FAQ: Shining Force CD (Sega CD)  

Now this is a find! Almost ten years ago, I put together a FAQ for Shining Force CD. It felt like a pretty big undertaking at the time.

This is over 250k of text. If you want to just download the file to your computer, print it off onto hardcopy, and burn the pages as you complete each mission, here’s the link.
Right-click and save as a text file.

Introduction
Book One: Chapter One
Book One: Chapter Two
Book One: Chapter Three
Book One: Chapter Four
Book Two: Chapter One
Book Two: Chapter Two
Book Two: Chapter Three
Book Two: Chapter Four
Book Three
Extra Missions
Characters
Weapons
Rings
Items
Spells

---------------------------------------------------------------------------
Welcome to my FAQ/Walkthrough for Shining Force CD for Sega CD.  Thanks go
to Sega and Sonic Software Planning for producing such a fine game.
---------------------------------------------------------------------------

Shining Force CD        FAQ/Walkthrough version FINAL          3-22-03

IMPORTANT NOTE BEFORE DOING ANYTHING:
A RAM cartridge is HIGHLY recommended.  It appears that, contrary to my
earlier warnings, you _can_ play Book Three without it... but all the
characters that you built up earlier in the game will be at lower levels.
If you want to play Book Three as a "sequel" (ie, with previous stats etc.)
then you must own a backup RAM cartridge.

                     ********   MISSION ##   ********
                             MISSION SUMMARY

This first paragraph is the battle prologue - describing the overall setup
of the map and (oftentimes) the objective.  Also, any particularly      
interesting pre-battle story developments will be described here.
 _________________________________________
/                                         \     Key:
|   This is a map.  In this map shall     |      [X] = monster
|   be drawn a small depiction of the     |      [H] = leader of the map
|   battlefield.  For the most part,      |      [P] = party
|   it is unnecessary, but it certainly   |      /// = forest
|   makes descriptions of "take the       |      ^^^ = impassable mountains
|   mountainous route" more easy to       |      ... = low mountains
|   follow, since you can glance up       |      (1) = item/notation
|   here and see the mountains.  Also,    |            
|   item locations and special positions  |      Items:                
|   (like perhaps trap locations, or      |      1 Enemy1: Item he has   
|   enemy retreat points) shall be        |      2 Treasure Chest: Item
|   marked accordingly.  If you can win   |
|   by killing one foe, [H] marks him.    |      Notes:
\_________________________________________/      3 Something special here

Contained herein is strategy for this particular map - routes to travel,  
items to be sure to pick up, and descriptions of particularly tricky
baddies or groups of monsters.                    

Most levels can be won by defeating the LEADER enemy, at which point all the
other foes on the map will do their Spin of Death and die.  However, not all
missions are like that - so it's worth your while to skim this section to
find out what needs to be done for victory.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
For easy reference and map-specific notations, enemies will be
marked within each mission.  Since some of them change their stats
depending which Book you play (for example, ghouls are much stronger
in the second quest than in the first quest), I have chosen to do
this rather than make a single listing of all the enemies.

Name: Name of the enemy, as provided by the game.
#: Number of that enemy in this mission.  LEADER means kill that
        one enemy to advance to the next mission.  If the number
        shown is 0, that enemy "pops up" on the map out of thin
        air (usually at random points, or perhaps every other turn)
HP and MP: Self explanatory.
Att and Def: How tough the enemy is.  Damage is dealt on a comparative
        basis --- subtract your DEF from their ATT to determine the
        overall danger posed by a particular enemy.  If the result is
        positive (like enemy ATT of 34 and your DEF of 19) expect to
        receive somewhere in the range of 15 damage.
Agi and Mv: Not all that important really, but just so you know.

After the listing of statistics, there might be a brief line listing
some enemy traits.
Range2: The enemy is an archer or gunner, and has an attack with
        extra range.  You might also see Range3, etc.
Blaze: The enemy can cast BLAZE spell, level one.  You might also see
        Blaze2, Blaze3, Freeze, Heal2, etc.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After all of that, a brief paragraph (like this one!) describes the plot
advancement.  Of course, there will be another battle prologue in a few
moments.  Think of this as the battle epilogue.

And now, without further ado, welcome to my FAQ/walkthrough for the
Sega CD gem known as.....

   _______ ____  ___ _________ ____  ___ _________ ____  ___   ______
  /  _____||| | || | ||_    _| || \ || | ||_    _| || \ || |  /  __  \
 || |      || | || |   ||  |   ||  \|| |   ||  |   ||  \|| | || | \|_|
 || \_____ || |_|| |   ||  |   ||   \| |   ||  |   ||   \| | || | ____
  \_____  \||  __  |   ||  |   || |\   |   ||  |   || |\   | || | || |
       \| ||| | || |   ||  |   || | \  |   ||  |   || | \  | || | || |
  _____/  ||| | || |  _||  |__ || | || |  _||  |__ || | || | || \_/  /
 ||______/ \|_| \|_| ||______| \|_| \|_| ||______| \|_| \|_|  \_____/

_________  ______  ________    ______  _________         ______  _______
||  ____| / ____ \ || ____ \  / ____ \ || _____|        / ____ \ || ___ \
|| |     || | || | || | || | || | \|_| || |            || | \|_| || | |\ \
|| |___  || | || | || |_|| | || |      || |____        || |      || | || |
||  ___| || | || | || __  /  || |      ||  ____|       || |      || | || |
|| |     || | || | || |\\ \  || |  ___ || |            || |  ___ || | || |
|| |     || |_|| | || | \\ \ || |__| | || |____        || |__| | || |_|/ /
\|_|      \______/ \|_|  \\_\ \______/ \|______|        \______/ \|_____/

[-----------------------]PART ONE:  WALKTHROUGH[-----------------------] 

BOOK ONE:  Towards the Root of Evil

This tells the tale from Shining Force Gaiden - released for the Game Gear
in Japan, but not in the United States.  Fortunately, with this CD, we get
to enjoy the game, too ^_^

In the beginning, at Anri's castle, messengers from Cypress arrive: Woldol,
Dantom, and Frabell.  Okay, these are some pretty sinister-looking
messengers.  So it should come as no surprise when they abduct Anri (putting
her into an enchanted sleep in the process) and make vague, cryptic threats
regarding the future of Gardiana.  Oh yes, and then they run.

On top of this, LUG has been captured!  So to find Anri and Lug, your
"Leader" character (the default name is Nick.  I renamed him Adol, and I
suggest you do the same.  He will hereafter be referred to as Adol within
this FAQ) and the offspring of the original Shining Force will set out
across the sea to the mainland of Cypress.

|------------------------|--------------------|------------------------|
|                        |    CHAPTER ONE     |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION  1   ********
                            SAILING TO CYPRESS       

Enroute to Cypress, your ship is attacked by scouts trying to impress
Woldol.  Fortunately, being only scouts (and also because your troops are
decked in good equipment), this battle will be an easy one.
 _________________________________________
/*****************************************\     Key:
|*****************************************|      [X] = monster
|*************[X|X]***********************|      [H] = dark mage
|*****************************************|      [P] = party
|----------------------------------_******|      *** = water 
|                               [X] \*****|                                
|                            [X]     \****|                         
|  [P]                          [H]   |***|                         
|                            [X]     /****|            
|                               [X]_/*****|                            
|----------------------------------*******|                              
|*****************************************|                              
|*************[X|X]***********************|
|*****************************************|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

Move east and kill mage.  You win.                                

If you like, you can actually spend some time on this boat killing things
for experience.  When only the mage is left, you can have Adol cast EGRESS
to escape - then repeat for more experience.  Ultimately, this is really not
necessary to win the game.  But it will save you leveling-up time in the
early battles, as these creatures are actually higher-level (and thus give
more experience) than things you'll fight on later maps.  I know that sounds
odd right now (the first level's monsters are HARDER?!) but it will make
sense once you reach Mission 2.  In any case, you can earn Maximum XP (the
coveted 49 or 50 per kill) up until level 5, if you choose to live by the
cheese, and EGRESS for Experience.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dark Mage     LEADER    20      8       15      14      10      5
        Blaze2.                                                       
Huge Bat        6       12      0       12      12      7       6
        The bite from the bat can put you into a deep slumber.          
Incubus         2       15      5       15      13      9       6
        Blaze.                                                       
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The mage may have been a pushover in battle, but he has one trick up his
sleeve: Super Hyper Dark Mage Self Destruct!  With a spin, he casts a
strong spell (why didn't he use this before?) that blows a hole in the side
of the ship's hull.  Everything goes dark as the ship goes down...


                     ********   MISSION  2   ********
                             ENTERING MINIYOM         

"Help!  Help!"  Yes, the Shining Force just crashed and lost all their
supplies and weapons --- but a female cry for help cannot be ignored!  Even
without weapons, your valiant warriors take on the minstrous minions of
Cypress near the village of Miniyom.
 _________________________________________
////             |HOUSE|           _/*****\     Key:
|/////        [X]|_____|         _/*******|      [X] = monster
|/////// [X]     [X|H]         _/*********|      [H] = dwarf   
|///       [X]               _/*********/ |      [P] = party
|/        [X]    [X]       _/*********/   |      /// = forest
|                        _/**********/    |      *** = water                
|               [X]    _/***********/     |                         
|             [X]    _/*****_******|      |                           
|                  _/******/  |****|      |            
|                _/*******/   |****|      |      Items:                
|        [P]____/*********|   |*****\_    |      There are many weapons  
|        __/**************|__/********\_  |      scattered around.  See the
|_______/*******************************\_|      level strategy section.
|*****************************************|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

The first task in this level --- GET WEAPONS.  Okay, so you could try to win
this barehanded, but that would be pretty stupid, since the weapons are all
literally lying on the ground, just begging to be taken!  The easiest way to
find weapons (aside from reading the following list) is, when you are given
the opportunity to move a character, position the cursor on each possible
square within your range of movement.  If the STAY icon remains visible,
there is nothing there.  If the SEARCH icon is visible, end your turn on that
space, and you'll find a weapon!  Sometimes you need to be facing a certain
direction (for example, facing a barrel) to find the weapon.

Apis: The WOODEN STICK is north of the western planks.
Wendy: The WOODEN STAFF is left of the nearest planks.
Ruce: The CLUB is one square to the right of the staff.
Adol/Leader: The WOODEN SWORD is one square south of the eastern barrel.
Shade: The WOODEN ARROW is two squares north of the eastern barrel (there
        are two floating in the ocean)
Sig isn't lucky enough to find a glove here, but that's okay - he can do
quite fine with his hands alone.

If you need to transfer items from one character to another, keep in mind 
that Giving items ends a turn, but Equipping items does not.  So, whenever 
possible, Equip first before handing a spare weapon to someone else!     

Winning should be easy with weapons.  Strategy?  Um... kill the monsters.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dwarf         LEADER    15      0       14      7       7       4
Goblin          6       9       0       11      6       4       5
Scavenger       2       13      0       12      6       5       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After you've trounced the rather pitiful enemy assortment, CRAY the monk
(who just so happens to be the brother of the girl you rescued, as well as
being a former Cypress guard) will join your Force.  With his guidance,
the Shining Force heads across Miniyom towards Fort Bastion...

Oh yes, and after this battle, you can visit a shop.  Do so and buy some
REAL weapons.  That wooden stuff just won't cut it in the missions ahead.


                     ********   MISSION  3   ********
                            THE ISLAND BATTLE        

Quelle surprise!  As your party heads towards the docks at Miniyom Bastion,
you are attacked by friends of the goblins that you just killed.         
 _________________________________________
/****/      ............    ______________\     Key:
|***/      ...  ....  _____/**************|      [X] = monster
|**|   [P]          _/******/....    [H]  |      [H] = cypress knight 
|**|              _/**/----/... [X]       |      [P] = party
|***\            /**/                     |      ### = bridge
|****\          |**|                [X]   |      *** = water               
|*****\    [X] _####_      [X]    [X]     |      ... = low mountains
|******\ [X] _/******\        ____        |                          
|*******\___/*********|  [X] /****\    ...|            
|*********************| ..../**_*_*\__....|      Items:                
|*********************|..../**/   \***\._.|      1 Protect Milk (from enemy)
|**********************\_./***\_  |*******|      2 Quick Chicken (from enemy)
|****************************[X]\_|*******|      3 Cypress Knt: Bronze Lance
|**************************[X]************|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

You need to cross the bridge.  That should be painfully obvious if you take
even a quick glance at the map ;-)  Kill the two goblins blocking the bridge
first, so that they won't get in the way.  Instead of having everyone try to
cross at once (which would result in lots of bumping and shoving), instead
send one advance unit to the immediate east of the bridge.  If your
experience is anything like mine, the bats will close in, but the extremely
short-sighted scavengers will maintain their position.

Not only will this help divide and conquer the enemy, but by controlling the
square immediately east of the bridge, that keeps a parth open by which the 
remainder of the Shining Force can pass (since you can walk through allies,
but not through enemies).  Learning to cross bridges as quickly as possible,
without letting an enemy block the exit, will be an important skill to
develop.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Cypress Knt   LEADER    15      9       15      12      9       7
        Boost2.  When you beat him, you get the BRONZE LANCE.          
Dwarf           2       15      0       14      7       7       4
Goblin          2       9       0       11      6       4       5
Huge Bat        2       12      0       12      12      7       6
        The bite from the bat can put you into a deep slumber.          
Scavenger       3       13      0       12      6       5       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Once you've defeated this small goon squad, you will arrive at the entrance
to Miniyom Bastion.  Beyond this point lie the docks, and boats to take you
to Cypress --- forge onwards brave warrior!  ...or something like that.


                     ********   MISSION  4   ********
                        ASSAULT ON MINIYOM BASTION      

Cray used to work at the Bastion as a guard.  Just like any honest hero
would do, Cray walks up and, speaking as friend, convinces the gatekeeper
to lower the drawbridge.  Then Cray (the peaceful monk) murders his former
friend.  But he does it all in the name of justice!  But, as expected, the
alarm sounds, and soldiers pop to attention.  Time to take over!
 _________________________________________
/         |       |_______| [X] (3) |     \     Key:
|      (1)|          [H]   [X]      |     |      [X] = monster
|.        |____[X]_____[X] ____=____|     |      [H] = dark mage
|..       |(2)|  | [X] |[X]|   = [X]|     |      [P] = party
|...      |   |=_|     |=__|        |     |      *** = water
|...      |    =        =   _______=|_____|      ... = low mountains       
|...      |     [X]         |[X|X] =     .|      (1) = item/notation
|..       |                 |           ..|                         
|.        |_________________|           ..|            
|                                     ....|      Items:                
|****************  ===                 ...|      1 Chest: Medical Herb   
|              ****===*******            .|      2 Chest: Cheerful Bread 
|                  ===     *********      |      3 Chest: Powerful Wine
|                  [P]            ********|
\_________________________________________/

When you first cross the drawbridge, the only ladder into the Bastion is to
the east.  To the far west is a treasure chest... containing a medical herb.
If you really need a medical herb, search it, but it's so far out of the way
that there's really no point in bothering.  However!  You should make certain
that (once inside the Bastion walls) you find the other two treasure chests.
The cheerful bread will increase hit points, and the powerful wine will     
increase attack power.  The effects of these two items are permanent --- so
use them wisely.  I'd suggest saving them for a specific, later character.

There are three black doorways in this level.  As you kill enemies, new
dwarves will re-spawn in these doorways.  If you place a character in the
doorway, that will block any future re-spawning from that particular spot.

One thing you'll notice when you play this level is that to get to the top,
you need to cross several thin ladders.  The enemies can (and will) block
these if you simply try to send your army across.  The first ladder (the one
on the far east) is not too hard to cross.  Once your party is inside the
Bastion perimeter, I'd suggest sending one character (Apis works well since
his defense and speed are high) up the ladder immediately ahead (the top
eastern ladder).  This will draw the attention of the knights up above,
which will leave the ladder to the left of that clear for the rest of your
party to ascend.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Cypress Knt     3       15      9       15      12      9       7
        Boost2.         
Dark Mage     LEADER    20      8       15      14      10      5
        Blaze2.                                                       
Death Archer    2       17      0       16      12      7       5
        Range2.  This is the first distance-attacker you've faced.
Dwarf           4       15      0       14      7       7       4
Huge Bat        1       12      0       12      12      7       6
        The bite from the bat can put you into a deep slumber.          
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Once all the enemies are defeated, there are no major plot twists --- the
Shining Force simply enters the Bastion, where another battle will ensue.


                     ********   MISSION  5   ********
                             MINIYOM BASTION            

Now that you're inside the Bastion, there's a more confined battle ahead
for you.  A Brass Loader sounds the alarm --- INTRUDERS HAVE ENTERED!  Those
intruders would be you, and the order of the day is to kill everything
in sight.
 _________________________________________
/               BOAT                      \     Key:
|*****************************************|      [X] = monster
|    __________  _________  ______  _____ |      [H] = brass loader
|    |        |  |       |  |    |__|(1)| |      [P] = party
|.   |        |__|       |__|       [X] | |      *** = watert
|..  |  [P]    __         __    [X]_____| |      ... = low mountains       
|..  |        |  |       |  |     |  ___  |      (1) = item/notation
|..  |__    __|  |__    _|  |_   _| |   | |                         
|..  ___|  |__   ___|  |__  __| |___|   | |            
|..  |        |  |  [X|X]|  |     __ [H]| |      Items:                
|..  |   (2)  |__|    [X]|__| [X] | |___| |      1 Chest: Middle Sword   
|..  |    [X|X]__    (3)  __   [X]|       |      2 Cyp Knt: Running Pimento 
|..  |        |  |       |  |     |       |      3 Death Archer: Steel Arrow
|.   |________|  |_______|  |_____|       |
\_________________________________________/

You'll probably end up killing everything in this mission, since there's  
no good way to get to the Brass Loader otherwise.  But look at the bright
side - as you kill everything, you will acquire three great items!  Once
again, I'd suggest saving the Running Pimento --- soon enough, these
powerup items can be used to create an Angel of Death.

You may have noticed by now that I never, ever mention land effects.  That  
trend is not going to change, as it is ALWAYS 15 percent.  The mountains,
the forests, and now indoors --- it is always 15 percent for both you and
the enemies.  Another feature that was not fully implemented I suppose...

In any case, the only strategy I would suggest here is to keep your party
fairly close together.  The lower middle chamber enemies will mobilize and
join up with the southwestern enemies.  Basically it will be one big brawl,
and even if you divide up your party, there's no good way to avoid just
duking it out to the death.  So just go south, kill everything, and plow
your way to the east.

By this time, some of your characters might be level 10, and thus can be
promoted.  There really isn't much to promotion: whether you promote or not,
your characters still gain in strength.  If you like to EGRESS a lot, do not
promote --- that way, when you do promote, your characters will level
quickly (level 1 promoted is equal to level 11 non-promoted: so if you go to
level 15, then promote down to level 1, you will suddenly be gaining more
experience per hit).  Quite honestly, by the end of the game, it doesn't
matter.  The later enemies provide SO much experience (and there's a ceiling
to how high your stats can go) so spending a lot of time leveling is a waste,
except in the very early and very late levels of each Book.

So, I like to promote at level 10 so that I can use all the weapons and gain
all the high level spells as quickly as possible.  But I also rarely, rarely
use EGRESS (except when I'm legitimately in danger of dying).  If you're a
fan of Kill-Egress-Kill-Egress tactics, wait as long as possible before
promoting characters.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Brass Loader  LEADER    23      0       20      14      9       4
        Range2.
Cypress Knt     3       15      9       15      12      9       7
        Boost2.  The one in the southwest has RUNNING PIMENTO.  Get it!
Dark Mage       1       20      8       15      14      10      5
        Blaze2.                                                       
Death Archer    2       17      0       16      12      7       5
        Range2.  The one in the south has a STEEL ARROW for Shade.
Incubus         2       15      5       15      13      9       6
        Blaze.                                                       
Ratman          1       18      0       16      13      7       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

When you finish off the Brass Loader, CLAUDE the birdknight will join your
party.  He opens the north gate, revealing a ship, which he'll use to take
the party to Asreet Island... moving ever closer to Cypress!  Claude is your
first flying party member - as such he is very useful, as he can go over
mountains, forests, water, and the like with easy.  Remember all those
powerup items you've been finding and saving?  Use them on Claude - all of
them.  Give him the strongest sword you've got (even if it means weakening
your leader, Adol) and then Claude shall be your Angel of Death: strong,
fast, and able to move anywhere on the map.  Essentially, from this point on,
you can pick and KILL any target at will if you just make certain to keep
Claude alive.

|------------------------|--------------------|------------------------|
|                        |    CHAPTER TWO     |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION  6   ********
                              ASREET ISLAND           

As you land on Asreet Island near Cypress, monstrous soldiers are searching
a nearby village for someone... who could they be looking for?  In any case,
having been distracted by your arrival, the beastly baddies now want to
destroy you.  Tis a pity... for them!
 _________________________________________
/***|......     |**|     ..^^^^^.....     \     Key:
|***|.......    |**|      ..^^^........   |      [X] = monster
|***|........   @@@@       ..^......^  [H]|      [H] = hell soldier
|****\_........ |**|      [X].....^^^[X]  |      [P] = party
|******\......  |**|           .^[X]^ Vil.|      *** = water 
|*****_| ..[P]  |**|    [X]     .^^^^  [X]|      ^^^ = impassable mountains
|****/          /**\_  [X]   [X]...       |      ... = low mountains
|****|         |*****\_ [X]  _  ..     ___|      @@@ = bridge
|****\___    ..|***__**\    /*\ [X] ../***|            
|*******|   ....\*|__|*/... |**\  .../****|                            
|**_*_**|    ....\_**_/... /****\[X]/*****|                              
|*/   |*|      .........__/**__**\_/**[X]*|                               
|*\_  |*\_________.../******/  \**********|
|***\/**********************\__/**********|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

In this battle, you have two options: North or South.                 
North is fewer mountains, but you must cross a single-square-width bridge.
   This can be a painful source of congestion.
South is slower (because of the mountains you must cross) but it's a wider
   path, so your party can surround anything that might happen to approach.

