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Ogre Battle: Prince of Zenobia *insert horrible ascii art here that has no purpose other then to look good* Copyright Zach Meeboer, 2003 Version 1.00 Latest update: 2/26/2003
------------------------------------------------------------------------------ Table of Contents:
1. About the game, guide, and me.
2. Before getting started
3. How to play the game.
4. Mechanics of the game. a. References b. Class abbreviations **Updated**
5. Basic walkthrough of the game. a. The inevitable starting questions. b. Scene 1: "Signs" c. Scene 2: "The Hungry People" d. Scene 3: "What is believed" e. Interlude #1: What to do with Aquarius' unit. f. Secret Scene 1: "Heart of the mountains" g. Interlude #2: Aquarius and Bahkin h. Scene 4: "A north kingdom" i. Scene 5: "Dead" j. Scene 6: "Necromancer" k. Interlude #3: What to do now? l. Secret Stage 2: "Treasure" m. Scene 7: "Voice to ask" n. Interlude #4: Decisions, Decisions o. Scene 8 (chaos only): "What a desire causes" p. Scene 9 (law only): "Decision" q. Scene 10: "Dark Knight" r. Secret Scene 3: "Blood and Flesh" s. Scene 11 (chaos only): "Tear" t. Secret Scene 4 (chaos only): "Samurai" u. Scene 12 (law only): "It is darkness and that is calm, and..." v. Scene 13: "White Nights" **New** 6. Contact me
7. Credits/acknowledgements
8. Past updates
9. Legal Crap ------------------------------------------------------------------------------
****************************************************************************** 1. About the game, guide, and me. ******************************************************************************
About this game:
Ogre Battle: Prince of Zenobia was a game that was released for the Neo Geo Pocket Color only in Japan. As such, the only methods of playing this game are through either importing the game (and probably a NGPC as well), or to find an emulator and rom to play this game on. In either case, the game will be practically 100% Japanese, so only play through the game if you are a huge fan of the series, yet are not turned off by only being able to understand the story if you can speak Japanese. For legalities sake, I will not tell anyone if I'm using the rom or cart (which should make it obvious what I'm using) nor will I tell you where to find a rom or emulator. Any email asking where to find one or the other will be promptly deleted. Once again, just to make it perfectly clear, I WILL NOT TELL YOU WHERE TO FIND THE ROM OR EMULATOR! I am sorry for this, but I know that even with that message in here, there will still be people asking me for one or the other.
Ogre Battle: Prince of Zenobia is a side story to Ogre Battle: March of the Black Queen, which is Episode 5 in the Ogre Battle storyline, as well as the first game made in the entire Ogre Battle Series. It follows Tristan Zenobia, a character from March of the Black Queen, who is the son of the Late King Gran. To learn more about Tristan and Gran, go play March of the Black Queen, as I do not feel like explaining everything involved in the plot, only to get a couple hundred emails telling me I'm wrong or asking questions about the plot.
About this guide:
This guide is purely intended to be a walkthrough for the game. What I will do is give recommendations for what parties to use, strategies against bosses, and in general recommendations for what to do and where to go. I can not play the game for you, fight your battles, or force you to act one way or another. What you do is up to you, I'm just here to help guide you along the way. It is also a work in progress, so if it doesn't appear to be complete, it probably means it's not.
About me:
I'm going to admit right now that my motive for writing this guide is to get the $50 bounty that gamefaqs.com has on a full guide. I don't feel bad about my motivation being money, especially since if someone else wanted to claim the bounty/create a FAQ badly enough, they would have put the effort I am putting in into creating this guide for you, the readers. I myself make no claims to being all knowing the Ogre Battle world, and I am not. I'm just a regular college student who will update whenever I have the time or motivation. As such, if I take a while to get back, it is probably due to schoolwork, or just general laziness on my part, so please do not email asking for more updates, I'll get around to them when I get around to them, and it will take me longer when I have to deal with angry emails restating info I just stated here.
****************************************************************************** 2. Before getting started ******************************************************************************
Before reading through this FAQ, you should read this section to understand the unorthadoxness of my entire walkthrough/FAQ. Throughout my entire FAQ, I am going to reference a site listed at the bottom of this section, as well in my credits/acknowledgements section. This site has helped me in practically every aspect of writing this FAQ/Walkthrough. Whenever I play Prince of Zenobia, I play it while cross-referencing this site. It's maps, stage listings, and it's Kanji to English translations have all been invaluable when playing this game. I would highly recommend you use this site for reference as well if you do not read Japanese, since it will help make the experience of playing Prince of Zenobia that much better.
I would also like to take this time to thank Goukei for making this site, as well as letting me reference it repeatedly in my FAQ. May it be as helpful for everyone else who uses it as it is for me.
http://page.freett.com/owb/index.htm
****************************************************************************** 3. How to play the game. ******************************************************************************
In terms of gameplay, it is similar to Ogre Battle: March of the Black Queen. Very, very similar. I think the games actually use the same engine. Because of this, I'm going to treat this game like it is March of the Black Queen. I may make a few mistakes doing this, and ignore a few key elements, but mistakes are to be learned from, and I'm not going to learn Japanese just to learn how to play the game properly.
With Prince of Zenobia, the concept of the game is very simple, yet at the same time difficult. You create units at your base composed of humans, demi-humans, and monsters. You then send these units out to liberate/capture towns held by the enemy. Your units may run into the enemy's line of sight, which will instigate a battle. Depending upon what you do during a battle, you will either win, lose, or draw against the enemy unit. Battles are covered more in depth in the mechanics section of my FAQ.
With a Neo Geo Pocket color, there are 3 buttons to press outside the usual D-Pad that practically every controller has. The are the A button, the B button, and the Option button. Each button is used in Prince of Zenobia, and I will elaborate on those uses in a future update.
The A button's primary function is to select something. For example, if you want to look at a unit, you press the A button. If you want to open a menu, you press the A button. With a few exceptions, the A button is your selector.
The B button's primary function is to cancel something. Lets say you select the wrong unit. You press the B button to cancel out back to your last decision. That essentially is all it does.
