[Games: La Pucelle: Tactics Strategy Guide]

The Basics

Walkthrough

Listed Information

 

Chapter 1: The Basics

1.1 The Controls

To select menu options, use the Up and Down directional buttons to navigate the menu options. Highlight the desired option and press the X button to accept. To select a menu option, follow the on-screen button prompts and press the X button to accept and the Circle button to go back.
La Pucelle: Tactics supprts the DUALSHOCK2 Analog controller. When the MODE INDICATOR is on, the left analog stick works the same as the directional buttons.

directional buttons Move character and the cursor
X Button Select; go to next text message
Circle Button Cancel
Triangle Button Bring up the command menu on the World Map, Field Map and Area Map
Square Button Rotate the area affect by purification and special abilities. When on the Area Map, move the cursor onto a character and press the Square button and a directional button tomake the character face that way.
L1/R1 Buttons Rotate Map Area
L2 Button Zoom In/Out of the Map Area
R2 Button When on the Area Map, move cursor to the next character not yet assigned in action
left analog stick (When enabled) move characters and the cursor
ANALOG MODE Button Switch between digital and analog modes
LED Indicates that analog mode is enabled, allowing use of the left analog stick.*
* The LED will turn red when you press the ANALOG Mode button. However, this game does not make use of the right analog button or the controller’s vibration function.
1.2 The Legend of the Dark Prince

Legend warns that one day the Dark Prince, beloved and powerful servant of the fallen Angel Calamity, will rise to cover the world in darkness. But where there is darkness, so must there be light. When the Dark Prince Appears, so too will a girl known as the Maiden of Light, servant of the Goddess Poitreene and worker of miracles...

1.3 Starting the Game

When you start the game, the title screen appears with three options to choose from. To start a new game from the beginning, select Start. To continue a game that you played earlier, select Continue. To set the game options, such as whether to hear the characters’ voices in English or Japanese, select Options.
Note: This game requires approximately 40 seconds to load before the title screen appears.

1.4 Saving and Loading the Game

Saving

To save your game, first press the Triangle Button on the World Map ato bring up the Command Menu. Insert a memory card (8MB) (for Playstation2) into MEMORY CARD slot 1. Select the slot where you want to save your game, and your progress up to that point will be saved.
You can also call up the Save screen by pressing the Triangle Button on the Area Map Selection screen.

1.5 Maps

In La Pucelle: Tactics you guide your characters through several different map types. Each type has a different purpose and a different set of command that can be used.

1.5.1 The World Map

The World Map is a large-scale map of the entire game world. It’s used to jump between small-scale maps like Area Maps and Field Maps. Select your destination with the cursor and press the X Button to travel to that location. The number of places that you can travel to increases as the story unfolds.
Every time you visit the World Map, your character’s Hit Points (HP) and Special Points (SP) are retored. You can also save your game and check the status of your characters here, so it’s a good idea to return to the World Map Frequently.

World Map Commands

Press the Triangle button on the World Map for the following commands:
Items - Equip or discard Items.
Status - Check the status of your characters.
Train - Train monsters you have converted over to your side.
Change Order - Arrange your characters with the human characters first, the monsters first or by level.
Options - Access the sound settins and switch between Japanese and English dialogue.
Save - Save your game.

1.5.2 Field Maps

Locations suchs as towns, churchies, castles and villages in La Pucelle: Tactics are called Field Maps. Field Maps are 2D maps where you can buy items and collect information by talking to people. Sometimes collectional information on a Field Map can be the key to an investigation.

Controlling your Character
Use the directional buttons to move your character right and left on the Field Map. When you approach another person on a Field Map, a green triangle appears above them. Press the X Button to talk to the person. You can move to other locations in the Field Map by pressing X when the name of the location is displayed at the top of the screen.
Tip: Make your character run by pressing the circle button while moving left or right with the directional buttons, or by using an analog controller’s left analog stick to move. Running allows you get through areas you’ve already explored more quickly.

Shopping

You can buy and sell items by talking to a shop clerk or a merchant on a Field Map. To buy items, you need Prica, the currency of the Kingdom of Paprica. When you buy an item, it disappears from the store. When you go shopping, you’ll sometimes be asked to respond to respond to the store’s survey. Depending on how you answer the questions, different kinds of tiems will be brought in to replace those you bought.
Note: Items that no character has equipped are stored in a communal inventory. You can have up to 256 items in your inventory, which can be viewed on the Field Map’s Item screen. If you have exactly 256 items in your inventory, items that characters un-equip will disappear, so be careful.

Field Map Commands

Press the Triangle button on the Field Map for the following commands:
Items - Equip or discard Items.
Status - Check the status of your characters.
Train - Train monsters you have converted over to your side.
Change Order - Arrange your characters with the human characters first, the monsters first or by level.
Options - Access the sound settins and switch between Japanese and English dialogue.
Save - You cannot save on the Field Map, so the Save command is disabled.

1.5.3 Area Maps

Area Maps are 3D maps where combat takes place. All encounters with enemies take place on Area Maps, so they are central to La Pucelle: Tactics. On an Area Map, you and the enemy take turns. First you move your characters and give them orders, then enemy units move.

Placing Characters on the Map

Move the cursor to the map’s Base Panel and press the X button to display a list of the characters you can place on the map. Use the X button to select a character and then select Move. The glowing squares indicate that character’s range of movement. You can move the character anywhere on the glowing squares. Place characters on the map one by one, up to a maximum of 8 characters.
Tip: Use the R1 and the L1 buttons to rotate the Area Map to get the best view of the action.
When the rotation icon in the upper right corner of the screen shows 0 degrees, you cannot rotate the map.
Tip: The number next to *dm* (decimeter) in the lower right corner shows the height of the spot where the cursor’s pointing. Your attacks become more powerful when you attack from a higher position. So when possible, move your characters to a higher spot by referring to the dm number.

Giving Commands to Characters

On every turn, each character Moves once and then can Attack, use a Special Ability, Purify or use an Item. All commands except for Attack commands are carried out immediately. To carry out Attack commands, choose End Turn or Begin Battle from the list of Area Map Commands.

Move

When you select Move, the character’s range of movement is displayed. Move the character anywhere within range, and then press the X button to confirm. If you want to cancel a Move command, select Cancel or press the circle button when the cursor is on the character.
Note: A character can’t move again after an Attack, Special Ability, Purify or Item command.

Attack

Select Attack to see a character’s attack range. This range varies depending on the character. Select an enemy to be the target of an attack to give a character an attack order. However, nothing will happen right away. Press the Triangle button to bring up the list of Area Map commands and choose the Begin Battle to carry out all attack orders. You still have a chance to give orders to other characters. To carry out your character’s attack and immediately end your turn, choose End Turn. To take back an Attack command, select Cancel.

Special Ability

Select Special Ability to see a list of a character’s special abilities. Choose the ability you want to use and the target, and then the ability will be executed immediately. Using special abilities costs Special Points (SP). For more information, see part 1.7.1 on Special Abilities.

Purify

Characters with demon hunting skills and well-trained monsters can use the Purify command. It can be used to close off Dark Portals or to convert enemies over to your side. Purify commands are carried out immediately after a target is selected. For more information, see part 1.10 on Purification.

Item

Use, equip, un-equip or discard items.

Status

Check a character’s status screen.

Cancel

Choose Cancel to cancel commands you’ve already given to a character. you cannot cancel commands for characters that have already fought (using Begin Battle command) or characters that have already used Special Abilities, Purify or Item commands.
Character who have been given commands (including Attack commands) are marked with an E. You can change where a character faces at any time, even after they’ve been given a command.
Tip: You can use the Cancel command to your advantage. For example, if you have characters taht need to be healed, you can move them within range of a spellcaster, get them healed and then cancel their moves. They’ll still be free to move elsewhere or use other commands. You can also use this technique to set up traps using Dark Energy section 1.10.2 for more information.