You can use Claude to decoy enemies and lead them south (since he can just
fly right across the river/mountains), but he is currently a weak member of
the party defensively.  If you send him East _too_ far ahead of the balance
of your party, he'll be ganged-up on and die a horrible death.

Personally, I suggest going north.  In any case, this is simply a very
annoying board.  The surprise to watch out for --- the strongest enemy on
this board is NOT the Hell Soldier, but rather the Rat Flies.  Don't
underestimate them: they can do a lot of damage and put you to sleep, too.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Brass Loader    1       23      0       20      14      9       4
        Range2.
Dark Mage       1       20      8       15      14      10      5
        Blaze2.                                                       
Death Archer    3       17      0       16      12      7       5
        Range2.
Hell Soldier  LEADER    23      0       20      15      11      4
Incubus         1       15      5       15      13      9       6
        Blaze.                                                       
Rat Fly         1       18      0       21      15      10      7
        Can put you to sleep.  Surprisingly, this is the strongest enemy
        in this mission.  It's vulnerable to arrows, though.
Ratman          4       18      0       16      13      7       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The epilogue to this battle is quite obvious.  You know the town that the
Cypress soldiers were searching?  Well, you enter that town.  Next battle.


                     ********   MISSION  7   ********
                                 MAYFAIR                     

Enemy soldiers scour the town, searching for "Mayfair"!  Who is this 
person, strong enough to threaten Woldol?  As the soldiers uncover a hidden
fort (beneath a rock, how original), a lone centaur pops out to defend the
hideout.  Seeing this, the Shining Force steps in to defeat some evildoers!
 _________________________________________
/ /////___///    __________     //////////\     Key:
|   |        |   |        |            ///|      [X] = monster
|   |        |   |        |   ___________/|      [H] = priest
|[P]|________|   |________|   |          ||      [P] = party
|                  [X|X]      |     (1)  ||      /// = forest
|     __________  __________  |____      ||      ... = fields
|     |        |  |        |    [H]|  [X]||      (1) = item/notation
|     |        |  |        |       |[X|X]||      
|     |________|  |________|    [X]|_____||            
|                 [X]             [X]     |      Notes:                
|   __________   ___[X]____   ___   ______|      1 3x Rat Fly: these are
|[X]|        |   |        |   |..........||         powerful foes, all three
|[X]|        |   |        |   |..........||         are hovering over this
|// |________|   |________|   |._._._._._||         house in the east
\///_________/////________/////_______/////

With all the houses scattered about (and knowing there is a rebel hideout in
the vicinity), you might expect to find some hidden characters, or even some
hidden items, on this map.  Don't even bother; I checked every nook and
cranny, and found nothing.  For the most part, this game features a lot less
searching than the instruction manual would have you believe.

You cannot cross along the very top or very bottom edges of the map here.   
In some form or fashion, you'll need to fight your way through town.  The
priest and his contingent (brass loader and hell soldier) will retreat south
into the field.  This will open the map up a bit, so that you can send
people east without being slaughtered.  Which is my suggestion - send your
whole party east, engage the Rat Flies (surprisingly strong, which is why I
suggest sending the whole party to take them down), then head south into the
field.  Everything else on the map is icing on the cake and easily
dispatched once the Flies and Priest are gone.

Of note --- the Priest will stay close to his guards to heal them.  This
sets up a great opportunity for Wendy to gain some experience by using her
BLAZE2 spell.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Brass Loader    2       23      0       20      14      9       4
        Range2.
Dark Mage       2       20      8       15      14      10      5
        Blaze2.                                                       
Hell Soldier    2       23      0       20      15      11      4
Priest          1       26      9       19      16      11      5
        Heal2.
Rat Fly         3       18      0       21      15      10      7
        Can put you to sleep.  Vulnerable to arrows.
Ratman          2       18      0       16      13      7       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After the battle, you'll run into Claude's friend STOCK, a Centaur Ranger,
who will join the Shining Force.  He will introduce you to MAYFAIR, a lovely
but blind priestess, whose father was Archbishop of Cypress before Woldol
took over.  With these powerful additions (Stock for ranged attacks, Mayfair
for additional healing) your Force has grown substantially.  Work on leveling
Mayfair --- it will be well worth the effort in the long run, as her AURA
spells can heal multiple people at once (for a reasonable MP cost to boot).
Here's a tip: every turn, have Mayfair heal something - anything, even
herself!  Have her heal something, even if it's not hurt... she'll still
gain 9 or 10 experience each time.  You can do this with any healer, but
since (right now) her attack is low, this is a consistent way to keep
earning experience.  And those Aura spells will be worth it in 10 missions
or so...


                     ********   MISSION  8   ********
                         ASSAULT ON BAZOO'S TOWER

The Shining Force approaches the tower of Bazoo, Woldol's right-hand man.
Interestingly enough, a road leads straight to the entrance.            
 _________________________________________
/^^^^^^....//*** Tower ****[X]****...^^^^^\     Key:
|^^[X]^....//***  [H|X]***********...^^^^^|      [X] = monster
|^^^[X]....//******@**[X]******///...^^^^^|      [H] = skeleton
|^^^^^^...////*****@*********////....^^^^^|      [P] = party
|^^^^....////              [X|X]...^^^^^^^|      /// = forest
|^^.....////  [X]            //[X].^^^^^^^|      ^^^ = impassable mountains
|///...///[X|X]              ///...^^^^^^^|      ... = low mountains
|///////                      ///..[X|X]..|      *** = water          
| ////                         ///........|      @@@ = bridge
|                               //////[X]/|                            
|                                         |      Items:                  
|////                                     |      1 Skeleton: Steel Sword 
|///////////                              |      2 Priest: Cheerful Bread
|//////////////    [P]                    |
\/_/_/_/_/_/_/_/__________________________/

This is an EXTREMELY straightforward map.  Go north and kill the skeleton.
The Master Mage (near the skeleton) can cast Blaze3, which is a very
powerful spell.  Be sure to swarm him and take him down FAST.  Other than
that, there is really nothing at all tricky to this mission.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Brass Loader    3       23      0       20      14      9       4
        Range2.
Hell Soldier    3       23      0       20      15      11      4
Master Mage     1       25      21      20      19      13      5
        Blaze3 and Dispel.                                           
Priest          1       26      9       19      16      11      5
        Heal2.
Rat Fly         3       18      0       21      15      10      7
        Can put you to sleep.  Vulnerable to arrows.
Skeleton      LEADER    26      0       23      19      12      6
Zombie          3       22      0       21      16      10      5
        The zombie's diseased touch can poison you.  Vulnerable to fire.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After the struggle outside, the Shining Force barges into Bazoo's Tower!
No major plot advancement here, but things are about to get interesting...


                     ********   MISSION  9   ********
                              BAZOO'S TOWER            

Just as you catch up to Bazoo, he casts a magical QUAKE spell, thrashing
the ground.  As cracks open up in all directions, the wicked wizard makes
good his escape.  You'll have to wind your way through the broken rubble.
 _________________________________________
/***(3)_____                          ****\     Key:
|***   |   |           [X|X|X] _____   (2)|      [X] = monster
|      |___|                   |   |    **|      [H] = hell sniper
|***       [X|X]               |___|     *|      [P] = party
|****                             [X|X]   |      *** = impassable pit
|(4)**             _____ **               |      (1) = item/notation       
|                 |     |****             |                           
|   ____         *| [H] |****             |                           
|   |  |          |_   _|      *          |            
|   |__|[X|X] **   [X|X]    ****          |      Items:                
|            *** [X]   [X] *****          |      1 Chest: Quick Ring     
|   ****************************  [X|X]   |      2 Chest: Battle Axe     
|      *******                        [X] |      3 Chest: Power Spear
|**(1)              [P]               ****|      4 Chest: Empty
\**___________________________________****/

It is certainly worth checking out the chests in this level.  The Power Spear
is not only a good weapon, but it also has a range of 2 squares, which will
be a pleasant change of pace for Apis.      

Probably the best way to tackle this level is to split up.  If you send one 
person west and towards the top of the map, the Master Mages will follow.   
This will help your main party, that should wind around the eastern side (as
there is more room to maneuver in that direction).  You need to head for the
Hell Sniper near the stairwell and take him out!

The enemies to really watch out for are the three Pegasus Knights: they have
a LONG movement range and will gang up on the first person to approach from
the eastern side.  If you can send Ruce or Apis out in front (in other words,
someone with a high DEFense), that should give you time to move in Stock and
Shade to take the Pegasi down.  If you send Stock and Shade out front, they
will be slaughtered and you'll have a much tougher time with this map.  So
send a pointman ahead to protect them.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Brass Loader    2       23      0       20      14      9       4
        Range2.
Hell Sniper   LEADER    28      0       24      23      12      5
        Range2.
Master Mage     2       25      21      20      19      13      5
        Blaze3 and Dispel.                                           
Pegasus Knight  3       23      11      24      21      11      7
        Boost2.
Priest          2       26      9       19      16      11      5
        Heal2.
Skeleton        5       26      0       23      19      12      6
Zombie          2       22      0       21      16      10      5
        The zombie's diseased touch can poison you.  Vulnerable to fire.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

When you get to the staircase, you... OH MY GOD!  YOU GO UP!  Next battle.


                     ********   MISSION 10   ********
                            BATTLE WITH BAZOO         

Atop his tower, the showdown with Bazoo commences.  This will be difficult,
as not only must you contend with Bazoo, but also you must fend off his
many guards and master mages.
 _________________________________________
/                         _______         \     Key:
|            [X]        __|[X|H]|__       |      [X] = monster
|          [X]          |         |   [X] |      [H] = Bazoo   
|              _________|_ [X|X] _|____   |      [P] = party
|            __|          |_   _| |   |   |      === = ladder
|      _____|[X|X]    __=_______=_|   |   |                                
|      |              | = [X|X] =     |   |                          
|      |____=_________|___         ___|   |                         
|   ___|__  =      [X|X] |___=_____|      |            
|   |     |____              =  |         |      Items:                
|   |__ [P]    |_______=_  [X|X]|         |      1 Master Mage: Protect Staff
|     |____            = |______|         |      2 Hell Sniper: Assault Shell
|         |                 |             |
|         |_________________|             |
\_________________________________________/

Once again, another straightforward level.  Bazoo is the first "real" boss
you've encountered, and he should be a very easy one to bring down.  You
don't need to attack him en masse, as his hit points are not all that high.
In fact, you don't want to attack in a group, because if you do, he can use
Bolt (and with his mega-high MP, he can cast it over and over).  Send a
sniper and a close-range attacker: that should be enough.  Everyone else can
focus on fending off the small fry in the meantime.

Be sure to get the Assault Shell from the Hell Sniper: it's a really good
weapon.  Not only is it powerful, but it will boost attack range up to 3.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Arch Knight     2       29      17      26      19      13      7
        Boost2.
Bazoo         LEADER    49      74      23      22      22      5
        Bolt and Attack.
Hell Sniper     2       28      0       24      23      12      5
        Range2.
Master Mage     2       25      21      20      19      13      5
        Blaze3 and Dispel.                                           
Pegasus Knight  3       23      11      24      21      11      7
        Boost2.
Priest          2       26      9       19      16      11      5
        Heal2.
Skeleton        3       26      0       23      19      12      6
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After you beat Bazoo, he will admit that they (they as in the Cypress forces)
were looking for you, Adol.  Then, Bazoo vanishes in a burst of something-or-
other (it looks like squiggly lines, behold Sega CD power!).  YEESHA, a
human female mage who had been imprisoned by Bazoo, will join your force.
But she doesn't join quietly - she recognizes Adol as being the Prince of
Cypress!  Needless to say, the rest of the Shining Force is a bit shocked.

They all set sail for the Cypress mainland... yet with misgivings in their
hearts.  Can Adol be trusted?

|------------------------|--------------------|------------------------|
| | CHAPTER THREE | |
|------------------------|--------------------|------------------------|

******** MISSION 11 ********
CYPRESS PORT

The Shining Force lands at Cypress and enters customs (even in a video game
you've got to pass through...) While the party is being inspected (Ruce
cleverly convinces the guards that Adol is a mute), KING EDMOND HIMSELF
happens to stop by, recognizes the Prince, craps his pants, and orders the
guards to kill everyone. Unfortunately, some of your party hasn't quite
made it off the boat yet...
_________________________________________
/ [T] ^^ ****_*_*_*_*_*_*_*_\ Key:
|^^^^[X] ^^^^^ ***| [X|X] | [X] = monster
|^^ [X|X] [X|X] ***|_____[X]_______| [T] = bishop
|^ *******************| [P] = party
|^^^ ^^ *******************| ^^^ = crates or wall
|^^^ ^ ^ | *** = water
|^ [P1] ^ [X|X] | === = gangplank
|^^^ ^^^ ^^^^ |
|^^^ ^ [X|X] |
|^ ___^______==_______________|
|^ |*********==***************|
| [X|X] |******_*_==*_*_*_*_*_*****|
| [X] |*****| BOAT [P2] |*****|
|______________|*****|______________|*****|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

In this level, you need to kill everyone. This one should be easy once you
take out the magic users north of P1. It is the stronger party. Stock and
Yeesha's range attacks will be handy, and Sig and Mayfair can keep you alive
(because lord knows the Cypress magic-users will be blasting you to bits).

So, send P1 north. But don't clump up - leave one space between each party
member, so that enemy area-attack spells can only hurt one person at a time.
I suggest forming this pattern (this can be done on the first turn):

Ruce Adol
Sig
Stock Yeesha
Mayfair

Head north towards the enemies like that: Ruce and Adol have high defense
and will absorb the brunt of the attacks. Meanwhile, everyone is within
range of at least one of the two healers. Once you get north (near the
bishop), you can swing into the following pattern which will allow you to
physically attack the magic-users, while Stock and Yeesha take out anyone
who infiltrates your formation:

Ruce Adol Yeesha
Sig Mayfair
Stock

If your characters aren't strong enough to barrel through in this manner,
pick someone and send them north to die. Yep, let the enemy spellcasters
blow all their magic power, and then send the rest of P1 north. Alternately,
and this is much slower, you can actually try to combine P1 and P2. That
shouldn't be necessary, but...

In any case, once you take out the main force at the northwest gate, the
rest should be easy cleanup work.

-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------
Arch Knight 3 29 17 26 19 13 7
Boost2.
Bishop 1 31 23 23 20 14 5
Heal3 and Dispel.
Hell Sniper 1 28 0 24 23 12 5
Range2.
Lizardman 5 24 0 29 25 12 6
Vulnerable to cold.
Master Mage 2 25 21 20 19 13 5
Blaze3 and Dispel.
Pegasus Knight 3 23 11 24 21 11 7
Boost2. Have you noticed they like to travel in a trio?
Sorcerer 1 29 27 22 24 14 6
Freeze2.
-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------

After fighting through customs, the Shining Force is actually IN CYPRESS.
It took eleven battles to get here, so enjoy! (ahhhhhhhhhh) Okay, well,
now Adol leads the party across the pampas towards Gundoll Fort. Meanwhile,
GYAN the Beast has joined the party (and explained to the rest of the
Shining Force that Prince Adol left Cypress so that he could seek help to
save his homeland from Woldol).

******** MISSION 12 ********
PAMPAS AT NIGHT

Your party sets up camp for the night, but do the heroes in these games
ever get to rest? Of course not! Naturally, you're attacked in the dead
of night. Kill the Deadly Born, and in the process, find a hidden
character to help you out!
_________________________________________
/^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^\ Key:
|^^^^^ ^^^^^^^^^^^^ [X] ^^^^^| [X] = monster
|^^^ [X|X] [X] ^^^| [H] = deadly born
|^^ ^| [P] = party
|^ | /// = forest
|^^ | ^^^ = impassable mountains
|^^ | *** = water
|^ [X|H|X|X] /// (3) ^| (1) = notation
|^ [X|X|X|X] //***** ^|
|// ***/// ^| Items:
|^/// /// [X|X] /^^| 1 Bishop: Demon Rod
|^^//// //// ///^^^| 2 Sorcerer: Black Ring
|^^^///// ////^^^^^|
|^^^^^^//// [P] ///^^^^^^^^| Notes:
\^_^_^_^_^_^________________/_/_^_^_^_^_^_/ 3 Hidden Character: Domingo

The first and most important thing about this map is DOMINGO. If you head
to the lake and search the northeastern tip, Domingo (a giant jellyfish)
will appear and dare you to find him again. It shouldn't be too hard to
track him down again -- being a jellyfish, he's still in the lake. Just in
a different spot. The second time you find him, he joins the Shining Force
(though if you want to use him on this map, you'll need to Egress and switch
him into the party - I suggest getting rid of Gyan).

Aside from that, this map is very straightforward and easy. The Deadly Born
is the only enemy that _must_ be killed: it will run north. Set chase after
it and attack it with two or three people. When ganged-up on, it will be
no match for you.

Do watch out for worms. They will randomly appear in the mid-northern
sector of the pampas, blocking you from reaching the Deadly Born. They're
great for experience, but they can poison you.

-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------
Arch Knight 2 29 17 26 19 13 7
Boost2.
Bishop 2 31 23 23 20 14 5
Heal3 and Dispel. The one in the center has DEMON ROD.
Bow Rider 2 29 0 33 25 15 7
Range3.
Deadly Born LEADER 37 0 34 29 15 6
Gargoyle 2 29 13 31 23 12 6
Blaze 2 and Dispel.
Lizardman 3 24 0 29 25 12 6
Vulnerable to cold.
Sorcerer 2 29 27 22 24 14 6
Freeze2. The one in the center has BLACK RING.
Worm 0 29 0 31 22 13 4
This foul beast's bite will sometimes poison you.
-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------

Of course, traveling across the country isn't good enough to get to Gundoll.
Now, you must travel through the DEATH TUNNEL --- wonderful! At this point,
drop Gyan from the party and replace him with Domingo. You won't be using
Gyan ever again... unless you're emotionally attached to him, or something.

******** MISSION 13 ********
DEATH TUNNEL

As it turns out, the only way to Gundoll Fort is through this tunnel, so
eloquently called "Death Tunnel". How charming. In any case, Kashing, an
old yet trusted centaur soldier, warns you ahead of time:
WATCH OUT FOR TRAPS
_________________________________________
/ ___| [X] |________ _________ \ Key:
| |____ [H] [X|X] |____| |_ | [X] = monster
| _____ | [X] || [H] = ghoul
| |(2) |__| ___==___________==__________|| [P] = party
| |_________| == == (1)| | *** = rock wall
| ___| [X|X] *** [X|X] [X]____| | === = stone steps
| | *** ****** *** |__ | (1) = item/notation
| | *** **** *** |__ |
| |_ __________==__| |
| |____ ***** [X|X] __| _| == | | Items:
| ____|[X] *****[X]_| __| |_| 1 Chest: Halberd
| __| ___ | | [P] | 2 Chest: Empty!
| | (3) | |_____| | _| 3 Chest: Critical Sword
| |_________| |_________| | 4 Bishop: Protect Ring
\_________________________________________/ 5 Lizardman: Heat Axe

The aforementioned "traps" are mushrooms that randomly appear every now and
again. Don't worry about them too much - they might put you to sleep, but
they don't do damage. In fact, you might want to use them to earn
experience. Clear out the real enemies first, then smash some shrooms!

Because of the aforementioned sleep effect (and the fact that some of the
enemies on this board are tough), don't split up on this map. Take your
whole party and clear it out chunk by chunk, navigating from chest to chest.
It'll be much easier this way. Watch out for the Lizardman with the HEAT
AXE: not only do you want the axe, but so does he. And he'll use it, to
cast Blaze2 on your party members.

The CRITICAL SWORD is extremely powerful - be sure to pick it up.

-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------
Bishop 1 31 23 23 20 14 5
Heal3 and Dispel. He has the PROTECT RING.
Bow Rider 2 29 0 33 25 15 7
Range3.
Deadly Born 2 37 0 34 29 15 6
Evil Pixy 2 35 0 32 23 13 6
Gargoyle 1 29 13 31 23 12 6
Blaze 2 and Dispel.
Ghoul LEADER 28 0 34 31 14 6
Its touch can poison you.
Lizardman 2 24 0 29 25 12 6
Vulnerable to cold. One of them has the HEAT AXE.
Magical Mush 0 39 0 26 22 20 0
The mushroom sends out sleeping spores - they cover a wide range!
Sorcerer 1 29 27 22 24 14 6
Freeze2.
Worm 2 29 0 31 22 13 4
This foul beast's bite will sometimes poison you.
-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------

After the battle, KASHING will join with the Shining Force. With the Death
Tunnel having been successfully navigated, the path to Gundoll Fort is clear.