The Option button when used on the battlefield pauses the game. This is useful if you want to slow things down and analyze the situation, or just go answer the phone. When in a menu, the Option Button brings up what I assume is a description of what that particular menu option is. However, that is useless if you don't speak Japanese. When on an item, the Option button brings up a description of what the item does. While it may seem useless, it can be helpful in determining what is what. For example, you have a weapon, and all you can tell out of it is +5 and -13. You can cross-reference the reference chart with those value, and find what you're looking for much easier then using the Kanji.
more to come...
****************************************************************************** 4. Mechanics of the game. ******************************************************************************
----- a: References -----
Since this game is in Japanese, most English speaking people will not be able to tell what an item does, or what item is which. This is why I have included links to reference guides of the Kanji to English translations of some particular items in the game. Use them well.
Classes: http://page.freett.com/owb/english/obgsp/change.htm
About classes: Should be fairly obvious, these are the available classes during the game. The listing tells what level you need to be at to upgrade, what your charisma has to be at, where your alignment has to be at, and if you need to use a special item to upgrade to that class. Note that for alignment, if the dash is to the left of the number, it means you need to be lower then that value. If it's to the right, you need to be higher then that value. If it's in between two numbers, you need to be in between those values.
Weapons/armor: http://page.freett.com/owb/english/obgsp/item.htm
About weapons: A listing of the Kanji and English forms of weapons and armor, plus what they add to particular stats. Please note that the values for Physical, Fire, Cold, Lightning, Dark, and Holy are not listed, and are hidden values within the game. I will not post these unless someone sends the accurate value to me, since it would require rom/cart editing, and if I knew how to do that, I wouldn't need to rely on a kanji to English translation. Weapons and armor are found by liberating towns/churches, as buried treasure, or for doing a special task. I will try to list the tasks required, but I may accidentally skip over them.
Out of battle items: http://page.freett.com/owb/english/obgsp/item2.htm
About these items: They are used out of battle for whatever purpose they may serve. While some can be purchases at shops, most must be found either in a lucky drop from decimating an enemy or from doing a particular task. I will try to list the task necessary to get them, but I may accidentally skip over it.
In battle items: http://page.freett.com/owb/english/obgsp/item3.htm
About these items: I have not used these yet, so I'm going out on a limb here when describing them. I believe that they are items that are used during a battle to give you an advantage, much like Tarot cards. When I get more info on them, I'll post it, but they could turn out to be very valuable.
Event items: http://page.freett.com/owb/english/obgsp/event.htm
About these items: These items serve no purpose whatsoever when used. However, they are invaluable for their uses. These items are special items which can be used for trading for money/special items, or just may provide a special effect. Do not discard these items.
NPC Names: http://page.freett.com/owb/english/obgsp/chara.htm
About the names: I'm just including this for the sake of completeness. If you happen to pick up too many special characters, and you put them in random parties, and you need to find that special character for a particular task, this list is for you. Note that the names in Kanji/English refer to the portrait below them.
----- b: Class abbreviations -----
About this section: I've created an enemy/boss listing of what each unit is that I have seen, so these are the abbreviations of each enemy. If it is a special boss, I will make that note as well.
f: Fighter b: Berzerker w: Wizard bt: Beast Tamer n: Ninja s: Samurai k: Knight dm: Doll Master G: Golem wi: Witch D: Dragon v: Valkyire ww: Werewolf H: Hellhound c: Cleric hm: Hawkman W: Wyrm GY: Gryphon g: Ghost s: Skeleton i: Imp m: Mermaid O: Octopus K: Kraken GI: Giant ma: Mage em: Eagleman so: Sorceror sh: Shaman SD: Silver Dragon IG: Ice Giant FG: Fire Giant CO: Cockatris rm: Ravenman dt: Dragon Tamer SG: Stone Golem sm: Samurai Master d: Demon wr: Wraith p: Phantom e: Enchanter bk: Black Knight tm: Tiger Man bm: Beast Master g: General n: Nixie WY: Wyvern dt: Dragon Tamer GD: Gold Dragon BD: Black Dragon dm: Dragon Master FB: Flare Brass de: Devil T: Tiamat l: Lich IG: Iron Golem C: Cerberus PD: Platinum Dragon
more to come...
****************************************************************************** 5. Basic walkthrough of the game. ******************************************************************************
----- a. The inevitable starting questions ----- http://page.freett.com/owb/english/obgsp/question.htm
Like every other game in the OB series, Prince of Zenobia starts off with you answering a series of questions which determine the starting stats of Tristan as well as what units are in your starting army. If you decide to keep the default name *press end when you are given the option to name you character* then your answers will not effect your party greatly. On the other hand, if you decide to change the name, your best bet is to just guess and check to see if you got the party you wished. A list of what possible parties you can get, as well as the effect each question has *only useful if you know Japanese* is listed in the above link. Not so tough, is it? Now we go onto the fun stuff.
----- b. Scene 1: "Signs" ----- http://page.freett.com/owb/english/obgsp/1.htm
Boss #1: Gring ------- | f| | | | b| | | | f| -------
Boss #2: Balzac ------- | w| | | | b| | | | w| -------
After the opening dialogue, you gain control of your unit, which is composed of Tristan, Cain, and Estrada. To the north-east is a buried treasure, which I recommend you pick up now. After picking up the treasure, head south to High-Do, and liberate the town. Pick the first option (the default one) to get 10,000 goth from the town. Next liberate the church to the west. I'm not sure if the dialogue at the church effects anything, but if you are going to be evil, hit the A button. If you're going to be good, hit the B button. If you are unsure of whether you will be good or evil, hit the B button, as it is much easier to loose alignment/reputation then it is to gain it.
From the church, head south to Gring, where you will enter into your first battle of the game. To win easily, set your tactics to leader (3rd option from top) and you will kill the leader of the enemy quickly. If you want to wipe out the unit, you will have to adjust accordingly your tactics between weak and strong accordingly, as well as probably run away once or twice to take out every enemy unit. Unfortunately, since this a boss battle, the fighters accompanying the Wild Man will regenerate if one gets killed. Either way, this should be an easy battle, so beat up the enemy, rest in town to recover your HP, then proceed.