Area Map Commands

Press the Triangle button on the Area Map for the following commands:
End Turn - Ends the turn for all your characters. When you end you turn, all characters that have been given Attack commands and have not yet fought will fight. Then it’ll be the enemy’s turn. so don’t select End Turn until you’re finished giving commands to all the characters for that turn.
Begin Battle - Use this command to allow some characters to fight without ending the turn. When selected, all characters that have been given Attack commands so far will begin fighting. You can give commands to other characters after the battle.

Battle Scenes

After you give your characters Attack orders and choose Begin Battle or End Turn, the screen changes to a bttle scene where you can watch your characters fighting the enemy. If more than one character has been given a command to attack the same enemy, they will all attack at once.

Game Over

You can order attacks from up to 8 people on an area map, but you don’t neccesarily have to give attack order to all 8 characters. For example, you could order 4 characters to attack and send more if those characters get knocked unconscious. However, if 8 of your characters are knocked unconscious on a map, the game is over. (if you have fewer than 8 characters all together, having them all knowcked unconscious will also end the game. Try the battle again from your last saved point.

Map Selection

If you visit an area after clearing it, you’ll go to the Map Selection screen. Move the cursor up and down to choose the map you want to go to, then press the X button to confirm. You can skip the maps you’ve already cleared, but if you want to try playing a map again, select it and choose Yes. You can also save your game while on the Map Selection screen by pressing the Triangle button.
On the Map Selection screen you’ll see the number of time you’ve cleared a map, the number of monsters you’ve killed on that map and total Purification Bonus for that map. And the Dark Energy Index? You’ll need to discover what that means for yourself...
Tip: It can sometimes be to your advantage to play a map more than once. You can replay the easier maps to build up characters’ experience points, and you can sometimes find secret by replaying maps you’ve already beaten.

1.6 Characters

Characters in La Pucelle: Tactics have “attributes” - scores that show the physical and mental abilities of each character. You can check your characters’ attributes by using the Status screen, and attributes are displayed when giving a character a command on an Area Map.

1.6.1 Attributes

LV - The character’s level.
MV - Range of movement. A value of 4 means that character can move 4 map squares.
JM - Jumping ability. A value of 4 means the caracter can jump 4 decimeters. For more information on elevation, see section 1.9.3 on Elevation.
HP - Hit Points, a measure of physical stamina and health. When a character’s HP reaches 0, that character is knocked unconsious and cannot continue to fight. HP are restored when you visit the World Map.
SP - Soecial Points. Using a special ability costs SP. SP are restored when you visit the World Map.
ATK - Attack strength.
DEF - Defensive strength.
INT - Intelligence. This affects the power of some special abilities, such as elemental magic.
SPD - Speed. Affects the character’s ability to avoid being hit.
HIT - Hitting ability. Affects how often the character can hit an enemy.
RED - Magic resistance. Affects how well a character can resist enemy magic.
EXP - Experience points. Experience points are gained by defeating enemies, and allow characters to go up in level.
NEXT - The number of experience points the character needs to get to the next level.

1.6.2 Elemtal Aligments

Many things in La Pucelle: tactics have an elemental alignment, including enemies, items and magic spells. Remembering the strengths and weakenesses of each aligment can be the key to victory against many kinds of enemies. Below is a table showing the strength and weaknesses of each alignment. In general, alignments are strong against attacks of the same alignment. Note that Blue and Light Blue are seperate alignments.

  Red Green Yellow Blue Purple Ligth Blue White
Red O X - X - X -
Green X O - X X - -
Yellow O O O X - - -
Blue X X X O - - -
Purple O X - O O - -
Light Blue X O - O - O -
White - - - - - - -
O = Resistant / X = Weak / - = Neither
1.7 Character Development

Part of the fun of La Pucelle: Tactics is seeing your character grow stronger and gain skills. One way to make your characters stronger is to improve their attributes. Whenever a character defeats an enemy, the character gains experience points. Once a character gets a certain number of experience points, the character goes up a level and most of their attributes go up, too.
It’s also possible to improve attributes individually by using certain itmes. See the Items notes on section 1.8 Items for more information.
Tip: All the charaters that take part in a battle receive experience points - even those that didn’t get a chance to fight at all. If you know that you’ll be defeating a major enemy (like a boss) try to have all your characters participate in the battle.

1.7.1 Special Abilities

Characters can also learn special abilities as they gain experience. There are two kinds of special abilities: unique abilities and elemental magic. unique abilities are abilities that are unique to one character, and they generally releft that character’s personality. Elemental Magic, on the otehr hand, can be learned by anyone.

1.7.2 Learning Elemental Magic

Some items have an elemental alignment. By equipping items to a particular elemtal alignment, a character can use elemetal magic that matches that alignment. For example, if a character equips a Staff with a Blue alignment, that character will be able to use Blue elemental magic (magic that involves ice or cold). The number after the elemental alignment icon on the item’s status screen represents the strength of that alignment’s magic. If a character equips more than 1 item of the same alignment, these numbers will be added together, allowing the character to access more powerful magic. The total power of a character’s elemental alignments is listed on their status screen. Note that a character must have a total power of 2 or more in a particular alignment to gain access to that alignment’s magic.
However, spells learned this way start out at level 0. This means that if the character un-equips the item, that character will no longer be able to use that spell. To permanently learn a spell, a character must raise the spell to level 1. Every time a character uses a spell, the spell will get 1 experience point. Once a character has enough experience points to raise the spell to level 1 or higher, the character will have permanently learned the spell, and can un-equip the item with no ill effects. The more tiems a character uses a spell, the more experience points the character will get for it, and the higher the spell’s level will get. This makes spells more powerful and also increase the size of the area of effect for many spells.
When choosing which elemental magic spells to use, remember that each alignment has its strengths and weaknesses. It’s much more effective to use Red elemental magic against an enemy with a Blue alingment than it would be to use the same spell against a Red aligned enemy.

Special Abilities Icons

Red S: Attack any character in an adjoining space.
Green M: Attack any friend or foe within a few spaces.
Yellow L: Attack multiple characters. The range and power of this special ability will increase as abilities value increases.
Tip: It’s a good idea to have several characters learn healing magic. You never know when it might come in handy!

1.7.3 Skills

A skill is an ability that a character gains when his or her attributes get to a certain level. Unlike special abilities, a skill is not something that you can choose to use. Some give permanent bonuses to things like purification power or movement, while others go into effect automatically and at random during combat. Below are some examples of skills and the attributes you need to develop to get them. Some skills require improvement in only 1 attribute, while others require several different abilities.
Examples of skills that are used randomly:

Tiny Power Temporarily increases attack strength ATK
Deep Breathing Recovers HP HP
Tiny Critical Allows character to perform a critical hit. ATK/DEF/HIT
Tiny Break Temporarily reduces the enemy’s defense. DEF/SPD

Examples of skills that are always in effect once learned:

Purify Power +1 Increases the character’s purification power by 1 INT
Prify Range +1 Increases the character’ purification range by 1 SP
Jump +2 Increases character’ jumping power by 2 SPD
Movement +1 Increases the character’s movement range by 1 DEF/SPD

There are many more kinds of skills. If your improve your characters’ attributes enough, it’s possible to learn them all.

