip: Nothing Magic Defense: 69/69/24/69 Speed: 0 Movement: O/O/X/^ SHADOW FYNUS Move Type: Ordinary Weapon Rank: A Attack Type: Direct/1 Armor Rank: A Can Equip: All Magic Defense: 125/141/92/141 Speed: 0 %%%ENEMIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% MISTY Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: C Magic Defense: 12/25/25/25 THIEF Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: D Magic Defense: 14/28/41/14 GARUM Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: B Can create Phantoms Magic Defense: 21/21/21/21 ENCRYPTER Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: D Can create Phantoms Magic Defense: 69/60/69/51 CROSS Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: C Can create Phantoms Magic Defense: 76/55/76/33 SOLDIER Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Magic Defense: 78/59/71/59 IDORUS KNIGHT Move Type: Ordinary Weapon Rank: B Attack Type: Direct/1 Armor Rank: C Magic Defense: 78/39/58/39 CROSS (2) Move Tpye: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: B Can create Phantoms Magic Defense: 126/101/126/77 ASTY Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: C Can create Phantoms Magic Defense: 50/73/97/97 SARADIART Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: C Can create Phantoms Magic Defense: 136/136/136/136 RAGURUZET Move Type: Ordinary Weapon Rank: E Attack Type: Direct/1 Armor Rank: D Can create Phantoms Magic Defense: 57/64/57/57 KARIS Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Magic Defense: 50/50/50/50 ZAKURO Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can create Phantoms Magic Defense: 48/39/30/63 VANDOR Move Type: Ordinary Weapon Rank: A Attack Type: Direct/1 Armor Rank: A Can create Phantoms Magic Defense: 96/96/96/96 ZAKURO (2) Move Type: Ordinary Weapon Rank: C Attack Type: Direct/1 Armor Rank: B Can create Phantoms Magic Defense: 52/52/52/111 BELTSHUMELTZ Move Type: Ordinary Weapon Rank: D Attack Type: Direct/1 Armor Rank: C Can create Phantoms Magic Defense: 196/164/196/164 ******************************************************* V. WEAPONS AND GEAR ******************************************************* The "T" column is whether or not the item can be traded over memory cards. Items that *can* be traded are the ones that can't be created with Kartia, while those you can create with Kartia can't be traded. %%%AXES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT T RNK EFFECT Wood Axe 4 75 N D Stone Axe 6 80 N C Unique Axe 6 80 N C Regain 2 HP per attack Iron Axe 8 83 N C Battle Axe 10 80 N C Tarfu 11 70 N C Silver Axe 13 92 N C +10 damage against Shadows, humans only Strong Axe 15 70 N B Lose 2 HP per attack Golden Axe 16 84 N C Platinum Axe 17 86 N C Diamond Axe 18 98 N B +10 damage against Dolls Black Axe 22 88 N B +5 damage against Shadows Dream Axe 23 99 N B Regain 10 HP per attack Kintaro's Axe 30 100 N A +12 damage against Dolls, humans only Wood Hammer 2 88 N E Stone Hammer 3 92 N E Metal Hammer 5 95 N E Big Hammer 8 88 N D War Hammer 7 111 N E Silver Hammer 10 100 N E +6 damage against Shadows, humans only Platinum Hammer 13 95 