First, grab the buried treasure in the southwest. After acquiring it, go fight the boss of Balzac castle. Once again, an easy fight if you set your tactics to leader, though you can beat up on the Wizards if you wish.
Congratulations, you've just cleared the first stage. Go celebrate, because things can only get tougher from here.
----- c. Scene 2: "The Hungry People" ----- http://page.freett.com/owb/english/obgsp/2.htm
Boss 1: Fort 1 ------- | f| |b | | f| | | | f| -------
Boss 2: Fort 2 ------- | f| | | | | |bt | | f| -------
Boss 3: Fort 3 ------- | | | n| |w | | n| | | -------
When this stage begins, Tristan and Cain are promoted to new classes (Knight and Valet respectively) and you finally have the power to edit units. Personally, I'm having a little trouble figuring out how to put guys in the reserves, but still, you have actual units, 5 to be exact. From this point on, I'm going to be vague in my strategies, simply because I do not want to have to write strategies for every possible party. A few pieces of advice to being with though:
If you have any units which have 2 fighters in the front, and a Knight leader in the back, move the Knight to the front. It may put him in more danger, but the extra hit from him will make up for it. Also, keep all Amazons in the back, all priests in the back, and all wizards in the back. Do what you want with Beast Tamers since they get 2 attacks anywhere they are at anyways. Also, I'd recommend for now that you keep the default parties, as you do not have any backup troops at the moment to sub in for your characters.
When this stage begins, send your unit with Tristan and Cain (the one already deployed) along with another unit to HoinHeim. Send your unit with Estrada (open up the deploy menu, his unit is #2) and have him first fetch the buried treasure in between the western mountains, then send him to liberate Dakatsu. If you have a flyer unit, send it to discover and liberate the hidden city of Orata, and send your remain unit to liberate the church. Otherwise, send the unit you want to level up to the church, and the one you don't to Orata. If you get into random battles, you might find Golems, which like all OB games, have very few HP, a high defense, and very little agility. Use them if you wish, but know that later in the game they will be completely outclassed by most characters.
After your unit of Tristan and other arrives at HoinHeim, send them both to Fort 1 to meet the boss there. Send Estrada and your Church unit to Recktart and buy around 15 cures (the first option) and 10 heals (the second option). If you have a flier, have him get the hidden treasure to the south of Orata, then fly and liberate the hidden city of Kem. If you don't have a flyer, then Tristan and other will probably reach Fort 1 before your unit heading for Orata reaches there. Send the non-flier that might be in Orata to get the treasure then, while having another unit find and liberate Kem.
At Fort 1, I recommend fighting in the beginning with your other unit, just to get that unit experience. This is a much more difficult fight than in Signs, mainly because the boss was smart enough to defend himself with cannon fodder/fighters. Then again, this fight consists of a Berzerker in the back row, so maybe the boss isn't that smart. If you want this over quickly, have Cain use his magic, set on leader, then run, and repeat. You'll eventually take down the Berzerker this way. If you want to draw the fight out for experience, have Cain use his magic to weaken the whole unit, then attack the Fighters, and they'll go down in 1 or 2 fights. You can bring everyone up to level 3 this way, but I wouldn't recommend going any higher. If you don't feel like using Tristan or Cain at all, here is an alternative strategy. Go into battle, weaken the front line fighters so that they are all 1 hit away from death, run, then take them out the next battle, along with the Berzerker. If all your hits connect (they probably won't, but they can) then this Berzerker will be finished, and Fort 1 will be complete.
Next up is Fort 2. You may think that Fort 3 would be an easy target, but you will not be able to engage the boss of Fort 3 until Fort 2 is complete. Best recommendation I can give is to send Estrada, the unit in the town with Estrada, and if you have one, your flier unit, and attack Fort 2. Fort 2 will be a little more difficult, as you will be facing a Beast Tamer, with 2 Fighters in the front row. Unlike the Berzerker, the Beast Tamer gets 2 hits in the back row, so you'll take 6 total melee hits from this fight. If you have a mage, you can just have him focus in on the Beast Tamer. Otherwise, weaken the front line fighters so that they're one hit away from death, run, attack again, and take out the Beast Master that turn.
Before you launch an assault on Fort 3, check to make sure you've liberated both hidden towns and found both hidden treasures. Also check the clock time. If you are close to noon (9 or higher on the clock above the Rep Meter) then you should wait for a tribute to come in from all your towns. When you've made your final battle preparations, you can launch an assault on Fort 3. The boss is a Wizard protected by 2 ninjas. If all your units at this time are at level 3 or higher, then I recommend that you attack only with groups who have magic users. Set the tactics of each unit to leader, attack the enemy with magic, and retreat until the enemy is dead. Otherwise, kill the Ninjas to get everyone up to level three, then refer to the above strategy.
Congratulations, you have beaten this stage. 2 down, a lot more to go.
----- d. Scene 3: "What is believed" ----- http://page.freett.com/owb/english/obgsp/3.htm
Boss: Lard ------- | | | k| |s | | k| | | -------
This is the first stage where the enemy deploys actual units. This means that not only can your towns be captured, but the enemy will severely hinder your progress towards the boss at Lard. When you fight the enemy units, you can only see them if they are a fixed distance from any unit. You also automatically get into encounters when you are a certain distance away from them. On another note, enemy listings for stages outside of bosses from now on will be after the walkthrough part of the stage.
To begin with, send Tristan, and 2 other units to the west to Yosi, and send Estrada's unit up the east. If you have a flier unit, have him go get the buried treasure, then help Estrada in liberating towns in the east. If you do not have a flier, then send your remaining unit up the east to aid Estrada. Have Estrada liberate Kaff, then Mgund. Your other unit (flier or otherwise) should find and liberate Purna, then head to Mgund as well.