1.8 Items

You can buy items, from shops and merchants, or get them by defeating certain enemies. Every item has a set of attributes, just as characters do. These values are added to the attributes of any character tha equips the item. For example, if a character equips an item with an Hp of 10 and an ATK of 20, the character’s HP will go up by 10 and the ATK will go up by 20. However, this only lasts while the character has the item equipped. As soon as the character switches to a different item, the bonus will be removed.

1.8.1 Improving Items

You can improve an items’s attributes. When a character successfully closes a Dark Portal, some of the energy from the portal goes into the items that the character has equipped. This energy is similar to experience points - when it gets to a certain point, the item goes up in level and so does its attributes. Also, if a character closes a Dark Portal with the same elemental alignment as one of that character’s items, the item will get even more energy than usual. However, there’s a limit to how much an item can be improved. It’s better to improve items that were strong to begin with than to spend a lot of itme trying to improve weaker items.

1.8.2 Character Development Using Items

If you look at an item’s status, you’ll see icons such as ATK and DEF displayed below the item’s attributes. These icons show which attributes the item helps develop. If a character defeats an enemy while using an item with an ATK icon, experience points will be added to the character’s ATK characteristic. When a character’s ATK characteristics goes up a level, the ATK score permanently increases.

This allows you to improve attributes individually so you can control whether your character develops into a strong fighter, a strong magician or an overall balanced character.

1.9 Combat

The most basic type of combat in La Pucelle: tactics is a one-on-one fight between a single character and a single enemy, but there are many more advanced strategies that you can use to gain the upper hand.

1.9.1 Multiple Attacks

To execute a multiple attack, just command more than 1 character to attack the same enemy. Having more than 1 character attacking is generally a good idea, since it swings the odds in your favor.

1.9.2 Supporting Attacks

To execute a supporting attack, place characters to the left, right, front or back of a character that has been given an Attack command. Supporting attacks are similar to multiple attacks, because in both cases you have several characters attacking 1 enemy. But characters doing a supporting attack can be given other commands (like using a special ability) and still participate in battle. However, they don’t do as much damage as they would if they had been given an Attack command.

Attack Patterns

The placement of your characters can greatly affect the outcome of a battle. Just remember that the enemy can also supporting attacks, so don’t get one of your characters trapped in the middle of many enemies.

1.9.3 Elevation

Elevation in La Pucelle: tacrics is measured in decimeters (1/10 of a meter). You’ll do more damage attacking an enemy from a higher position, and you’ll take more damage if attacked by an enemy higher than you. It’s always to you advantage to be on a higher level than your enemy.

1.9.4 Attack Direction

You’ll do mroe damage attacking an enemy from the sides or rear than when attacking from the front. And when you’re attacked by an enemy, you’ll take more damage if you’re attacked from the sides or the rear. Use elevation and attack direction to minimize the damage you do while maximizing the damage you do to your enemies.

1.9.5 Elemental Effects

Don’t forget that all enemies have an elemental alignment, which means that they’ll be resistant to some kinds of attacks, and vulnerable to others. If you keep an eye on your enemies’ alignments and use items or spells that they’re vunerable to, you’ll be much more successful is combat.

1.10 Purification

The purification system is one of the most unique aspects of La Pucelle: tactics. You can use purification to close Dark Portals, to attack enemies and to convert enemies over to your side.

1.10.1 Purifying Dark Portals

Dark Portals are doorways into the Dark World on each Area Map. They emit Dark Energy, which temporarily reduces the attributes of any character that stands on them. They sometimes allow new enemies to cross over onto the maps as well, so it’s a good idea to try and close as many of the portals as you can.
To purify a Dark Portal, give a Purify command to a character that has the ability to purify (a human character or a well-trained monster). The character’s purificatio strength will be substracted from portal’s HP, and if the portal’s HP reaches 0, it’ll close. Some portals have high HP, so you may need to purify them several times before they’ll close.

1.10.2 Using Dark Energy to Attack Enemies

Dark Energy weakens your characters, but it can also be used to attack your enemies. The first thing you need to know about using Dark Energy as a weapon is that if a character or enemy stands on a Dark Portal, the energy will flow in the direction they are facing. Use this feature to control where Dark Energy flows. If you force Dark Energy to flow onto your enemies and then purify the Dark Portal that it’s flowing from, the enemies standing on the Dark Energy will take damage.
The kind of damage caused to enemies when you purify a Dark Portal depends on the portal’s alignment.
Red Energy - Causes fire-based damage to enemies.
Green Energy - Causes wind-based damage to enemies.
Yellow Energy - Causes lightning-based damage to enemies.
Blue Energy - Causes ice-based damage to enemies.
Purple Energy - Damages enemies and changes their status.
Light Blue Energy - Heals friendly units, purifies enemies.
White Energy - Uses holy power to cause great damage to enemies.

Hand-to-hand combat is the most common form of combat in La Pucelle: tactics, but Dark Energy can also be useful. It allows you to attack enemies that are far away, and also lets you attack many enemies at once.

Tip: If two or more colors of Dark Energy overlap, they’ll combine to form different colors of energy. You can use this to create more unusual colors of energy or to form a color that’ll cause the greatest damage to your enemy.

1.10.3 Miracles

Miracles are very powerful spells that can be created using Dark Energy that covers 15 or more map squares and then purify the Dark Portal, you’ll create a miracle. The alignment of the Dark Energy determines the deity that appears to perform the miracle and the kind of damage done to enemies in the circle. Any enemies caught within the circle will take a great deal of damage, and depending on the alignment of the energy, using Light Blue Dark Energy to create a miracle heals all your characters on the map. Experiment with all colors of energy to find out what effects they have.

1.10.4 Converting Monsters

If you purify an enemy before defeating it, there’s a chance that it’ll convert to your side. The more times you purify them, the greater the chances that they’ll convert. However, there are a few types of enemies (bosses, etc) who’ll never convert, no matter how many times you purify them. Converting monsters is a great way to strenghten your forces.

1.10.5 Training Monsters

Train the monster you’ve converted by pressing the Triangle button and using the Train command on the World Map, Field Map or Area Map Selection screens. Select the monster you want to train and then select the type of training. Training helps increase the monster’s characteristics when it goes up a level and changes the monster’s happiness level. Keep an eye on your monsters’ happiness levels. If you train them too hard without any playtime, they might decide to leave you!

Walkthrough

Before we begin the Walkthrough, it must be said that La Pucelle: Tactics supports endless varieties of attribute combinations and different ways of training characters. Also, because Dark Portals change all the time, strategies for battles can be different depending on the portals. This Walkthrough will serve as a guideline towards completing the game, but since there are so many variables in this game, it would be impossible to chart everything.

Chapter I: On the Job Training
2.1 La Fue City

After the introduction of the three main characters and their duties as Demon Hunters for the Goddess Poitreene, you are in control of Prier. Walk around the area and press the X button to converse with the sisters of the church. You can also go inside the church and talk to the people there for some more information. Exit the church area and go the the main street. The guy to the right of the bridge can tell you everything about battles and maps and so on, but all of that information is already covered by chapter 1 of this FAQ. You can enter the shop, but you should wait before buying new stuff. Talk to the mysterious man in the cloak, who will tell you about sending away allies (captured monsters), while holding items. This will be explained in detail later on. Next go to the Orphanage and talk to the all the kids and the Director. You will get 1 Prica from the little boy to go hunt the Demons in the sewers. (Wow, what a commission! lol). Now exit the city through the main street and on the World Map, enter the Devil’s Stomach.