N E Diamond Hammer 14 100 N D +5 damage against Dolls Dream Hammer 18 100 N D Regain 20 HP per attack Lucky Hammer 18 109 N C Gained EXP up %%%SWORDS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT T RNK EFFECT Wood Sword 4 75 N D Stone Sword 6 80 N C Iron Sword 8 83 N C Slashing Sword 8 96 N C +20 damage against Dolls, humans only Fire Arm 10 99 Y C Additional 50 fire damage Damascus Sword 10 127 Y D Bastard Sword 11 70 N C Silver Sword 13 92 N C +10 damage against Shadows, humans only Magic Sword 14 88 N B +10 damage against Commons, humans only Zweihander 16 70 N B Royal Sword 16 84 N C Platinum Blade 17 86 N C 7 Stars Sword 20 90 N B Regain 5 HP per attack Zweihander* 22 74 N A Replica Kusanagi22 88 N B +5 damage against Commons Dream Sword 23 99 N B Regain 10 HP per attack Kusanagi Blade 30 100 N A +12 damage against Commons, humans only Wood Katana 2 88 N E Stone Knife 3 92 N E Dark Katana 5 93 N E Spirit Knife 6 93 N E +5 damage against Shadows Warrior Katana 7 100 N E Silver Katana 9 110 N E +6 damage againt Shadows, humans only Replica Muramasa12 100 N D Dragon Katana 12 90 N D Shogun Katana 14 100 N E Replica Masamune16 102 N D 7 Handle Katana 16 102 N C Regain 10 HP per attack Dream Katana 18 109 N D Regain 20 HP per attack Dark Muramasa 30 111 N C Lose 3 HP per attack * This is Rimzan's Zweihander. It has different stats from an ordinary Zweihander. %%%SPEARS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT T RNK EFFECT Bamboo Spear 4 75 N D Stone Spear 6 80 N C Iron Spear 8 85 N C Long Spear 11 76 N C Silver Spear 13 92 N C +10 damage against Shadows, humans only Royal Spear 16 84 N C Long Pike 17 80 N C Platinum Spear 17 86 N C Diamond Spear 18 98 N B +10 damage against Dolls Big Spear 22 70 N B Dream Spear 23 99 N B Regain 10 HP per attack Vajura 30 100 N A +12 damage against Shadows, humans only Wood Rod 2 88 N E Stone Rod 3 92 N E Iron Rod 5 100 N E Long Rod 7 96 N D Silver Rod 9 110 N E +5 damage against Shadows, humans only Demon Rod 12 90 N D Platinum Rod 12 104 N E Diamond Rod 13 108 N D +5 damage against Dolls Nike's Rod 16 108 N C +11 damage against Commons Dream Rod 18 109 N D Regain 20 HP per attack Magic Rod 21 110 N C %%%HELMETS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR WGT T RNK EFFECT Wood Helmet 3 4 N D Stone Helmet 4 5 N C Iron Helmet 5 5 N C Big Helmet 7 10 Y C Athena Helmet 8 5 N D All elemental defs + 5 Silver Helmet 9 5 N C Doll's attack -5, humans only Warrior Helmet 11 5 N C Platinum Helmet 12 5 N C Star Helmet 13 3 N B Genji Helmet 15 5 N B Pardos Helmet 17 2 Y C Pardoses only, gained EXP up Dream Helmet 17 4 N B All elemental defs + 10 Ares Helmet 19 5 N A Doll's attack -5 Straw Hat 1 2 N E Ogre Cap 2 2 Y E Common's attack -5 Leather Hat 2 3 N E Red Hat 3 2 N E Fire defense + 10 Military Hat 3 3 N D Beast Hat 5 3 N E Water defense + 5 Brand Hat 6 2 N E All elemental defs + 3 Leather Cap 6 2 N E Wind defense + 10 God's Hat 9 0 N D All elemental defs + 10 Mordere's Hat 10 0 Y D Morderes only, gained EXP up Golem Hat ? ? Y B Golems only, gained EXP up Dream Hat 10 2 N D All elemental defs + 20 Charune's Hat 