Passages for Tale of the Forsaken Land, platform PS 2

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Passages for Tale of the Forsaken Land, platform PS 2

_________________________________________________
       /
      /                 W I Z A R D R Y
     /
       T A L E   O F   T H E   F O R S A K E N   L A N D  /
                                                         /
       _________________________________________________/
                        FAQ/WALKTHROUGH
                 BY JERROLD NG (JIYAU@YAHOO.COM)
                          VERSION 4.0

 _______________________________________________________________
/                          CONTENTS
_______________________________________________________________/


INTRODUCTION

CHARACTER CREATION
- Race
- Attribute
- Class

ADVANCED INFO
- Rows and Ranks
- Trust
- Behavior
- Good Versus Evil
- Switching Classes
- Advanced Classes
- NPCs vs. Created Characters
- Equipment
- Reaper
- Gotz's Traps
- Party Suggestions
- Playing Hints
- Neat Tricks

ORIGINAL CHARACTERS
- Kyo Hattori
- Ricardo Dorephes
- Sara McDuff
- Rui
- Daniel
- Michele
- Hina
- Orphe Bright
- Aoba
- Grace
- Wolfe
- Kulgan the Agile
- Virgo
- Kaza

SPELLS
- Normal Spells
- Vellum Spells
- Mutated Spells

ALLIED ACTIONS
- Offensive AA
- Defensive AA
- Spell AA
- Assisted AA
- Possessed Party AA
- Combat Hints

MONSTERS
- Monster List
- Monster-killing Tips

WALKTHROUGH
- Path to Allied Actions
- B1 (Fortress)
- B2 (Old Jail)
- B3 (Labyrinth)
- B4 (Ancient Cemetery)
- B5 (Waterfall)
- B6 (Moldy Fort)
- B7 (Labyrinth)
- B8 (Sham Sanctuary)
- B9 (Labyrinth)
- B10 (Testament)
- Dimension World
- The Abyss

SIDE-QUESTS
- Kyo - Help me conquer my fear
- Ricardo - Tell me what trust is
- Lisa - Charm to fulfill a love
- Lydia - Help my boyfriend
- Lydia - Change my boyfriend
- Maria - Train me to be a priest
- Maria - Train me to be a bishop
- Helga - I'm opening a magic stone shop!
- Helga - I'm opening a weapons shop
- Helga - I'll sell special swords
- Garcia - Find a girl named Rui
- Garcia - Deliver an axe
- Lorenzo - Check if he's dead or alive
- Anonym - Tell me who I am
- Merrick - I want to make a wonder drug
- Palo - I want to sleep soundly
- Rose - Find out about my husband
- Gustav - Recover our party's shield
- Paul - I wanna do the right thing
- Geese - Please find Hannah
- Fawn - Please bring back our music
- Walter - Find a certain book
- Hina - Help my brother
- Elizabeth - I want to go to the labyrinth

ACKNOWLEDGMENTS

 _______________________________________________________________
/                       INTRODUCTION
_______________________________________________________________/


Wizardry: Tale of the Forsaken Land brings back a long-gone
genre which was one of my favorites back then - not really a
name to it, but I just like to call 'em "block movement
dungeon crawls". Despite being quite old-school, the game
arrives onto PS2 with some impressive graphics, impressive
combat system, and altogether great game play. The storyline
deserves mentioning as well :- while I expected a simple,
bland storyline (it's like that at the start), at the middle
part the plot starts thickening a fair bit, and by the end
there are a few major plot twists that would surprise even a
seasoned RPG gamer.

The dungeon design is fairly impressive - no two floors
look alike (except the labyrinth floors). In a nice
evolution of the old block movement of old, you've got
slopes, multiple floors within a floor, curving paths and
such that gives the game a fresh, yet old school appeal.
And the combat system is superb - the use of Allied
Actions make sure your battles are never dull. And battles
never last long enough to be boring, which is a good thing
since there's so much of it. All in all an excellent game,
and despite the little hype it has, it's well deserved to
be in anyone's RPG collection.

Okay, enough with the reviews, let's get on with the good
stuff.

 _______________________________________________________________
/                     CHARACTER CREATION
_______________________________________________________________/


Upon starting the game, you will be asked to create your
character. No, don't panic just yet, you will be given a
chance of creating the rest of your party later. The
character you are about to create is basically the hero
of the story, and the entire plot will revolve around
him, basically. And yes, it's a him, not a her (unless
there are some serious lesbian overtones here...). First
you should give your hero a name, then choose his race.

Race
====
Race affects many things in the game - the type of
behavior, stat changes in general and best class choice.
Be sure to pick the right race for your class.

Human
Quite balanced. Other than having low faith (thus not
making a good priest, at least at the start) they can
be just about any class without any real penalties.

Elf
Their high wisdom and faith makes them ideal candidates
for being priests and sorcerers. They've got poor
physical skills so making them warriors will give them
a disadvantage. They aren't too bad as thieves though.

Dwarf
The usual big, strong and scruffy race make excellent
warriors. But they've got good faith as well, so they
can be pretty good priests as well. If you want to
make yourself a knight, a dwarf is your best choice.

Gnome
Really high faith makes them excellent priests, and
they are really agile so they make good thieves as
well. But they aren't all that impressive otherwise,
so unless you really want a good priest/thief you
should skip this one.

Halfling
Excellent agility makes them a good thief, and best
choice for turning into a ninja later. They've got
average stats otherwise, so they aren't all that
useful either.

Attribute
=========
Upon picking your race, you now pick your "attribute"
(more savvy RPG gamers would call it alignment). This
is important as a team with a constant attribute will
go up faster in trust and learn allied actions faster
(see below for more info on that). If you are "Good"
you should not be attacking friendly monsters, and
should only choose the positive option when talking
to other people. If you are "Evil" you should go
around slaying even friendly monsters and pick the
negative option when talking to other people. "Neutral"
means it really doesn't matter either way. Be sure to
act your attribute or it will change.

If you've already gone through the first area and are
creating the rest of your party members, be sure to
take a note of their Personality. Acting positively
towards his/her personality increases their trust,
and vice versa. It's an important trick to ensure a
steady growth in trust, which becomes very vital in
the game later on.

Attribute also determines one other important factor
of the game - the NPCs that join you. Different
characters will join your party depending on your
leader's and your party's attribute. Being "Neutral"
is the big advantage here since more characters will
join your party than if you were of any other attribute.

Class
=====
Once you are done, the next step is to pick your class
from Warrior, Sorcerer, Priest or Thief (Thief only
appears if you pick "Evil" as your attribute). There's
four other classes, but they aren't available from the
get go so I'll skip them for now. You can change the
bonus points to distribute among your stats by going
back one screen then forward again. You usually get
7-12 points, but in rare instances you may get 13-30
points (very rare instances, I might add). So if you
really want to start out better, you can try re-rolling
your bonus points over and over, but it's not going to
effect the game terribly (you'll just be better off at
the start).

Warrior
As you might expect, the beef of the party. Uses just
about every weapon and armor available, and thus the
best in the front row. If you are making a warrior dump
most of your points to Power, then to Life and
Agility (all that brute Power isn't going to matter
if you can't hit straight).