2.2 The Devil’s Stomach

You will first have to do some training stuff, you will be told what to do, so I will not bother with it. The second training mission will show you how to do purifications, the third one will show you how to turn enemies into friends and you will get your first monster in the team. Remember that when you purify monsters, they can be used right away, but they have only 50% of their HP, so heal them or just leave them untill the next mission. Use these simple missions to train your abilities, such as Coup de Grace, Iyashi, Fire and Tough Love, because the only way to level them up is to actually use them in battle. After this mission, you will find yourself in a Field Map where you can choose your location. Go to the Grave of Fools first.
Grave of Fools
Enemies: Tiny Bat Lv 1 x 4
Big Zombie Lv3 x 1
Treasure: One treasure behind the Big Zombie, contains a Change Up
Strategy: Kill off the Tiny Bats and then clear out all the Dark Portals for extra points. Make sure you make them as long as possible by having other characters stand on the flow and then cancelling their moves after you purified the portal. The more squares you use, the more points you will get and the faster you will level up your items. Purify the Big Zombie to get him to join your side.
When you are done, return to the Devil’s Stomach, then head for the Hall of the Dead.
Hall of the Dead
Enemies: Zombie Lv 1 x 9
Treasure: None
Strategy: Kill the Zombie that is stopping the Dark Flow, then use someone to Purify the Dark Portal and use the Miracle to end this battle in one turn.
Next go to the Caretaker’s Room.
Caretaker’s Room
Enemies: Tiny Bat Lv 1 x 2
Zombie Lv 2 x 3
Big Bat Lv 5 x 1
Treasure: Just north of the Big Bat, contains a Wind Staff
Event: Behind the three zombies, step on it to activate a switch to open a door somewhere else.
Strategy:
Just kill off all the enemies and purify everything. Make sure you get the treasure and use the event tile. I was able to cast two more miracles in this battle, which got me more nice bonus points. Make sure you get all possible points out of these battles. The more you level up now, the easier the game will be later on. Make sure you convert this enemy because it is one of the most powerful in this part of the game! (if you want, go back again to this map and get two Big Bats for good measure)
After you are done here, go back to the Grave of Fools and then select continue onwards to find Montblanc Castle, your next destination.

2.3 Montblanc Castle

As you enter the castle, you arrive at the Hall of Justice, play this map.
Hall of Justice
Enemies: Tiny Bat Lv 2 x 4
Zombie Lv 3 x 1
Strategy: Not much here, the bats should be no problem, just make sure you close all Dark Portals for maximum points.
After the battle, you should go back to the World Map and go back to Pot au Fue city to get new weapons for your units. It does not matter what kind of unit it is, everyone can equip everything, and you can equip 4 weapons if you want to and create extremely strong units early on. When you are done, go to the Birdcage for the next fight.
The Birdcage
Enemies:
Tiny Bat Lv 2 x 2
Zombie Lv 3 x 3
Will-o-wisp Lv 3 x 1
Event: Just behind the Will-o-wisp, enter for a story-line plot, then you are back at the battle.
Strategy: Make sure you have enough time to get all the portals and also get the event. If you want a strong Fire elemental creature, get the Will-o-wisp to defect and then train its Fire ability and equip him with items that raise his Int.
After the battle is done, heal on the World Map and go to the Hall of Courage.
Hall of Courage
Enemies: Zombie Lv 3 x 4
Big Bat Lv 4 x 1
Strategy: The Zombie will come after you, so pick them off one by one. I managed to cast a miracle here, so there is plenty of opportunity to kill your opponents.
Our next target is the Hall of Truth.
Hall of Truth
Enemies: Tiny Bat Lv 2 x 6
Event: Near the statue of the soldier, it is possible that it is covered by a Dark Portal, so keep a look-out. You will meet the kids from the orphanage and then return to the fight.
Strategy: Nothing too fancy here, just don’t forget the event trigger and kill off the enemies after you purify the Dark Portal.
Go back to the Wold Map in case you need to recover. Return to the Hall of Courage and then enter the Throne Room.
Throne Room:
Enemies: Oseille [Boss] Lv 5
Will-o-wisp Lv 3 x 2
Zombie Lv 3 x 3
Tiny Bat Lv 2 x 5
Strategy: Wipe out the Tiny Bats and the Zombies first, they should be no problem. Then purify as much dark portals as possible, or keep one open to trap the boss and use a Miracle here. Oseille is pretty easy to beat with some of your abilities like Deliverance, Tough Love and Lightning.

If you did everything like this, you will get the Good Ending, if you missed the event in the Hall of Truth, you will get a Normal Ending, if you missed both events, you will get a Bad Ending. For the Good Ending, you will be given 2000 Prica and a random bonus item (usually Eyeglasses). This ends Chapter I: On the Job Training.
Note: If you had a normal or bad ending, you can go back to the Throne Room in Chapter II to do the boss fight nonetheless, but you will not understand the story.

Chapter II: A Child’s Promise

After Father Salade tells you about the new case, exit the church and go shop for some new equipment. Whenever you buy something, remember that you can fill out the survey to tell the shop what kind of things you want to see them sell. What you say effects their stock, so be careful with what you pick. Also, the higher your rating as a customer, the lower the prices will be! After this, exit Pot au Feu city and head for the crime scene. After a little scene, head for Mnt.Tarte.

2.4 Mt.Tarte

You will have to do this level without Culotte who runs away after Prier is mean to her (what a baby). Beware that without Culotte, you could be seriously underpowered, and the enemies on Mt.Tarte are pretty good if you are still weak. So if you have less than 3 powerful monsters (Super Zombie, Big Bat, Will-o-wisp) then go back to Montblanc Castle and get some extra help for this trip. Also note that now the shop sells things like Raise HP, which will keep adding to an attribute as its level goes up.

Mt.Tarte Foot
Enemies: Hanahana Lv 4 x 6
Big Bear Lv 7
Treasure: Just under the road to the east, contains a Muscle Glove
Strategy: Be careful not to get overwhelmed here and keep a straigt defense formation to keep them from attacking you from the sides. Make sure you purify and capture the Big Bear because of its awesome attacking power. Watch out for the French Kiss status attack that the Hanahanas have because it can confuse your allies. Bear Bash can do tremendous amounts of damage on you, so put Prier and another good defender in front. Using the Cool Down spell can help reduce the attack of the Big Bear. After this battle, head for the Spring of Mercy.
Spring of Mercy
Enemies: Hanahana Lv 6 x 5
Big Bear Lv 6 x 1
Fairy Fire Lv 5 x 1
Treasure: Underneath the Fairy Fire, pull him away from there and then get the chest for a Pot Lid
Strategy: You will find a dying Sister Olive, but you must continue your journey. Go for the treasure while keeping your party together. If you allow your units to get seperated, chances are they will be picked off one by one. If you want to add a new monster to your ranks, capture the Fairy Fire, the Ice equivalent of a Will-o-wisp. Giving a monster the Healing Staff will give you another heal-capable unit. If your monster has high Int, this will work really well. After the battle, go back to Mt.Tarte Foot and then head for the Mysterious Path.
Mysterious Path
Enemies: Hanahana Lv 4 x 5 Hanahana Lv 5 x 1
Big Bear Lv 7 x 1
Big Bear Lv 8 x 1
Treasure: On the island to the northeast, have a character cross over there to get a Raise DEF
Strategy: Take out the Hanahana that are near you, and try to sneal someone over to the treasure, remember that the only monster capable of crossing water at this point is a Hanahana, so capture one if you need to get the treasure. You can get overwhelmed here very easily if you move out too fast. Instead, keep a straight line of attacks to prevent them from getting behind you. Use the trees to your advantage. After the battle, continue to Mt.Tarte Side.
Mt.Tarte Side
Enemies: Hanahana lv 6 x 3
Hanahana Lv 4 x 4
Big Bear Lv 7 x 3
Fairy Fire Lv 7 x 1
Fairy Fire Lv 5 x 1
Treasure: All the way to the northeast corner of the map. You will need to work past all enemies to get a Manly Fist.
Strategy: After Culotte gets captured by the Demon, Croix joins your force (and he’s soooo cool). First take out the enemies to your right by just ganging up on them (make sure Croix has some equipment or he will be pretty useless compared to the rest). Now wipe out the rest of the enemies to the left. Make sure you purify all the Dark Portals before you attack the Big Bear that is blocking the way. Then just gang up on the ones that are blocking the overpass and sneak one person past them to get the treasure on the other side. Pretty much an easy win, also a lot of opportunities for Miracles now that you have another human character. When you are done, head for Mt.Tarte Peak for the boss fight, or go back to Pot au Fue City to get some equipment for Croix. Save and heal, then go for the boss fight.
Mt.Tarte Peak
Enemies: Hanahana Lv 6 x 6
Fairy Fire Lv 7 x 2
Big Zombie Lv 9 x 2
Gargoyle [Boss] Lv 10
Strategy: This map is pretty small, so keep your band together defensive to keep you from being attacked by everyone at the same time. Use Croix and Prier as the vanguard (since they are both great attackers and defenders) and keep Culotte and Alouette to the back to heal and give support. If you have Big Bears, make sure you save their Bear Bash for the Gargoyle. The Fairy Fires have very good Ice magic, so be careful not to be caught unprepared as they can do a lot of damage to red elemental units. After you dispose of the Hanahana, heal your units and then take out the Zombies so that you can get the boss. Make sure you purify the Dark Portals to keep new units from entering the battlefield. When the Gargoyle attacks you, unleash your Bear Bash, Deliverance, Tough Love and other attacks on him.