******** MISSION 14 ********
APPROACHING GUNDOLL FORT

As this mission begins, Gundoll Fort looms in the distance! The vile
MINOTAUR challenges your party in Bazoo's absence. Smite the horny fool
to win this mission.
_________________________________________
/^^^^^^^^^^^^^^^^^^|Fort|^^^^^^^^^^^^^^^^^\ Key:
|^^^^^^^^^^^ ////|____|^^^^^^ ....^^^^^^| [X] = monster
|^^...[X|X] ///[X|H].............^^^^| [H] = minotaur
|^^^..[X] (1) ///[X]/....... ...^^^| [P] = party
|^^.. ^^^^^^....... [X] ...^^| /// = forest
|^../// ^^^^^^^^..... [X] .....^| ^^^ = impassable mountains
|^^/// ^^^^^^^^^^...............| ... = low mountains
|^.. ..^^^[X]^^^...... ....| (1) = item/notation
|^^.. (2) [X]...^^[X]^^^.... [X] ...|
|^^^.. [X]//..^^^^^^^...... [X]../| Items:
|^^^^.. [X] //..^^^^^^^.........///| 1 Bishop: Healing Rain
|^[X]^.. ///^^^^^..../////////| 2 Bow Rider: Buster Shot
|^^[X]... //////////// |
|........... ///// [P] |
\_._._._._._._____________________________/

For the most part, your Shining Force party can travel more quickly over the
grassy Western route. It looks longer, but it's really faster! Not to
mention, it will also lead you straight to the BUSTER SHOT (held by one of
the Bow Riders you'll meet along the way) and a HEALING RAIN (carried by the
bishop in the northwest corner of the map).

There is, however, an easy way through this level. All you need to do is
kill the minotaur - and he is very easy to kill. Claude and Domingo can
travel very quickly through the mountains and forests along the eastern path.
Send Claude straight to the minotaur - it should die in two or three hits.
Domingo makes a nice distraction - with his lower defense ability, the enemy
goons will gang up on him. Be sure to cast a few BLAZE3 and FREEZE3 spells
for experience before he dies. If you need extra distractions (or want to
provide backup so that Domingo won't be slaughtered mercilessly), your Hero
and Gyan the Beast, while slower than Claude and Dom, can cover ground at a
respectable pace. Certainly much more quickly than your other units...

If you don't have Domingo, don't even try to send Claude out alone. He'll
just be destroyed by the Deadly Born and Gargoyles. In any case, you should
still send the balance of your party along the Western path to gain
experience and to pick up the Buster Shot.

-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------
Bishop 2 31 23 23 20 14 5
Heal3 and Dispel. The one in the northwest has HEALING RAIN.
Bow Rider 2 29 0 33 25 15 7
Range3. Located just west of the central mountains. One of them
has the BUSTER SHOT --- you should be certain to obtain it.
Deadly Born 2 37 0 34 29 15 6
Particularly if you only send Claude and Domingo through the
eastern path, these guys will deal a lot of damage.
Evil Pixy 2 35 0 32 23 13 6
Gargoyle 2 29 13 31 23 12 6
Blaze2 and Dispel. These are hovering over the central mountains.
Ghoul 3 28 0 34 31 14 6
Its touch can poison you.
Minotaur LEADER 30 0 38 32 17 5
Worm 3 29 0 31 22 13 4
This foul beast's bite will sometimes poison you.
-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------

Once you win this battle, GATES the Gladiator will arrive and join you.
He will inform you that for every soldier you defeat, a Gardianian captive
is executed! With that bit of important info, the Shining Force then enters
the Fort post haste. When you get a chance, be sure to talk to Gates at
the camp, as he has something interesting to say...

******** MISSION 15 ********
GUNDOLL FORT'S PERIPHERY

This is no search-and-destroy: now that you're at Gundoll Fort, just go in
and DESTROY EVERYTHING! Be warned: the Fizzle Ball negates magical spells.
Destroy it if you like - or, if you prefer, organize your party so that
you aren't using any of your spellcasters. In any case, Frabell and Dantom
argue a bit. Dantom the Beast goes inside, leaving Frabell to deal with you.
_________________________________________
/ | | [T]| [X] [X] [X] |\ Key:
| | |=___| _________ || [X] = monster
| | [X]= ____=__|||||||||==_ || [T] = fizzle ball
| | [X]| = [X] ==| [X]|| [P] = party
| | |______ ______ | || === = ladder
| |[X] | | [X]| |______=___|| (1) = item/notation
| | [X]| | | | = ||
|(1)|__=______=___| |_==_| | ||
| | = | = == [X]| [X]||
| | [X] |______ _______| || Items:
| | | | [X] || 1 Chest: Running Ring
| | [X] | | ||
| |_____=__=__=_| |__________=___||
| = = = [P] = |
\_________________________________________/

The Fizzle Ball negates magic on this map. Destroy it to enable magic - or
just don't use magic-users, then you can destroy it last (and since it has
no forms of attack, it should be easy). You'll need to kill everything to
advance anyways.

The east side will be blocked by the two Deadly Born. It is much faster to
move along the west side (since if one ladder is blocked on the west, there
are two others to choose from). If you haven't already done it, by this
point MASSIVELY BEEF UP CLAUDE. Make him your Angel of Death!

Be sure to send one unit up the left side of the map - tucked away in a
crevice is the RUNNING RING, which extends the movement capability of a
chosen character. This is the _only_ way to increase movement (well asides
from eating a Running Pimento); you don't gain movement by leveling. So
choose wisely as to who shall wear it.

-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------
Brass Gunner 3 37 0 39 33 19 4
Range2.
Deadly Born 5 37 0 34 29 15 6
Evil Pixy 2 35 0 32 23 13 6
Fizzle Ball 1 35 0 0 33 18 0
Negates magic spells. Destroy it, and you can cast to your
heart's content.
Ghoul 4 28 0 34 31 14 6
Its touch can poison you.
Minotaur 1 30 0 38 32 17 5
-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------

After the battle, Dantom and Frabell argue. Since she failed to destroy
you, Woldol teleports Frabell back to his castle (for punishment?), and
Dantom prepares for HIS chance at bringing you down.

******** MISSION 16 ********
DANTOM'S CHALLENGE

Finally, the Shining Force enters Gundoll Fort. DANTOM the Beast steps
forward, offering his respects to the Prince. He then returns to his throne,
and the battle begins with a trek up a grand staircase. This map is quite
appealing visually, with large pillars, blue tile, and golden chandeliers.
_________________________________________
/ [H] [X|X] \ Key:
| | [X] = monster
| ______ [X] ____ [X]| [H] = Dantom
| | [X]\ [X|X]/ | | [P] = party
| | [X] \ / [X] | | ===
| | \[X]_____[X]/ (1) | | === = staircase
| | ===== | | ===
| [X] | ===== | | (1) = item/notation
|_____/ ===== | |
| [X]=====[X] | | Items:
| ===== / | 1 Minotaur: Power Ring
| ===== / |
| / (2) | Notes:
| [P] | | 2 Dantom's Retreat Zone
\______________________________|__________/

This battle is very straightforward, but not easy by any means. Not only is
Dantom himself very powerful, but there are a lot of new enemies to become
accustomed to. The HAWKMEN can provide Boost2 spells that will render other
enemies nearly impervious to even the Prince's attacks. CERBERUS has a very
powerful firebreath attack that can (and will!) do 15 or so damage to even
your well-defended monks. DEMON MASTER is a Sorcerer Deluxe - even more mana
and an even more powerful spell. And BELIAL combines offensive magic power
with flight - the Incubus has done this before, but not to the same degree.

The staircase is plenty wide enough to get your entire party up. Unless you
are building experience, don't even bother fighting the Brass Gunners at the
bottom - send your units up as quickly as possible. If you have slower,
newer members in the party (ie, Gates) use him to beat on the Gunners. He
should be able to kill them by himself without dying. If you don't have any
such units, ignore them. There is one monster on the lower level worth
killing, and that's the MINOTAUR, who has the POWER RING. The easiest way to
take care of that is to send Claude (who by now should be an effective Angel
of Death). Why Claude? He can fly from the upper level to the lower level
without caring about the staircase. Send anyone else after the Minotaur, and
they'll have to contend with Brass Gunners as well.

When you reach the top, the Cerberi and Hawkmen will attack, and (most
likely), the Cleric and Demon Master will run to zone 2 as indicated on the
map above. What about DANTOM? He's probably already in zone 2, as he begins
running the instant battle begins. You might have already noticed that
Dantom often gets two movements per round, as opposed to everyone else's
single movement.

When you finally do confront Dantom in the Southeast corner (you will most
likely have to kill everything else to get there), remember that he gets
two movements for your one, and often counterattacks and gets dual attacks.
I suggest moving your hero and monks in close. Either Ruce or Gates works
well too, since they have high defense. Shade and/or Stock is great here,
but keep them safely shielded behind other party members as Dantom DOES tend
to attack the archers first: and with their low defense, he can kill them in
a single round if you're not lucky. Just bean Dantom for a while and he'll
go down. He has no spells or special abilities, so the battle is quite
straightforward (if difficult).

-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------
Belial 1 31 23 38 27 17 6
Bolt and Dispel. This one flies, so you can't hide from him.
Brass Gunner 4 37 0 39 33 19 4
Range2. Located both at the bottom and top of the staircase.
Cerberus 3 35 0 39 32 17 7
These vicious dogs have a powerful firebreath ability.
Cleric 1 41 40 29 30 16 5
Heal4 and Attack. Yep, kill this guy or he can fully revive anyone,
and it really sucks when he revives Dantom.
Dantom LEADER 80 18 53 40 21 5
Dispel. To answer the obvious question: no, he won't ever cast it.
Demon Master 1 38 38 30 31 17 6
Freeze3 and Boost2.
Hawkman 3 27 18 42 31 15 7
Boost2.
Minotaur 1 30 0 38 32 17 5
-------------------------------------------------------------------
ENEMY NAME # HP MP Att Def Agi Mv
-------------------------------------------------------------------

Dantom will hold back in battle. He served your family for so long, that he
can't bring himself to kill you. In his death speech, our poor blue friend
will confess that King Edmond has been brainwashed by Woldol. Furthermore,
Woldol himself is a cultist - a worshipper of the Dark Demon, Iom...

SHRIEK, another BirdBattler, then arrives and joins the party. He reveals
that LUG still lives! Lug has gone on ahead to Cypress to confront the
enemy on his own.

And thus ends Chapter Three...

|------------------------|--------------------|------------------------|
|                        |    CHAPTER FOUR    |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION 17   ********        
                           EDMOND'S LAST STAND           

Finally, the Shining Force approaches the palace of Cypress!  Kind Edmond
himself leads an army to defeat you.  Oddly enough, Edmond isn't too happy
about it, feeling more like Woldol's lackey than a King.  In any case, he
will (BY FAR) be your hardest opponent thus far.
 _________________________________________
/         ///////////////////////////     \     Key:
| [P]    //////////////////////[X]/////   |      [X] = monster
|      ///// ^^^^^^^^ ^^^^^^^^^ ///////// |      [H] = Edmond  
|   ////// ^^^^^^^^^^^^^^^^^^^^^ //[X]////|      [P] = party
|///// ^ //////////////.. .^^^^^^^ ///////|      /// = forest
|///// ^^.//////^^^^////    .^^^^^^ //////|      ^^^ = impassable mountains
|///// ^^^.//////^[X]^//[X] /.^^...(2)////|      ... = low mountains
|///// ^^^..//[X]/^^^////  [X]...^^^ /////|      (1) = item/notation
|///// ^^^^....//[X]////////....^^^ //////|            
|////[X]^^^^.................^^^^ ////////|      Items:                
|//////// ^^^^^^^^^^^^^...^^^^^^ /////////|      1 Cleric: Evil Ring     
|/[X]////// ^^^^^^^^^^.(2).^^^^ /////////^|      
|   //////////////////////////////[X|H]/^^|      Notes:
|  [X]////////////////////////[X]////^^^^^|      2 Golems appear here
\_______/_/_/_/_/_/_/_/_/_/_/_/_/_/_^_^_^_/

This will be a sloooooow battle.  You ought to be using Domingo, Claude, and
Shriek, as they can travel more quickly on this map.  If you ignored my
earlier advice and are using Gyan, he'll actually be useful here, too.  But
don't use him.  Gyan sucks.  (I am of course kidding - if you like Gyan,
pay me no heed!)

The quickest way is to cut straight through the middle, as the mountains
and forest slow the majority of the Shining Force equally.  There shouldn't
be anything too difficult along the way - watch out for GOLEMS that will
appear mid-battle at the two mountain passes.  They are not too tough, but
if you send in, say Wendy, she might get clobbered if you're unawares.

Once you engage him, Edmond is even harder than Dantom.  Do _not_ just send
in troops as they arrive: come from both sides (from the southern pass and
from the eastern pass).  Set your strongest DEFense people in close and
have Yeesha/Wendy attack from the outside.  If you leave a hole for Edmond
to escape through, he _will_ get out and kill your weakest members (ie, your
mages).  Feel free to ignore this advice - if you've leveled up a ton, you
can kill him eventually through attrition.  It's just that 8 or 9 people
will die, even if you're really powerful.

Oh, and another reason to protect your magic users when fighting Edmond ---
he is heavily, HEAVILY resistant to physical attacks.  Magic does a lot
more damage.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Belial          2       31      23      38      27      17      6
        Bolt and Dispel.
Brass Gunner    3       37      0       39      33      19      4
        Range2.
Cerberus        3       35      0       39      32      17      7
        These vicious dogs have a powerful firebreath ability.      
Cleric          1       41      40      29      30      16      5
        Heal4 and Attack.  Don't even think of fighting Edmond without
        killing this guy first.
Demon Master    1       38      38      30      31      17      6
        Freeze3 and Boost2.
Dulahan         2       28      12      41      36      19      6
        Dispel.
Edmond        LEADER    99      30      55      43      22      5
        Boost2 and Heal.  The King is a very tough cookie.
Golem           0       30      0       39      34      18      4
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Once you defeat Edmond... he dies??  Yes, he was brainwashed and merely a
puppet of Woldol, but you never free him from his curse!  He dies, calling
the Prince a traitor to Cypress in the process... amidst this rather
depressing moment, RANDOLF the Knight (yes, *another* centaur) appears and
offers his services.  You hardly need three Knights, but this one is worth
it - his attack power is far greater than either Apis or Kashing.  So you
should probably switch him into your party and remove whoever you had been
using.  Don't forget to give Randolf the halberd!


                     ********   MISSION 18   ********
                          MOUNTAINSIDE STRUGGLE  

Once you've made it past Edmond's Last Stand, it's time for a trek up the
mountains.  This battle takes place high above the ground, with parallax
clouds looming beneath.  At the northwest is the goal: Woldol's Castle, and
his EXECUTIONER guard.
 _________________________________________
/@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\     Key:
|@@@@@@/ [C]  \@@@@@@@@@@@|       \@@@@@@@|      [X] = monster
|@@@@|   [X|H]  \@@@@@@@|  [X]  [X]\@@@@@@|      [H] = executioner
|@@@@|___  [X]__|=======|           |@@@@@|      [P] = party
|@@@@@@@@|    |@@@@@@@@@|____   [X]   |@@@|      @@@ = sky (can only be
|@@@@/  [X]   |@@@@@@@@@@[X]@\        |@@@|            navigated by flight)
|@@@/  [X]    /@@@@@@@@@[X]@@/   [X]  |@@@|      [C] = Woldol's Castle
|        __[X]@@@@@@@@@@@@@@/    [X] /@@@@|      === = bridge       
|      _|@@@\[X] |@@@@@@@/          /@@@@@|            
|\[X] |@@@@@@ (1)   \@@@/          |@@@@@@|                            
|[X]   \@ @  _________[X]_[X|X]    |@@@@/ |      Items:                  
|@/         /@@@@@@@@@@@@@@|              |      1 Dulahan: Valkyrie
|@|         \@@@@/    \@@/                |
|___          _________          [P]   ___|
\@@@\________/@@@@@@@@@\______________/@@@/

Although it looks complex, this map is actually quite simple.  There is 
open ground, and then there is sky.  There are three potential paths: the
eastern path, the central path through the Dulahans, and the western path,
which runs south along the border and then north along the western edge of
the map.  First off, taking the western path won't spare you any effort.
The central path looks more crowded - and it is!  The eastern path's main
obstacle appears to be the collection of golems in the corner.

The first things to know are: the Golems will go to the Castle, and the
Belial in the center of the map will home in on you no matter which path
you choose.  Since the Golems are nice enough to move out of your way, you
should send the majority of your party along the eastern edge of the map and
across the bridge.  To avoid clumping along the bridge, just send a few of
the faster units (ie, Claude/Shriek) flying across the center of the map,
straight for the castle.  That should be enough to distract most of the
enemies so that you can cross the bridge in style.  Once that happens,
victory is assured --- there's nothing here that should pose much of a
problem if you keep the majority of your party together.

Of course, if you've built Claude up into an Angel of Death, you can just
beeline for the EXECUTIONER, kill him quickly, and win the mission instantly.
It is recommended though that you fight this one through.  All the enemies
are relatively easy (in particular the Dulahans and Golems), and will provide
quite a bit of experience.  Levels will be very important...

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Belial          4       31      23      38      27      17      6
        Bolt and Dispel.  Like your birdmen, it flies over gaping holes.
Brass Gunner    2       37      0       39      33      19      4
        Range2.  By this time, the weakest enemy on the board.
Cerberus        2       35      0       39      32      17      7
        These vicious dogs have a powerful firebreath ability.      
Demon Master    2       38      38      30      31      17      6
        Freeze3 and Boost2.
Dulahan         3       28      12      41      36      19      6
        Dispel.  One of the two in the center has the VALKYRIE.
Evil Bishop     1       48      61      32      32      19      4
        Aura3 and Boost2.  And plenty of MP to cast that Aura3, too.      
Executioner   LEADER    45      0       45      36      22      5
Golem           4       30      0       39      34      18      4
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The aftermath of this battle is as simple as they come.  The dying     
executioner mumbles something about how the demon has been summoned, then
the Shining Force moves onwards towards the castle.


                     ********   MISSION 19   ********
                         STORMING THE CEREMONIES

When you arrive at the Castle grounds, GEPPEL will confront you.  He is
Woldol's heretofore-unintroduced general, and actually very, very cool.
He's also hard as nails, but not as bad as Edmond was.
 _________________________________________
/   |      **     |      |(1) **      |   \     Key:
|[X]|      **[X]  |______| [X]**      |[X]|      [X] = monster
|   |   [X]**      [X][H]     **[X]   |   |      [H] = Geppel
|   |____  ****          [X]****  ____|   |      [P] = party
|       |    ********==*******    |       |      === = stairs
|    _=_|    ********==*******    |_=_    |      *** = water               
|   | =         [X]   [X]           = |   |      (1) = item/notation
|   |_________[X]__[X] _______________|   |      
|               [X]|   |[X]               |      Items:
|__________________|   |__________________|      1 Chest: Dark Sword   
|*******************===*******************|      2 Evil Bishop: White Ring
|*******************===*******************|      3 Geppel: Axe of Atlas
|                   ===    T   T   T      |      
|                   [P]           (4)     |      Notes:           
\_________________________________________/      4 Hidden Character: Amigo

The assassins perched on the sides do a lot of damage.  They also provide
a lot of experience.  Even up to level 20 (!!!) Claude can kill them (in one
or two hits) for 49 fast points.  Not that you need to reach level 20.  But
that's an example to how much experience they provide.

There's a hidden character on this level: AMIGO, another magical creature
(similar to Domingo, but this one is a healer and ultimately much less      
useful because, unlike Mayfair and the monks, he has no offense power at
all).  To find him, head right immediately upon starting the mission.
Search the third tree, and he'll join your party.

As for the battle?  For the most part, easy.  Watch out for the wyverns and
chimerae --- their breath packs a wallop.  In most likeliness, the brunt of
the enemy forces will assemble in front of the second bridge.  It really
should not be too difficult to defeat them.  The main difficulty will be
GEPPEL himself: like Edmond and Dantom, he moves in double-time, getting
two turns per cycle.  (At least it's not two consecutive turns --- which
you'll be seeing soon, alas!)  The fortunate bit is that he won't advance
past the drawbridge, so you don't have to worry about him while slaughtering
his mindless minions.  The problem is that his Axe of Atlas casts Blaze2.
Nasty, nasty stuff.  Physical weapons hurt him more than Edmond, so this
will still be a bit easier to win.  Just be careful on the small fry and
then throw everyone at Geppel --- he'll die!

It's really not important since they're easy to kill, but DULAHANS will
re-spawn in the northwest and northeast corners of the map.  If someone
really needs experience, they can just sit in one corner and wait, picking
off the Dulahans as they appear.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Assassin        2       38      0       48      31      20      7
        Range3.  Take these guys out fast, or they'll decimate you.
Chimera         2       32      0       44      32      19      6
        This has a powerful fire breath ability.
Demon Master    2       38      38      30      31      17      6
        Freeze3 and Boost2.
Dulahan         2       28      12      41      36      19      6
        Dispel.  These will regenerate at the NW and NE corners.
Evil Bishop     1       48      61      32      32      19      4
        Aura3 and Boost2.  Kill him to acquire the WHITE RING.
Geppel        LEADER   140      31      57      42      23      6
        Boost2.  He also uses the AXE OF ATLAS to cast Blaze2.
Golem           3       30      0       39      34      18      4
Wyvern          2       31      0       45      34      18      7
        This dragon-like creature has an icy breath.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

As he dies, Geppel ominously warns that Frabell and Bazoo have been magically
strengthened and shall be your doom.  Why does he say this?  To scare you?
To warn you away?  In any case, Geppel dies (like everything else, in an
explosion) and the Shining Force finally enters the castle to kill Woldol
and stop the summoning of Iom.  And also to save Anri (that little bit to
the story that was in the prologue but ignored ever after).