Sorcerer
Your boy for attack magic. Weak as a puppy otherwise,
and can't really equip much of anything, so best kept
in the back. Dump points to his Wisdom and Life so that
he has at least some decent HP.

Priest
Your boy for healing magic. Unlike the sorcerer, he can
equip some fairly decent weapons and armor. It's still
not recommended for him to be put up front, however.
Note that you MUST have a priest in your party or you
will not survive - they have the ability to turn undead,
which becomes very important on a certain floor. And
without a strong healer in your party, you will not last
long at lower floors, where monsters can just lop off
massive chunks of HP per blow. Dump points to his Faith
and Life.

Thief
In my opinion the thief is the weakest class in this
game. He can cast up to level 3 priest and sorcerer
spells, but then again spells in those circles are
generally crap anyway. He's weak physically, and is a
little poorer in armor use compared to the priest. He
can wield decent weapons though, but you will want him
at the back row because of his weak defence. His only
use is that he can pick locks easier. If you really
want to use a thief, I suggest upgrading him to ninja
later. When you make a thief, dump points to Agility,
Power and Life.

Next it's time to distribute the bonus points to your
stats. IMPORTANT NOTE :- Be sure to distribute those
points properly - when your level goes up the new
points in ratio to the points you distributed here, as
well as to your class. If you toss a lot of points to
Power, for example, expect to gain just as much, if not
more, points into that stat per level, especially if
you're the fighter-type. You have to plan ahead if
you're making an advanced class, or else you will never
get the right stats.

Now that you're done, you are ready to start the game!
The section below gives you some tips on more advanced
stuff, but it's nothing you can't discover by yourself,
so you can skip it if you want.

 _______________________________________________________________
/                       ADVANCED INFO
_______________________________________________________________/


Rows and Ranks
==============
Your party consists of six members, three in the front and
three at the back. The ones in the front are the only ones
that can attack with short-range weapons. Of course, they
are also the ones who will get his by short-range attacks.
The back row can only attack with ranged weapons, but don't
worry, there are plenty of ranged weapons to be found in
this game. When any of your front row members get killed,
the person behind him/her will move forward to the front
row. Obviously, fighter-types like the samurai, warrior
and knight should be in the front, and the thief, priest
and sorcerer at the back. Ninjas can go either way, but
they are better at the back.

When you run into a monster with his back turned on the
side, there's a good chance you will surprise your opponent,
giving you a full round of free attacks. But if a monster
runs into your side, then there's a chance he will suddenly
attack you, giving him a full round of attacks. These also
happen at random when you simply walk face first into a
monster.

When you get attacked from the behind (i.e. a monster walks
up behind you) your rows switch, putting your weaker members
up in the front. And it will take a full round to swap back
to the original position, meaning the monsters get two free
rounds of attacks on you. Therefore, DON'T get attacked from
the back. It's bad. Trust me.

Trust
=====
Allied actions are team-based attacks that involve two or more
of your party teaming up to perform a special attack/defence.
The number of these actions you have is directly based on the
overall trust in your party (represented by the circle with
all those Japanese characters in the lower left corner of the
screen). The overall trust is the average of your five party
member's trust (your party leader doesn't contribute). It's
important to keep raising your member's trust and thus raise
the overall party trust and gain new and more powerful allied
actions. In the later sections of the game, the monsters will
become near unkillable without the right allied actions.

Allied actions contribute a lot to the game. After a floor or
so, you will probably not even think about using individual
attacks. It's that important. So trust building is important.
Everybody's trust go up after a battle. If you leave friendly
monsters, those with Evil attribute will have their trust
lowered, and those with Good attribute will have their trust
go up. The opposite occurs if you attack a friendly monster.
Also, trust can be raised by building towards your member's
personality. For instance, a Neutral Hobbit hates insect
monsters. So if you kill tons of insect monsters his trust
will sky-rocket (or at least go up faster than everyone else).
And finally, conversations with NPCs you meet will affect
trust as well. Positive responses raises trust of Good and
Neutral members, while lowering the trust of Evil members.
The reverse is true if you reply with a negative response
instead.

You can thus tell that it's easier to raise trust if your
party members have the same attributes. It's suicide to
go with a party of mixed attributes, so don't even try
unless you are REALLY up for a challenge. In later bits,
you can find items that can change your member's attribute,
so don't worry too much if you did the wrong stuff to cause
an attribute change.

Behavior
========
Other than attribute, if you check your characters, each
have a set behavior which will affect how fast (or slow)
theirs trust goes up and down. It's quite important to
take these into consideration when exploring the labyrinth.
Behavior does not change with attribute change - if you
started of as an evil dwarf for example, and he turns good,
he will still retain his DHT behavior. And please note,
Behavior overwrites Attribute in terms of trust change.
For instance, if you get a good human and turn him Evil,
fighting friendly monsters will still make you lose
trust (because of his JUS behavior). Thanks go out to
Lacrymite who posted this on the Gamefaqs board!

Humans:
Good - Jus (Justice) - "Believes even enemies can be
friends if they show amity." Trust goes up when you
let friendly monsters go.

Neutral - Kin (Kinship) - "Friends comes before
anything else. Hates to lose friends." Supposedly
goes up from raising dead on fellow party members.
Not sure how else, but my Kin characters' trust go
up faster than my Jus characters, and I've only
raised maybe one or two characters the entire time
I've been playing. Additional notes : keeping a
member dead for a long time will also lower those
of the Kin behavior.

Evil - Bel (Belligerent) - "Likes to fight with strong
monsters, but hates weak ones." Haven't tried it, but
I would assume you gain more trust from battles with
strong monsters than usual, and less (maybe even lose?)
from battles with weak ones.

Elves:
Good - Int (Intellectual) - "Intellect comes from
believing in spells. Likes to master them." Trust goes
up every time you use a stone to gain a spell level on
anyone in the party.

Neutral - Lon (Loner) - "Gets depressed when a large
number of people is around." I would assume that trust
goes up higher when you have less party members. Haven't
tried sending down a Lon character with only my leader
though for testing.

Evil - Fic (Fickle) - "Gets bored exploring the same
place. Gets depressed soon after." I would guess this
type gains trust by exploring new map area. If it's
based on visiting squares in the map that you haven't
been to before, I guess going through the Labyrinth
levels would help their trust immensely. Not sure
though, haven't tried it. Additional Notes : Trust will
go down if you hang around places you've been to before.

Dwarves:
Good - Fri (Friendly?) - "Shy to strangers, but likes
to be with those of the same race." Haven't tried, but
I would guess trust goes up faster when more party
members are also dwarves.

Neutral - Fea (Fearful) - "Hates dark places and zombies.
Can't stay in the Labyrinth long." Probably gains by
killing zombies, and drops by exploring Labyrinth (opposite
of Fic?). Haven't tested.

Evil - Dht (Dragon Hater) - "Hates dragon monsters. He
lives to defeat them." Haven't tried, but pretty obvious...
trust mainly goes up by killing dragons.