With your 3 west units, liberate Yosi, then send Tristan to Gologn Van, and your other two units just east of Gologn Van. At Gologn Van, say yes (the first option) to buy the figurine. You'll need it later on. The two units parked just east of Gologn Van will intercept the enemy coming down through the south. If you can, use only one unit while fighting, and get that unit's guys up to level 4. Once everyone for one unit is at least at level 4, have your other unit take up the fighting. It is crucial that you at the very least take out the leaders of the units, if not the entire unit itself. When you have beat the three units back, move your three units up to liberate Church 2. Leave your unit that you want to level up at Church 2, then send Tristan and your other unit to Ijiriko.
Don't forget about Estrada and your other unit. Eventually, a couple of units will reach Mgund. Estrada should be able to handle them by himself, but also have your other unit help take out the enemy, just so that Estrada doesn't hog the exp. If your other unit is a flyer, you can send it ahead to Church 1. Otherwise, have your other unit cross to the island the boss is at, then cross to the north to liberate Church 1.
Once you've liberated all the hidden towns, you can converge on the boss. If you have your flier unit at Church 1, you might be able to sneak in from behind and attack the boss that way. Otherwise, it's a long road plowing your way through the enemy. When you get to the boss, at the first prompt, pick the second option. Then at the prompt after that, pick the first option. You will then get into a battle with the boss. This is another boss fight where magic will help out greatly, especially since the Knights in the front row will act as good damage shields. The only option other then magic is to use a Fool card to remove the Knights, then hope your physical attacks can take the Samurai down in time. When you win, you recruit the Cleric Aquarius to your party.
Level 3 is done, and you have a few units. Do your happy dance of immense satisfaction, then go on and read Interlude #1 below.
Enemy 1 ------- | n| |k | | | |n | | | -------
Enemy 2 ------- | | |dm | | | | G| | | -------
Enemy 3 ------- | | |a | | a| |wi | | | -------
Enemy 4 ------- | | |a | | a| |v | | | -------
Enemy 5 ------- | f| | | | | |b | | f| -------
----- e. Interlude #1: What to do with Aquarius' unit. -----
Ok, now you have recruited Aquarius, you have access to her, as well as two other Clerics. For the Secret Scene, her unit will be vital. First off, if you have a Golem, put it in the unit. This Golem will only be in it for one stage, but it will help damage any enemy unit you may get into a fight with. The personal formation I recommend is to have all 3 Clerics in the front lines and the Golem in the back row. While you may think this is crazy, Clerics are decent front line fighters, though there are much better ones out there. In addition, Clerics are one of only a few units which have a natural element to their physical attack, which is Holy elemental, which is also vital to the secret scene.
----- f. Secret Scene 1: "Heart of the mountains" ----- http://page.freett.com/owb/english/obgsp/01.htm
Boss: Ultomo ------- | f| |a | | ww| |a | | f| -------
The whole stage is spread out, and since you probably only have 6 units by now, that will make holding your towns that much more difficult. On the plus side, there are only a few areas you will have to hold to keep the enemy at bay. If you wish, leave one unit at the base as insurance. You shouldn't need to, but you can. Send one unit (preferably your flier) to liberate Noha, grab the buried treasure southeast of Pokka, then liberate Kagirl and Sbilt. Send one unit to the Church to hold up the position there. Send the Aquarius unit I directed you to make in the interlude above to liberate Caminor. Finally, send 2 or 3 units (depending on if you want to leave an insurance unit at the main base) to liberate Pokka, with all of them heading south towards Noha, then east. These formations should prevent every town from being taken.
The units that are heading to Pokka through the south will meet the first wave of enemy units, with the Valkyire and Wizard units being true pains. Remember that discretion is the better part of valor, and if you fear you'll have one of your units killed, don't be afraid to run and heal.
Once Aquarius gets to Caminor, have her unit zig-zag though the mountains south towards the enemy base. Her unit should not run into enemy encounters, but it may. In the mean time, liberate the other towns and hold your ground there. By now your guys should be at level 5 or so, so if you want to, take this time to upgrade their classes.
If you are facing Bahkin at night, he'll will be a werewolf, and unlike in March of the Black Queen, you don't get a Rune Axe to chop him down with. This is part of the reason I suggested Aquarius' unit, because the three Clerics all have holy elemental attacks, which will damage Bahkin much more then any other attack. Set your tactics to leader, and go at him. Be sure to run away if anyone is in jeopardy of being killed, heal, then go back, and you should be able to take him out in 2 to 3 battles. Afterwards, Aquarius will have a dialogue with Bahkin, and his unit will join your party. You can only get him to join if you kill him with Aquarius' unit.
Congrats, you've beaten up on a werewolf. Lets just hope you don't have rabies after the fight. If you did not get a Gryphon during the stage, return after you clear it. This is one of the very few stages you can return to after you clear it. Send your flyer or someone else into the mountains during the day, hope for a neutral encounter, then recruit. If you're in the mountains during night, you'll be able to recruit a Hellhound. While Hellhounds are pretty cool, Gryphons can attack all enemies if put in the back, and are flyer units, which makes them better then Hellhounds in my opinion.
Enemy 1 ------- | f| | | | b|
| | | f| -------
Enemy 2 ------- |a | | | |v | | | |a | -------
Enemy 3 ------- | f| |w | | f| | | | f| -------
Enemy 4 ------- | | | | |bt H| | | | | -------
----- g. Interlude #2: Aquarius and Bahkin -----
If you've followed my guide, you've got a Werewolf in Bahkin, plus a Gryphon for Aquarius' unit. With Bahkin's unit, just leave it be. He is the perfect guard unit, but a horrible liberator if you're on the good reputation path due to his alignment. His alignment is better low, since it emphasizes more his Werewolf form, though he will be much weaker during the day. With Aquarius, you have a couple options. If you decided to get a Hellhound over a Gryphon, put it in the front, flank it with the two generic Clerics, then have Aquarius in the back as a healer. If you got a Gryphon, then you have two options. If you want to heal during your fight, put the Gryphon front-center, flank it with the two generic Clerics, and put Aquarius in the back. If you want to hurt the enemy, put the Gryphon in the back, the three Clerics in front, and go ahead. Personally, I put the Gryphon in the front, primarily because this is not a unit which I will send out to kick ass and take names, and even if the Gryphon is in the back, it would only be a moderate at best attacking unit.