After the battle, there will be a long scene and the Chapter will end. If you did everything right, you will get a Good Ending. If you did not rescue sister Olive, you will only get a Normal Ending. For your Good Ending, you will get 3000 bonus Prica and a Bonus Item (usually Muscle Glove).

Chapter III: Prier and Alouette

After a scene with Noir (gotta love his Japanese voice actor, Nobuo Tobita), Father Salde tells you to inform the Queen of Paprica about the last case. Also, Croix joins up with you officially, much to the dismay of little Culotte. Exit the church and get some new equipment at the shop. Leave the city, save, then head for Cresson Castle. Here you will meet Eclair (your future partner) and talk about the mission. After all the talking, head back to Pot au Fue city and talk to Father Salade in the church. You will get your new order, so leave the city, save, and then head for Meuniere Forest.

2.5 Meuniere Forest

Forest Entrance
Enemies: Mini Dragon Lv 6 x 5
Mr.Moo Lv 9 x 1
Gremlin Lv 6 x 1
Strategy: Taking out the Mini Dragons should be no problem. If you want, purify the Mr.Moo (my god what a name for a monster...). The Gremlin has unparalled defense, so you will find him rather tough even if his HP is very low. Have Culotte use some Miracles in this simple battle to make sure he will get his items levelled up (since you did not have him for a while, he will most likely suck by now). Equipping him with a Raise Atk will help him get up to speed as well. You can net a nice bonus for this stage even though its simple. After the battle head for the Forest of Grief.
Forest of Grief
Enemies: Mini Dragon Lv 7 x 6
Mr.Moo Lv 9 x 2
Event: To the north, behind the second tree.
Strategy: Nothing too fancy here, just make sure you get the event square. The enemies should be a piece of cake. I was able to cast a Miracle in the first turn, so keep looking for opportunities to cast them and level up those items. Do not forget the event! After the battle, heal, save and then go to the Forest of Judgement.
Fores of Judgement
Enemies: Mr.Moo Lv 8 x 4
Mini Dragon Lv 5 x 4
Gremlin Lv 6 x 1
Events: There are two events, one is near the Gremlin and the other is behind the tree there the lone Mr.Moo stands. Get them both to get a scene with a Pirate Cat (?) and the Mushroom essence.
Strategy: Watch out for the gang of Mr.Moos who are just waiting to gang up on you. Take them out one by one (they have high HP so use your strong attackers) All the enemies here can put you to sleep, so make sure you can heal your condition either with Prier’s Recovery spell or recovery items. Make sure you get both events. Now replay the Forest of Grief and activate the event again, you will get Eringa Valley as a new location on the World Map. Now heal and head for Barsom’s House.
Barsom’s House
Enemies: Mr.Moo Lv 8 x 6
Gremlin Lv 7 x 1
Mini Dragon Lv 5 x 2
Event: Behind the woodcutters house.
Strategy: You will be surrounded by Mr.Moos, so take on the defense and take them out without letting them surround any lone units from multiple sides. After that, make sure you see the event and then clean up the rest of the enemies. After the battle you need to return to Pot au Fue city and visit the infirmary. After Father Salade talks to you, go back to the forest and do the Endless Forest section.
Endless Forest
Enemies: Mr.Moo Lv 9 x 4
Mini Dragon Lv 6 x 4
Gremlin Lv 6 x 1
Strategy: They are standing in a box...you should be able to see that a miracle will blast them all, so that is what you should aim for. This is by no means a hard battle, so you should be fine. After the battle, head for the Shrine of Beasts.
Shrine of Beasts
Enemies: Mini Dragon Lv 6 x 4
Mr.Moo Lv 7 x 3
Gremlin Lv 6 x 2
Gargoyle [Boss] Lv 11
Strategy: Take out the Mini Dragons, then let the Mr.Moos come to you. There should be opportunities to do some miracles here, but just be careful not to let the Gargoyle double team someone with the Mr.Moos because that will hurt. If you are alone with the Gargoyle, corner him with 4 people and use the other four to cast multiple miracles around him. Worked like a charm for me. Just keep healing with Iyashi and Healing spells. After the battle, you will heal the Forest Lord and return to Pot au Fue City. This will clear this chapter, and if you did everything like I suggested, you will get the Good Ending. Not helping Elizabeth or not finding the Pirate Kitty will get you a normal ending. For your Good Ending you will get a nice 5000 Prica bonus plus a random bonus item (Sleepyhammer). After another scene with Culotte (in his jammies, how cute!) the new chapter begins.

Chapter IV: A Gigantic Problem

Sister Juliette calls in about an unidentified monster, so the team sets out to go to Mayonnaise Habor (what is it with this game and names of food anyways?). Anyways, go to the shop first, since you are probably loaded with cash from the last mission. Now head for Mayonnaise Harbor.

2.6 Mayonnaise Harbor

You will find the giant monster that Culotte saw at night, you and the team decide to lure it away from the harbor and take it to Mt.Tarte.
Mayonnaise Habor
Enemies: Monster [Boss] Lv 40
Mini Dragon Lv 8 x 5
Siren Lv 10 x 2
Gunchan Lv 11 x 1
Gremlin Lv 7 x 2
Treasure: There are five treasures to be found, one north of the monster, one to the northeast of the habor, and three on the water, in the north-west corner.
Strategy: If you want to kill the monster for the better ending, you will need to have Prier and Croix with more than 200 attack and 100 defense. Surround the monster with Prier, Croix, Alouette and good defensive monster (preferably a Mr.Moo between Lv 15 - 20 because of their insanely high HP and overal good stats). Have Alouette heal whoever needs it, and keep Culotte around to cast Braveheart (to increase attack) but if his defense is below 70, keep him out of range of the monster. If you have sufficient attack for your main attackers, he should go down in about ten turns. If you defeat him, you will get an incredible amount of exp and prica. If you cannot fight him, you need to have everyone retreat through the red square.
Mt.Tarte
Enemies: Homard Lv 13
Yattanya Lv 12
Chocolat Lv 9 x 4
Strategy: Like Prier says, you need to protect the Monster you just killed. Unfortunately the Monster is now pretty weak so Homard can kill him if you let him. Take out the crew of the Escargot, they should be really easy if you managed to defeat the monster in the last level.
After all the talking, go back to Pot au Feu City and to the church. Captain Homard will offer a lift to Mt.Champignon, take the ship north, save and enter the mountain. If you do not want to do this level, you can buy the medicine you need from Eringa Valley, but it will cost 50,000 Prica and it will not give you the special ending. When you enter the Mountain, just talk to all the Mushrooms and then exit to Mushroom Road.