Gnomes:
Good - Emo (Emotional? No clue...) - "Likes disarming
traps. Becomes happy when successful." Trust goes up from
trap disarms by this character. Probably makes a great
thief or ninja then.

Neutral - Cow (Cowardly) - "Prefers to flee than to fight.
Hates the Reaper." This is probably one of the worst, right
up there with Fea. I would assume trust goes up by running
from combat rather than fighting, and goes down when hit by
Reaper.

Evil - Gre (Greedy) - "Greedy and thinks an adventure is
how to make real money." Haven't tried, but I would guess
trust goes up with money accumulation.

Hobbits:
Good - Col (Collector) - "Likes collecting rare items. Gets
depressed when loses things." Haven't tested, but my guess
is gains trust by getting items, especially rare/powerful
ones. Loses trust by losing items (using and breaking?
Selling? Dropping?).

Neutral - Iht (Insect Hatred) - "Hates Insect monsters.
The more defeated, the better." Trust goes up from killing
insects (spiders, dragonflies, boring beetles). Really easy
to raise trust with the B5 spiders + Jakreta.

Evil - Kht ("Aht" would make sense... Kht? I don't get it.
Any ideas?) - "Hates animal monsters. The more that are
defeated, the better." Haven't tried, but I would assume
trust goes up from killing animals live gazehounds, bogey
cats, harpies, maybe chimera?

Good Versus Evil
================
I've played through the game using both a "Good Party"
(good + neutral members) as well as an "Evil Party"
(evil + neutral members) - and honestly, being evil
doesn't pay. There's no advantage of playing an evil
party as far as I can tell, and it's harder to manage
since most of the better NPCs that join you are good
(their personalities will clash = lower trust). And
worst still, you are forced to fight Friendly monsters
(or you'll turn good) - so you end up meeting monsters
that you HAVE to fight (you can choose to fight, then
escape, but that's dangerous). So my advice - be a nice
guy and pick either Good or Neutral as your attribute.

There is one small advantage of being evil though - the
use of Evil Weapons. Evil Weapons are among the strongest
weapons in the game, but require an evil attribute to
equip - some are cursed, some are not.

Switching Classes
=================
All characters, NPCs or created ones, can change class.
Created characters can change class by going to the guild,
but there are requirements involved. You can skip those
requirements if you locate items that immediately change
class upon use (the orbs sold in B5 work fine). NPC
characters can only change class using items. Be warned
however - when you use class change items spell levels
and experience are not recalculated. So if you're a
warrior switching to a sorcerer, you will still have
crap spell levels if you used a class change orb or any
class change items.

Guild class changes can also be done only once per level of
experience. You lose whatever special ability that your
previous class had, but not your spells. However, your MP
will be recalculated for your new class, so you may or may
not be able to cast them. Your experience level will also
be recalculated for your new class, which may result in you
going up or down a level or two.

Advanced Classes
================
Samurais, Ninjas, Bishops and Knights are "advanced" classes,
meaning your created members will require a bit of training
in order to switch to them in the guild. The requirements for
changing to them are listed below, though you can just go to
the guild to check them as well.

Samurai
These guys can cast up to level 6 sorcerer spells, and fight
just as well as most warriors. There are a few weapons and
armor that warriors can equip, but they cannot. But they are
otherwise pure killing machines - they have an ability to
instantly kill an opponent (random, not quite as often as
that of a ninja, but often enough to be useful). And the
biggest advantage is their ability to equip katanas that no
other class can equip. Katanas are one of the strongest
weapons in the game. Requires Level 8, Non-Evil Attribute,
23 Power, 20 Life and 20 Agility.

Ninja
They can use up to level 2 priest and sorcerer spells (i.e.
forget about using them for spells). They have the ability
to instantly kill an opponent with their physical attacks,
and at higher levels the frequency of this occurring is quite
high (around once every two battles or so). They also have
supernatural evade abilities, meaning they are exceptionally
hard to hit. But if they are hit they suffer higher damage
that everyone else, which is a fair trade-off. They are suited
to be in the front (since not much monsters can actually hit
them right) but once you find shurikens, put them at the back
and laugh as they kill huge monsters with one shuriken. And
finally, they also have better lock-picking skills (not quite
as good as that of a thief, but with practice it's manageable).
So it's really nice to have one around. Requires Level 12,
Evil Attribute, 25 Power, 25 Life, 25 Agility and 25 Luck.

Knight
Like the samurai, but has up to level 6 priest spells instead.
You can use them as backup healers, and they can turn undead,
but other than that they aren't all that useful. In a direct
opposite of a ninja, a knight will have a drastic drop in
evade (i.e. they don't evade) but they do have more HP that
everyone else, including warriors. Requires Level 8, Good
Attribute, 20 for all stats except Luck.

Bishop
Can cast both priest and sorcerer spells (but not as well as
a pure priest or sorcerer). They also can wear better armor
than sorcerers, but not as well as priests. They can dispel,
but pure priests do it better. And they have a useful, but
not really important skill of appraising unknown items. But
on the downside they go up levels the slowest - it's not as
bad as you think though; they will be at most two levels
below your party average. They also gain spells slower than
a pure priest of sorcerer. Requires Level 5, Non-Neutral
Attribute, 23 Wisdom and 23 Faith.

Some stats may be hard to obtain, but thankfully around
halfway through the game you can buy items that immediately
changes your class no matter your level, stats or attribute.

NPCs vs. Created Characters
===========================
Here's something debatable - should you party consist of
created characters or NPCs? Well, I suggest a little mix
of both myself. First of all, created characters can be
renamed and can change class easily. But they will remain
totally mute throughout the game. However, NPCs do
contribute to conversation, so you can gain a little more
insight into the plot (though it's not terribly important
to know what they think, really). Spellcasting NPCs also
have a big disadvantage - though they know all the spells,
their spells start at level 1. So if you plan to replace
your current spellcaster with an NPC spellcaster, be
prepared to spend a lot of time and money to build them
up to respectable standards. I myself would suggest
keeping some of the early ones you find and ignore all
but the fighter types. Or just put them in to loot their
good stuff.

And remember your overall trust is an average of your
member's trust. If you drop a fella his trust doesn't
change, but your overall trust might. You can however
raise trust levels by dropping ones with low trust
and adding ones with high trust.

Equipment
=========
I'm thinking of creating an equipment FAQ, but for now,
here's a list of all the weapons, armor and armaments
you can find in Wizardry: Tale of the Forsaken Land.
All the items marked with (c) are cursed.