----- h. Scene 4: "A north kingdom" ----- http://page.freett.com/owb/english/obgsp/4.htm
Boss: Furda ------- | | |bt | | | | H| | | -------
Once this battle begins, Nana joins Tristan's party automatically, kicking out one of your units. Unfortunately, there is no way to put that unit back into Tristan's party, so put it in another unit that needs it, such as Bahkins. If you have a flyer unit, this will be a relatively easy battle, since you'll be able to go in the back door.
First off, you're going to need units at Shutmund, Car Karco, and possibly Cami Cross. Leave your most powerful unit at the base. Send your second most powerful unit, plus the unit you want to defend Car Karco, up to Church 1. Send the flier you don't want to face Garan to Satsurama, then north to Haidee. Send the flier you want to face Garan to Rinde, then Church 2. Send the other two units to Gami cross and Shutmund respectively, making sure to pick up the buried treasure along the way to Shutmund.
At Rinde, be sure to buy at least 10 Soul Ankhs, since this is the first place you can purchase them. They may cost a fortune, but they are worth it, since they revive a person who is dead. After you make your purchases, send that flier to Church 2. Send your flier who reached Satsurama to Haidee now if you wish as well. Also have your unit not defending Church 1 go to Car Karco when it reaches Church 1.
Once all the towns have been liberated, take your flier unit at Church 2, and attack the enemy boss. You should be able to get in without a fight hopefully. The Hellhound will be a decent damage shield, but this boss should go down very easily compared to the last few ones.
Congrats, you have a princess, as well as a victorious battle. Rest, and prepare to move on to the next stage.
Enemy 1 ------- | | | hm| |c | | hm| | | -------
Enemy 2 ------- | | |bt | | W| |W | | | -------
Enemy 3 ------- | | | GY| |w | | GY| | | -------
Enemy 4 ------- | | | n| |dm | | n| | | -------
Enemy 5 ------- | f| |w | | f| | | | f| -------
----- i. Scene 5: "Dead" ----- http://page.freett.com/owb/english/obgsp/5.htm
If you have no flying units, this stage will be a major pain in the ass. With the islands seperating you from the enemy base, your troops are going to move slowly through the water. In addition, when fighting, your units will be hindered while fighting on the water. As a side note before beginning this stage, make sure you have units with Clerics in them. If you don't, put one in them. Trust me, it will make things much, much easier.
First off, send one flying unit north to pick up the buried treasure, then to Porulck. Leave it at Porulck until you get more help. If you have another, send it east to pick up the buried treasure a little southwest of Obhelt, then liberate Obhelt. Leave one unit behind to guard the base, then move 2 units to Island, and 2 units through the islands to Jig Lama. When you liberate Island, take one of your units from there and move them east to Helmt. With this, practically every town will be held. If you have no flying units, move 1 unit to Island, 2 to Helmt, 3 to Jig Lama, then liberate the nearby towns with the units you have. Also have one of the units going to Jig Lama get the buried treasure in the west, since you will probably cross there in order to get to Jig Lama. You can also grab the treasure southwest of Obhelt, but it might be too much of a hassle.
Along the way, you will meet enemies which are the saviors of some, and the scourge of others: undead ghosts. These guys can be killed with any holy elemental attack, or by a Cleric using her heal spell against them when her tactics are not set to strong. The only other ways to deal with them involve using Judgement or Fool Tarot cards, and you shouldn't waste valuable cards such as those against mere enemies like these. This is why I recommended you put Clerics in all your units for this stage.
Once you've liberated all the towns, take your first flier and head up to Church 1. You need to liberate here because it contains a ruby needed to break the barrier on the enemy base. After getting the ruby, fly to the enemy base. Once you get there, you automatically liberate it, no boss fight needed. This is at least some relief after having to deal with undead warriors.
Congratulations on winning the easiest boss battle in the game. If you somehow managed to lose against this stages' boss, you need help that I can't give you.
Enemy 1 ------- | | | g| |w | | g| | | -------
Enemy 2 ------- | | |w | | i| |i | | | -------
Enemy 3 ------- | H| | | | | |bt | | H| -------
Enemy 4 ------- | | | hm| | | |i hm| | | -------
Enemy 5 ------- | | |w | | s| |s | | | -------
Enemy 6 ------- | | |wi | | | | G| | | -------
----- j. Scene 6: "Necromancer" ----- http://page.freett.com/owb/english/obgsp/6.htm
Boss: Destart ------- | | | SD| |so | | SD| | | -------
Good news about this stage is that there are only 3 towns on the mainland that need defending, outside your base. Bad news is that Destart is by itself on an island, and the enemies seem to have a significant jump in their average level for this stage when compared to others. Still, this is a winnable level if you keep a cool head, and know when to attack and when to defend.
First off, send Tristan's unit off to High-decker, as only Nana can activate a trigger which will get you a Silver Rod, which can be turned to a Holy Rod at Church 2. If you wish, you can send one flier to liberate Church 2 and have quick access to the Rod once Tristan finally gets to High-decker. Otherwise, have it accompany a group of 4 other units up to Saritto. Leave your most powerful unit behind to guard the base.
When you get to Saritto, leave a unit behind and move in bulk to Cuckrit. You will probably get into a battle or two before getting there. This is why I recommend you move all your units together. While the enemy may be much more highly leveled, and more powerful then your units, you can eventually wear them down much easier then you would wear down. Also, do not be afraid to run from them while engaged in combat if you fear a unit may be killed. You have plenty of units and can wear down the enemy very quickly with what you have. Be sure to liberate Uritto as well if you can, and pick up the buried treasure in between Gaith and Uritto.
Because of the difficulty of some units, I'll give you strategies for each unit. With the Knight/Dragon combo, worry about the Knight first, the Dragons later. The Dragons can be worn down, but this unit shouldn't be that difficult. The Shaman/Valkyire combo will be very difficult, if only because of the Shaman's 3 heals/battle. Best bet is to try to wear down everyone to about 50 hp, then focus your attacks on the Shaman. The Mage/Giant unit will not be difficult, rather a pain due to the Mage's all attack spell. You should have little trouble, and take out the Giants in 2-3 battles, and the Mage in a 4th. Just be sure to buy up some Cure Ankhs at Cuckrit while there, and you should be fine, especially if fighting with Bahkin during the night.