2.7 Mt.Champignon

Lotsa Mushrooms
Enemies: Eringer Lv 9 x 5
Ghost Lv 10 x 1
Dragonshroom Lv 13 x 1
Treasure: under the Dragonshroom, have him come off before you kill him, then get the treasure.
Strategy: The Eringers should be nothing, the Ghost has some very good magic and has very high Int, Speed and Res stats, so you might want to recruit him as your new monster spell caster and dump your old Will-o-wisps (the only way to get rid of monsters is to make them hate you, kill them in battle and their happiness will drop, then make them do training and they will run away). The Dragonshroom is pretty tough, so you might want to corner him and use a miracle for good points. He is also immune to most status attacks, so don’t even try. Heal on the World Map, then go to the Mushroom Festival.
Mushroom Festival
Enemies: Eringer Lv 9 x 5
Dragonshroom Lv 13 x 2
Ghost Lv 10 x 2
Treasure: There is one in the southeast near the Dragonshroom, and one directly north near the Ghost.
Strategy: Just the same as last battle, except that now you have way more room to do some decent miracle attacks. Rake in the points on this level. After this level, head for Mushroom Galore.
Mushroom Galore
Enemies: Gargoyle Lv 15 [Boss]
Eringer Lv 9 x 3
Apparition Lv 11 x 2
Treasure: Just west of the boss is a treasure chest.
Strategy: Beating the Eringer should be a piece of cake by now. The Apparitions are just Ghosts with Wind Magic, so take them out with Red aligned units. The Gargoyle should be no problem by now. After the battle head back to Pot au Feu City with the cure. The Special Ending will net you a nice little 50,000 Prica and a random bonus item.

Chapter V: A Hairy Situation

Father Salade sends you and your team to Meuniere Forest to investigate a newly sighted case of monster appearance. Head for the forest to find yourself surrounded by...Fluffy Demons...

2.8 Meuniere Forest Revisited

Forest Entrance
Enemies: Fluffy Lv 8 x 10
Strategy: The Fluffy are pretty stupid and weak at this point in the game, so just go out with your team and knock them all out. You can use this stage to level up some of the characters who got left behind (in most cases, Culotte will still be behind in levels). Beware that the Fluffies can turn you into on of theirs with the Beard Dance! (Nooooo Run for your lives aaahhhhggg!)
After the battle, head back to Pot au Feu City, then go back to the forest and go to Barsom’s House.
Barsom’s House
Enemies: Fluffy Lv 8 x 10
Strategy: Here they come again. Just cut them off...sorry, I know that sounded lame. After the battle, return to Pot au Feu City, then go back to Barsom’s House.
Barsom’s House
Enemies: Fluffy Lv 9 x 10
Belial [Boss] Lv 17
Strategy: You need to keep Barsom and Suzanne alive at all costs or you will not get the good ending. Hack your way through the Fluffies and use healers like Alouette and Culotte to keep those two alive. The boss should have blue alignment, so use your best Fire based attacks and the red dark energy to kill him off. Be careful because the Dark Portals and the Miracles will hurt Suzanne and Barsom! After the battle, you get a bonus vocal song just out of the blue (and the lyrics are pretty sweet too). Anyways, for your good deeds, and the Good Ending, you get 12,000 Prica and a random bonus item.

Chapter VI: The Journey Begins

As usual you talk to Father Salade about all the things that happened, he tells you to go look in the library at Cresson Palace, so head there next.

2.9 Cresson Castle

Castle Garden
Wiil-o-wisp Lv 10 x 4
Fairy Fire Lv 11 x 4
Dark Knight Lv 18 [Boss]
Strategy: Well...there is like, a whole bunch of enemies just standing on a perfect dark energy circle, purify that sucker yo get rid of the first few enemies. The Dark Knight should not be too much of a problem either. The Dark Knight is revealed as Princess Eclair, and the Church Maidens will attempt to purify her heart.
Closed Heart
Enemies: Giant Zombie Lv 11 x 5
Strategy: Nothing too hard, just pick them off one by one. After the battle, you can go back to the Castle Garden to buy items or send over your monsters to the Dark World. The next map will be Resigned Heart.
Resigned Heart
Enemies: Giant Zombie Lv 11 x 5
Salamander Lv 11 x 1
Strategy: The Salamander can cast powerful magic on multiple units, so take out the Zombies as quickly as possible and try not to stand too close together to avoid being caught in a large target area for the Salamander. After the battle, go back to Closed Heart and then after you heal, go for the Fleeing Heart stage.
Fleeing Heart
Enemies: Giant Zombie Lv 11 x 4
Salamander Lv 13 x 1
Strategy: Pretty much the same as the last battle, make sure to get the maximum amount of purification points here. Go back to Closed Heart, and head for Lying Heart.
Lying Heart
Enemies: Sir Zombie Lv 15 x 1
Giant Zombie Lv 11 x 5
Salamander Lv 12 x 2
Strategy: If you are in to Zombies, recruit the Sir Zombie for your cause. This is a little harder than the other maps as there are two Salamanders, so try to knock them out with long-range magic. Make sure you heal after the battle and then head to True Heart.
True Heart
Enemies: Dark Eclair Lv 20 [Boss]
Giant Zombie Lv 11 x 4
Salamander Lv 11 x 2
Sir Zombie Lv 14 x 1
Strategy: Dark Eclair really isn’t that good, but the Salamanders next to her can devastate your party members who are weak against Wind magic or those with low Resistance to magic. Make sure you have Culotte standing by in the back row to cast Cure on multiple targets. Just make sure you take everyone out and purify the Dark Portals. Naturally, do not leave any of your weaker characters in the sight of Dark Eclair or the Sir Zombie.

The Royal Libabry is now a place on the map as your reward for helping Eclair. So head there next.

2.10 Royal Library

Hidden Library
Enemies: Jacko Lantern Lv 12 x 9
Halloween Lv 14 x 1
Pumpkin Head Lv 14 [Reinforcements]
Strategy: Be careful not to let them gang up on weaker team members. They seem to be prone to the Mr.Moos’ Hypno Yawn ability. so if you use them, just put them to sleep. Their Laser skill is pretty powerful, and their Phantasm skill can cause Paralyze. Make sure you get every Dark Portal and then finish them off and head for the Maze of Books.
Maze of Books
Enemies: Jacko Lantern Lv 12 x 8
Halloween Lv 14 x 2
Pumpkin Head Lv 10 x 1
Pumpkin King Lv 18 x 1
Strategy: The regular Pumpkins can be sent to the slaughter, but be sure to purify the Pumpkin King, his abilities are all level 3, and he has a all his stats over 100. Make sure you get all the Dark Portals as always. After the battle, talk to Hermes and then head for Mt.Tarte. Once Homard and his crew join you, head back to the Library.