Dagger                       Short Sword
Craftman's Dagger            Magus' Short Sword
Petrified Dagger             Spiritual Sword
Assassin's Dagger            Ancient Sword
Thief's Dagger               Evil Short Sword
Wind Dagger                  Banishing Sword (c)
Cursed Dagger (c)            Skeletal Sword (c)
Prowler's Dagger             Cursed Sword (c)
Bloodied Dagger (c)
                             Great Sword
Long Sword                   Magus' Great Sword
Slashing Sword               Demon Slayer Sword
Splitting Sword              Fire Sword
Blessed Sword                Thunder Sword
Holy Knight Sword            Neck Breaker
Evil Saber                   Massive Sword (c)
Betraying Sword (c)          Nightmare Sword
Dark Sword                   Demonic Sword
Ghost Sword                  Queen's Guard Sword

Katana                       Healing Staff
Muramasa                     Guiding Staff
Kanesada                     Silencing Staff
Kotetsu                      Blazing Staff
Osafune                      Freezing Staff
Bereaved Katana (c)          Suffocating Staff (c)
Grievous Katana (c)          Cursed Staff (c)
Cursed Katana (c)            Useless Staff (c)
Craftsman's Katana
Masamune                     Hand Axe
Kikuichimonji                Steel Hand Axe
                             Apprentice Hand Axe
Mace                         Slicing Hand Axe
Holy Mace                    Craftsman's Axe
Combo Mace                   Thunder Axe
Crushing Mace                Cursed Hand Axe (c)
Devout Mace                  Evil Hand Axe
Blazing Mace                 Knight's Hand Axe
Skeptical Mace (c)
Crimson Mace (c)             Shuriken
Tainted Mace (c)             Spirited Shuriken
                             Shinobi Shuriken
Battle Axe                   Resentful Shuriken (c)
Slashing Battle Axe          Cursed Shuriken (c)
Swordmaster's Axe
Guard's Battle Axe           Flail
Dwarf Battle Axe             Power Flail
Demonic Battle Axe           Magus' Flail
Deceased Battle Axe (c)      Dwarf's Flail
Faithless Battle Axe (c)     Dazer Flail
Evil Battle Axe              Invisible Flail
                             Rusty Flail (c)
Crossbow                     Bloody Flail (c)
Magic Crossbow               Hateful Flail (c)
Wishing Crossbow
Thief's Crossbow             Robe
Elf's Crossbow               Magus' Robe
                             Elf's Robe
Throwing Knife               Pashmina Robe
Poison Throwing Knife        Cursed Robe (c)
Shade's Knife                Bloody Robe (c)
Unwieldy Knife (c)           Betrayal Robe (c)

Leather Armor                Chain Mail
Magus's Armor                Magus' Chain Mail
Decorated Armor              Dragon Chain Mail
Silver Armor                 Blessed Chain Mail
Faith Armor                  Freeze Chain Mail
Ninja Armor                  Evil Chain Mail
Deceased Armor (c)           Rusted Chain Mail (c)
Evil Armor                   Cursed Chain Mail (c)
Betrayal Armor (c)           Deceased Chain Mail (c)

Chest Plate                  Plate Mail
Decorated Plate              Quality Mtl Armor
Mystic Chest Plate           Craftsman's Armor
Ceasing Chest Plate          Knight Mail
Spirited Chest Plate         Neutral Armor
Shielded Chest Plate         Prime Armor
Deceased Chest Plate (c)     Evil Armor
Betrayal Chest Plate (c)     Broken Armor (c)
Cynical Chest Plate (c)      Cursed Armor (c)
                             Knight's Mtl Armor
Small Shield
Small Steel Shield           Shield
Magus Small Shield           Metal Shield
Charmed Small Shield         Reinforcing Shield
Dwarf's Shield               Pheromone Shield
Gnome's Shield               Prime Shield
Shady Small Shield (c)       Evil Shield
Demon's Small Shield         Ragged Shield (c)
Cursed Small Shield (c)      Depleting Shield (c)
                             Knight's Shield
Gauntlet
Steel Gauntlet               Helmet
Silver Gauntlet              Enduring Helmet
Demon's Gauntlet             Transfer Helmet
Strength Gauntlet            Evil Helmet
Evil Gauntlet                Valiant Helmet
Ragged Gauntlet (c)          Cursed Helmet (c)
Corrupt Gauntlet (c)         Grievous Helmet (c)
Knight's Gauntlet            Knight's Helmet

Lapis Ornament               Decorative Charm
Elf Hair Ornament            Sculpture Charm
Mitral Ornament              Ash Charm
Water Ornament               Samurai Charm
Cursed Ornament (c)          Devilish Charm
                             Cursed Charm (c)
Ogre Power Wrist
Knight's Wrist               Cloak
Parvenu Wrist                Anti-Evil Cloak
Weakling Wrist (c)           Blazing Cloak
                             Bishop's Cloak
Speed Boots                  Thunder Cloak
Stamina Boots                Poison Cloak
Cursed Boots (c)             Cursed Cloak (c)

If I've missed any cursed equipment, that's usually because
I've missed the item completely in the game! If you've
noticed that I've missed something on the list, do tell
me about it!

Reaper
======
At most floors, the reaper will sometimes appear and chase
you around. Since he can move levels (within that floor),
go through walls and move as fast as you walk, it's pretty
hard to avoid him. To avoid him, leave the floor or use a
transfer potion to head back to town.

Or just get nailed by him. It's actually not as deadly
as it's made out to be. Your possessed character becomes
a little stronger, but a little weaker in defence, but
that's not really all that noticeable. You can also hit
undeads now despite not having a magic weapon. As long as
you keep him alive, it's only going to cost you a couple
of thousand bucks to restore him in town (and you really
don't have that much use for money anyway). Just make sure
he's alive (use restrict shot or spell cancel AA). However,
if he does die, the character will either turn to ash or
worse, be gone forever i.e. erased clear out of the game
- so that's generally a bad thing. Unless you plan to kick
him out or something. And if that happens to your leader
the game ends immediately. So it's not all that dangerous
if you are careful. In fact, I explored two whole floors
with a possessed leader and came out unscathed.

Getting nailed by him also gives you one additional ability
- you will be able to see reaper doors. If you are walking
around and suddenly feel your controller shake, and no
reaper is chasing you, you're near a reaper door. It can
only be seen and opened if one or more of your members are
possessed by the reaper. It's not that big a deal; there
are only two reaper doors throughout the entire game, in
B2 and B6.

One final extra - when you get your entire party possessed,
something interesting occurs - check the Allied Actions
section for more.

Gotz's Traps
============
At B1 you will find Gotz, a trap making orc. You can get
some rare items if you break his traps - you have to pay
him 1000 x Trap Level Gold to try it out, and if you can
break it you will get some useful (and not so useful)
items. Different leveled traps require you to break the
trap by disarming it 10 x Trap Level times. There are ten
levels to disarm, meaning a full 100 times to disarm at
the final level, which may or may not be worth it. For
more details check Forsetti's FAQs, but here's briefly
the rewards by the level :-

1) 3 Transfer Potions
2) 1 Curing Potion
3) 4 Potions
4) 1 Random Dwarf Item
5) All 5 Mutated Stones
6) All 8 Class Change Orbs
7) All 14 Vellum-made stones
8) All 31 Materials
9) All 50 Magic Stones
10) 14 Cursed Items

You can repeat levels you have cleared to get the same
items again - level 1 is a great way to amass Transfer
Potions, by the way. Make sure you have space in your
inventory for the items or you will not even get one
item for your efforts. If you have trouble with breaking
Gotz's traps, check the Neat Tricks section below for a
simple but helpful trick.