Eventually, Tristan's unit should arrive at High-decker. First send a unit to Church 2, or revisit it, and get a Holy Rod. Next take that flier unit and send it north to pick up the buried treasure in the northern island. If you have a flier unit among the front lines at Cuckrit, send it around to Church 1, pick the first option, and you'll get your hands on a Kusangi blade, a pretty powerful holy elemental weapon. With everything set, it's time to launch your attack on Jenga.
Jenga is in the back row, and has 2 Silver Dragons protecting him in the front, both at level 11. Unless you have powerful fire elemental weapons, your best bet is magic, or Tarot cards. Use a Fool with Emperor if you have them, or use Magician cards to weaken the dragons severly. Be sure to keep your guys healed, as being a Sorcerer, Jenga can use a magic attack against your entire party twice in one battle. Needless to say, he will lay a whoopin on all your guys. But don't panic, persevere, and eventually you will take him down, though at a drastic price. (see Interlude 3 below)
Enemy 1 ------- |D | | | |k | | | |D | -------
Enemy 2 ------- |v | | | |sh | | | |v | -------
Enemy 2 ------- | | | GI| |ma | | GI| | | -------
Enemy 4 ------- | | |m | | O| |O | | | -------
Enemy 5 ------- | | |m | | O| |O | | | -------
Enemy 6 ------- | | |em | | O| |O | | | -------
Enemy 6 ------- | m| |K | | | | m| |m | -------
----- k. Interlude #3: What to do now? -----
After the fight with Jenga, Estrada will die from a curse Jenga places on him. What this means is that you now have a unit who is leaderless, and is now not together. Your best option is to take the most powerful unit of what was Estrada's unit, and make him/her the leader. Add in to the unit the other 3 characters that were members of Estrada's unit, plus the character that was booted out of Tristan/Bahkin's party when Nana joined. This unit will pale in comparison without Estrada, who was a fairly decent fighter, but it will sufice as a unit able to go up against the enemy.
Also, you probably are wondering where to go now, since no crossed swords appear on the map. You need to go to Rihitfros, which is the northern most flag, to progess the game. While there, hit the first choice presented to go to Secret Stage #2.
----- l. Secret Stage 2: "Treasure" ----- http://page.freett.com/owb/english/obgsp/02.htm
Boss: Gigant ------- | | | IG| |w | | IG| | | -------
Yet another stage which will be a pain due to terrain. 4 cities, two of which are hidden, are located on the surrounding islands of the level. The boss's base is on an island by itself. Fortunantly, only 3 cities outside the home base are on the main island though, 1 of which doesn't need defending.
Leave your most powerful unit at the base, and move all your ground units to Winda, leave one unit behind to protect it, then move the rest south to the church. If you have 2 air units, you will be in luck. Take one and move it to Idemund, and move the other to Volcker. If you have one air unit, move it to Idemund, and move a ground unit to Volcker. If you have none, you aren't liberating the outlying towns. The enemies are a level or so below the enemy levels in "Necromancer," so you should not have that much trouble with them.
When your units arrive at the Church, move your northern flyer to Borg. Be sure to pick up at least 5 of the League Boots there, as they will be very useful for transportation on many levels. Move that unit down the western islands, liberating Cur and Wetto. You can also move your unit in Volcker south 2 islands to pick up the treasure there if you wish.
The boss is a witch unit with 2 Ice Giants protecting her. Best way to remedy this is with a fool Tarot, and a Temprence card to rise up after her Stun attack. Failing that, get a magic unit down there, and hope you attack fast enough to beat her first Stun attack.
Congrats on beating Secret Stage 2, getting some more equipment, and going through a level that I personally feel is a breeze compared to the previous level. After this, you only have one place to go, so return to Estor, and prepare for what will basically be part 2 of Prince of Zenobia.
Enemy 1 ------- | | |dm | | | | G| | | -------
Enemy 2 ------- | GI| |w | | | |GI | | | -------
Enemy 3 ------- | | |w | | | | FG| | | -------
Enemy 4 ------- |k | | | |k GI| | | |k | -------
----- m. Scene 7: "Voice to ask" ----- http://page.freett.com/owb/english/obgsp/7.htm
Quite possibily the easiest stage in the game. There is no boss to kill, no enemies to bug you, and all you have to do is liberate one town to finish the map. However, you'll miss out on a huge payout for liberating the whole map, which for me was around 140,000.
To begin with, deploy your flying units, and have them liberate towns in an orderly fasion, ie: Send one to liberate all the southern towns, and send the other north and liberate all the eastern towns. You can also use Tristan's unit to liberate towns and pick up buried treasure if you wish. Only place of importance of all the towns is in Hakatte. While there, pick the first option to spend 10,000 to recruit Goldy, a person who is a magician, depsite having an amazon portrait. I'll explain later, since as of right now, I'm just going with my gut instinct to pick up every and any NPC you can find, since any that suck generally end up being more then what meets the eye.
When you've liberated every town but Nanitte, you should do the logical thing, which is to go out into a major city's streets during winter wearing only shorts and run and scream really loud "I AM CORNHOLIO!" Actually, just liberate Nanitte, collect the money, read the paragraph below, then go to Interlude 4.
After the stage, if your Chaos Frame/Rep bar is above 70, return to Estor, go to Balzac, and you will be able to get a Silver doll. After that, read the interlude below.
----- n. Interlude #4: Decisions, Decisions -----
At this point, you will come to a crucial plot branch, which would be more crucial if you were firmly intrenched in the story. If you go to Megahorten (the swords on the left), you will follow the "Law" route. Any stages listed in the "Chaos" route will be unavaliable, as well as any treasures that you may get in there. Also, Tristan will become a Lord if you follow the "Law" route. On the other hand, if you follow the "Chaos" route, you will have access to Secret Stage 4, plus treasures not avaliable in the "Law" route. I will give a more detailed difference of both routes once I play through both.