After some scenes with Hermes and the castle, Eclair joins your team and Homard prepares the Escargot to go to Fatima. For the Good ending, you get a nice 17,000 Prica and a random bonus item.

Chapter VII: A Dance in the Sky
2.11 Aboard the Escargot

Croix will have a weird dream, and you can talk to everyone on the bridge. Talk to the Chocolat to buy items. Talk to everyone to advance to the first battle against the raiding demons.
First Passage
Enemies: Chuchu Lv 14 x 5
Redcap Lv 14 x 1
Strategy: Homard, Yattanya and Papillon will not be able to join in any battles yet. So instead, train the little Chocolats (they are sooooooo cute!) because every enemy here can level them up once. Of course, this battle can be no real problem. Head for the food storage next.
Food Storage
Chuchu Lv 14 x 5
Vampire Lv 18 x 1
Redcap Lv 15 x 2
Strategy: Have one of your weaker units kill the Vampire for good exp and if you want, replace your old Giant Bat with this specimen. Return to the First Passage and then go to the Ship’s Mess.
Ship’s Mess
Enemies: Chuchu Lv 14 x 5
Redcap Lv 15 x 1
Vampire Lv 20 x 1
Strategy: Just do the same as the last battle. After the battle, go back to the First Passage, then head for the Second Passage.
Second Passage
Enemies: Chuchu lv 14 x 6
Vampire Lv 20 x 2
Strategy: Since they are all lined up for you, use your area effect spells to knock them out or simple use brute force. Next map is the Armory.
Armory
Chuchu Lv 14 x 4
Redcap Lv 15 x 4
Basket Case Lv 18 x 1
Strategy: The Basket Case has insanely high defense, but since they are all standing in a neat little square, use your area effect magics. Watch out for the sleep roar ability that can put a lot of units to sleep at once. Heal yourself and save, then head for the Engine Room for the boss.
Engine Room
Priest Lv 22 [Boss]
Chuchu Lv 15 x 4
Redcap Lv 15 x 1
Apparition Lv 16 x 1
Vampire Lv 20 x 2
Strategy: This can be a pretty tough battle. Stay together and try to take out all the little enemies first before you let the boss come to you. Battleroar will make him much stronger, so use Cool Down and Armor Break to make sure he stays on your level. Use Hidden Talon by letting Prier and Croix stand together. Have two attackers with good defense skills guard the vanguard at all time, while you keep your healers and magic users away from the Priest.

The Escargot will crash and you will get the Good Ending, this will get you 23,000 Prica and a random bonus item.

Chapter VIII: To An Undiscovered Land

You can go back to the Crash site and recruit Monya-Monya, another Chocolat cat who has no abilties, for 5000 Prica. You can also shop here and send monsters to the Dark World. Now head for the Jungle.

2.12 Jungle

Wilderness
Enemies: Erinda Lv 16 x 6
French Kiss Lv 18 x 1
Strategy: Nothing too special here, you know these enemies and their low defense should tell you that they are suckers for your strong attackers. Move on the Unexplored Jungle after this one is completed.
Unexplored Jungle
White Devil Lv 20 x 1
Beautiful Lv 19 x 2
Erinda Lv 16 x 6
Strategy: Make sure that they do not put you all to sleep with their annoying status attacks. Send your good attackers against the White Devil, a Bare Bash attack from him will kill almost anyone except your best units. Head to the next map.
Explorer’s Bones

Listed Information

3.1 Character Abilities

As is indicated in the basics part of this guide, there are two kinds of abilties: the ones you will randomly use during battle, and the ones you can trigger through the Ability command in the Battle Menu. Here are the lists for random abilities first, followed by the initial abilities of all the human characters.
Note: Certain equipment will teach you other abilities, the abilities listed here are the ones you obtain through leveling up your characters and stats.