Party Suggestions
=================
My party? In case you're curious, I started of with a
human fighter as my leader. Then I kept Kyo and Sara,
and added the already-made hobbit thief, made a
dwarf warrior and an elf sorcerer (actually I just
took the already-made elf priest and turned him into
a sorcerer). My two warriors in the front with Kyo.
Sara, the thief and the sorcerer behind. This party
worked fairly well for the first four floors or so.

Later I replaced my hobbit thief with Rui (better
trust, better stats, better skills). I eventually
changed my party leader to a samurai, my dwarf to a
knight, and my sorcerer to bishop (more healing spells,
besides I needed more priest spells that sorcerer
spells by then). Then near the 8th floor down, I found
my first shuriken, and promptly tossed Rui out, gave
Kyo the shuriken and put him to the back, then got Hina
(female Samurai) to do her quest. Once I found Kulgan
I replaced Kyo with him. I found this team to be such
an ass-kicker that I kept it till the end of the game.
What's nasty here is plentiful healing spells (you will
need them) and THREE characters with instant kill
attacks. And you can also do a quest to get an instant
kill two-handed sword (Garcia's Second Quest), which I
gave to my dwarf. That's FOUR characters with instant
kills. Quite deadly.

When I replayed the game as an evil party, I used Ricardo,
Kyo, Sara, and a Bishop (created) and a warrior (made).
I turned my warrior leader to a samurai, and later booted
Ricardo for Orphe, and my other samurai for Aoba. Then I
booted out my created bishop for Michele (turned her into
a bishop). Basically ended up the same as my previous
party, but Orphe and Aoba are just a little harder to
play since their HPs were so low to start.

Some tips : Thieves aren't all that useful since, with
practice, a ninja can unlock just about anything a thief
can (note from Ndufer: having a thief also raises the
chance of getting better treasure, but the ninja does
that too, to a lesser degree). A pure sorcerer isn't
quite that useful either since you don't really need that
much sorcerer spells - at least not as much as priest
spells. On forethought, knights are somewhat overrated
since their dispel ability is quite crap, and they have
minimal healing spells. And dwarves are overrated as
well because it's tough to raise their trust (unless
they're evil). And they're slow as hell. If you have a
knight or samurai, don't bother giving them spells -
they suck at using them anyway, so just use them
strictly for hacking purposes.

Playing Hints
=============
First and foremost, do not rush this game. Blindly
running through levels get you killed quick. You must
take your time with every new level, killing everything
you see to build experience, and exploring everywhere
to maximize stuff you have. You will need to have your
party go up 2-3 levels in experience before you should
even think of going down a new level. If you've got a
few members lagging behind, drop a few high-level
members and go down. You get more experience fighting
with a smaller party.

Trust, as I have mentioned countless times before, is an
integral part of the game. Going down to the lower levels
without sufficient new AAs will get you killed really
quickly. Even the monsters use AAs, so you should too.
Explore every floor until you fill up all of it's map if
possible. Go back to town to level-up and sell off/make
spells of the junk you've collected a few times per
floor. And find shortcuts! They are fairly easy to
locate, and save you plenty of time and patience.

ALWAYS have at least one transfer potion handy. Early
in the game you can find plenty, and even find a shop
that sells 'em cheap. But once you start finding
shortcuts, you will miss them, and you WILL regret it
later in the game when you just HAVE to make a hasty
retreat just to find out that you're out of transfer
potions.

If you are in need of combat hints, check the Allied
Actions section.

Neat Tricks
===========
Not having a bishop early in the game isn't that big a
deal if you use a trick I commonly use in the game. When
you find ?Items, do not use them yet; wait till you return
to town. Once you do, save the game. Then start equipping
all the items. Make a note of the items that are cursed,
then re-load the game. Equip all the items again except
skip those that you know are cursed (and no, they don't
change if you re-load). Then go to Vigger's and sell off
what you don't need. Appraise the cursed items there and
then sell them off as well - despite being cursed, they
fetch a good price - at least a few times more that the
amount you put in to appraise them. Easy cash.

Got some incredible item you want to equip on your
characters but can't because of their class? Forsetti has
a neat trick. It's costly, but might well be worth it. Go
to B5, to Kasta's shop. Buy an orb and change your character
to whatever class that allows you to equip the item he/she
wants. Then go ahead and equip the item, then buy the orb
of your original class. Use the orb to change back to your
original class - hey, they forgot to un-equip your stuff!
As long as you don't un-equip them accidentally, they will
stay on.

Having trouble with traps and locked chests? Can't do
Gotz's Traps? Fellow gamefaqs board member Alicard77 has a
neat trick  - use Start to pause between two or three button
presses (not available in the Japanese version of the game,
apparently) to catch you breath and you should do fine.

Another Gamefaqs board member Fishandbeernuts has a nice
trick for those nasty monsters hiding in the back row. If
you have a front row samurai or knight who has a spell that
targets a single monster, then try this out. Select the
spell, then a back row target. Just make sure the arrow is
pointing on the target (don't press X again), then back up
three menus to that character's main menu and select
"Fight" and you'll still be targeting the back row monster!
You can now even select other monsters in the back row!
Note that the spell MUST target a single monster - Teal,
for example, will not work with this trick.

 _______________________________________________________________
/                      ORIGINAL CHARACTERS
_______________________________________________________________/


This section describes all the original characters, or NPCs
(non-player characters) as I call them, in the game. As
suggested by one fan, I've separated out this section for
easy access to methods concerning how to obtain each of
the 14 NPCs. Thanks go out to Forsetti for finding them all!
Oh, if you aren't planning to look at the walkthrough at
all, I've also included point markers (numbers in brackets)
from Forsetti's maps for important places you need to visit
to get them.

Note : The NPCs attribute changes with your own leader's
attribute. For instance, a Good Leader will get Kyo as a
good ninja, while an evil or neutral leader will get Kyo
as a neutral ninja. Since most of these vary, I not be
putting down their attributes here - not that it doesn't
change their behavior - Kyo, for example, always acts as
a good human no matter what his attribute is.

I've also added a ratings (A-D) which shows how good they
are, at least in my experience. How you use them in your
party may change their effectiveness, of I may miss
something that makes them special. Nevertheless, here they
are, listed in the order you can get them in.

1) Kyo Hattori
==============
Race - Human     Class - Ninja            Rating - B+
A young ninja who stricken with the fear of death when
you first meet him. You must have him join your party
when you start the game, but he may leave you after the
training round is done and you'll never see him again.
To ensure he doesn't leave, you must have an adequately
high trust (not really a big factor). When you reach the
four-direction roundabout in B1, he will talk to you -
your response will affect his trust in you. From there
go north to the snowy altar (6). Then just finish the
training level. Kyo is a very nice additional to the
party since... well there's not much of a choice if you
want a ninja (you can't create one for another few
floors). And he's usually good or neutral (unlike ninjas
you create, which HAVE to be evil), making him fairly
easy on trust raising.

2) Ricardo Dorephes
===================
Race - Human     Class - Warrior          Rating - C
A warrior who wonders if trust is an important part of
a party after having a bad experience with his last
one. Like Kyo, you have to have him, but he may leave
your party if his quest isn't done. From the B1
four-direction roundabout take the west path (4).
Search the skeleton on the ground and his event will
come up. Fight the two thieves, then finish the
training level. Nothing special about him - you can
create character's much stronger and faster than him.
But he's always nice to have around if you want to
hear his comments (which mainly consists of cussing
about everything and everyone).