                     ********   MISSION 20   ********
                            FRABELL AND BAZOO

FRABELL and BAZOO are here, ready to take you on.  Not a big deal, you
might think, since you've defeated both of them already.  Well, these are
the New and Improved versions!  Bazoo in particular has quite the undead
look to him...  In any case, this can be a very hard battle - but it should
be manageable if you're careful.  Do NOT go charging in at the bosses this
time (not even with Claude).
 _________________________________________
/           |                |            \     Key:
|           |    [T]  [H] [X]|            |      [X] = monster
|          ==                ==  [X]      |      [H] = Bazoo   
|  [X]     ==                ==    [X]    |      [T] = Frabell
|[X]       ==                ==           |      [P] = party       
|          ==                ==           |      === = marble steps 
|           |                |       [X]  |      (1) = item/notation
|           |___==========___|         [X]|      
|               ==========                |            
|   [X|X]                  [X]            |      Items:                
|                          [X]            |      1 Executioner: Evil Axe
|                             [X]         |      
|                                         |
|                   [P]                   |
\_________________________________________/

First off, the executioner to the west has the EVIL AXE.  If you're actually
using a Gladiator and want to curse them, I suppose it's worth mentioning.
But at this point, I had already dropped Ruce and Gates out of the lineup.

Bazoo literally gets two consecutive turns.  Taking a glance at his spell   
list, he can make life very hard on you.  So my suggestion is to eliminate
all other possible threats.  The Wyverns and Chimeraie (with their ice and
fire breath) can deal a lot of damage - even to Claude - so you certainly
need to eliminate them.

As for Frabell?  Don't even THINK of trying to take on both bosses at once!
If you move to the front of the platform (basically go up the steps and
stop), then Frabell will take the bait and charge at you, where you can
take her down without Bazoo sticking his nose into things.  That's good.
On her own, Frabell is actually pretty easy to defeat, though once again,
you might want to clear the Wyverns and Chimerae out first.  If she dispelled
any of your magic-users, just wait a few turns before going after Bazoo.
Once you attack Bazoo, bear in mind that he gets two turns - so attack
fast and with everyone.  You cannot afford to send one at a time!  You
should also take the Bishop (on Bazoo's right) out very quickly.  I like to
send in Claude - he's great at those Seek and Destroy bits.

This is a pretty tough board if you're not careful.  But if you're careful,
it's merely long.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Assassin        2       38      0       48      31      20      7
        Range3.
Bazoo         LEADER   160      72      48      42      14      5
        Bolt2, Muddle2, and Heal2.  Take him on last.
Chimera         2       32      0       44      32      19      6
        This has a powerful fire breath ability.
Evil Bishop     2       48      61      32      32      19      4
        Aura3 and Boost2.
Executioner     3       45      0       45      36      22      5
Frabell       LEADER    90      26      58      41      24      6
        Dispel.  Lure her out first.
Skull Knight    1       38      18      46      39      23      5
        Dispel.
Wyvern          2       31      0       45      34      18      7
        This dragon-like creature has an icy breath.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Bazoo dies, with ominous forebodings.  But then, Woldol's grand entrance
can't exactly be anything BUT ominous...                                


                     ********   MISSION 21   ********
                        INTERRUPTING THE SUMMONING

Finally, you barge in on Woldol during the summoning ceremony.  It is not
yet complete, as the EVIL MONSTER is still visibly stuck in the floot, 
unable to move.  You must kill both Woldol and the Monster!
 _________________________________________
/           |[X]             |       [X|X]\     Key:
|           |  [X]           |            |      [X] = monster
|          ==      [T]       ==[X]        |      [H] = Evil Monster
|          ==             [X]==           |      [T] = Woldol 
|          ==      [X]       ==           |      [P] = party       
|          ==                ==           |      === = marble steps 
|           |      [H]       |            |      
|           |___==========___|            |      
|               ==[X|X]===                |            
|                                         |      
|                                         |      
|                                         |      
|                                         |
|                   [P]                   |
\_________________________________________/

The EVIL MONSTER cannot move, but it can cast Bolt3.  It's easiest to pick
off the small enemies (and Woldol) first, but stay out of Bolt range.
Instead of charging straight up the steps, go around the sides.

Woldol himself is surprisingly easy to defeat.  The only danger is his      
DEMON BREATH (which is similar to the wyvern's ice breath - it does a lot   
of damage).  Even so, he only has 50 hit points and he's not resistant to
anything.  So he should die fast.  After that, surround the Monster: place
short-range attackers directly north and south of the hole.  On the east and
west, use ranged attackers (the hole prevents you from standing directly
adjacent to him).  However, Shriek and Claude can fly above the hole, so you
can use them on the east and west sides as short-range attackers!

In any case, the monster can't Bolt3 everyone.  Against 4 or 5 people, it
can't last long, even if it does have 180 hit points.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Assassin        2       38      0       48      31      20      7
        Range3.
Evil Bishop     1       48      61      32      32      19      4
        Aura3 and Boost2.
Evil Monster  LEADER   180      ??      53      36      23      0
        Bolt3 and Dispel.
Executioner     2       45      0       45      36      22      5
Skull Knight    2       38      18      46      39      23      5
        Dispel.
Woldol        LEADER    50      ??      45      34      24      5
        Boost2.  Shockingly easy to defeat...
Wyvern          2       31      0       45      34      18      7
        This dragon-like creature has an icy breath.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Now things get weird.  After the monster dies, Woldol laments profusely, as
his plans have seemingly been shattered.  He tries to escape, but LUG stops
him!  Lug has found the SWORD OF HAJYA (a magical weapon necessary to defeat
the evil powers of Iom).  So, Woldol becomes a scorpion.  Riiiiiiiight.


                     ********   MISSION 22   ********
                            THE FINAL BATTLE

Lug stands before you, waiting to give the Sword to the Prince!  Woldol has
adopted his true, final form and is ready to kill you!  Meanwhile, the 
unearthly guardians of Iom have risen from the ground to defend their lord!
You must take the Sword from Lug, strike Woldol with it, then finish him off.
 _________________________________________
/           |       [T]      |            \     Key:
|           |                |            |      [X] = monster
|          ==                ==           |      [H] = Woldol  
| [X]      ==       [H]      ==     [X]   |      [T] = Evil Bishop
|          ==         [X]    ==           |      [P] = party       
|          ==                ==           |      === = marble steps 
| [X]       |                |      [X]   |      
|           |___==========___|            |      
|               ==========                |            
| [X]                                  [X]|      
|                                         |      
|                   LUG                   |      
|                                         |
|                   [P]                   |
\_________________________________________/

Lug is now a playable character for this mission only.  His only purpose is
to give the SWORD OF HAJYA to the leader (in this case, Adol) of the Shining
Force.  So, move Adol towards Lug, then on Lug's turn, give the sword to the
prince.  Step one accomplished!

Now, the problem is "how to take down Woldol".  First things first - Adol
must hit Woldol with the Sword of Hajya.  So, move him next to Woldol, equip
the sword, and attack him with it.  There will be this weird bit where   
Woldol spews slime and stuff, poisoning Adol's arm.  Don't worry about it.
It's part of the storyline.  Step two accomplished!  (Note: if you tried to
hit Woldol with other characters earlier, they did no damage.  Guess what?
Once your Leader makes that first hit, they ALL do normal damage now!  Yeah!)

At this point, surround Woldol and destroy him, similar to how you destroyed
the Evil Monster (except Woldol can move if he wants, but he won't move
much.  Also, there is no hole, so you can place anyone to the east and west
of Woldol).  Be aware that Evil Bishops will re-spawn at the far north, and
they have Aura3, which if they cast it on Woldol, is really REALLY annoying.
So pick one person, send them north, and beat on bishops so that they use all
their mana healing themselves.  As for everything else?  Small fry.  Don't
worry about them.  30 Hit points?  Only 43 attack power?  No, Taros is no
concern to you.

If you have been casting AURA each turn with Mayfair, then hopefully she's
hit level 20 (and has Aura4).  This heals everyone in your Party, no matter
where they are on the screen.  It's a great thing indeed!

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Evil Bishop     1       48      61      32      32      19      4
        Aura3 and Boost2.  You do not want to let him anywhere even
        remotely near Woldol - assign one party member to keep this
        guy occupied.  He will repop, to boot...
Sentinel        1       34      0       48      45      22      4
Taros           6       30      0       43      39      20      4
Woldol        LEADER   250      ??      55      40      25      5
        Beware of his powerful Demon Breath.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After the battle, and during the celebration, Adol collapses to the ground,
his arm turned to stone.  The Shining Force will set forth once more to join
with Cypress, to restore Adol's arm by defeating Iom again.

      AND THUS, BOOK ONE ENDS.  (Oh yes, and Queen Anri was rescued.)

****WARNING: Keep your saved game on the RAM cartridge!  Do not erase,
and do not over-write with Book Two data!  Just keep it there...

[-----------------------]PART TWO:  WALKTHROUGH[-----------------------] 

BOOK TWO:  The Evil God Awakes

This tells the tale from Shining Force 2, also released for the Game Gear,
but THIS time the United States got it!  So for some of you, this might seem
awfully familiar.  Well, if you want to see the all-new Book Three, you need
to play through it again.  So deal!

*ahem*

In the middle, Warderer sacrifices a royal king at the shrine of Iom.  With
Woldol dead and buried, it seems that Warderer is the new high priest, in
charge of summoning Iom (which is now being referred to not only as a diety,
but also as a country).  His companions are introduced: Barbara, a green-
skinned woman who appears to be a mage of sorts, Solo the one-eyed monk, and
Hindel: a masked warrior whose brother was killed by an unknown swordsman...

Gordon the weasel-man is summoned by Warderer, and is sent to fetch the
SWORD OF HAJYA from the Prince of Cypress (in my case, Adol is his name).

Shift to Cypress Castle.  Gyan and Prince Adol lead an army out to defeat
Iom, leaving Mayfair in charge of the castle.  Natasha (a young mage) and
Dawn (a cute centaur) find a wounded soldier --- DEANNA is his name.  Well,
I re-named him to Mills, and you should, too.

In any case, the characters have been introduced, and the stage is set...

|------------------------|--------------------|------------------------|
|                        |    CHAPTER ONE     |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION  1   ********
                           DEFENDING THE CASTLE    

Once the Prince and the Cypress army have left for Iom, Mayfair places you
(Mills, the hero) on guard along with Dawn, Natasha, Eric, and others.  It
also seems to be a normal day (replete with plenty of goofing off, and
plenty of Natasha scolding the goofer-offers), until the distinctly
abnormal occurrence of exploding walls.  The Iom army is invading, and
they must all be killed!
 _________________________________________
/ _____________             _____________ \     Key:
| |   **      |             |      **   | |      [X] = monster
| |   **      |             |      **   | |      [T] = dragonute
| |   **      |_____________|      **   | |      [P] = party
| |   **            [P]            **   | |      *** = water 
| |   **                           **   | |      === = bridge               
| |   **            ===            **   | |      
| |   **************===**************   | |      
|  [X]**************===**************  [X]|            
|[T]    [X]        [X]                    |      
|  [X]               [X]            [X]   |      
| |                 ===                 | |      
|*******************===*******************|
|*******************===*******************|
\_________________________________________/

This mission's goal is extremely simple: kill all the enemies.  They can
actually whittle you down quickly (especially if you let two or more gang
up on one person) --- except JAHA.  He is your 'tank', capable of taking
hits without losing damage.  If you have to send someone out across the
bridge, send him.

When foes gang up on Jaha (and they'll gang up on whoever crosses that      
bridge, which is why I suggest sending Jaha), use ranged attackers like   
Natasha, Eric, and Dawn, to kill the foes.  Eric in particular deals a   
nice chunk of damage.  Even with Blaze, Natasha is weak.  But not useless.

As always, the beginning and end of the Book are the best times to work on
leveling up, if you so desire.  I pretty much blazed through this Book as
quickly as possible without too many problems, but if you like to play it
safe, then you should be able to get up to level 5 or so by EGRESS-ing.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dragonute       1       15      5       12      7       7       5
        Blaze. 
Goblin          5       9       0       10      6       4       5
Scavenger       2       13      0       11      6       6       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After vigilantly defending the castle, Mayfair cries out that a thief has
stolen the SWORD OF HAJYA!  It is Graham - a centaur, who breaks through
the northern wall and (for now) escapes.  The new Shining Force of Cypress
follows through the hole, to the edge of cliffs.  All the characters leap
off the cliff in style (except Jaha, who kind of just rolls off, then lands
with a crash).


                     ********   MISSION  2   ********
                           CHASING AFTER GRAHAM   

Graham has escaped, and soldiers from Iom block your path.  But if you cross
the river and move towards the cliffs, you should still be able to catch
him.  Don't let a few goblins stop you!  Kill everything!
 _________________________________________
/______________             ______________\     Key:
|              \_         _/              |      [X] = monster
|                \_______/                |      [T] = dwarf   
|                   [P]     **************|      [P] = party
|     [X]                *****************|      *** = water 
|                    ********             |      @@@ = bridge              
|        [X]       @@@                    |      
|                  @@@   [X]  [X]         |      
|                  ***     [X]            |            
|                ***               [X]    |      
|              ***                   [T]  |      
|             @@@    [X]  [X]             |      
|             @@@      [X]                |
|             ***                         |
\_____________***_________________________/

Once again, you need to slaughter each and every for to advance.          
                                                                     
Since it's to your advantage to surround and destroy enemies, fighting on
the bridges is a no-no (since you are apt to lose a one-on-one battle,
unless you've already leveled up several times).  If you try to cross the   
northern bridge, you will be blocked almost immediately.  Especially if a
bat puts you to sleep --- then you're stuck!  The southern bridge is wider
and a better choice if you want to cross into the open lands quickly.  Why?
As you approach the North bridge, the southern enemies will move north...
leaving the South bridge less guarded.

Watch out for the huge bats: they can pummel even Jaha in a couple of hits
(and they can put you to sleep, which is really bad if they do that to your
Shining Force Leader).  So be sure to surround them, and kill them FAST.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dragonute       2       15      5       12      7       7       5
        Blaze. 
Dwarf           1       18      0       14      8       7       4
Goblin          3       9       0       10      6       4       5
Huge Bat        2       14      0       13      8       6       6
        The huge bat's bite can put you to sleep.
Scavenger       2       13      0       11      6       6       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Unfortunately, you've lost sight of the thief.  Mayfair leads the Force to
Thames Village to look for information.  While there, the town seems oddly
quiet.  The local priest SLADE explains that the villagers are being held
captive by Iom!  After Mayfair talks to Slade (and convinces him that Iom
never keeps their word), Slade joins the Shining Force.  For now, you have
to use him --- and hey, he can heal, so he's not useless.  But he really,
really sucks.  No offense or defense at all!  So, don't worry too much about
leveling him.  Unlike Mayfair, he doesn't even get the Aura spell, so there's
no sense in even bothering to promote him.


                     ********   MISSION  3   ********
                             DEPARTING THAMES         

The Shining Force leaves Thames to follow Graham to the Albert Cliffs.
So your suspicions were right - the cliffs is the destination!  Unfortunately
the Iom Army stops you in your tracks.  Kill them all!
 _________________________________________
////////////////////////////////////.^^^^^\     Key:
|//////////////////////_/_/_/_////////.^^^|      [X] = monster
|////////////////////_/[X]     \///////.^^|      [T] = Iom knight
|///////////_/_/_/_//    [T|X]  \///////.^|      [P] = party
|///_/_/_/_/ [X]            *****////////^|      /// = forest
|///           [X|X]   ///**[X|X]**///////|      ^^^ = impassable mountains
|//|           *******/////*******/_/_////|      ... = low mountains
|//|         [X]*****  **///   _______|///|      *** = water        
|//|    [X]         //****    ////////////|            
|//|              ///****     \/_/_/_/_///|      
|//|        [X] [X]///  _              \//|      
|//\_                  //\__    [P]    |//|      
|////\_          _____//////\  Village |//|
|//////\________/////////////\________////|
\/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_//

Once again, this is another map that forces you to take a long, inconvenient
path.  And once again, you need to kill EVERYone to advance.         
                                                  
First, been west, then north to avoid the lakes.  Along the way, you'll run 
into (and kill) everything --- which is good, because you have to do that
to finish the mission.  If you don't stretch your troops thin, this should
be an easy (if a bit slow) battle.  There is no useful strategy for me to
suggest, since you really have no options as to how to handle this map.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dragonute       3       15      5       12      7       7       5
        Blaze. 
Dwarf           3       18      0       14      8       7       4
Huge Bat        2       14      0       13      8       6       6
        The huge bat's bite can put you to sleep.
Iom Knight      1       27      9       15      10      9       7
        Boost2.
Scavenger       3       13      0       11      6       6       5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

With all interruptions out of the way, Mills (or whatever you've named your
Leader) leads the Shining Force to the Albert Cliffs.


                     ********   MISSION  4   ********
                         BATTLE ON ALBERT CLIFFS

As the Shining Force approaches Albert Cliffs, Graham runs up ahead and
warns the Iom troops that you are approaching.  As the view scrolls up the
cliffs, bask in the parallax scrolling.  It's quite nice!
 _________________________________________
/***_*_*_**************[X|X]**|    |******\     Key:
|*_|[X]  |_*_*********_*_*_*_/| (1)|_*****|      [X] = monster
|_||=_[X]|  |@@@@@@@@|      / |__=_| |*_**|      [H] = death archer
| | =  [X] _|@@@@@@@@|      |   |=[H]|  |*|      [P] = party
| |_     __||****[X]*|_     |   |_=__|[X]\|      [G] = Graham
|   |[X] |   \*[X]*****\    |_[G] =|[X] | |      === = ladder              
|   |_=__|    \*********\     |__=_| [X]/ |      @@@ = suspension bridge
|     =       |_*_*******|       =  ___/ _|      *** = sky             
|___         /    \******|_________|   _/*|      (1) = Notation
|   \       /      \************|     /***|      
|    \__=__/  [X]   \*_*_*******|____|****|      
|__     =            |   \_*_*************|      Notes:
|  \=_   [X]   [X]_=_|       \*_*_********|      1 Graham will run here
|   = \          / =              \*******|
\_____|_________/_________________|*_*_*_*/

First off, Graham will run into the house (in the northwest part of the map)
and disappear.  You can't catch up to him this time.  Sorry!        

This is another map that LOOKS complex, but is really quite straightforward.
There is only one path from beginning to end.  This time around, you only
need to kill the Death Archer (though since you're forced to wander across
the whole bleeping map, you'll probably end up killing everything anyway).
Go north, cross bridge, go up.  Kill Death Archer.

Although it looks out-of-place, there's nothing to be found in the random
outcropping in the southwest edge of the map.  You may have noticed by now,
but there's really very little searching that needs to be done in this game.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Death Archer  LEADER    32      0       18      10      10      5
        Range2.
Dragonute       2       15      5       12      7       7       5
        Blaze. 
Dwarf           4       18      0       14      8       7       4
Huge Bat        4       14      0       13      8       6       6
        The huge bat's bite can put you to sleep.
Graham          1       18      0       24      12      9       7
        He'll run away before you can even touch him.
Iom Knight      2       27      9       15      10      9       7
        Boost2.
Incubus         2       21      5       15      10      9       6
        Blaze.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Continuing to chase after Graham, Mills (or whatever you've called your 
Leader) advances into the village to retrieve the Sword of Hajya, and to
rescue the imprisoned villagers.                  


                     ********   MISSION  5   ********
                              PRISON BATTLE             

Graham is being bullied by the DARK MAGE - the deal was Graham would trade
the Sword for the villagers' lives.  But the Mage doesn't want to follow
through.  He's rather just take the sword, and kill all the villagers, too!
Mr. Mage beats Graham down and takes the sword by force... but before he
can kill the villagers, the Shining Force arrives!
 _________________________________________
/**********_*_*_*_*_*_/  Prison  \********\     Key:
|**[X|X]*_/                       \*******|      [X] = monster
|****_*/                [H|X]  (1) \******|      [H] = dark mage
|**_/              ///       [X|X]  \_****|      [P] = party
|*/                            [X]     \_*|      /// = forest
|/            //// [X|X]           (2)    |      *** = sky                 
|            /// [X]                      |      (1) = item/notation
|            ///       ///////            |      
|//                     //////            |            
|///        [X] [X]       ////            |      Items:                
|/////                     ///            |      1 In Well: Museum Ticket
|///////                      [P]         |      2 Chest: Quick Chicken
|/////////                                |
|//////////                               |
\/_/_/_/_/_/______________________________/

Wow --- you can actually head straight north this time, instead of being  
forced to take a long, winding path!  So.... do it!

This mission will reveal how tough the Iom Knights and Death Archers really
are, since you'll be contending with more than one at a time.  As you head
north, several will clump together (to the west of the treasure chest) and
keep you busy.  If you can kill them without too much trouble, great!  If  
this causes you some consternation, send a couple people north around them. 
Be sure to get the MUSEUM TICKET from the well, and then take out the Dark
Mage.  He's not all that hard to defeat.  It's just a question of whether
you want to kill the small fry or not.

By this time, some of your characters might be level 10, and thus can be
promoted.  There really isn't much to promotion: whether you promote or not,
your characters still gain in strength.  If you like to EGRESS a lot, do not
promote --- that way, when you do promote, your characters will level
quickly (level 1 promoted is equal to level 11 non-promoted: so if you go to
level 15, then promote down to level 1, you will suddenly be gaining more
experience per hit).  Quite honestly, by the end of the game, it doesn't
matter.  The later enemies provide SO much experience (and there's a ceiling
to how high your stats can go) so spending a lot of time leveling is a waste,
except in the very early and very late levels of each Book.

So, I like to promote at level 10 so that I can use all the weapons and gain
all the high level spells as quickly as possible.  But I also rarely, rarely
use EGRESS (except when I'm legitimately in danger of dying).  If you're a
fan of Kill-Egress-Kill-Egress tactics, wait as long as possible before
promoting characters.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dark Mage     LEADER    36      8       15      10      11      5
        Blaze2.
Death Archer    3       32      0       18      10      10      5
        Range2.
Iom Knight      5       27      9       15      10      9       7
        Boost2.
Incubus         2       21      5       15      10      9       6
        Blaze.
Ratman          1       18      0       16      13      8       5
        He has the CHEERFUL BREAD --- get it for extra hit points!
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The Dark Mage teleports away, along with the Sword.  He summons a gargoyle,
which takes the Sword of Hajya to Gordon (the weasel-man seen in the intro).
Then, the Dark Mage spins around and dies.  As the gargoyle flies away,
GRAHAM trots up, fires an arrow, and downs the flying fiend.  The sword is
lost far below, near Emild Castle.  GRAHAM joins the Shining Force to help
you find the Sword.