On another note, you can at the most deploy 7 units per stage. This leaves you with a problem with Goldy's unit, which would be 8. I recommend that you take Goldy out of her unit, and move it to some other unit.
----- o. Scene 8 (chaos only): "What a desire causes" ----- http://page.freett.com/owb/english/obgsp/8.htm
Boss: Sict Prison ------- |rd | | | |sm | | | |rd | -------
Let me start out by saying that this is a realativly difficult stage. The enemy units themselves do not use the best formation, but they are probably a few levels higher then your regular guys. For this reason, I highly recommend that you build your unit's levels up to at least 12 by the end of the stage initially. My strategy will be written as if you did build their levels up that high.
Leave your most powerful unit at the base, then send one flyer to Church 2, one flyer east to Lorom, and the rest to Parcival. Out of all the enemies in this stage, 4/5 cross directly through parcival, and one goes through the forests to the east of Parcival to your stage. Once your flyer liberates Church 2, send it to the fork in the river. It's job is going to be to pick off commanderless enemies returning to base. This will allow it to gain levels quickly. Once your other flyer liberates Lorom, send it east to liberate Fault, then buy what you wish from there, and have it move to the same spot your flyer as in. At Fault, you can buy a love and peace if you so desire, but it is very costly, and should only be used on a unit which has special characters which would be next to impossible to acquire normally, such as a Liches. The reason I have so many units focused on Parcival is because your guys have what I call blind monkey syndrome, where they are only able to hit the enemy half the time, and usually it's the half of the time you don't want them to hit the enemy or the enemy hits are useless. With 4 units, you should be able to wear down all the enemy units, except the unit with the Shaman. In that case, focus all your attacks on the back row berzerker, who is the leader of the unit, and hope that all your attacks hurt him more then the Shaman heals him.
Once you build up to a sufficient level, send one flyer to liberate Clay Bell, your other flyer to liberate both Concerna and Church 1, leave one unit behind at Parcival, send your unit with Goldy to High Tel, and also send Tristan to High Tel. At High Tel, Goldy will meet up with Orosov, who will join you after the stage. Tristan's unit is going to attack the boss, mainly because it is powerful enough to get to the boss without any problems. I believe it is possible to recruit Groth after the end of the battle, but I have not been able to do so. If anyone playing recruits him, please tell me what you did to get him, and I'll credit your method for recruiting him.
As for this battle, using Tristan's unit, Groth should be easy. Just have your tactics set on leader, and you probably will beat him in one round.
After this battle, if you met with Orosov in High Tel, he will join you unit, along with 2 Ninjas. His back attack is a Ninja magic attack that damages an entire enemy unit. He can be put into a unit who lacks firepower *such as Aquarius' unit* to attack everyone in the back, or be a regular Ninja up front. Also, at this time, head back to Orata and buy a White Goddess image. You'll need it for later.
Enemy 1 ------- |a | | | |s s| | | |a | -------
Enemy 2 ------- | k| |w | | | | | |k | -------
Enemy 3 ------- | em| |b | | | | em| |sh | -------
Enemy 4 ------- | n| |k | | | | | |n | -------
Enemy 5 ------- | | |dm | | | | FG| | | -------
----- p. Scene 9 (law only): "Decision" ----- http://page.freett.com/owb/english/obgsp/9.htm
Boss: Megahorten ------- | sm| |ma | | sm| |n | | sm| -------
This stage is unique for a couple of reasons. To begin with, it has walls. Ground units are not able to move over walls, which means that the only way in and out is through the path at Caras, which means that the enemy will use flyers liberally.
Leave 3 units who you want to level up at the base. Take your most powerful ground unit, and move it to DenDale. Take your second most powerful ground unit, and move it to Fantas. Have one flyer, prefreabally one with the lower alignment, move west and liberate Church 1, get the buried treasure, liberate Church 2, then liberate Wanic. Have your other flyer liberate both DenDale and Fantas, and have it stay there until the rest of your units catch up. Then have that flyer liberate Gawa Wool, then Sealda, leaving Caras at the moment in enemy hands. There is a method to this madness, trust me.
At Gawa Wool, if you have a Silver Doll, you will have the option to trade a silver doll for either 50,000 Goth or a Mail of Earth. Personally, I think the goth is the better choice in this situation, considering the stats the Mail of Earth gives (+16 to physical defence and +7 to Holy Defense). If you want the Mail of Earth, take it, but the Goth will be more valuable to you IMO.
You can get Yorkraif in Wanic once you liberate the town. If you go to Wanic with your lord, you can get a special dialogue, but either way, you will get Yorkraif there.
When you are finally done, I recommend building your levels up, as it is not going to be easy from here. This is why I had you put 3 units who you wanted to level here. What you can additionally do, however, is to disband Yorkraif's unit, and incorporate it into your other units. First, send your 3 units at base back into base, and pause the game. Now you have an infinite amount of time to work on all the units that you wish. I recommend that you put a Paladain in each of your 3 units to begin with, and have Yorkraif lead his own unit. Also, put the Doll Mage and Goldy in Yorkraif's unit. Sub out any left over Amazons you have at this point for stronger back row people, such as Clerics or Valkyries. From there, just choose your most powerful fighters from the pool and add as necessary. I recommend that you do not put Bahkin in Yorkraif's unit however, just so you can seperate the two characters. Plus, that unit would be overpowered in exchange for depowering the other units who need to be powered up. When you are done, redeploy all 3 units, and continue to level build, this time with an edge.
When your guys are at a sufficient level, liberate Caras, use a League Boots to call the unit you want to attack to Caras, then have them march into Megahorten. You can avoid many of the enemies if you time it right, as most of the flyers will pass right on by, without stopping to fight you.
The Boss is a Mage, with a Ninja beside it, and 3 Samurai Masters up front. If you have a Fool card, this is the perfect time to use it. Otherwise, your best bet is to wear the boss down with Tarrot cards, and hope you can use your magic to take him out. This will either be a very easy or very difficult fight depending upon if you have a Fool card.