3) Sara McDuff
==============
Race - Human     Class - Priest          Rating - B-
A priestess who is concern for the welfare of the poor
(aww...) and who really doesn't have much of a priest's
fashion sense. You'll bump into her automatically when
you do the training stage (3) - no matter how much you
whine about it, she'll forcefully join your party. Near
the end of the stage, you'll get to help a poisoned man
- how you react there, together with your trust, will
affect whether she will stick to your party or leave.
She's a fairly good addition, but gets hampered by
very low speed - near the end of the game she's almost
always the last person to act, severely hampering her
healing abilities. But her remarkably high faith lets
her learn more priest spells than everyone else, so
there's a good balance there.

4) Rui
======
Race - Human     Class - Thief          Rating - C+
A sorcerer-turned-thief who teaches you some of her
streetwise (dungeon-wise?) knowledge for a price.
Eventually, after helping her out she'll join your
party. To get her, first locate her at B2, second
floor (10). She'll call you to talk with a dwarf named
Garcia. Go back to the tavern, talk to Garcia, do the
world's shortest side-quest, then go back to Rui in B2.
Help her get the baked silver. She'll now owe you; go
back and talk to Garcia, then bump into her in the
lodging. She'll join up. Rui gets a lousy rating since
she's... well, at thief. Not a bad one, if you want one,
at least better than anything you can create. She can
also be a pretty good sorcerer if you turn her into
one later. She's also fairly adept as a ninja, though
not as good as Kyo. She will teach you the nearly
useless Back Attack AA.

5) Daniel
=========
Race - Hobbit   Class - Thief        Rating - D+
This clever thief will help you out a little at the
start, and trick you into helping him out a little
later. After meeting him in B4, go down to B5. Locate
and grab two bags of gold in old trolleys (be careful,
they are poison-trapped). One is just before the
break in the outer waterfall path (4), and the other
is behind the door right in front of the gondola at
the bottom. Locate the two, then don't take the
gondola up. Instead, go back a up a little bit to a
room you may have passed - it's a single room with no
other exits (other than the one you came in) - it
contains a ? Katana (Osafune). If you did it right,
an orc is now guarding the door. Burst in and slay
all the orc kings and Daniel is yours! In order to
get it right, you shouldn't raise the gondola and
drop down to meet Michele - he'll be dead by the
time you get back! Daniel isn't all that impressive
- he's got very high agility, but Rui is better
all-round as a thief. He's got insignificant skills
otherwise, so it's not really worth all the trouble
of getting him, in my opinion. He does have a few
things worth looting on him, however.

6) Michele
==========
Race - Elf      Class - Sorcerer     Rating - B-
A young elf who's apparently way wiser that she
looks. She wants to make up for her people's
mistakes and what to solve the mystery of the
labyrinth. This one's easy - she'll join
automatically when you finish B5. While she is
hampered by low HP, she's got a lot of spells,
even ones your created sorcerers would be hard
pressed to find (the mutated spells). Since she
joins in B5, it's still not too late to start
building her spells, and later on she'll be
the first to hit 99 in Wisdom, and thus meaning
tons of sorcerer HP. She's also got good Faith
so she can be a good priest, or better yet, a
good bishop.

7) Hina
=======
Race - Elf      Class - Samurai      Rating - A
After the death of both her adopted brothers in
the labyrinth, she joins your cause to defeat
the evil that lies within. You'll find her
offering a side-quest upon reaching B6. You have
to let her join your party in order to do quest,
but be warned that it's fairly hard. But after that
she'll permanently join your party. She is probably
your best investment in an NPC - good stats, great
items, great trust and altogether a worthwhile
addition. You can probably make a samurai who is
stronger than her though, but who doesn't one a
cute, shy girl who slices up monsters faster than
you can say "ouch!".

8) Orphe Bright
===============
Race - Human     Class - Warrior       Rating - C+
Annoyed by the sudden revelation that her father is
actually a walking dead man, she decides to get to
the bottom of this - with your help, of course. You'll
bump into her every now and then in town and in B3. Do
Gustav's Quest first. When you find the shield in B4
(B13), a zombie shuffles up - "Watch what it does".
Then complete the quest. Upon reaching B6 you'll bump
into Orphe and Aoba. Locate a nearby one-way door, go
south from there and you'll meet them one more time,
fighting a bunch of fairies. Help them. Then back to
B4. At the entrance (or exit, depending on which way
you came in by) of B4 you'll meet Aoba. Then head to
the second elevated bridge (A13) and pass it to find
Orphe. They'll both join your party. Other than
getting the most powerful AA of the game, Warp Attack
from Orphe, she's not really worth putting in the
party. As a warrior she has way too little HP to
stand a chance up front. And she's always Evil, so
she's a pain in a Good party. She's got fairly high
faith so making her a knight might be an option, or
even a priest. As a priest she'll be bumped up a
rating since she's physically much tougher than Sara,
but she'll have inferior number of spells.

9) Aoba
=======
Race - Human     Class - Samurai     Rating - B-
Aoba is Gustav Bright's student and acts as Orphe's
older brother. To get him, just check Orphe's entry
- he'll join when Orphe does. If you have an evil
party he might be an interest to you - after all,
he's the only Evil samurai in the game. But his
stats is so-so compared to Hina, the other NPC
samurai. And he's got naff equipment as well, so
you really need to invest on him to get him to a
decent fighter out of him.

10) Grace
=========
Race - Human     Class - Knight      Rating - C+
The fiancée of one of the game's minor villains
Eugene Guestem. She is trying to turn her hubby-to-be
back to the path of righteousness, but that will
require your help! You'll meet her a few times
here and there - you spot her in B2 and B3, as well
as B6 quite often. When you reach B8, do Garcia's
second quest (7), then drain the lake in B5 with a
switch in B8 (21). Once both of those are done, go
back to the tavern and talk to Garcia to get your
reward. Leave, that go back in again and he'll say
that both Grace and Wolfe are off in B5 - go look
for them there in the now revealed staircase. You'll
bump into Kasta who mentions them if you did it all
right. Go down the staircase that was under the water
(32) and help them fight off a Raver Lord. They'll
join your party, and Grace will teach you Silence
Breaker AA. Grace is not too bad as a knight, decent
stats and all. She's got a good collection of priest
spells (at lv.1) but has very poor Faith so turning
her into a priest is fairly pointless; you're bit
too late into the game to  build her spells anyway.

11) Wolfe
=========
Race - Human     Class - Warrior     Rating - D+
You'll bump into this warrior every now and then,
and listen to his rather cynical outlook on life
every now and then. He will eventually hook up with
Grace and will join when Grace does, so check
Grace's entry to get him too. Wolfe is just plain
lousy - you'll have created warriors and even
Ricardo better than him. For such a big, brawny
individual, he's got poor HP as well, so he's
definitely going to be liability in your party.
Nice equipment though...