11 2 N D Common's attack - 10, humans only Monk's Hat 12 -5 N C Earth defense + 20 Odin Hat ? ? Y D Wind defense + 80 %%%ARMOR%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR WGT T RNK EFFECT Wood Armor 3 4 N D Stone Armor 4 5 N C Iron Armor 5 5 N C Big Armor 7 10 N C Silver Armor 9 5 N C Doll's attack -5, humans only Hero's Armor 11 5 N C Platinum Armor 12 5 N C Bull Armor ? ? N C Gained EXP up, Minotaurs only Genji Armor 15 5 N B Dream Armor 17 4 N B All elemental defs + 10 War God Armor 19 5 N A Common's attack - 5 Fynus Armor ? ? Y A Gained EXP up, Fyni only Jacket 1 2 N E Ogre Jacket 2 2 Y E Doll's attack - 5 Leather Robe 2 3 N E Chain Jacket 3 3 N D Sookari 2 2 N E All elemental defs + 5 Red Robe 3 2 N E Fire defense + 10 Angel Robe 5 0 N E All elemental defs + 10 Beast Robe 5 3 N E Water defense + 5 Brand Jacket 6 2 N E All elemental defs + 3 Leather Jacket 6 2 N E Wind defense + 10 Buddha Robe 6 2 N D All elemental defs + 20, humans only Kinryu 8 2 N D Dream Robe 10 2 N D All elemental defs + 20 Femille Robe 11 2 N D Shadow's attack - 10, humans only Weave Robe 12 -5 N C Fire defense + 20 Akoniet Robe 26 2 Y C Gained EXP up, Akoniets only %%%BOOTS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR WGT T RNK EFFECT Wood Boots 3 4 N D Stone Boots 4 5 N C Iron Boots 5 5 N C Miles Boots 6 2 Y E Miles only, gained EXP up Big Boots 7 10 N C Behead Boots 8 2 Y C Beheads only, gained EXP up Silver Boots 9 5 N C Doll's attack -5, humans only Warrior Boots 11 5 N C Lizauro Boots 12 3 Y D Lizauros only, gained EXP up Platinum Boots 12 5 N C Genji Boots 15 5 N B Dream Boots 17 4 N B All elemental defs + 10 War God Boots 19 5 N A Shadow's attack -5 Cloth Shoes 1 2 N E Ogre Shoes 2 2 Y E Shadow's attack -5 Leather Shoes 2 3 N E Military Shoes 3 3 N D Boots 3 3 N D Water defense + 5 Beast Shoes 5 3 N E Water defense + 5 Brand Shoes 6 2 N E All elemental defs + 3 Enamel Shoes 6 2 N E Wind defense + 10 Tech Shoes 7 0 N D Wind defense + 10 Dream Shoes 10 2 N D All elemental defs + 20 Fergaro Shoes 11 2 N D Doll's attack - 10, humans only High-tech Shoes 12 -5 N C Wind defense + 20 ******************************************************* VI. SPELLS ******************************************************* In the Range column, the first pair of number (i.e., 1-2) is the number of squares the spell can reach. The second number (in parentheses) is how many squares out from the target square the spell effects. (b) means that the target area is a box shape; (l) means a cross shape; (c) a square checkerboard; and (d) is a diamond checkerboard. No letter means it hits in a diamond pattern. (sp) is a 7 x 3 bar-shaped area used only by one spell. Finally, "Rec" under the Hit column means the spell does not have an accuracy rating because it is a heal spell (heal spells never miss). %%%FIRE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT RANGE EFFECT Fire 60 90 1-2 (1) Strong Fire 64 90 1-2 (1) Stone Fire 64 88 1-3 (1) Fierce Fire 72 90 1-2 (1) Fire Needle 65 103 1-2 (1) Stream Fire 82 85 1-3 (1) Earth supplemental magic Illusion Fire 90 90 1-2 (1) Water supplemental magic