Enemy 1 ------- | | | GY| |k | | GY| | | -------
Enemy 2 ------- | | | CO| |CO | | v| | | -------
Enemy 3 ------- | | |W | | | |sh W| | | -------
Enemy 4 ------- | | | em| |rm | | em| | | -------
Enemy 5 ------- | | | D| |dt | | D| | | -------
Enemy 6 ------- |n | | s| | | | n| |s | -------
Enemy 7 ------- | | |sh | | SG| |SG | | | -------
----- q. Scene 10: "Dark Knight" ----- http://page.freett.com/owb/english/obgsp/10.htm
Boss: Donant ------- | bk| | | | tm| | | | bk| -------
To say that this level is confusing is an understatement. You have a grand total of 18 Towns and Churches to liberate, and that's not counting your base or the enemy base. In addition, the terrain is not exacactly helpful in travel, so this stage is going to take a while to complete. On the plus side, if you have League Boots, you can just have your flyers liberate a town, and warp a unit in for protection. In addition, the enemies are around level 16, meaning that you are seriously outleveled probably.
On a side note, this is a very valuable stage if you want to reach the Muse/ Shaman/Nereid/Monk classes. The enemy will send out many high-leveled undead during this stage. If you turn your Valkyrie into a Cleric for a battle, and have them use a healing spell to kill off the undead, their charisma and alignment will rise quickly, high enough so that you can meet the requirements to become a Muse. Likewise, using your Clerics/Shaman to kill undead will allow them to reach the requirements needed for Monks, which you won't be able to reach just yet due to the level requirement, and Nereids. Monks can cast an all-healing spell to your entire party twice during a battle, and Nereids are the female equivilant to the Sorceror, as they can cast a magic spell against the enemy party twice during a battle. Muses can cast a Thunder spell against the enemy party twice, if you are curious about them.
To begin with, if you're on the law path, only deploy a high alignment flyer. Send it east to Esthedale and recruit Grant. After recruiting him, do some unit editting so that you have units who can actually hurt the enemy. After that, deploy all your units and wait for wave one of the Enemy's attacks, which will be the first 4 enemies. After wave 1, wave 2 will decend upon your base, which is basically enemies 5 and 6, plus a second group of enemies 1 and 2. If you are on the chaos path, ignore the instructions about recruiting Grant, and just deploy your units to level build. After they are defeated, you should be around level 14 or 15 or so. From this point, you're leveled up enough to go liberate other towns, so that is what you should do.
First off, divide your forces into a 2 groups of 3, with each group containing at least 1 flyer. What you're going to do is basically go ahead and liberate as many towns as you can. Have group 1 liberate Bemubeg and KaiVan, and group 2 liberate Catrina, Mitsulgo, Church 4, and EstheDale if you have not liberated it yet. Leave the most powerful unit of each of your groups at KaiVan and Church 4 respectivly to take care of enemy units who are coming up. If your flyers are leveled up enough, have them just take each town then use a boots to call your other guy to the town if an enemy is about to attack. Otherwise, have one ground unit move up the west and liberate Dodongo, Cuta, Netbi, and Calcal while your other liberates Mint, Sawar, and Church 2. Once Church 2 is liberated, move your unit at KaiVan north to Church 3, then to Stuca, then to Church 1. Move your unit at Church 4 to KaiVan. Move the flyer from your east group to Kabe, and buy the Peridot sword for 15,000 goth. By this time, the enemy should be weakened, and in my game, he had ran out of units to deploy once I began the boss fight, so prepare.
Boss at any time of the day is a Tigerman flanked by 2 Black Knights. Tigermen are a lot like wolfmen, in that they are practically invulnerable to physical attacks. This means that magic will be your friend. On the plus side, Tigermen only get 2 hits in the front row, making them slightly less dangerous. Tristan's unit will be particuarly powerful against Kiroth because it has Nina, who has an all-white magic attack, and Cain, who has 2 all-hit magic attacks. Alternativly, if you kept Aquarius' unit together, and her and her other Clerics are able to turn to Nerieds, you can just use them to attack Kiroth, since you get 2 magic attacks no matter where they are positioned.
After the battle, it is possible to recruit Kiroth, but I don't know what conditions need to be fulfilled to acquire him. It could be just facing him during the day, or it could be having the proper alignment. Either way, Baldor makes his first appearance here, and he is basically the final enemy that you have to face during the game.
After the battle, make sure you have a White Goddess Image. If you need one, go back to Orata in Gross District and buy one for 10,000 goth, then exchange it for the Brunhild. Do not ask me why it is there, do not ask me why the sword which has the power to unlock any Chaos Gate is in a game that is at the most a side story, just accept that it is there, and move on. Also, head all the way back to Satsu Penninsula, and visit Church 1 there to get a Choker of the Rainbow. Return and to to Netbi and exchange the choker for 30,000 Goth, a Love and Peace, and the knowledge of where Secret Scene 3 is.
Enemy 1 ------- |w | | d| |d | | d| |w | -------
Enemy 2 ------- | rm| |ma | | rm| | | | rm| -------
Enemy 3 ------- | rm| |rm | | | | rm| |Gy | -------
Enemy 4 ------- | | | p| |ma | | p| | | -------
Enemy 5 ------- |SD | | | |sm | | | |SD | -------
Enemy 6 ------- | | | FG| |e | | FG| | | -------
Enemy 7 ------- | | | b| |sm | | b| | | -------
----- Secret Scene 3: "Blood and Flesh" ----- http://page.freett.com/owb/english/obgsp/03.htm
Boss: Highthair Drier ------- | k| |m | | g| |m | | k| -------
First thing's first: only a couple chokepoints that you need to cover in this level. Send 2 ground units Irono Veil and leave them there. Send another ground unit to Riga, and one to Yelowts. Send an air unit along the west to liberate Ikutsute, Knox, and Queen Rock, and one to the east to liberate Church 2, Kanro, Church 1, and Tente. Also note that each town is protected by a Golem. I will not include the listing of Golems for towns since Golems, no matter what kind they are, are barely effected by physical attacks, and hurt from magical attacks. If you are using a party without any non-physical attackers, you can augment that by equipping weapons, in particular fire elemental weapons, to beat the Golems with ease. T
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Posted:2004-03-13 07:11| |
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