And thus ends chapter one...

|------------------------|--------------------|------------------------|
|                        |    CHAPTER TWO     |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION  6   ********
                         APPROACHING EMILD CASTLE

When the Shining Force arrives to the grassy lands below, the gargoyle's
body has vanished!  Meanwhile, near the castle, Emild soldiers are harassing
a small archer.  Then, as you arrive, the disguise is lifted... they are
really IOM soldiers, not Emild soldiers!
 _________________________________________
/                                         \     Key:
|  ***********                            |      [X] = monster
|  **  [X|X]**       [X|X]                |      [T] = hell soldier
|  **Castle **    [X]                     |      [P] = party
|  **       **///                         |      /// = forest
|  ***********////                        |      ^^^ = impassable mountains
|    [T] [X] //////           [X]      ...|      ... = low mountains
|             //           [X]   ////...^^|      *** = water         
|                              [X]//^^^^^^|            
|                                   //^^^^|      
|                     [X|X] ///        .^^|      
|                        [X] ///    [P] .^|      
|                          ////// ......^^|
|                        /////^.......^^^^|
\/_/_/_/_/_/_/_/_/_/_/_/_/_/_^_^_._.^_^_^_/

Kill everything.

What - you expected more strategy than that?  Well, this is a wide-open
space, and you're required to kill everything.  Obviously, you should
surround and destroy the tougher enemies (rat fly, dark mage) but this map  
really just boils down to "Are you Tough Enough?"  If you are, you win.  If
not, EGRESS and try again.                                              

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dark Mage       2       36      8       15      10      11      5
        Blaze2.
Death Archer    2       32      0       18      10      10      5
        Range2.
Hell Soldier    1       33      0       20      13      13      4
Incubus         2       21      5       15      10      9       6
        Blaze.
Ratman          4       18      0       16      13      8       5
Rat Fly         2       29      0       19      16      12      7
        Be warned - its bite can put you to sleep.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

As the vile Iom soldiers die, an Emild archer explains that the King has
retrieved the Sword from the gargoyle's body.  The young archer offers to
take you to meet the king --- and you accept.  


                     ********   MISSION  7   ********
                           AMBUSH IN THE CASTLE    

Mills and the rest of the Shining Force is taken to meet the king of Emild!
But the astute player will recognize this king - he's the same one that was
killed by Warderer in the beginning of the game!!!  So, it's no big surprise
when Emild cracks a twisted grin and changes into GORDON the Weasel-Man!
The castle starts exploding, and Gordon runs away, leaving some monsters to
keep you busy.  CHESTER the Archer joins, to help seek vengeance for the
murder of his country's king.
 _________________________________________
/------------|       [X]   [X]|-----------\     Key:
|------------|**              |-----------|      [X] = monster
|----|        ** [X|T|X] ****        |----|      [T] = hell sniper
|----|                 ****          |----|      [P] = party
|----|***        [X]                      |      *** = crevice
|----|****         [X] ****    [X|X] _____|      (1) = item/notation
|----|  ****           ****          |----|      
|----|    ****         ***   **      |----|      
|----|[X|X] *****            **      |----|            
|----|        **             **      |----|      Items:                
|----|                               |----|      1 Chest: Protect Milk   
|         **               ****           |      
|        ***             ****             |
|       ***         [P] ****(1) [X]       |
\________________________*_*______________/

Head north immediately to avoid getting stuck.  If you mobilize quickly, you
can cross to the top half of the map before the soldiers and flies block you.
Otherwise, you're in for some trouble, as you'll be stuck on the southern
half of the map, but enemy archers can poke at you from up above.

Once again, since you have to kill EVERYthing, there's not a lot to be done
in terms of strategy.  If possible, kill the enemy archers first.  This way,
you will have the advantage in range: while enemy soldiers will only hit
adjacent characters, you can attack from two squares away.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dark Mage       1       36      8       15      10      11      5
        Blaze2.
Death Archer    3       32      0       18      10      10      5
        Range2.
Hell Sniper     1       31      0       25      20      13      5
        Range2.
Hell Soldier    5       33      0       20      13      13      4
Rat Fly         2       29      0       19      16      12      7
        Be warned - its bite can put you to sleep.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Gordon manages to escape through a tunnel, which leads to the town of
Portobello.  MAY the Sorceress arrives.  Horrified by the murder of her 
king, she joins the Shining Force.  She leads you into the underground
passage, intent on exacting some vengeance from Gordon.


                     ********   MISSION  8   ********
                              WEASEL-HUNTING          

May scouts ahead in the tunnel, but it doesn't take too much scouting to
notice a BEVY OF IOM SOLDIERS.  There's a staircase in the northeast, you're
in the southwest, and GORDON is in between.  Get out of the tunnel, and
take the Sword of Hajya from Gordon in the process!
 _________________________________________
/         ______                          \     Key:
|        /   [Z]\____________________     |      [X] = monster
|        |            [X|X]   [Z]    \__  |      [H] = Gordon
|        |[Z]    _[X]  [H]              \ |      [P] = party
|        \______/  |      [X]   [Z]   |||||      [Z] = zombie spawn
|                  |     /---\__________/ |      
|________          |     \                |      
||      |          |  [Z] \___            |      
|| [P]  |_____     |          \           |            
||            \____|           |          |      Items:                
||__                           |          |      1 Priest: Power Stick   
|   \___           [X]    [X]  |          |      
|       |    [X]       __   [X]|          |
|        \____________/  \____/           |
\_________________________________________/

Gordon will run east to the stairs, but he won't go up.  He really is the 
target for this map --- kill him to win.

Unfortunately, when you go up into the northern part of the tunnel to kill
Gordon, things get tougher, as five zombies appear.  They do a sizable
amount of damage, and they can also poison you.  On top of that, there are
two hell snipers and a dark mage in the North tunnel!

If you stay south for a bit, one of the snipers will give chase.  Let him do
that --- that way you can kill him without worrying about the other sniper, 
or the mage.  Also, the zombies won't appear until you go north, so if you
clear out the southern tunnel first, it will be easier.

Gordon himself is pretty easy to kill, if you just send a couple strong
physical attackers (like Dawn and Eric) after him.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dark Mage       1       36      8       15      10      11      5
        Blaze2.
Gordon        LEADER    46      40      28      20      14      7
        Freeze2 and Boost2.  He has the SWORD OF HAJYA.
Hell Sniper     2       31      0       25      20      13      5
        Range2.
Hell Soldier    2       33      0       20      13      13      4
Priest          1       32      9       24      16      12      5
        Heal2. 
Rat Fly         2       29      0       19      16      12      7
        Be warned - its bite can put you to sleep.
Zombie          0       35      0       24      16      11      5
        Its claw can poison you.  Five of these appear as you
        approach Gordon.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Gordon dies, and Mills takes the Sword of Hajya.  As the Shining Force is
about to return to Cypress, an ominous voice mocks you: the Cypress    
expedition (led by Prince Adol) had been defeated, and the prince has been
captured by Iom!  Rather than return to Cypress, Mayfair urges the party
to journey on to Portobello to seek information... has the Prince been
captured?  And if so, where is he being held?


                     ********   MISSION  9   ********
                                PORTOBELLO                 

While wandering to find information, Mayfair discovers a squad of troops
from Iom.  Unfortunately, the squad discovers you, as well ^_^  Defeat their
leader, the MASTER MAGE, to advance!
 _________________________________________
/ |  ______________          |        |   \     Key:
| |  |         [X]|          |        |   |      [X] = monster
| |  |      [X]   |__________|        |   |      [H] = master mage
| |  |           [X]              [H] |(1)|      [P] = party
| |__|  [X|X]____                __=__|   |      === = stairs/ladder
|    |     ||||||________________| =      |      (1) = item/notation
|    |     |||||                [X]  [X]  |      
|    |     |||||           [X|X]  [X]     |      
|    |----------          _=____=_____    |            
|____   (2)               |=    =    |  __|      Items:                
|    | [X|X]              | [X]   ___|  | |      1 Chest: Quick Ring     
|    |________            |   [X] |     | |      2 Skeleton: Steel Sword
|             |___________|       |_____| |      3 Hell Sniper: Robin's Arrow
|                                    [P]  |
\_________________________________________/

The master mage will pre-emptively move west (I suppose he's assuming that,
since that's where the huge stairwell is, that's the direction you will
attack from).  Make certain to send one guy to the Northeast to get the
Quick Ring.  Rings are few and far between - particularly in this Book - so
don't miss any when you have a chance to find them.

In any case, even though most of the defenses are in the Northwest (behind
the massive staircase), that's still the easiest place to advance, simply   
because your entire Force can cross it.  And, after doing so, they'll be 
near the Master Mage.  If you want, two or three backup units can go up the
eastern ladders to flank the Mage.  If you think your units are strong, just
go up the western stairs.  If you are not quite so sure of yourself, go up
both sides.

Be aware that the Mage's BLAZE3 spell can deal 15 damage to you (and any
adjacent party members).  You should certainly be well-versed at fighting
mages by now, but remember: stagger your characters!  Once you're hit by his
spell, it doesn't take much more to kill your characters.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Brass Loader    2       31      0       27      19      11      4
        Range2.
Hell Sniper     2       31      0       25      20      13      5
        Range2.  One of them has a Robin's Arrow, with Range3.
Master Mage   LEADER    43      21      26      19      13      5
        Blaze3 and Dispel.                             
Pegasus Knight  2       28      11      25      20      13      7
        Boost2.
Priest          2       32      9       24      16      12      5
        Heal2. 
Rat Fly         2       29      0       19      16      12      7
        Be warned - its bite can put you to sleep.
Skeleton        2       30      0       26      20      12      6
Zombie          2       35      0       24      16      11      5
        Its claw can poison you.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Mayfair interrogates the Master Mage, who admits that Prince Adol has indeed
been captured, and is being held at Fort Algam.  The mage dies, and the
Shining Force gathers their arms and decides to head for Algam.  The plan?
Charter a ship from Portobello and travel there by river... but do things
ever go according to plan?

WORD OF ADVICE... Move all the stat-boosting items to Mills/Leader, Slade,
May, Chester, Jaha, and Eric.  Give the Quick Ring to Natasha for now.
You'll find out why in a bit...


                     ********   MISSION 10   ********
                         PORTOBELLO PORT (groan)

Well, the boat is in sight, but yet another squadron of Iom Soldiers
doesn't want you to get on it!  Now isn't that strange.  This time around,
it is simply a leaderless mass of goons.  KILL THEM ALL!
 _________________________________________
/**********************************_*_*_*_\     Key:
|**_******************************|       |      [X] = monster
|*/ \*|--------|*********|--------|       |      [T] = arch knight
|*| |==        |*[X|X|X]*|         [X|X|X]|      [P] = party
|*|_|*|  [T|X] |*********|          [X|X] |      *** = water 
|*****|  [X]   |---------|                |      ^^^ = crates              
|*****|         [X|X|X|X]         |       |      (1) = item
|*****|         ^^    [X]         |       |      
|*****|         ^^^            ^^^|       |            
|*****|     ___^_^_^_        ^^^^^|       |      Items:                
|*****|     |       |          (1)|       |      1 Chest: Battle Axe     
|*****|  (2)|       |_____________|       |      2 Chest: Running Pimento
|*****|_____|                             |      3 Arch Knight: Power Spear
|*****|     |                       [P]   |
\*_*_*|_____|_____________________________/

After a few cool maps, we're back to "long winding, mandatory path that   
offers no optional routes or shortcuts".  Go from southeast to northwest,
grabbing the chests and killing everything along the way.  There is nothing
more to it than that...

There are some portions of this map that appear to be elevated, as though   
you cannot pass.  Well, you can pass!  It LOOKS like the crates block your  
path, but you can just walk around them.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Arch Knight     1       40      17      30      22      14      7
        Boost2.
Brass Loader    2       31      0       27      19      11      4
        Range2.
Hell Sniper     2       31      0       25      20      13      5
        Range2.
Master Mage     1       43      21      26      19      13      5
        Blaze3 and Dispel.                             
Pegasus Knight  3       28      11      25      20      13      7
        Boost2.
Priest          2       32      9       24      16      12      5
        Heal2. 
Skeleton        3       30      0       26      20      12      6
Zombie          2       35      0       24      16      11      5
        Its claw can poison you.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

You occupy Iom's ship, but the boat won't move!  RANDOLF and SARAH both 
arrive.  Randolf yells to get off the ship.  Half the Shining Force manages
to evacuate, but then the boat disembarks all on its own!  (Must be a trap.)
So, now, half the party is on the boat (led by Mills), and the other half,
led by Natasha, is left back in Portobello.

And thus ends chapter two...

|------------------------|--------------------|------------------------|
|                        |   CHAPTER THREE    |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION 11   ********
                           BOAT RIDE FROM HELL    

As Mills and company lament Natasha not being here (as, for whatever reason,
she alone would be able to stop the ship), more Iom soldiers teleport on
board!  You will need to kill all of them.
 _________________________________________
/*******************__********************\     Key:
|******[X]*********/  \******[X]**********|      [X] = monster
|*****************/ [T]\******************|      [T] = bishop  
|*********[X]****/      \*******[X]*******|      [P] = party
|***************| [X]    |****************|      *** = water 
|***************|        |****************|      
|***************|        |****************|      
|*********[X]***|        |****************|      
|***************|        |*****[X]********|            
|******[X]******\        /****************|      
|****************\  [P] /*****************|      
|*****************|    |******************|      
|*****************|____|******************|
|*****************************************|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

Um... kill everything.

CHESTER is great against all the flying enemies in this mission.  So, since 
you have Slade with you --- keep him healthy!  Other than that, just beat on
the enemies and you'll win.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Bishop          1       47      23      29      22      13      5
        Heal3 and Boost2.
Evil Pixy       1       36      8       28      20      14      6
        Blaze2.
Master Mage     1       43      21      26      19      13      5
        Blaze3 and Dispel.                             
Pegasus Knight  4       28      11      25      20      13      7
        Boost2.
Rat Fly         2       29      0       24      21      12      7
        Be warned - its bite can put you to sleep.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The boat is, fortunately, headed for Iom!  As Mills and Company travel
onwards, CLAUDE (yes, that same Claude!) catches up and informs you that
the Prince is at Algam Fort.  You decide to head for Demis, and from there
you'll attack Fort Algam.

Claude joins the Shining Force.  Remember those stat-boosting items I
suggested you move to Eric, Jaha, etc.?  Well, now you know why... feed
them all to Claude!  I also suggest you stop by the shop, which should now
have some new goodies.


                     ********   MISSION 12   ********
                         TREADING UNSTABLE GROUND

Fort Algam is ahead... past this volcanic field!  Unfortunately, a SORCERER
and his minions lie in wait, and you have fallen into an ambush!  Dispatch
the leader, and escape from this trap.
 _________________________________________
/^^^^^^           [X]  [X]           ^^^^^\     Key:
|^^^^               ****               ^^^|      [X] = monster
|^^                                      ^|      [H] = sorcerer
|^         [X|X]       [H]            [X] |      [P] = party
|^^            ***     ***         [X]    |      *** = crevice
|^^^                    *                 |      ^^^ = impassable mountains
|^                        **             ^|      
|  [X]                      ***  * *     ^|      
|     [X]                        ****    ^|            
|                            [X|X] *      |      
|^                     ******             |      
|^                  ******     ***        |      
|^^         ****                         ^|
|^^^                [P]                 ^^|
\^_^_^_^______________________________^_^_/

Be careful where you move your first unit - a Bow Rider will close in, so
if it's someone weak, stay out of range.  Their range is 3, so keep that
in mind.                                          

The goal here is to kill the SORCERER.  I find an easy way to do that, is   
to send Claude north and... well, hit the Sorcerer a couple of times.  Now, 
if you just instantly whip him north, the Bow Riders might shoot him down,
so it would be advisable to hold him back until you've moved some other
units to engage (and thus distract) the Iom troops.  If there are two units
adjacent to an enemy Bow Rider, the rider will typically move a single space
and attack one of those units.  In this way, you can protect Claude so that
he can assassinate the Sorcerer.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Arch Knight     2       40      17      30      22      14      7
        Boost2.
Bishop          1       47      23      29      22      13      5
        Heal3 and Boost2.
Bow Rider       2       49      0       33      27      14      7
        Range3.
Evil Pixy       2       36      8       28      20      14      6
        Blaze2.
Lizardman       2       46      0       33      22      15      6
Sorcerer      LEADER    64      27      30      23      15      6
        Freeze2.
Worm            1       48      0       33      20      16      4
        Its bite is potentially poisonous.         
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The Sorcerer's last-gasp-attack is to open a gigantic crevice beneath the
Shining Force.  Unfortunately, they all fall into the pit beneath!  (Even
Claude, who you'd think could just fly out.)

Now, forget that Mills is the Leader.  The next mission will focus on the
other half of the Shining Force, led by NATASHA.  She is the new "leader".


                     ********   MISSION 13   ********
                           BATTLE IN THE CLIFFS   

While all this boat ride and ambush has been going on, Natasha's half of
the Shining Force is heading to Algam Fort on their own.  They must climb
the cliffs and take the fort, because the Fields is an ambush --- so they
must get there before the ambush can happen!
 _________________________________________
/Village [X]*****                         \     Key:
|    [H]    @@@@@     [X]     ________    |      [X] = monster
|    [X]____@@@@@_[X]    ____/  #  #  \___|      [H] = lizardman
|   __/   # ***** \_____/  #    # _#_     |      [P] = party
|__/ ##  ## *****   #  #   ####_#/   \    |      *** = water
|     ####  *****   #  #      / [X] _/    |      @@@ = bridge              
| ____  #   *****   ####      \____/#     |      ### = vine          
| \   \_#__ *****____#____     ## # #     |      (1) = item
|  #       @@@[X]@        \____## ###     |            
|  #\______@@@@[X]______________/  #    __|      Items:                
|  #___#    *****      _____ # #[X]#___/  |      1 Chest: 500 gold       
|__/ [P]\___********** |(1)|_#_#_/        |      
|  \____/     **********           [X]    |
|     #              ***                  |
\____________________*_*__________________/

Wow, this is a truly interesting map!  Not only is it visually appealing
(with the whole waterfall bit going on), but there are lots and lots of
vines (more than shown on my little map) for you to climb around on.

In any case, now you know why NATASHA has the Egress spell --- she is your  
new leader!  So, forget about that Mills fellow.  Natasha's defense is     
pretty low, so don't think of sending her out to the front lines or she'll
die.  This map in particular features some strong enemies (stronger than the
two previous maps) and they'll whittle her down in a hurry if you move
carelessly.

There's a chest on this level.  To get it, cross east on the bridge, then
head down and look near the waterfall.  But it only has 500 gold, so it's
really not worth the effort.  My advice is to just head up as fast as
possible (otherwise the skeletons will get in your way) and kill the
LIZARDMAN, as he is the leader of this map.  Kill him and the battle ends!

You'll no doubt notice that Randolf utterly outclasses Eric and Dawn.
Whereas the other half has Claude, Natasha's group will rely on Randolf.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Arch Knight     2       40      17      30      22      14      7
        Boost2.
Bishop          1       47      23      29      22      13      5
        Heal3 and Boost2.
Hell Sniper     1       31      0       30      20      13      5
        Range2.  He has a power ring, so he's tougher than normal.
Lizardman     LEADER    46      0       33      22      15      6
Master Mage     1       43      21      26      19      13      5
        Blaze3 and Dispel.
Pegasus Knight  2       28      11      25      20      13      7
        Boost2.
Skeleton        2       30      0       26      20      12      6
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The village up on the cliff was hired by Iom to built Algam Fort, but then
Iom attacked the village to silence them.  You see, the Fort has a hidden
weakness...  One of the village's defenders, ROHDE the Gladiator, joins up
with you and promises to reveal the Fort's secret.  ALGAM HO!!!


                     ********   MISSION 14   ********
                             ATOP FORT ALGAM           

Before this battle, be sure to visit the shop and upgrade your weapons.
In any case, Rohdes reveals that the Fort's weakness is aerial assault!
As the Shining Force approaches (from above), you overhear some guards
speaking... Prince Adil is to be Warderer's next sacrifice to Iom!  Move
quickly and eliminate the enemy's commander, the SORCERER.
 _________________________________________
/                              __________ \     Key:
|  _______________        _____|        | |      [X] = monster
|  |             |        |    |   [P]  | |      [H] = sorcerer
|  |       [X]   |________|         ____| |      [P] = party
|  | [X]                            |     |      === = ladder
|  |____=__________________         |___  |      
|      |=      [X]|       |             | |      
|      |     [X|H]|       |             | |      
|      |_      ___|       |             | |            
|  ______|     |__________|_=____==_____| |      
|  |                        =    == |     |      
|  |  [X|X]      __________         |     |      
|  |  [X]        |        |    [X|X]|     |
|  |_____________|        |_________|     |
\_________________________________________/

Evil pixies will re-spawn in the doorway (immediately north of the sorcerer).
Watch out for that, since they have Blaze2.  You might want to just let the
first one use up all its magic power, then let it live (just so that new,
fresh ones won't appear).