12) Kulgan the Agile
=====================
Race - Elf       Class - Ninja       Rating - A
One of the most loyal of the Queen's Guard, the
elite team of the Queen's bodyguards led by
LeDua Almsay. No real choice here - Kulgan joins
your party automatically at the exit of B8. But
he is good, quite a ways better compared to Kyo
(though Kyo does have higher HP, maybe because
my Kyo has higher levels). His 90 Agility and
near maximum trust makes him a good investment
if you want a ninja or want to replace your
ninja.

13) Virgo
=========
Race - Human     Class - Sorcerer    Rating - D
It's Barfo! An evil (well, more like annoying)
sorceress who bugs you a few times. She's anxious
to locate what she believes is treasure at the
bottom, but after she found out what's down there
she gets so disheartened she joins your party.
First meet and fight her in B10 (at this point you
should have already fought her two other times).
Then near the exit to B10 (21) you'll meet her
again. You can then meet her again in B7 where
she'll tease Kasta again. Finally, return to
Kasta's shop in B5 (3) and she'll be there bugging
Kasta one last time. Talk to her and choose
"Persuade her to stay" and she'll join up. She is
the game's best sorcerer in terms of stats, but
there's two major problems. One, she's always
evil, so it's bad for a good or neutral party.
And the biggest problem is that you get her so
late in the game, and she STILL has level 1 for
all her spells. Since you're minutes away from
finishing the game, why bother building all her
spells up at all?

14) Kaza
========
Race - Elf      Class - Bishop       Rating - D-
Michele's friend/partner who is close to Sophia
the holy priest of the Queen's Guard. He believes
you indirectly caused Sophia's death, hence he
is pretty hostile to you at the start. You'll meet
him first in B5 with Michele, and then later you
will meet him in the empty room in B6 (2). Upon
meeting him at the end of B10, if you have Michele
in your active party he'll have a change of heart
and join as well. He's an adept bishop, but he
suffers the same problem Virgo does - too little,
too late. He's got a lot of spells, granted, but
all are at Lv.1. Poor trust, usually Neutral or
Evil to boot. And here you're minutes away from
finishing the game; will you really bother?

Most of the directions as to how to get them are also
listed in the walkthrough, so check there if you want.
And no, as much as rumors will persist, there are no
more NPCs - the Original Characters screen in the
tavern is already filled up after all fourteen names
are in.

 _______________________________________________________________
/                            SPELLS
_______________________________________________________________/


Normal Spells
=============
You will pick up plenty of the monster's grisly bits
as you hack through mounds and mounds of them. These
bits can be brought to Vigger's shop, where his wife
will combine them for you to turn them into stones.
Using these stones give you spells. You can use a stone
repeatedly on the same person to power up your spells,
and the effect of powering up is fairly drastic. In fact
most spells at level 1 are nearly useless, so powering
up spells are pretty important.

If you need the complete listing of all the spells you
can make in the game, check Forsetti's FAQ for that.
The good man has got them all!

A little into the game, a material shop will open on
the first basement. You can sell a monster material here,
and henceforth buy that material infinitely. In fact,
that's where almost all your money will go later in the
game, since dungeon shops sell stuff you can find
elsewhere (and probably have a lot of already), and
Vigger's shop is more of an expensive storeroom than a
shop.

Here's the complete listing of all the materials in the
game as listed in the order of the material shop. To
find out what monsters drop what material, check the
"Monsters" section of the Advanced Info above (though
most are self-explanatory, really).

Page 1    Rotten Meat
          Skull
          Devil's Horn
          Vampire's Claw
          Undead Dragon Wing
          Pied Piper's Flute

Page 2    Giant's Tooth
          Giant's Guts
          Giant's Blood
          Dragon Heart
          Dragon Scale
          Dragon Tail

Page 3    Bogey Cat's Fur
          Bogey Bird's Claw
          Frog Tongue
          Wyvern's Eyeball
          Hound's Ear
          Chimera's Head

Page 4    Slime's Goo
          Pixie's Wing
          Demon Egg
          Cocoon
          Slime Jelly
          Fairy's Wing

Page 5    Broken Sword
          Thief's Blood
          Ninja's Hood
          Priest Hair
          Sorcerer's Earring
          Samurai's Beard
          Bishop's Bracelet

There are three boss materials which cannot be obtained
anywhere else (i.e. there's only one of them in the game)
- they are Incubus Wing, Golem's Flesh and Sword Fragment.
Though they act like materials, they cannot be sold at
the material shop thus cannot be re-bought. They are also
materials required for the best spells (non-vellum type)
of the game. However, those spells can also be made using
other materials as well, so they aren't all that important
so don't fret if you've accidentally used them.

Be careful when the moon is red (check the circle where
you also see your overall trust). When making or separating
stones during this time, random things will occur. Might
be good, might be bad, just quite unpredictable. This also
occurs, in a lesser degree, during a yellow moon. It is
great for getting the rare materials of the game, though.

Vellum Spells
=============
Vellum is another sort of spell. These are more powerful
spells that Vigger's wife does not have recipe for, so
you have to find them. They are the most useful spells in
the game, so it's a good idea to hunt high and low for
them. Unlike normal spells which require two monster
materials, these require three, often rare ones. The
complete list and their location is as follows. I've also
included position markers for Forsetti's maps if you are
using those as well (in brackets), though some of them
aren't marked. Here goes :-

- Hypnosis Vellum - B2
  2nd floor down (not marked)
- Guiding Vellum - B1
  Daniel gives it to you (not marked)
- Sculpture Vellum - B4
  It's in a pit (Near B8)
- Silence Vellum - B4
  In the first red pit (B1)
- Healing Vellum - B2
  Behind a reaper door (20 or near 21)
- Antidote Vellum - B5
  Just before the exit to B6 (not marked)
- Light-Up Vellum - B6
  South of first one-way door, west side (not marked)
- Resurrect Vellum - B5
  In a dead end (5 in Floor 3)
- Mutation Vellum - B8
  In one of the big rooms (7)
- Recovering Vellum - B1
  Finish Helga's third quest
- Transfer Vellum - B6
  In the poison floor room (south of 4)
- Conversion Vellum - Dimension World
  On one of the floors (Near 13)
- Blazing Vellum - B10
  Behind a crumbly wall near the door (53)
- Reviving Vellum - B8
  In one of the big rooms (22)

If you want to know the materials needed to make them,
go take a look at Forsetti's FAQ, it's all there!

Mutated Spells
==============
You may notice a few spells that some characters have
that you can't seem to make. These are mutated stones,
that can only be randomly made during a red moon. Head
to Vigger's Shop at this time and combine these
materials to form these unique stones. I've also put
down what these combinations normally make when not in
a red moon (in brackets) in case you have trouble
finding them :-

Rotten Meat x Priest's Hair = Ash (normally Barrets)
Skull x Priest's Hair = Ash (normally Teal)
Devil's Horn x Priest's Hair = Shulard (normally Teal)
Vampire Claw x Priest's Hair = Punish (normally Kuld)
Undead Dragon Wing x Priest's Hair = Merciful (normally Kuld)
Pied Piper's Flute x Priest's Hair = Deadly (normally Jakreta)

They don't work all the time, so keep trying! You can also
get them from disarming Gotz's traps up to level 5. Thanks
go out to NHeng of the Gamefaqs board!