Big Fire 90 80 0 (2) Cannon Fire 100 82 2-4 (1) Comet Fire 104 88 1-3 (1) Earth supplemental magic Intense Fire 130 120 1-2 (1) Speed Fire 150 110 1-4 (1) Wind supplemental magic Flame 45 75 0-2 (2) Burning Flame 50 80 2-3 (2) Flame Vapor 54 75 0 (1b) Red Flame 65 85 0-2 (2l) Magic Flame 72 88 0-2 (5c) Flame King 77 80 0-2 (2b) +10 damage against Shadows Evil Flame 90 78 0 (3) Lotus Flame 110 100 0-1 (6c) +10 damage against Commons Garuda Flame 130 90 0-4 (5b) Wind supplemental magic %%%WATER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT RANGE EFFECT Ice 60 0 1-2 (1) Vertical Ice 45 75 0-1 (2) Icicle 65 103 1-2 (1) Ice Flow 74 85 0-2 (2) +10 damage to Dolls Big Ice 90 90 1-2 (1) Glacier 88 75 0-2 (1b) Ice Age 90 78 0 (3) Wind supplemental magic Lotus Ice 130 120 1-2 (1) Water 45 75 0-2 (2) Medical Water 30 Rec 0-1 (2) Spirit Water 40 Rec 0 (2) Slime Water 50 80 0-2 (2) Big Water 58 80 0 (1b) Sea Water 68 72 0-3 (1b) +20 damage to Dolls Harsh Water 74 94 0-2 (2) Mercury 72 80 0-2 (2) +20 damage to Commons Chrysan Water 50 Rec 0-1 (2) Gun Water 79 84 2-4 (2) Flood 89 85 0 (4) Dragon Water 99 85 2-4 (4l) Silver Water 60 Rec 0-1 (1b) Golden Water 65 Rec 0-1 (3) Rear Water 119 88 0-4 (5b) Regain 30 HP when casting %%%WIND%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT RANGE EFFECT Thunder 60 90 1-2 (1) Twist Thunder 65 94 1-2 (1) Energy Thunder72 92 1-2 (1) +10 damage to Shadows Harsh Thunder 84 100 1-2 (1) Energy Monster93 92 1-2 (1) +10 damage to Dolls 100 Thunder 95 85 0-2 (2) Takeru Thunder103 84 0-1 (3dc)+10 damage to Commons Thunder Copy 150 120 0-2 (2) Lose 5 HP when casting Thunder Noise 130 110 0-2 (2c) Regain 30 HP when casting Wind 45 75 0-2 (2) Strong Wind 48 80 0-2 (2b) Gale 50 80 0-3 (2) Force Wind 54 75 0-2 (2b) Fire supplemental magic Sea Wind 58 86 0-3 (2) +20 damage to Dolls Typhoon 70 87 0-3 (3) Water supplemental magic Magic Wind 74 70 0-4 (2b) +10 damage to Commons Twister 80 78 0-4 (3) Roll Typhoon 120 70 - (3) Random target Over Typhoon 125 75 0 (sp) +22 damage to Shadows %%%EARTH%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT RANGE EFFECT Rock 60 90 1-2 (1) Rock Ice 62 90 1-2 (1) Helmet Rock 65 95 1-2 (1) Rare Rock 67 89 1-3 (1) Rolls in one direction Big Rock 72 90 1-3 (1) Lava Rock 82 85 1-3 (1) Fire supplemental magic Giant Rock 89 88 0-2 (2) Cube Rock 93 95 1-4 (1) Meteor 104 88 1-4 (1) Fire supplemental magic SedimentaryRck110 80 0-2 (2) 500 Pull Rock 130 100 0-4 (3) Earthquake 42 75 0-3 (2) Raises ground Quick Quake* 44 88 0-1 (3) +5 damage against Dolls, levels ground Strong Quake 46 80 0-3 (2) Lowers ground Force Quake 50 82 0-3 (2b) Levels ground Wide Quake 55 70 0-2 (5b) Raises ground Power Quake* 60 83 0-1 (2b) Fire supplemental magic, levels ground Big Quake* 65 80 0-2 (5b) Fire supplemental magic, lowers ground Harsh Quake 74 87 0-3 (3) Raises ground Quake Disaster77 87 0-1 (6c) Fire supplemental magic, raises ground Giant Quake 80 86 0-2 (5b) Lowers ground Hell Quake* 90 90 0-1 (3) Lose 2 HP when casting, raises ground Big Disaster* 90 72 0-1 (6c) Fire supplemental magic, random ground changes Vertical Quake110 