In any case, the easiest way through this level is to head west, then curve
east and kill the sorcerer.  Sure, you _could_ go along the southern edge
of the map... but why?  You can avoid half the enemies by sticking to the
north.  For once, you only need to kill the Leader.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Arch Knight     2       40      17      30      22      14      7
        Boost2.
Bishop          1       47      23      29      22      13      5
        Heal3 and Boost2.
Bow Rider       2       49      0       33      27      14      7
        Range3.
Evil Pixy       1       36      8       28      20      14      6
        Blaze2.
Lizardman       3       46      0       33      22      15      6
Sorcerer      LEADER    64      27      30      23      15      6
        Freeze2.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

As he dies, the Sorcerer cries out, warning Solo (the one-eyed monk from
the prologue) that you are invading.  If half the Shining Force is this much
of a threat, imagine what it'll be like when you eventually reunite!


                     ********   MISSION 15   ********
                            DUNGEONS OF ALGAM       

As Natasha's party works their way in the dungeon of Algam, Solo's guards
challenge you.  Unfortunately, in the darkness, you are unable to see all
of them.  The DEADLY BORN must be defeated to advance --- however, several
monsters will appear from out-of-nowhere along the way.
 _________________________________________
/|||||||||||||||||||||||||||||||||||||||||\     Key:
|||||||   [H]   ||||   |||||||      |||||||      [X] = monster
|||||||    ___ [X]            ___     |||||      [H] = deadly born
|||||||   _|||___             |||   __|||||      [P] = party
|||||||  |||||||||      ______|||(1)|||||||      (1) = item/notation
|||||        |||||      |||||||||___|||||||     
||(2)        |||||  [X] |||||||||||||||||||      Items:
||                             ||||||||||||      1 Chest: Protect Ring
||_         ___      __     ___||||||||||||      2 Chest: Demon Rod
||||  _____|||||    ||||(3) |||||||||||||||         
||||  ||||||||||    ||||                |||      Notes:                  
||||                               [P]  |||      3 Zombies
|||            _________  _____         |||
|||____________|||||||||__|||||_________|||
\|||||||||||||||||||||||||||||||||||||||||/

First off, when you begin, it looks like this is a dark map, since you can
only see in the immediate vicinity.  Don't worry about that --- the spotlight
is focused around the cursor, not around your party.  You can see any part
of the map at any time.

The goal is to get from the Southeast corner to the Northwest corner.  There
are also two treasure chests along the way.  The problem is that, as you
approach each chest, various enemies will spawn.  Since you only have a few
people in the party (and since your leader, Natasha, is low on defense) this
can be a potential hassle.

If you want both chests, you will have quite an ordeal.  I recommend ignoring
the Demon Rod to the west.  But if you DO want it, send everyone west.  Fight
through the Sorcerer/Bow Riders/Lizardmen/Zombies that spawn along the way,
pick it up, and EGRESS.  Why Egress?  Because more than likely, you've blown
all your healing mana and can't win.  You certainly won't be able to go all
the way to the far Northeast corner and get another well-protected chest.

Now, if you avoid the western route and instead go straight north with
everyone, you will only contend with one Sorcerer instead of two.  That's a
start!  As you approach the Northeast chest, watch out for the Bishop ---
he's not dangerous, but he'll spawn right in front of the chest.  If you
lure him out, you can get the chest without needing to kill him.  If you
move too fast, he'll be blocking the path, so you'll have to kill him, which
can take a while since he can heal himself.

As for the DEADLY BORN --- first, make sure the Sorcerer is dead.  Once
you've done that, send in Randolf and Luke.  With their high defense, they
should be able to finish off the remaining monsters by themselves.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Bishop          0       47      23      29      22      13      5
        Heal3 and Boost2.
Bow Rider       0       49      0       33      27      14      7
        Range3.
Deadly Born   LEADER    50      0       39      30      17      6
Lizardman       1       46      0       33      22      15      6
Sorcerer        1       64      27      30      23      15      6
        Freeze2.
Zombie          0       31      0       29      25      13      5
        Its claw can poison you.  Be warned - they've gotten tougher.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Now that Natasha's party has taken Algam Fort, you head to the fields to
catch up with the other half.  The odd part is that you've supposedly just
invaded and defeated Algam Fort (thus preventing the ambush).  But in a few
missions, you will attack Algam Fort, which is being guarded by Solo.
Something was lost in the translation here =P


                     ********   MISSION 16   ********
                           UNDERGROUND CAVERNS    

Now we're back to Mills and his half of the Shining Force!  If you recall,
they were dropped into a massive, gaping hole.  Well, now that you're
trapped in a fiery, underground cavern, it's time to escape!  Oh yes, and
kill everything while you're in there.  Now, when you first see the map,
it looks different from this... but as you play, parts of the ground will
fall away into the lava (they always fall away before you're on top of them,
so don't worry about dying or anything).  The map shown here represents the
final form of the playing field, after all those chunks have fallen away.
 _________________________________________
/************************_*_**************\
|*************_*_*_*_*_*/[H]\*_*_*********|     Key:
|************/        [X]____    |********|      [X] = monster
|********_*_/            |**/[X]/*********|      [T] = hawkman
|*******|[X]       ______      /**********|      [P] = party
|******/          /******\[X|X]\**********|      *** = lava
|*****/           \*******\----|**********|      (1) = item/notation
|*****|         [X]\***_*_*_*_************|      
|*****\____[X|X|X]  \*/      /************|      
|**********\_______________  \*_**********|            
|*******_*_*_*_**********_/  [X] \********|      Items:                
|******/       \_*_*_*_*/   [X]   |*******|      1 Bishop: Protect Staff
|*****/ [P]     __________        |*******|     
|*****\________/**********\______/********|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

Kill everything.                                                          

This one is really pretty easy.  When you first start, you can hit some of
the enemies on the other side if you use Chester.  Claude should be strong  
enough to whittle things away on his own (watch out for the sorcerer though).
Just keep plodding along --- since the floor falls away, there's only one
path to travel, and it will take you by all the enemies.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Bishop          1       47      23      29      22      13      5
        Heal3 and Boost2.
Evil Pixy       2       36      8       28      20      14      6
        Blaze2.
Hawkman         1       56      18      40      27      17      7
        Boost2.
Pegasus Knight  3       28      11      30      20      13      7
        Boost2.  This time around, they wear Power Rings.
Sorcerer        1       64      27      30      23      15      6
        Freeze2.
Worm            4       48      0       33      20      16      4
        Its bite is potentially poisonous.         
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

All that effort, and it's a dead-end!  As Mayfair frantically searches for
an exit, a mysterious voice... THE mysterious voice... calls out, lowering
a rope through the ceiling.  The Voice is helping you, but why?  In any
case, the two halves of the Shining Force meet in the fields above.  SARAH
is now a playable character (and she has Aura!).  You set up camp and rest.
Take this time to organize your party.  I'd suggest replacing JAHA with
ROHDE (unless you've massively leveled Jaha) and replace DAWN with RANDOLF.
I actually replaced ERIC, since Dawn is such a cutie.  But if you're going
strictly by the stats, Eric and Randolf are the two strongest centaurs.


                     ********   MISSION 17   ********
                          RETURN TO ALGAM FIELDS 

As Iom troops prepare an ambush for Mills' party, they learn from a
messenger that the other half of the ambush squad has already been defeated
(by Natasha's party)!  No ambush for you!!  But, you still have to take care
of another squad of Iom Soldiers, led by the GHOUL.  I'd be pretty upset if
I had to take orders from a Ghoul.
 _________________________________________
/^^^^^^^^^^^^^^^^^(Castle)^^^^^^^^^^^^^^^^\     Key:
|^^^^^^^...   [X]   [H] [X]     [X]...^^^^|      [X] = monster
|^.[X]            @ [X]   ******  [X] ...^|      [H] = ghoul
|//       [X]  ***@***************     ///|      [P] = party
|//       ******* [X] ////******       ///|      /// = forest
|//       **        ///^^^^ ***    //[X]^/|      ^^^ = impassable mountains
|//       **   @      ///^^^^//   ////^^^/|      ... = low mountains
|//       *****@******[X]/////  //^^^^^^//|      *** = water
|//            @    **            /////[X]|      @@@ = bridge
|//              [X]****** @       //[X]  |                 
|//      [X]            ***@***  @        |      
|.///                    //@/****@****    |      
|..////                  //////  @  ******|
|..../////           [P]           [X] ///|
\._._._._/_/________________________/_/_/_/

Perhaps the quickest way to meet the ghoul is to cross through the center.
That way, you can avoid most of the enemies in the east and west (and since
they have no items, the only reason to kill them would be for experience).

I would suggest sending some fast (like a centaur) around the western side  
to distract the enemies.  Also, if you make it north, they can divert the
ghouls guards (making it easier to cross the bridge).  Also, be sure to
target the CLERIC first --- if you go straight for the ghoul, the cleric
will just keep healing it.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Bow Rider       1       49      0       33      27      14      7
        Range3.
Cleric          1       52      40      35      29      16      5
        Attack, Hell, and Heal4.
Deadly Born     2       50      0       39      30      17      6
Ghoul         LEADER    66      0       42      25      18      6
        Beware the ghoul's poisonous slash!
Hawkman         2       56      18      40      27      17      7
        Boost2.
Sorcerer        1       64      27      30      23      15      6
        Freeze2.
Worm            8       48      0       33      20      16      4
        Its bite is potentially poisonous.         
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The ghoul dies, but vows that BALLON will avenge their deaths!  Okay...
BAD TRANSLATION ALERT!!!  He meant to say Balloon.  And he's referring to
the "Death Balloons" that show up in the next mission, there is no person
named "Ballon".  It's an object.  In any case, it's on to Algam (which,
according to the previous levels, you already conquered --- but ignore
that minor detail!) and the showdown with SOLO.


                     ********   MISSION 18   ********
                            SHOWDOWN WITH SOLO      

Solo's underground forts are gone.  Barbara and Solo fight in petty jealousy!
(Yes, actually hitting each other!)  Warderer and Hindel stop the squabbling.
Warderer informs them that there is a traitor to Iom!  Before he can announce
who the traitor is, the Cypress Shining Force arrives!  Barbara, Hindel, and
Warderer leave, and SOLO mobilizes his guards.
 _________________________________________
/    |(5)      [X] (7)           (2)|     \     Key:
|(4) |      [X]             ________| (1) |      [X] = monster
|    |____       [X|H|X]    |       [X]   |      [H] = Solo
|        |____              |             |      [P] = party
|            |___        ___|             |      === = stairs
|               |__====__|             [X]|      (1) = item/notation
|                  ====          [X]      |      
|             [X]            |=====|      |      Items:
|      ==               [X]  |=====|      |      1 Chest: Heat Axe
|      ==_____               |=====|      |      2 Chest: 800 gold     
|     |== (3)|__          ___|=====|      |      3 Chest: Healing Rain   
|_____| [X]  | |__________|[X]     |______|      4 Chest: Running Ring   
|     |____=_|     (6)        [X]         |      5 Chest: Halberd
|          =       [P]                    |
\_________________________________________/      Notes:
                                                 6 Hidden Character: Higins1
                                                 7 Hidden Character: Higins2

First things first --- there are so many things to get on this map, and  
they're so spread out, that you're going to need to EGRESS if you want to
get them all.                                     

The first big thing to find is HIGINS, a secret character.  On top of being
secret, he's also a SHINOBI NINJA!  Now that's just too cool.  The first    
thing you need to do is search the front wall of the castle, immediately 
above your party's starting location.  He'll pop up but won't join you yet,
because he's convinced you just found him by luck.  Well, at the far North
end of the map, there's a dark shadowy square.  Go up there (perhaps fly
Claude up there, that's the easiest way to cover ground when grabbing
secrets and treasures) and search that shadowy spot.  HIGINS will then join
you.  You might want to EGRESS now and switch him into your party.

As you advance further up the map, DEATH BALLOONS will appear.  These are
actually pretty harmless.  Occasionally, one might explode (injuring anything
nearby) but typically they do nothing, even if you're adjacent to them.
But, if you destroy one, it will explode and damage everything in a two
square range.  So, if you do destroy them, use Chester and Stock.

Taking down Solo is a bit tricky, as he has a Cleric and a Sorcerer
alongside.  Plus, he can heal himself.  My preferred strategy is to send
Claude up there: Solo will blow him to hell (yes, this means Claude dies)
with BOLT2, but in the process, he'll use up most of his mana.  If you can
actually hit Solo a few times, the Cleric will use up some of his mana, too!
Then, when you finally bring the balance of the Shining Force up to confront
him, he's much weaker.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Bow Rider       2       49      0       33      27      14      7
        Range3.
Cerberus        1       42      0       41      27      17      7
        This three-headed dog spews flame from its heads.
Cleric          1       52      40      35      29      16      5
        Attack, Hell, and Heal4.
Deadly Born     2       50      0       39      30      17      6
Death Balloon   0       49      0       0       21      11      2
        Whether it explodes on purpose, or whether you kill it ---
        anything nearby when it dies is hurt for significant damage.
Ghoul           2       66      0       42      25      18      6
        Beware the ghoul's poisonous slash!
Hawkman         2       56      18      40      27      17      7
        Boost2.
Solo          LEADER    65      53      48      35      19      6
        Bolt2, Dispel, and Heal2.
Sorcerer        2       64      27      30      23      15      6
        Freeze2.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Solo dies, but speaks (cryptically) at the traitor.  Warderer flees the
scene, taking the Iom troops with him.  At this point, I replaced SLADE with
HIGINS.  I don't know why I was even still using Slade... he sucks.  Oh, and
another BAD TRANSLATION ALERT: later in the game, a random Iom enemy will be
referred to as "Solo".  It must be a different Solo, because it looks nothing
like him, and this Solo very clearly seems to be dead.  In any case, the
chase after Warderer begins in earnest!

And thus ends chapter three...

|------------------------|--------------------|------------------------|
|                        |    CHAPTER FOUR    |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION 19   ********
                             IOM COUNTRYSIDE        

Hindel is transporting Prince Adol to be sacrificed.  Hindel and Barbara
bicker (seems she argues with everyone), then they leave together to take
the Prince to Warderer's Shrine.  
 _________________________________________
////       ///  [X|X].....^^^^^^(village).\     Key:
| [P]   /\        [X]   ^^^^^          ///|      [X] = monster
|      |**|  ////(G)//^^^         [H]   //|      [T] = minotaur
|     /***| //^^^^////  __                |      [P] = party
|     |***| //[X]^.//  /**\__@___________ |      /// = forest
|     |***|  //^^^./   \*****@***********\|      ^^^ = impassable mountains
|      \**|_@___/// [X] |***_@_***********|      ... = low mountains
|       |***@***| [X]_@/***|   \_*********|      *** = water        
|       \_*_@_**|  /**@*_*/      \********|      @@@ = bridge        
|     [X]     |**\/**/    [X|X]   |*******|      (G) = golem spawning zone
|             |******\___________/********|      
|__   [X] ___/***[X]***************[X]****|      
|**\_____/********************[X]*********|
|*****************************************|
\*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*_*/

You can go straight east (along the top of the map) or you can have fun   
crossing bridges.  Since you'll run into bottlenecks on bridges, I prefer
going east.  It's true, you will need to kill all the enemies.  But if you
get into the central, open ground, everything else will come to you.

When I played this mission, I sent CLAUDE east and quickly eliminated the
minotaur, sorcerer, and cleric.  Be aware that HIGINS can travel quickly   
through forests.  If you're not using him, you might want to --- not only
is he a good character, but there will be weapons in Book 3 that only he
can use.  So leveling him now will help out later on!

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Belial          2       41      23      43      33      17      6
        Bolt and Dispel.
Cerberus        2       42      0       41      27      17      7
        This three-headed dog spews flame from its heads.
Cleric          2       52      40      35      29      16      5
        Attack, Hell, and Heal4.
Gargoyle        2       47      13      42      30      16      6
        Dispel.
Ghoul           4       66      0       42      25      18      6
        Beware the ghoul's poisonous slash!
Golem           0       46      0       43      30      16      4
        These will appear from the ground near the mountain pass.
Minotaur        1       60      0       46      33      19      5
Sorcerer        1       64      27      30      33      15      6
        Freeze2.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

After the battle, Gyan will appear from the village.  He suggests that  
everyone rest.  Mayfair explains that there's no time, but Gyan happens to
know a shortcut.  And with that, GYAN the useless beast once again joins
the Shining Force.


                     ********   MISSION 20   ********
                          DESERT VALLEY SHORTCUT 

Gyan leads the party into a shortcut through a desert valley, but the
Shining Force is ambushed!  Iom troops vow to lure you into the dungeon -
even at the cost of their own lives!  (There is something oddly noble about
that.)  In this mission, you need to destroy the IOM STATUE and kill the
DEMON MASTER who is leading the ambush.
 _________________________________________
/              /           \              \     Key:
|             |        [H]  |             |      [X] = monster
|             |     [T]     |             |      [H] = demon master
|             \[X|X|X|X] [X]| [X]         |      [T] = Iom Statue
|              \            |             |      [P] = party
|               \   [X]    /              |      === = stone steps
|           ____|          |              |      (1) = item/notation
|           |(1)| [X] [X]  |____          |      
|           |   |       [X]|(2)|          |            
|        ___|[X]|          |    \         |      Items:                
|        | [X]  |          | [X] \        |      1 Chest: Buster Shot    
|        |__==__|          |      \       |      2 Chest: Valkyrie
|        |  ==             |==_    \      |      3 Minotaur: Evil Axe
|        |          [P]     == |   |      |
\________|_____________________|___|______/

For the most part, this map is simple.  You should be able to send one person
east and one person west to search the chests (you don't even need to kill
the enemies... they will move, and you can sneak around them).

Send everyone else up north AS FAST AS POSSIBLE.  Why so fast, you might ask?
Because the IOM STATUE is not just there for decoration: when it turns red,
it will spew a mega-powerful laser beam across the screen.  The good news is
that it deals damage to all the enemy units.  The bad news is, it deals a
lot of damage (around 20!!) to each of your units!  Bad, bad, bad.  So move
fast and take it out.  Then, you can either kill the DEMON MASTER to advance
to the next mission, or take everything else out for experience.  The
minotaur has an evil axe.  By the last mission, I was no longer using Jaha
or Rohde, so this item didn't matter to me.  If you are emotionally attached
to the dwarves, be sure to pick it up.  It's cursed, but it's really strong.

ALTERNATE STRATEGY (courtesy of KevinS):
"I kept getting fried, and then beaten down by the enemies whenever I tried a
straight march, and on the third try of going right up the middle, I decided
to try something else, and this worked like a charm.

"First you take half your force, roughly divided (1 mage, 1 healer,
1 bowhunter, 2 centaurs/warriors) and send one group to each side of the
canyon, and directly up the stairs to fight the brass gunners.  (If you're
thinking ahead, you can send the bowman you want to have the buster shot over
to the left, and send whichever centaur you want to have the Valkyrie, with
the group on the right.)

"Go up the stairs, and kill the brass gunners (and the gargoyle on the left)
then claim the chests.  All the while, the centaurs and golems and cerberus
in the middle will start marching toward you, and the IOM Cannon will begin
charging.

"You can get a couple pot shots off at them from the canyon walls while they
move south on the map, but keep your warriors near the bottom of the stairs.
(For extra naughty points, position Claude where a few of the enemies will
gather around the side of the wall, trying to hit him, but also bring them
closer to your bowmen and mages.. this is also naughty because it keeps them
occupied in the canyon....)

"After 3 to 4 rounds, the IOM cannon will carelessly fire on the enemies,
and miss your entire party, because you cleverly hid on the canyon walls.
Now that they're 3/4 of the way towards you and weakened to boot, you can
move in your warriors and finish them off.  After that, it's easy to run up
the abandoned canyon.  Simply take the battle to either side of the IOM
statue, so that the beam's next shot won't include you either, and the rest
is easy picking."

Okay, that strategy sounds a lot better than mine.  ^_^

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Belial          1       41      23      43      33      17      6
        Bolt and Dispel.
Brass Gunner    2       41      0       46      36      17      4
        Range2.
Cerberus        2       42      0       41      27      17      7
        This three-headed dog spews flame from its heads.
Cleric          2       52      40      35      29      16      5
        Attack, Hell, and Heal4.
Demon Master  LEADER    71      38      43      32      19      6
        Freeze3 and Boost2.
Gargoyle        1       47      13      42      30      16      6
        Dispel.
Golem           3       46      0       43      30      16      4
Iom Statue      1       80      ??      0       35      17      0
        When it turns red, it shoots out MASSIVE laser beams.
Minotaur        2       60      0       46      33      19      5
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

The Iom troops failed to trap you... but they swear the resurrection will
still succeed.  At this point (since he's leveled a lot) give the Running
Ring to Claude, if you haven't already.  Why?  Because moving quickly will
be useful in the next few levels.


                     ********   MISSION 21   ********
                             BARBARA'S DEATH        

Warderer impatiently waits for the Prince to arrive.  Barbara, Hindel, and
the Prince show up, confident that the Shining Force has been stopped and
the sacrifice will happen as planned.  But then, you burst into the scene!
Hindel and Warderer take Prince Adol away, and Barbara stays to fight.
 _________________________________________
/                              [X]    [X] \     Key:
|                  [H]      [X]        (2)|      [X] = monster
|             [X]     [X]                 |      [H] = Barbara
|    [X]                          [X]     |      [P] = party
|_____=====_____    *     _____=====______|      === = steps 
|     =====     |[X]  [X]|     =====   (1)|      (1) = item/notation        
|               |   *    |            [X] |      
|               |__=[X]__|    [X]         |      Items:
|        |         ====         |         |      1 Chest: 10,000 gold
|        |          *           |         |      2 Chest: Evil Claw    
|     [X]|____              ____|         |      
|[X]                *(3)                  |      Notes:                  
|                                         |      3 Hidden Character: Rush
|                  [P]                    |
\_________________________________________/

You can find the hidden character RUSH the samurai in this mission.  Through
the center of the map is a series of large demonic statues (represented here
by an asterisk).  Search the very front one --- RUSH will appear and join
your party!  Much easier to find than that Higins fellow.