3.1.1 Random Abilities:
Attack Abilities: Temporarily increase attack power in combat.
Abilitiy Name: Requirement:
Tiny Power Attack Rank Lv 1
Chance Power Attack Rank Lv 3
Muscle Power Attack Rank Lv 6
Mega Power Attack Rank Lv 10
Giga Power Attack Rank Lv 15
Omega Power Attack Rank Lv 22
Fiery Strength Attack Rank Lv 30
Fiery Spirit Attack Rank Lv 40
Defense Abilities: Temporarily increase defense power in combat.
Abilitiy Name: Requirement:
Tiny Guard Defense Rank Lv 1
Chance Guard Defense Rank Lv 3
Cross Block Defense Rank Lv 6
Iron Curtain Defense Rank Lv 10
Muscle Guard Defense Rank Lv 15
Alloy Guard Defense Rank Lv 22
Platinum Guard Defense Rank Lv 30
Heaven Guard Defense Rank Lv 40
Break Abilities: Temporarily lower enemy defense power in combat.
Abilitiy Name: Requirement:
Tiny Break Defense and Speed Rank Lv 1
Chance Guard Defense and Speed Rank Lv 3
Break Defense and Speed Rank Lv 6
Muscle Break Defense and Speed Rank Lv 10
Mega Break Defense and Speed Rank Lv 15
Giga Break Defense and Speed Rank Lv 22
Omega Break Defense and Speed Rank Lv 30
Death Stare Defense and Speed Rank Lv 40
Critical Hit Abilities: Allows characters to perform critical hits.
Abilitiy Name: Requirement:
Tiny Critical Defense, Hit, and Attack Rank Lv 1
Chance Critical Defense, Hit, and Attack Rank Lv 3
Critical Defense, Hit, and Attack Rank Lv 6
Mega Critical Defense, Hit, and Attack Rank Lv 10
Giga Attack Defense, Hit, and Attack Rank Lv 15
Omega Critical Defense, Hit, and Attack Rank Lv 22
Ultra Critical Defense, Hit, and Attack Rank Lv 30
Fist of God Defense, Hit, and Attack Rank Lv 40
Barrier Abilities: Temporarily raises magic resistance in combat.
Abilitiy Name: Requirement:
Tiny Barrier Resistance Rank Lv 1
Chance Barrier Resistance Rank Lv 3
Magic Barrier Resistance Rank Lv 6
Aura Barrier Resistance Rank Lv 10
Muscle Barrier Resistance Rank Lv 15
Omega Barrier Resistance Rank Lv 22
Spirit Barrier Resistance Lv 30
Heaven Barrier Resistance Rank Lv 40
Healing Abilities: Recover Hit Points at the end of player turn.
Abilitiy Name: Requirement:
Deep Breathing Health Rank Lv 5
Miracle Recover Health Rank Lv 10
Omega Recovery Health Rank Lv 15
Breath of Life Health Rank Lv 25
Goddess’ Breath Health Rank Lv 40
Movement Abilities: Increase movement (permanent, not random)
Abilitiy Name: Requirement:
Movement +1 Speed and Hit Rank Lv 3
Movement +2 Speed and Hit Rank Lv 12
Movement +3 Speed and Hit Rank Lv 30
Purification Power Abilities: Increase purification power (permanent, not random)
Abilitiy Name: Requirement:
Purify Power +1 Intelligence Rank Lv 1
Purify Power +2 Intelligence Rank Lv 3
Purify Power +3 Intelligence Rank Lv 6
Purify Power +4 Intelligence Rank Lv 10
Purify Power +5 Intelligence Rank Lv 15
Purify Power +6 Intelligence Rank Lv 21
Purify Power +7 Intelligence Rank Lv 28
Purify Power +8 Intelligence Rank Lv 36
Purify Power +9 Intelligence Rank Lv 45
Purify Power +10 Intelligence Rank Lv 55
Purification Range Abilities: Increase purification range (permanent, not random)
Abilitiy Name: Requirement:
Purify Range +1 Special Points Rank Lv 1
Purify Range +2 Special Points Rank Lv 3
Purify Range +3 Special Points Rank Lv 6
Purify Range +4 Special Points Rank Lv 10
Purify Range +5 Special Points Rank Lv 15
Purify Range +6 Special Points Rank Lv 22
Purify Range +7 Special Points Rank Lv 30
Purify Range +8 Special Points Rank Lv 40
Jump Abilities: Increase jumping height (permanent, not random)
Abilitiy Name: Requirement:
Jump +2 Speed Rank Lv 2
Jump +5 Speed Rank Lv 6
Jump +8 Speed Rank Lv 10
Jump +11 Speed Rank Lv 14
Jump +15 Speed Rank Lv 20
Jump +20 Speed Rank Lv 30
Special Abilities:
Abilitiy Name: Effect: Requirement:
Auto-Hit All attacks hit (random effect) Hit Rank Lv 3
Treasure Hunt Higher chance of finding random items (random effect) Hit, Special Points, Intelligence and Speed Rank Lv 3
Super Dodge Higher chance of evading attack (random effect) Speed Rank Lv 3
Baptism Attack Attack also purifies soul (random effect) Special Points and Intelligence Rank Lv 4
Goddess’ Blessing Increase experience points (random effect) Health, Defense, Attack and Resistance Rank Lv 4
Chakra Recover from bad status effect (random effect) Every attribute Rank Lv 5
3.1.2 Character Abilities:
Alouette:
Abilitiy Name: Effect: Requirement:
Iyashi A healing miracle (5 sp) Initial Ability
Tough Love You may have to be cruel to be kind (4 sp) Initial Ability
Rain of Fire Call down the flames of judgment (13 sp) Initial Ability
Repent! Make your opponent see the light (15 sp) Level 9
Cure An advanced healing miracle (20 sp) Level 10
Holy Bells Call down a clap of Holy Thunder (35 sp) Level 12
Book Bash Slam them with the Holy book! (35 sp) Level 22
Blessing The most advanced healing miracle (62 sp) Level 20
Devine light Call down divine lightning (60 sp) Level 35
Culotte
Abilitiy Name: Effect: Requirement:
Iyashi A healing miracle (5 sp) Initial Ability
Kitchen Sink Throw everything but the... (8 sp) Level 5
Tulip Spear A tulip-spear attack (20 sp) Level 6
Kitty Kitty Summon a gigantic toy cat to attack (90 sp) Special
Cure An advanced healing miracle (20 sp) Level 10
Blessing The most advanced healing miracle (62 sp) Level 20
Mushroomania Summon a parade of musrooms to attack (30 sp) Level 20
Puppy Love A combined attack with Alouette (35 sp) Special. Have Culotte stand in a space directly next to Alouette.
Prier
Abilitiy Name: Effect: Requirement:
Coup de Grace Kick your opponent where it hurts (8 sp) Initial Ability
Deliverance Blow them away with a double kick (20 sp) Level 5
Recovery Allows target to recover from any condition (8 sp) Level 7
Divine Storm An earth-shaking two level kick! (32 sp) Level 12
Holy Wind A holy spinning baton attack (9 sp) Level 15
Redemption An attack that will redeem any soul (60 sp) Level 20
Hidden Talon A combined attack with Croix (35 sp) Level 26, Croix must be no more than 1 space away from Prier.
Batter Up A mighty swing with a holy baton (22 sp) Level 35
Double-team A combined attack with Culotte (35 sp) Special. Culotte must be no more than 1 space away from Prier.
Croix
Abilitiy Name: Effect: Requirement:
Flaming Shot Shoot a fiery bullet (8 sp) Initial ability
Icy Shot Shoot an icy bullet (20 sp) Initial ability
Double Shot Shoot both icy and fiery shots (37 sp) Level 10
Machine Gun A flaming machinegun attack (47 sp) Level 20
Lethal Weapon Can destroy even a demon lord (75 sp) Special
Sacrifice Can wipe out even a demon overlord (100 sp) Special
Yattanya
Abilitiy Name: Effect: Requirement:
Giant Paw Hit them with a giant cat paw! (8 sp) Initial Ability
Long Paw Attack them with a long cat paw! (22 sp) Initial Ability
Burning Paw Attack them with a burning paw! (55 sp) Initial Ability
Burning Paw Call down meteors with your paw! (45 sp) Level 20
Homard
Abilitiy Name: Effect: Requirement:
Thunder Blade Get medieval on them with the power of thunder (10 sp) Initial Ability
Shadow Dash Cut a swath through everyone in the target area (22 sp) Initial Ability
King Slash An Ancient king’s sword technique (50 sp) Initial Ability
Demon Blade Use the demon’s power against them (60 sp) Level 16
Broken Arrow Release your swords fighting spirit (25 sp) Level 20
Burning Soul Use all SP & HP in this final desperate attack (100 sp) Special
Fairy Break A combination attack with Papillon (50 sp) Special, Papillon may not be more than 1 square away.
Burning Man A combination attack with Yattanya (50 sp) Special, Yattanya may not be more than 1 square away.
Papillon
Abilitiy Name: Effect: Requirement:
Fan Chop Use your fan to deal a critical hit! (6 sp) Initial Ability
Pretty Kiss Charm them with a little kiss... (10 sp) Level 10
Cupid Arrow Call on your friends to fire arrows (25 sp) Level 16
Fairy Charge Call on your friends to fire arrows (55 sp) Level 20
Eclair
Abilitiy Name: Effect: Requirement:
Royal Blade A royal sword technique (8 sp) Initial Ability
Royal Thunder A royal thunder sword attack (19 sp) Initial Ability
Cumulonimbus A combined attack with Homard (35 sp) Level 14, Homard may not be more than 1 square away
Royal Lightning A royal lighting sword attack (37 sp) Level 20
Transform Transform into Dark Eclair (10 sp) Special
Light & Dark A combined attack with Dark Eclair (100 sp) Special
Lightning Rod A combined attack with Prier (35 sp) Special, Prier may not be more than 1 square away
Dark Eclair
Abilitiy Name: Effect: Requirement:
Dark Sword Attack them with the Aura Sword (10 sp) Initial Ability
Omega Lance Stab them with the Aura Sword (40 sp) Initial Ability
Meteor Smash Slash them with the Aura Sword (22 sp) Initial Ability
Transform Transform into Dark Eclair (10 sp) Special
Light & Dark A combined attack with Eclair (100 sp) Special
Lightning Rod A combined attack with Prier (35 sp) Special, Prier may not be more than 1 square away
Cumulonimbus A combined attack with Homard (35 sp) Level 14, Homard may not be more than 1 square away
Father Salade
Abilitiy Name: Effect: Requirement:
Holy Punch A punch that can send demons reeling (8 sp) Special
50 Year Jab A jab with the weight of 50 years (22 sp) Special
50 Year Kick A kick with the weight of 50 years (22 sp) Special
Holy Truth The result of years of training (63 sp) Special
Holy Storm A combination attack with Prier (100 sp) Special, Prier must be no more than 1 square away
Chocolat
Abilitiy Name: Effect: Requirement:
Tail! A terrible tail attack! (6 sp) Initial Ability
Butt! A brutal butt attack! (17 sp) Initial Ability
Claw! A cruel claw attack! (33 sp) Level 10
Chocolat Attack with the Chocolat Gang! (50 sp) Level 15
Mini Chocolat Divide into mini-Chocolats & attack (90 sp) Level 20
[La Pucelle: Tactics]