115 0 (4l) Lowers ground Decadent Quake125 100 0-2 (5b) Wind supplemental magic, random ground changes Core Quake* 170 110 0-3 (5b) Water supplemental magic, random ground changes * = not in Grammar, must manually create %%%MEDICINE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% PWR HIT RANGE EFFECT Medicine 45 Rec 0-1 (1) Rare Medicine 60 Rec 0-1 (1) 100 Medicine 80 Rec 0-1 (1) King Medicine 100 Rec 0-2 (1) ******************************************************* VII. OTHER STUFF ******************************************************* %%%TEXT CHART%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ITEM MAGIC PHANTOM Helmet -- Rank + 1 -- Flame -- -- Fire defense + 10 Water -- Rank + 1 Water defense + 10 Wind -- -- Wind defense + 10 Quake -- -- Earth defense + 10 Shadow -- Rank + 2 -- Strong Rank + 2 Rank + 1 Weapon rank + 1 Sharp Rank + 1 Rank + 1 Speed + 5 Fast Rank + 1 Rank + 1 Movement + 1 Hard Rank + 1 -- Armor rank + 1 Goblin Rank + 2 Rank + 1 Weapon rank + 1 Just Rank + 1 Rank + 1 -- Hang Rank + 1 Rank + 1 -- Stone Rank + 1 Rank + 2 Armor rank + 1 Skin Rank + 1 -- -- Needle Rank + 1 Rank + 1 -- Wonder Rank + 1 Rank + 1 Speed + 3 Up Rank + 1 -- -- Sick Rank + 1 Rank + 1 Speed + 5 New ??? Rank + 1 ??? Long Rank + 1 Rank + 1 -- Breath Rank + 1 Rank + 1 -- Military Rank + 1 -- -- Mold -- Rank + 1 -- Sea Rank + 1 -- Water defense + 10 Flow Rank + 1 Rank + 1 -- Clod -- Rank + 1 -- Negation Rank + 1 Rank + 1 -- Intellect Rank + 1 Rank + 1 -- Half -- -- No effect Barrel -- Rank + 1 -- Blue Rank + 1 -- -- Roll -- Rank + 1 -- Seven Rank + 1 -- -- Build -- Rank + 1 -- Lost -- Rank + 1 -- Accompany -- Rank + 1 -- Tree -- -- Earth defense + 10 Pile -- Rank + 1 -- One Rank + 1 -- -- End -- Rank + 1 -- Pull -- Rank + 1 -- Man Rank + 1 -- -- Small Rank + 1 -- -- Measure -- Rank + 1 -- Ultra Rank + 3 Rank + 3 Weapon rank + 2 Iron Rank + 1 Rank + 1 Armor rank + 1 Cylinder -- -- No effect Chrysanth. -- Rank + 2 -- Intense -- Rank + 1 -- Big Rank + 2 Rank + 2 -- Tough Rank + 3 -- Armor rank + 1 Lightning -- Rank + 2 -- Dragon Rank + 2 Rank + 2 Speed + 5 War Rank + 2 -- -- Tower -- Rank + 2 -- Melt -- Rank + 2 -- Red Rank + 2 Rank + 2 -- Lunar -- -- Earth defense + 10 Platform -- Rank + 2 -- Slash Rank + 2 -- -- Hit Rank + 2 -- -- Evil Rank + 2 Rank + 2 -- Haft Rank + 2 -- -- Gigantic Rank + 3 Rank + 3 -- Beast Rank + 2 Rank + 2 Movement + 2 Engrave Rank + 2 -- -- Cow Rank + 2 -- Movement + 2 River -- Rank + 2 -- White Rank + 2 -- -- Gather -- Rank + 2 -- Shark -- -- Water move rate up Heap Rank + 2 Rank + 2 -- Flood -- Rank + 2 -- Brocade Rank + 2 -- -- Lineage Rank + 2 -- -- Unusual -- -- Speed + 5 Strange -- Rank + 2 Speed + 5 Term -- Rank + 2 -- Down -- Rank + 2 -- Benefit Rank + 2 -- -- Black Rank + 2 -- -- Vomit -- Rank + 2 -- Middle -- Rank + 2 -- Illusion -- -- Speed + 7 Thy -- Rank + 2 -- Harmony -- Rank + 2 -- Grass Rank + 2 -- -- Same -- Rank + 2 -- Law -- Rank + 2 -- Zero -- Rank + 2 -- Ten -- Rank + 2 -- Camp -- Rank + 2 -- Sand Rank + 2 -- -- Gate Rank + 2 -- -- Thick Rank + 2 -- -- Buddha -- Rank + 2 -- Cry -- Rank + 2 -- Silver Rank + 2 -- -- Violent -- -- Weapon rank + 2 Village Rank + 3 -- -- Gold Rank + 3 Rank + 3 -- Emperor -- Rank + 3 -- Disaster -- Rank + 2 -- Ancestor Rank + 3 Rank + 2 -- Run -- Rank + 3 Earth move rate up Hundred Rank + 3 Rank + 3 -- Five Rank + 3 Rank + 3 -- Bright -- Rank + 3 -- Star Rank + 3 Rank + 3 -- Net Rank + 3 Rank + 3 -- Support Rank + 3 -- -- Origin Rank + 3 -- -- Physic Rank + 3 -- Armor rank + 2 Air Rank + 3 -- -- Serpent -- -- Ice move rate up Victory Rank + 3 -- -- Straight -- Rank + 3 -- Lotus -- Rank + 3 -- Accumulate -- Rank + 3 -- Rope Rank + 3 -- -- Cut Rank + 3 -- Grass move rate up Think Rank + 3 -- -- Dream Rank + 3 -- -- Hydra -- -- Speed + 15 Authority Rank + 3 Rank + 3 -- World -- Rank + 4 -- Aid Rank + 3 -- -- Light -- Rank + 3 -- Machine Rank + 3 -- -- Ride -- Rank + 3 -- Mallet Rank + 3 -- -- Docile Rank + 3 -- -- Back -- Rank + 3 -- Will Rank + 3 -- -- Launch Rank + 3 -- -- Mysterious Rank + 4 Rank + 4 -- Name Rank + 4 Rank + 4 -- Absolute ??? Rank + 3 -- Pair ??? Rank + 3 -- Soul ??? Rank + 4 -- %%%SECRET COMBOS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Ogre Cap = Hat + Skin + Goblin Ogre Jacket = Jacket + Skin + Goblin Ogre Shoes = Shoes + Skin + Goblin Quick Quake = Quake + Goblin + Fast Power Quake = Quake + Strong + Intense Big Quake = Quake + Mold + Big Hell Quake = Quake + Intense + Violent Big Disaster = Quake + Big + Disaster Core Quake = Quake + End + World + Star + Law %%%THE GRAMMAR TRICK%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% You can use any Kartia combination, even if you don't have the Grammar for it yet. For example, the spell Chrysn Water normally requires Basic Grammar (the second level of grammar), which will make the spell (Water + Chrysanthemum) appear on your spell list. But you don't need the Grammar to cast the spell if you know the combo. In this case, you'd start with a basic Water spell, then mix in the Chrysanthemum Kartia. You then end up with the Chrysan Water spell, even though it's not in your grammar yet. %%%PHANTOM DELETION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% If you manage to get a phantom all the way up to level 20 (the maximum level possible), you can delete it for a special item. However, I've never gotten any phantoms to level 20, so I don't know what items you get. If you've gotten a level 20 phantom, let me know what you get and I'll add it in the next version. ******************************************************* VIII. CREDITS / DISCLAIMER ******************************************************* This FAQ is copyright 1998 by Fritz Fraundorf. Kartia is copyright 1998 by Atlus. This FAQ is not associated with or endorsed by Atlus. You may freely distribute this FAQ for noncommercial purposes if it is not altered in any way and I am credited. Some assembly required. %%%CREDITS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% - Atlus, for making this great game! Now if only we had some decent AI... - Skychrono (masamune@ix.netcom.com) for helping me out with level 12 of Toxa's quest. *************************END of DOCUMENT****************************************************