Barbara is surprisingly easy to kill.  She doesn't move nearly as fast as
Book One's bosses, she isn't resistant to physical hits --- just nosedive
Claude in and attack.  You might want to kill the cleric first, though. 

If that isn't working for you, kill the small enemies en masse until you
get near Barbara.  If you surround her, she should fall in a matter of hits.
The worst she'll do is physically attack someone.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Barbara       LEADER    92      30      55      41      21      6
        Dispel.
Belial          1       41      23      43      33      17      6
        Bolt and Dispel.
Brass Gunner    3       41      0       46      36      17      4
        Range2.
Chimera         2       50      0       51      35      18      6
        The chimera can spew powerful flames.
Cleric          1       52      40      35      29      16      5
        Attack, Hell, and Heal4.
Demon Master    1       71      38      43      32      19      6
        Freeze3 and Boost2.
Dulahan         2       48      12      49      35      19      6
        Dispel.
Minotaur        2       60      0       46      33      19      5
Taros           2       52      0       51      35      20      4
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Barbara dies.  As you go after Warderer, the enemy attacks!  But Ruce  
arrives!  He holds off the Iom guards as you enter the Shrine to rescue
Prince Adol.                                       


                     ********   MISSION 22   ********
                          A GHOST FROM THE PAST    

Mayfair and Mills search the shrine for the Prince.  As they enter a giant
chamber, they hear Warderer up ahead... but before they can pass through the
door, The Voice (the one that both taunted and helped you earlier) calls
out!  Surprisingly, it is WOLDOL's ghost.  He's lured you here to kill you
and thus exact revenge against Cypress.
 _________________________________________
/                                [X]      \     Key:
|   ___________________________________   |      [X] = monster
|  |            [X]                 (2)|  |      [H] = Death Woldol
|__|        [X]    [H]             [X] |__|      [P] = party
|(1)     [X]       [X]       [X]          |      === = stairs
|[X]            __=====__                 |      (1) = item/notation
|           ___|  ====[X]|___             |      
|__====____|     [X]         |____====____|      
|  ====   [X]        [X]          ====    |            
|      [X]        _____         [X]       |      Items:                
|      __====____|     |____====__        |      1 Chest: 6,000 gold
|_____|  ====               ====  |_______|      2 Chest: Evil Lance
|                                         |      3 Demon Master: Evil Ring
|_______________   [P]   _________________|
\_______________|_______|_________________/

At this point, it's not really necessary to get either chest.  The gold is
pretty much useless (unless you want to buy some Healing Rain at the shop)
and the cursed lance isn't THAT much more powerful than the Valkyrie.

Compared to his former self, DEATH WOLDOL is a breeze.  He doesn't move all 
that quickly, and there's no horrendously powerful demon breath to avoid.
Do be aware of his Freeze3 spell, as he can cast it with impunity (since his
magic power is so high).  Still, since he's not resistant to anything, you
can just surround and pummel him to death.  Two archers, two fighters, and
he'll die very quickly.

As usual, be sure to take out the Evil Bishop so that he can't get in the
way and heal Woldol.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Assassin        4       48      0       50      37      20      7
        Range3.
Chimera         1       50      0       51      35      18      6
        The chimera can spew powerful flames.
Death Woldol  LEADER   116      ??      57      41      22      6
        Dispel and Freeze3.
Demon Master    1       71      38      43      32      19      6
        Freeze3 and Boost2.  He has the EVIL RING.  (Cursed, but nice)
Dulahan         4       48      12      49      35      19      6
        Dispel.
Evil Bishop     1       65      61      43      36      19      4
        Aura3, Boost2, Hell2.
Taros           2       52      0       51      35      20      4
Wyvern          1       47      0       50      38      19      7
        Watch out for its icy breath!
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Death Woldol starts to melt, and he begs King Warderer for help.  But he
dies.  (Well, I suppose he was already dead.)  Taking the LIGHT SWORD from
his puddle corpse (a very nice weapon, equip Mills with it), you enter the
shrine itself for the final confrontation.


                     ********   MISSION 23   ********
                            WARDERER'S SHRINE        

In Warderer's Shrine, he has accused Hindel of being the traitor.  Hindel
almost let the Prince escape!  But... Warderer will make Hindel pay before
killing him.  Warderer knocks Hindel aside, and forces him to watch the
sacrifice.  However, just before the Prince is tossed into the flames, the
Shining Force arrives!  Defeat WARDERER and save the Prince!
 _________________________________________
/*****************************************\     Key:
|******_*_*_*_*_*_*_*_*_*_*_*_*_*_*_******|      [X] = monster
|***_*|   _______________________   |*_***|      [H] = Warderer
|**|    _|********_*_*_*_********|_ (1)|**|      [P] = party
|**|  _|*********|Statue |*********|_  |**|      *** = molten lava
|**| |***********|__   __|***********[X]**|      === = steps
|**| |_*_*_*_*_****|[X]|****_*_*_*_*_| |**|      (1) = item/notation
|**|   [X]     |*_*|   |*_*|           |**|      
|**|_________[X]___ [H] _________[X]___|**|            
|**|[X]            =[X]=            [X]|**|      Items:                
|**|_____________ [X] [X] _______[X]___|**|      1 Chest: White Ring    
|**************_*|       |*_**************|      
|*************|             |*************|
|*************|     [P]     |*************|
\*_*_*_*_*_*_*|_____________|*_*_*_*_*_*_*/

Take it slow, and wipe out the first wave before you go up the stairs.  
Warderer is not too bad on his own, but with BOLT3 (which does around 25
damage to each person it hits), the small fry can finish you off.  So kill
the small fry first.

Like most bosses, Warderer moves quickly.  He is resistant to magic, so you
might want to use only warriors and healers on this map.  His Bolt3 spell
does a lot of damage, but the good news is that he can only use it four  
times.  If you've leveled Sarah up to get AURA3, that should not be a
problem.  Otherwise, you may want to keep people separated, so that if the
worst happens and Warderer moves quickly (casting Bolt3 twice, though that
is extremely rare), only one person will die, instead of four or five.

Anyways, just hit him with weapons and his HP will plummet.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Assassin        2       48      0       50      37      20      7
        Range3.
Demon Master    1       71      38      43      32      19      6
        Freeze3 and Boost2.
Evil Bishop     1       65      61      43      36      19      4
        Aura3, Boost2, Hell2.
Executioner     2       51      0       54      40      22      5
Sentinel        1       52      0       53      39      21      4
Skull Knight    3       55      18      52      36      20      5
        Dispel.
Warderer      LEADER   146      99      58      41      23      6
        Bolt3, Boost2, and Aura2.
Wyvern          1       47      0       50      38      19      7
        Watch out for its icy breath!
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Warderer is angry at having lost, but vows to return.  He vanishes, but
reappears next to Prince Adol, ready to finish the sacrifice!  Hindel (who
is now unmasked) attacks Warderer, allowing the Prince to escape.  Adol's
hand is no longer stone!  It is revealed that Mills is Hindel's younger
brother.  Just as this touching family reunion is underway, Warderer beats
the snot out of Hindel and sacrifices him in the molten lava, summoning Iom.


                     ********   MISSION 24   ********
                           THE EVIL GOD AWAKES    

Iom has been summoned.  Weakened yet still alive, Warderer watches and
prays for the death of the Shining Force.  This will be a very difficult
battle --- once again, Prince Adol must strike the first blow with the
SWORD OF HAJYA before Iom can be defeated.
 _________________________________________
/*****************************************\     Key:
|******_*_*_*_*_*_*_*_*_*_*_*_*_*_*_******|      [X] = monster
|***_*|   _______________________   |*_***|      [H] = Iom Piece
|**|[X] _|********_*_*_*_********|_ [X]|**|      [P] = party
|**|  _|*********|  [H]  |*********|_  |**|      *** = molten lava
|**| |***********|__   __|***********[X]**|      === = steps
|**| |_*_*_*_*_****|   [H]**_*_*_*_*_| |**|      (1) = item/notation
|**|           |_[H]   |*_*|           |**|      
|**|_______________     _______________|**|            
|**|               =====               |**|      Items:                
|**|_____________   [P]   _____________|**|      1 Evil Bishop: Healing Rain
|**************_*|       |*_**************|      
|*************|             |*************|
|*************|             |*************|
\*_*_*_*_*_*_*|_____________|*_*_*_*_*_*_*/

First, give the SWORD OF HAJYA from Mills to Adol.  The IOM HEADs can be  
destroyed already, but to destroy the IOM BODY, you must first strike it
with the Sword of Hajya.  Otherwise, it is invincible.

The Iom dolls will re-pop.  Send someone to each side to keep them busy,
but don't worry too much about them.  You'll be using AURA4 with Sarah (if
you don't have it, LEVEL SARAH by casting Aura every turn) so whatever
character you assign to act as a human shield will be healed occasionally.

Stagger around each IOM HEAD: avoid putting two people next to each other,  
as they'll be Demon Breath'd for 25 to 30 damage each.  That's a bad thing. 
If you want to go more slowly, don't put ANYone in range of the Iom Heads!
Instead, use Chester and Graham, as they can shoot the heads with arrows
while staying out of range.  This will _not_ work with the IOM BODY.

How to beat the Body?  Well first, send the PRINCE charging in to hit it
once.  Set CLAUDE up behing it, so he can strike each turn.  Everyone else
will need to come in for a frontal assault.  Why set Claude up behind it?
Because he's your strongest attacker, and you need him to survive: if there
are several people in front, Iom will demon breath them, leaving Claude to
keep dealing lots of damage.  Be sure to use AURA4 with Sarah while this is
going on.  Be sure to remember --- Mills is your leader, Adol isn't.  If the
Prince dies, that's fine.  All he needs to do is hit Iom.  After that, he's
expendable.

ALTERNATE STRATEGY (courtesy of KevinS):
"First off, all of my guys are woefully underpowered; no one was above
level 15.  I got my ass handed to me a couple times, until I decided to try
a little strategy; this is what eventually won it for me, weak chars or no.

"First, I did an all out assault and made sure the Prince got to hit IOM,
then everyone died and I egressed.  When you go back, the hit still counts,
so any consecutive hits will do normal damage.

"The next time... I split up half of my fighters, sent some to the left,
some to the right, each well out of range of the IOM heads.  My two bowmen
stayed a safe distance away, and pecked the lower Iom head to death without
getting hit.

"By the time they killed the first one, the IOM dolls were closing in, so my
forces concentrated on killing the dolls, and the bowmen remained in the
center, pegging away at the NEXT Iom head.  Again, from a safe distance.  By
the time they killed it, the second Iom doll wave had spawned.

"Every single time I moved people up, Iom killed them.  So I decided the
only way to do it was to send up units one at a time, and replace them as
they fell.  Since IOM couldn't heal himself, all damage accumulated.

"I sent the bowmen, who were already nearby, to either east/west far side of
IOM.  I sent Claude to the rear, and marched my short-range melee characters
(Rush, Higins, Prince, Jaha) up the middle one at a time.  He could kill any
of us in 1 or 2 turns, BUT, he could only kill ONE of us at any given time,
instead of demon-breathing 3 or 4 at one go.  When he killed my bowmen, I
sent my centaurs Dawn (using the valkyrie) and Randolf (with another
2-square weapon, I forget which) to either side, to continue pegging away at
him.

"My remaining forces stayed below and managed to hold off the Iom dolls
until IOM had killed off the entire "suicide force", but by then, he only
had about 60 hp left.  (My healers and mages were all out of MP, so they
were suitable fodder for the IOM dolls to carve up while the main force
whacked away at IOM.)  So everyone left stormed northward, and within one
round (3 attacks), he was dead, and never had a chance to counterattack.  It
was close, but it worked, and that's all that matters."

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Evil Bishop     1       65      61      43      36      19      4
        Aura3, Boost2, Hell2.  He has a Healing Rain.
Iom Body      LEADER   299      ??      60      44      24      0
        The body will spew an ENORMOUS cloud of Demon Breath.
Iom Doll        2      145      ??      52      35      20      5
        Freeze2.  These will re-spawn if you kill them.
Iom Head        2      156      20      57      38      22      0
        Dispel.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

With Iom defeated, Warderer falls into the lava and dies.  Mills laments
his brother Hindel's death as the Shrine collapses into pieces.  Everyone
escapes (even Mills, though he has to be dragged out).

Back at Cypress Castle, Mills leaves.  Natasha chases after him (a crush
perhaps?)  Advised to follow her heart, Natasha sets out across the land
with Mills, the man she loves.

      AND THUS, BOOK TWO ENDS.

[----------------------]PART THREE:  WALKTHROUGH[----------------------]

BOOK THREE:  A New Challenge

This is a brand-new tale, not contained in either of the Game Gear games.
Unfortunately, you have to own a Sega CD Backup RAM cartridge to play it.
You need to have a saved game from Book One and Book Two (and yes, you need
to have beaten both books).  Then, you can pick "New Game" and Book Three
will be available!

UPDATE: It appears that, theoretically, you can play Book 3 without the RAM
cart, as the system stores a 1-block file containing your "completion data".
So, if you finish Book One and delete the data, the system will remember
that you have finished Book One.  Unfortunately, you cannot play the games
as sequels in this manner --- meaning that all your old characters lose
their stats in Book Three and the secret boss battle.

The Book begins at Cypress Castle, where Prince Adol will be crowned.
Natasha and Mills (and everyone else) return for the celebration.  Dawn
takes them to the palace, leaving Eric, Jaha, and Luke on guard detail
(oh no...)  An Old Hag arrives and barges into the ceremony.  Her name is
DAVA, and along with her are CHU RAO (a hefty Chinese warrior), BULLDOR
(a big, drunken dwarf), and KISARAGI (a Japanese maiden).  Dava saunters
into the palace and absconds with Queen Anri!  She'll let Adol be king, but
only if he can save the Queen...

So, Prince Adol and company re-assemble the Shining Force and head to
Dava's Mansion.  For this Book, you will have access to EVERYONE, except
for Mayfair (as she is the Advisor, and not a selectable character).

If you're planning for the future (by this I mean Book Four) you might want
to use the party of Adol, Mills, Wendy, Natasha, Dawn, Eric, Luke, Sarah,
Shade, Claude, Ruce, and Jaha.  But you might have a wee bit of trouble
with some of these missions with that party (as Wendy and Natasha will be
dying very quickly).  My suggestion?  Don't worry about "later" and have
fun with your favorite characters.  Book Four is only one battle, after all,
and as you'll discover, it's really NOT worth preparing for...

|------------------------|--------------------|------------------------|
|                        |    FINAL CHAPTER   |                        |
|------------------------|--------------------|------------------------|


                     ********   MISSION  1   ********
                             ZOMBIE GRAVEYARD       

Outside Dava's Mansion, lightning strikes and bizaare creatures appear!
But the Shining Force is no stranger to bizaare creatures ;-)  As the battle
goes on, more and more creatures will appear.  Kill them if you want, or
just go straight for the DAVA GHOUL's throat.
 ________________________________________
/__________________|||___________________\      Key:
|                                        |        *  = monster spawn spot
|                                        |       [H] = dava ghoul
|         4  *  x      [H] *  x          |       [P] = party
|                                        |        x  = normal grave marker
|         *  x  *       x  *  *          |        1  = grave with item     
|                                        |      
|         *  *  *       *  x  3          |     
|                                        |       Items:
|         x  *  2       *  *  *          |       1 Grave: mithril      
|                                        |       2 Grave: medical herb
|         *  x  *       *  1  *          |       3 Grave: Venom Javelin
|                                        |       4 Grave: Evil Ring
|                  [P]                   |       5 Dava Bat: Running Pimento
\________________________________________/

Just kill, kill, kill.  On this mission, magic will actually be useful,  
since the enemies (a bevy of enemies at that) appear in a confined area.
Since they'll swarm you, area-attack spells can inflict lots of damage.

When you're ready to win, send CLAUDE north and kill the ghoul in three or
four hits.  I actually ignored my own advice and (in preparation for the
rest of Book Three) made a party of Prince, Mills, Claude, Shriek, Dawn,
Randolf, Cray, Luke, Sarah, Higins, Shade, and Chester.  Of course, you can
use whoever you want.  But I liked the range (and power!) of Shade/Chester,
the cuteness of Dawn, and the Aura of Sarah.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Dava Bat        4       59      0       52      28      20      7
        Be careful, these high-level bats can put you to sleep.
Dava Born       4       43      0       55      42      22      6
Dava Ghoul    LEADER    75      0       58      38      25      5
Dava Pixy       4       63      39      54      35      23      6
        Attack and Blaze3.
Dava Zombie     6       52      0       50      33      19      5
        These zombies have an annoying poisonous slash.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Dava taunts you, thinking herself superior to the Shining Force.  That's a
pretty powerful boast.  You beat her zombies --- but now you'll have to beat
each of her three followers.  Get ready, the next few battles are tough.


                     ********   MISSION  2   ********
                             DRUNKARD'S HALL        

You enter a bar, replete with appropriate bar music and a bevy of passed-
out dwarves.  CHU RAO appears in the North, inciting a bar-room brawl!
 _________________________________________
/                  [X]            [X]  (2)\     Key:
|   [X]            [H]        [X]         |      [X] = monster
|       (4)           [X]                 |      [H] = Chu Rao
|      [X]                                |      [P] = party
|                  [X]         [X]        |      (1) = item/notation
|                                         |      
|    [X]              [X]                 |      Items:
|                                [X]      |      1 Top-most of two barrels:
|                  [X]                    |           healing seed
|        [X]                              |      2 Left-most of two barrels:
|  [X]                [X|X]               |           Mystery Staff
|                             [X]         |      3 Passed-out dwarf:
|                                         |           angel wing
| (1)              [P]              (3)   |      4 Top of northwest table:
\_________________________________________/           Cheerful Bread

Be aware that not every dwarf/knight/etc on the screen is actually an enemy.
The foes are colored SLIGHTLY differently --- if you ever get confused, just
click on the "Map" option from the battle menu.   

You'll notice early on that the Groggy Dwarves deal less damage than the
Knights.  Unfortunately, the Groggy Dwarves can MUDDLE you with their
physical attacks.  This can be very bothersome if it causes your spellcasters
to wander around casting Blaze3 on everyone, so be sure to swarm the Groggy
Dwarves as they approach, so they don't have a chance to confuse people.

This battle is tough, but it's nothing you haven't seen before.  CHU RAO is
the leader, and he can be defeated without two much trouble if you surround
him (watch out for that Firebreath though).  He's flanked by two Dark Priests
though, so you need to eliminate those else they'll keep healing him.  Also,
the Necromancers and Bow Masters will make things hard on you if you don't
get rid of them.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Berserker Knt   3       60      25      55      38      20      7
        Muddle2.
Bow Master      3       59      0       55      33      24      5
        Range3.
Chu Rao       LEADER    99      0       60      40      27      6
        Chu Rao spews Firebreath (range 2, small area, about 28 damage)
Dark Priest     2       54      41      50      32      25      5
        Dispel and Heal3.
Dava Knight     3       65      25      58      37      21      7
        Boost2.
Groggy Dwarf    4       58      0       53      35      19      4
        Ouch!  Their blows are so strong they can Confuse you!
Necromancer     2       58      47      49      30      23      5
        Attack and Freeze3.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Chu Rao vanishes in a puff of smoke, vowing that there will be more battles.
The Shining Force leaves through the northern door, still searching for
Queen Anri.


                     ********   MISSION  3   ********
                            KISARAGI'S GARDEN

The Shining Force finds itself in a Japanese Garden, facing KISARAGI.  She
approaches Gyan luridly, and offers to let him try... *THAT* with her and
her maidens!  Mayfair tries to talk the men out of doing THAT but she is
pushed away by fair, kimono-clad beauties.  You, taking the role of the
Prince, are then offered a choice: to try THAT with Miss Kisaragi, or to
decline the offer.

Make your own decision on this one ;-)
 _________________________________________
/         ___|  (8)   (7)  |___           \     Key:
|________|       [X|X|X]       |__________|      [X] = monster
|(5)|                              |      |      [H] = Kisaragi
|   |              [H]             |      |      [P] = party
|   |                              |      |      *** = water
|   |       ______=====_______ [X] |      |       x  = statue               
|   |      |      =====       |    |      |      === = steps
|   |      |_______  (4)      |====|      |      (1) = item/notation
|   | [X]         |     ***    ====   [X] |            
|   |________===__|    *******            |      Items:                
|            ===     (6)  ***    [X]      |      1 Left statue behind party:
|                            (2)          |           Quick Ring
|(3)                                      |      2 Small Pillar: Murasana
|                  [P]                    |      3 Tree: Counter Sword
\_______________(1)____x__________________/      4 Tree: Running Ring
                                                 5 Northwest Corner:
                                                      Kamikaze Axe
                                                 6 Bush southwest of lake:
                                                      antidote
                                                 7 Flowerpot: healing seed
                                                 8 Practice Dummy: Murasame

Until you get to the central part of the Inn, this mission is quite easy.
The enemies tend to die faster than in the previous level, and since most
of them appear at "special times" it's easy to handle them in small chunks.

When you move far enough north, the two statues behind you will turn into
KOMAINU.  Be sure to grab the Quick Ring from the left one (by searching it)
before that happens.  You'll also notice four bamboo rods sticking out of
the lake --- those are breathing tubes, and as you approach the lake,
two Satsuki and two Mutsuki will leap out and attack!  Also, as you wander
through the inn, various other maidens will descend from the ceiling.