 _______________________________________________________________
/                       ALLIED ACTIONS
_______________________________________________________________/


Since Allied Actions (or AAs for short) are such an integral
part of the game, I'll dedicate this section on proper usage
of them. They are split into four categories. Most are learned
the moment you gain a new level in overall party trust (eight
levels in all), buy them at guilds or gain a new party member
that has a unique AA (these appear regardless of whether you
have that new member in the party or not).

Offensive AA
============
Converge Attack (Trust Lv. 6)
All three of your front characters team up on one hapless
monster. Each character's damage go up slightly. Strange
that this one is actually an advanced AA, but is actually
WEAKER than Double Slash, one of the first AAs in the game.
I don't actually use it at all.

Sweep Attack (Trust Lv. 5)
All three front attackers sweep across the front row of
enemy ranks, doing damage to all of them. This one is
only useful if you've got a long row of weak monsters in
front of you, since the damage done isn't all that good.
And it can miss as well, so don't try it on ninjas or
other fast monsters.

Rush (Trust Lv. 3) (Bought from Guild)
All six members rush forward, hitting everything in sight
for minor damage. I find this useful only when I'm
traversing through early areas of the game again, and
forced to fight large groups of wimpy monsters again and
again. You might also want to use it to finish off
weakened monsters. One nice point is that it ALWAYS
hit, so it's nice to clear off ninjas and other such
fast moving monsters. The big disadvantage is that it
uses up all your member's turn so if there are any
survivors they will hurt you bad. Just so you know,
the damage done by Rush is based on your member's levels,
not their weapons. And as long as even one is equipped
with a weapon that can't hit undeads, Rush will not harm
them.

Ninja Attack (Trust Lv. 8) (Bought from Guild)
Yes, you only get this at the highest trust level, and
it's not really worth the effort, though it's powerful
just the same. You basically need a ninja upfront with
two fighters. The ninja jumps up and the two fighters
attack, and finally the ninja comes down for a big strike.
While it only targets a single monster, a great advantage
is that fact that you can target ANY monster, even those
hiding in the back row. And another advantage is the fact
that the ninja's final attack has a ridiculously high
chance of causing an instant kill - in fact, if you are
fighting normal monsters you will almost always get
instant kills.

Double Slash (Trust Lv. 3)
You earn this after your training section at the start,
and I dare say that it will be the one you use the most.
Two members will gang up to attack one opponent. Not
only does the accuracy increases a fair bit (still can
miss though), the damage nearly doubles that of ordinary
attacks, making it very deadly at the right hands, and
especially when either or both members have multiple hit
weapons. By the time you gain Converge Attack, Double
Slash will do equivalent damage, not including the fact
you have one freer front attacker.

Stun Attack (Trust Lv. 4)
With a spellcaster of any sort at the back, you cast a
spell on the character in front, which gives the weapon
the ability to stun an opponent. When you hit the
opponent, he will either stumble a little (no stun) or
get electrified. Getting stunned means neglecting armor
defence, so that translates to bigger damage. Stun does
not work on all monsters, but if it does it's quite
effective, especially teamed with Double Slash. Good for
those really big monsters that attack by themselves (the
Giants and Gaze Hounds of B5 are good examples).

Fake Attack (Trust Lv. 6) (Bought from Guild)
One front attacker does a fake attack while the other
goes and hits him from the side. Near useless as far
as I can tell. Neither the front nor the fake attack
does any decent damage whatsoever, and the attack still
can miss (so don't try it on high-agility monsters).

Hold Attack (Trust Lv. 4)
Thanks to "Thomas Hoffend" - this AA seems similar to
Stun Attack, but it has another purpose in the game
- to hit hard-to-hit monsters. Basically, your rear
member will Hold an enemy with a spell while the person
in front of him strikes for more damage than usual (if
the hold is successful). Despite doing less damage
comparatively, this ensures a very high hit rate, which
is great for high agility monsters such as ninjas and
wyverns.

Jump Attack (Trust Lv. 5)
A back caster of any sort will levitate his front
attacker, and the attacker can thus hit any opponent
in any rank while opponents cannot hit him. Doesn't
really do big damage, so it's useful if you just do
not want that character to be hit. You can do a
flawless defence combining this with restrict shot,
thus rendering your entire front rank un-hittable.
A disadvantage is of course, he only attacks after
everyone else (including monsters) have taken their
turns - and the low damage makes it only useful
against spellcasters at the back row... after they
already did the damage.

Warp Attack (Trust Lv. 8) (When Orphe joins)
Yes, this is the MOST powerful AA you can ever obtain
in the game. Basically, one spellcaster behind warps
away your entire front row. Any attacks whatsoever
targeted at them automatically misses. At the end
of the round, when everyone else has taken their turn,
your three front men warp onto a single monster of your
choice (even back row monsters) and hits it for double
their usual damage. This AA is incredibly overpowered,
since it combines near flawless defence and offense
simultaneously (despite using up four character's turns).
Mix it up with Spell Cancel to have the ultimate combo
attack. Bosses don't stand a chance!

Back Attack (Trust Lv. 4) (When Rui joins)
One front attacker acts as decoy while the other two
attacks from the back. Decent damage as long as your
decoy has plenty of life (he will not dodge any
attacks, so don't act hero and put your ninja as a
decoy). Another useful feature is that the two
attackers will repeatedly back attack as long as
someone is hitting the decoy, so you can indirectly
have them attack more than once per round. But the
disadvantage is that the monsters aren't guaranteed
to hit the decoy, so you'll waste all three front
attacker's actions if monsters hit your non-decoys
instead. Useful if you mix in Back Attack with Restrict
Shot on your two non-decoys so you'll guarantee that
attacking monsters will always get countered one way
or another.

Sacred Cross (Trust Lv. 8) (Bought from Guild)
You will need a knight up front with either a priest
or bishop right behind him. Basically a souped-up
version of Dispel attacks, it targets "Immortals"
(i.e. undeads - their names are in red, if you haven't
noticed). Doesn't seem to be that much of an upgrade
from your basic Dispel Attack, since my priest can
dispel just as much undeads that the Sacred Cross does.
So all the effort to actually get this AA (Trust Lv.8,
exorbitant price) seems to be quite a waste, unless
I'm missing out on something here...

End Lash (Trust Lv. 5) (Bought from Guild)
Two front attacks will attack all enemies on the extreme
ends of their rows. This move looks pathetic, but with
careful use it will become your most valuable AA. The
point of the attack is that you will give a physical hit
to the back row, which becomes invaluable when you start
meeting spellcasters that just love to hide behind big
strong warriors or some such. Combine it with shots from
your rear group and you can pretty much guarantee the
spellcasters will be dead before they can even cast one
spell (and that's good since their spells will hurt much
more than any of the warrior's physical attacks). And
other advantage occurs when one of the rows only has one
monster standing in the center - this means he gets hit
by two end lashes, one from each side. The damage is
fairly low, but then again your target here are
spellcasters, which don't have that much life in the
first place.

Criss

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