When you reach the central part, the difficulty lies in the various area-
effect spells that the enemies will be casting.  If you've got Adol or Mills
up to level 20, it shouldn't be hard at all --- just cast BOLT4 and decimate
Kisaragi.  Otherwise, don't be hasty.  Gather a few people on the left and
right sides, then swarm into the inn.  You can also gather directly in front
of Kisaragi, if you prefer a three-sided attack.  The key here is to swarm
in, and use Sarah to cast AURA4 each turn (even if you only get to cast it
twice, that should be enough to take Kisaragi down).  130 hit points is a
good chunk, but she's not resistant to anything, so you'll be able to do
full damage.

A tip --- if you attack only Kisaragi, the two Uzuki will use Heal4 and
completely rejuvenate her.  Don't let that happen!  Either kill the Uzuki,
or keep them wounded... they tend to heal themselves before healing Kisaragi.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Kisaragi      LEADER   130      88      62      43      29      7
        Boost2 and Raijin2.
Komainu         2       66      0       55      38      22      7
        The Komainu breathe gouts of searing flame.
Mutsuki         5       54      0       54      33      20      7
Satsuki         7       54      0       60      42      25      5
        Satsuki's hit can reduce your Agility and Defense.
Uzuki           2       54      63      50      33      27      6
        Attack, Heal4, and Ripsaw2.
Yayoi           2       60      55      49      30      24      6
        Boost2 and Katon2.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Kisaragi escapes through a hidden door in the north end of the Ryokan.
Never passing up an opportunity, the Shining Force follows...   


                     ********   MISSION  4   ********
                            UNDER CONSTRUCTION     

This is kind of an odd one.  BULLDOR, the hefty warrior, is remodeling or
building something, when the Shining Force arrives.  His henchmen quickly
scurry and build a fence to block you off.  That's some fast building!
Partway through the level, they will build some more.  The map below shows
the final layout of the battleground.
 _________________________________________
/****_____|      [X|H|X]        |_______**\     Key:
|___|(2)[X]                             |_|      [X] = monster
|   [X]       ___      ___             (3)|      [H] = Bulldor
|    __   [X]|     [X|X]  |(9)  ___|------|      [P] = party
|      |_____| [X]        |_____|         |      (1) = item/notation
|                                  [X]    |      
|______      (8)[X]    (7)[X]   [X]   [X] |      Items:
|      |____              ____|           |      1 Chest: angel wing
|           |    [X]  [X] |            (1)|      2 Chest: mithril
|(6)  [X]    _____________|   [X] ________|      3 Chest: Power Ring
|  [X]       |                            |      4 Table in front of Party:
|                   (4)            [X]    |           secret message
|_________(5)                 ____________|      5 Crate at wall on left:
|************|      [P]      |************|           Work Glove
\*_*_*_*_*_*_|_______________|*_*_*_*_*_*_/      6 Crate on far west wall:
                                                      Chrome Lance
                                                 7 Blue Paint Bucket:
                                                      Work Glove
                                                 8 Red Paint Bucket:
                                                      Kizer Knuckle
                                                 9 Crate by newly built wall:
                                                      Chirrup Hummer

There are a lot of secret items on this level, but most of them suck.  In
fact, the only one worth getting is the Power Ring.

Bulldor barely moves.  His range is four, but he'll typically move two
spaces, even when you're near him.  Also, he has no magic and he has no
special breath --- in fact, compared to the two previous bosses, he's much
easier!  Just attack him.  If you use archers and mages, it should be simple,
since he's too stupid to move far enough to attack them.

Much tougher than Bulldor are the other enemies - the Metal Gunners will
blast you if you hover in front of Bulldor, and the Lich can cast BOLT3
which decimates your party.  My best advice is, fight your way into the
center and hover in front of Bulldor.  Keep Sarah far, far south so that
she can cast Aura4 and heal everyone.  Use that central party to keep the
lesser folks busy, so that you can throw SHRIEK and CLAUDE straight at
Bulldor --- together they should be able to take him down, as long as the
other enemies (white dragons, liches, etc) don't come jumping on their backs.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Arch Bishop     2       57      71      52      34      28      6
        Aura3 and Boost2.
Bulldor       LEADER   150      0       66      45      31      5
Dark Paladin    4       60      30      64      42      23      7
        Boost2.
Goblin Pupil    5       55      0       56      35      20      5
King Chimera    2       62      0       60      38      22      7
        Like all the other chimera, it breathes fire.
Lich            2       63      72      51      31      24      6
        Bolt3 and Dispel.
Metal Gunner    2       47      0       59      45      22      4
        Range3.
White Dragon    2       60      0       57      44      26      5
        Dragons always breathe something, and this one's flavor is ice.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Bulldor admits defeat, then leaves through a door to the north.  Once again,
the Shining Force blindly follows.


                     ********   MISSION  5   ********
                              SHADOW BATTLE

Well, just as you think you're going to fight Dava, things change.  Such is
life!  With a stir of the cauldron, the old hag summons forth a Shadow Party
which is identical to your own in every way!  Same stats, same spells, same
equipment... you get a choice of difficulty (I picked Hard) and then the
battle begins.
 _________________________________________
/ _____           _______                 \     Key:
| |   |___________|(5)  |________________ |      [E] = enemy party
| |                                     | |      [P] = your party
| |                 [P]         (2)     | |      (1) = item/notation
| |         (4)                    _____| |      
| |                             (1)|_____ |      
| |                                     | |      Items:
| |                              (3)    | |      1 Vase east of party:
| |____                            _____| |           White Ring
|     |                            |_____ |      2 NE corner of NE table:
| ____|                                 | |           Black Ring
| |(7)              [E]                 | |      3 Barrel: healing seed
| |______           (6)            _____| |      4 Barrel west of cauldron:
|       |__________________________|      |           antidote
\_________________________________________/      5 Left bookshelf: Iris Blade
                                                 6 Shelf amidst book stacks:
                                                      Protect Ring
                                                 7 Lower barrel: healing seed

First off: if your Prince dies, you lose.  If their Prince dies, the battle
keeps going.  That's a slight disadvantage against you --- you've got to
kill ALL of the Shadows!                  

Now, there's a cheap way and a legit way to fight this battle.

CHEAP WAY: Before the battle, unequip everything.  That way, when the battle
begins, both sides will be weaponless.  The difference is, the computer is
too stupid to equip items.  So, on your turn, equip all those rings and
weapons, and you'll be at a major advantage.  The battle should be very easy
this way, assuming you haven't loaded your party down with spellcasters
(because the computer is still perfectly capable of casting spells).

LEGIT WAY: Assemble a party consisting of Adol, Mills, two strong warriors
(I suggest Claude and Randolf), Sarah.  Then, fill the remaining five slots
with weaklings (like mages, since they have low HP).   Here's the deal ---
with Bolt4, Adol and Mills can each kill someone in one shot.  Of course,
the computer can do the same.  The difference is... you're smarter.  Same
with Sarah --- during the battle, the computer is unlikely to use Aura4.
So you're at an advantage there, too!

Anyways, here's what you do.  Send all your weaklings south towards the
enemy in a mad blaze of glory!  The computer Adol and Mills will move forth,
and cast their Bolt4 attacks (they only get one shot each).  Once that's
been done, time to have fun.  Use YOUR Mills and Adol to kill the computer's
Randolf and Claude.  Then the computer is left with a depleted Mills/Adol,
Sarah, and a bunch of weaklings.  Go crazy with the magic spells that your
weaklings have, and in the meantime YOUR Randolf and Claude will be able to
wreak havoc, since the computer has lost their strongest troops.  Huzzah!

The White and Black rings are worth getting.  The Iris Blade is a CURSED
weapon that reduces movement to zero so, as you might imagine, it's not
very useful.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
                Identical to your Shining Force.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Afterwards, Dava congratulates you.  But it's still not over --- you will
need to face the old witch herself to rescue Queen Anri.  Prepare yourself
with your strongest troops --- the next battle is not an easy one.


                     ********   MISSION  6   ********
                           DESTINY OF A PRINCE

Okay... this is kind of strange.  DAVA teleports away from you (yet not out
of sight).  That's not the strange part --- the strange part is that after
the floor collapses, you're... um... flying through the air?  Well in any
case, the sky is scrolling by beneath you and it looks cool.  Now strike
down DAVA and rescue the Queen!
 _________________________________________
/                                         \     Key:
|                   [H]                   |      [K] = Kisarago
|    [K]                        [C]       |      [C] = Chu Rao
|                                         |      [B] = Bulldor
|                                         |      [H] = Dava
|                                         |      [P] = party
|                                         |      
|                [B]                      |      
|                                         |      
|                                         |      
|                                         |      
|                                         |      
|                                         |
|                   [P]                   |
\_________________________________________/

All right.  The very first thing Dava will do is zap your entire party with
her DAVA BEAM for around 17 damage each.  You'd darn well better have Sarah
at level 20 by now, or you're screwed.  So, cast Aura4 with her.  As long as
she's at level 25 or higher, she'll regenerate 2 mana per turn.

After that first shot, it is unlikely that Dava will fire the beam again.
It IS possible though, so don't let your hit points slip below 20.  Now, as
you move north, she will summon WONDER MUSHROOMS, which have the annoying
effect of confusing people in a 3-square radius.  Take it slow and clear
out some space (the mushrooms are good experience!) because it gets harder
in a second.

When you move further north, more mushrooms appear.  Keep going, and then
Dava's three goons CHU RAO, BULLDOR, and KISARAGI will appear as marked on
the map above.  If you take them down one at a time, it's not too hard.  The
one to watch out for is Kisaragi --- her Raijin2 will deal around 24 damage
each to a large area, so swarm her and kill her.  Definitely kill her and
Chu Rao.  Bulldor is the least likely to bother you once you move far north,
so you can let him live if you're really in a hurry to win.

Dava herself can spew DAVA BREATH, which is similar to the Demon Breath that
other bosses had.  It's got a three-square range, so not even your archers
are safe from it.  The best advice I can give is, move units in close (there
is room for one in front, and then the birdmen can move behind and to the
side) and set up Chester and Shade --- or whoever you have with range ---
nearby.  Hopefully she'll physically attack one of the close-range attackers.
She's weak, so that isn't a worry.  The worry is that Dava Breath, which _is_
actually powerful.  Since it's got a large range, hold your reinforcements
back a good distance, so that they don't get caught in the blast radius.

If nothing else, as long as you took the whole mission nice and slow, you
should be able to win by attrition.  Of course, if you sped through and got
half the Shining Force killed on the way, you're probably screwed.

-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------
Bulldor         1      150      0       66      45      31      5
Chu Rao         1       99      0       60      40      27      6
        Chu Rao still spews out fire.
Dava          LEADER   320      ??      60      38      37      0
        DAVA AURA: Heals herself slightly.
        DAVA BEAM: streaks across screen, hurting everything.
        DAVA BREATH: Range 3, large area, about 28 damage apiece.
Kisaragi        1      130      88      62      43      29      7
        Boost2 and Raijin2.
Wonder Mush     0       55      0       0       34      22      0
        Its spores can confuse anyone who happens to be nearby.
-------------------------------------------------------------------
ENEMY NAME      #       HP      MP      Att     Def     Agi     Mv
-------------------------------------------------------------------

Eric and Jaha beat up on poor Dava, interrogating her.  Dava begs GYAN!!
for help, who explains nothing, because Queen Anri arrives to explain.
Apparently, this is all just a test that every Prince of Cypress must pass.
Dava is very impressed.  And so, the Prince is finally crowned as King.

      AND THUS ENDS SHINING FORCE CD.  You've won!  Enjoy the moment!

[----------------------]PART FOUR:  BONUS BATTLE[----------------------]

BOOK FOUR:  The Museum

This is just a special, super-duper bonus battle.  To play it, you need to
finish the game, and you also need the Museum Ticket.  You can find the
ticket waaaaay back in Book Two, Mission Five in the well.

Mayfair and the Prince are visiting the museum, when all the statues (which
just so happen to be of all the bosses) come to life!

This Mission really is not meant to be "won".  But you can still give it a
good try.  Unfortunately, you can't pick your own party: you are stuck with
Adol, Mills, Sarah, Shade, Eric, Dawn, Ruce, Jaha, Luke, Wendy, Natasha,
and Claude.  Not a BAD party, but not the ideal one either.

The bosses will form up into five groups.  The first one you should engage
offensively: Death Woldol/Gordon/Dantom/Solo/Barbara.  Solo can be killed
quickly -- do that so he won't cast BOLT.  Watch out for Barbara's attack,
she has an AXE OF ATLAS and will use it a lot.

The other groups are:
#2: Chu Rao/Bazoo/Evil Monster
#3: Kisaragi/Frabell/Iom
#4: Warderer/Bulldor/Woldol (scorpion form)
#5: Geppel/Dava

#4 is by and away the hardest group, since Warderer will be using BOLT3 and
Woldol has the demon breath --- both with long range, high blast radius,
lots of damage, and they (like all the other bosses) move in double time!!!
Okay, so don't bet on winning.  Just give it your best shot and enjoy this
for what it is: a showcase battle.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                Characters
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

------------------------
Characters from Book One
------------------------

LEADER  (Swordsman/Hero)        Lv 1 HP 12 MP 8 Att 7 Def 6 Agi 4 Mov 6
        Yes, it's true --- if you don't give him a name, the default is
        Nick.  But I named him Adol, and you should, too.  Since you're
        stuck with this guy in every mission, it's fortunate that he is
        fairly powerful.  One of his greatest assets is a quickly increasing
        defense.  There are certainly stronger fighters you can use, but
        since he takes damage slowly, your Leader makes a nice back-up in
        case the first wave of offense fails.
        You have him from the beginning of the game.

        LEVEL 1: Egress                         LEVEL 6P: Bolt
        LEVEL 10P: Bolt2                        LEVEL 15P: Bolt3
        LEVEL 20P: Bolt4

        Is he useful?   ---He is mandatory.

AMIGO   (----/MagicCreature)    Lv 5 HP 29 MP 30 Att 29 Def 19 Agi 17 Mov 6
        If you need another healer, Amigo is your man... er, jellyfish.  He
        has the AURA spell, which is certainly decent.  However, his offense
        is so weak, that he is ultimately useless.  You already have three
        healers, each of which packs a powerful punch.  Since you find Amigo
        so late in the game, it is a waste of time to level him to the point
        where he can actually protect himself.  Even his picture is boring -
        looks way too similar to Domingo.
        Amigo is a hidden character in Mission 19.  When you first begin the
        mission, there are trees both to your party's left and right.  Search
        the third tree on the right, and Amigo will join.  Huzzah, huzzah.

        LEVEL 5: Aura2, Hell2, Boost            LEVEL 6: Dispel
        LEVEL 9: Aura3                          LEVEL 12: Boost2

        Is he useful?   ---No.

APIS    (Knight/Paladin)        Lv 1 HP 13 MP 0 Att 7 Def 6 Agi 5 Mov 7
        Apis is one of the stronger characters, and you'll want to use him
        early in the game.  Equip him with a spear and he can even attack
        from two squares away!  As he levels, Apis will far and away be the
        most well-rounded member of the party early on.  However, don't
        invest your special power foods (quick chicken, etc) in him.  Not
        only does he know no magic (which will be useful in later missions),
        but the characters KASHING and RANDOLF will both make Apis obsolete.
        You have him from the beginning of the game.

        Is he useful?   ---Yes, until Kashing joins the Shining Force.

CLAUDE  (Birdman/BirdBattler)   Lv 6 HP 18 MP 0 Att 13 Def 13 Agi 11 Mov 6
        Claude is a birdman.  Yes, this means he can FLY: mountains and
        forests, while crippling your fast centaurs, mean nothing to him!
        On top of this, Claude is a powerful attacker (he uses the same
        weapons as your Leader).  My favorite strategy is to throw ALL the
        stat-boosting items (Quick Chicken, etc) into Claude, turning him
        into an Angel of Death.  Then, send him after as many enemies as
        possible, SLAUGHTERING them, and earning tons of experience.  Far
        and away, the most useful character of all.
        Claude joins the Shining Force after Mission 5.

        Is he useful?   ---YES.  USE HIM.  USE HIM LOTS.

CRAY    (Monk/MasterMonk)       Lv 2 HP 14 MP 9 Att 8 Def 5 Agi 5 Mov 5
        Cray is your first new addition, and he's a good one.  Like Sig,
        he can heal and he's tough --- but Cray's attack power will increase
        FAST, turning him into a killing machine by the end of the game.
        So it's worth leveling this guy, even if he's missing an eye.
        Really, that doesn't hinder him one bit.
        Cray joins the Shining Force after Mission 2.

        LEVEL 2: Heal                           LEVEL 4: Heal2
        LEVEL 7: Muddle                         LEVEL 2P: Boost
        LEVEL 3P: Hell                          LEVEL 7P: Heal3
        LEVEL 11P: Boost2                       LEVEL 12P: Muddle2
        LEVEL 14P: Hell2                        LEVEL 17P: Heal4
        LEVEL 20P: Hell3

        Is he useful?   ---Yes, for the entire Book.

DOMINGO (----/MagicCreature)    Lv 3 HP 28 MP 26 Att 25 Def 18 Agi 15 Mov 6
        Domingo is weak, weak, weak... but he has a purpose.  BLAZE, FREEZE,
        and BOLT.  All at insane degrees of power!  He'll die at the flick
        of a blade, but when you need some long-distance power, he's your...
        jellyfish.  Very useful near the end of the game, where long range
        is a must to defeat the final bosses.
        Domingo is a hidden character on Mission 12.  Search the lake to
        find him - the first time, he'll hide again.  Don't worry, he's still
        in the lake.  Just search again (he's in a new square, though).

        LEVEL 3: Blaze3, Freeze3                LEVEL 6: Bolt
        LEVEL 9: Desoul                         LEVEL 12: Bolt2
        LEVEL 15: Desoul2                       LEVEL 17: Bolt3

        Is he useful?   ---I rate him highly.  Use him until end of Book1.

GATES   (----/Gladiator)        Lv 3 HP 28 MP 0 Att 23 Def 30 Agi 14 Mov 5
        Gates is a stocky dwarf with a big moustache.  And boy, does he love
        that moustache!  Just "talk" to him at camp sometime.  In any case,
        he is a bit tougher than Ruce, so he makes a nice replacement.  But
        since he still has the same weaknesses (slow movement and an attack
        range of one), he won't be too useful in the final missions.
        Gates joins the Shining Force after Mission 14.

        Is he useful?   ---Better than Ruce, but not needed at the end.

GYAN    (Beast/Berserker)       Lv 10 HP 26 MP 0 Att 36 Def 18 Agi 13 Mov 5
        Gyan sucks.  His attack power looks impressive, but since he can't
        use weapons, he is eventually outclassed.  He can move pretty
        quickly through forests, which is nice on a few missions, but his
        typical movement is as slow as Ruce and Gates.  And his defense
        isn't even all that good, so he sucks as a human shield!
        Gyan joins the Shining Force after Mission 11.

        Is he useful?   ---No.

KASHING (Knight/Paladin)        Lv 11 HP 26 MP 0 Att 22 Def 22 Agi 12 Mov 7
        Depending on how much you've leveled Apis, Kashing might make a nice
        replacement until Randolf joins the party.  Aside from that, there's
        nothing interesting about this guy.  His strength is only marginally
        better than Apis, and that's only if you haven't power-leveled Apis.
        Kashing joins the Shining Force after Mission 13.

        Is he useful?   ---He can replace Apis, until Randolf joins you.

LUG     (----/Gladiator)        Lv ?? HP 35 MP 0 Att 68 Def 36 Agi 21 Mov 5
        Well, you certainly won't have Lug around for long.  I completely
        forgot to look at his level and unaltered (no weapon) attack
        strength.  Those aren't really important, though.  He's a strong
        character and will be useful on the final battle.  His MAIN purpose
        is to hand your Leader the SWORD OF HAJYA, though he can do some
        hefty pummeling after that.  Whether Lug is a "good character" or not
        isn't really relevant since he's another extra body - but yeah, he'd
        be pretty good even if he were only a 'normal' character.        
        Lug joins the Shining Force during Mission 22.

        Is he useful?   ---He is mandatory.

MAYFAIR (Priest/Viceroy)        Lv 5 HP 15 MP 16 Att 14 Def 9 Agi 6 Mov 5
        Mayfair is a blind girl whose father was the former minister of
        Cypress, until Woldol moved in and took over.  She is a surprisingly
        powerful offensive and defensive character, and she has AURA ---
        easily the best healing spell, as it heals an entire group at a
        long range!  Each turn, be sure to cast it for an additional 10 to
        25 experience.  She will regain her sight in Book Two, even though
        they never quite explain how that happens.
        Mayfair joins the Shining Force after Mission 7.

        LEVEL 5: Heal2, Muddle                  LEVEL 8: Hell
        LEVEL 2P: Heal3                         LEVEL 4P: Hell2
        LEVEL 6P: Aura                          LEVEL 9P: Aura2
        LEVEL 11P: Heal4                        LEVEL 14P: Hell3
        LEVEL 16P: Aura3                        LEVEL 18P: Hell4
        LEVEL 20P: Aura4

        Is she useful?  ---Extremely.  Use her until the end of the Book.

RANDOLF (----/Paladin)          Lv 6 HP 38 MP 0 Att 34 Def 29 Agi 20 Mov 7
        Centaur god.  Dump Apis, Kashing, or whatever and add him to your
        party: Randolf is STRONG and worth having, especially since near the
        end, there will be a powerful lance (the halberd) and spear (the
        Valkyrie) available.  If you only want one centaur, Randol is the
        strongest of the strong.  Perhaps because of his years of battle
        experience fighting for Cypress.
        Randolf joins the Shining Force after Mission 17.

        Is he useful?   ---Yes, use him until the end of the Book.

RUCE    (Warrior/Gladiator)     Lv 1 HP 9 MP 0 Att 8 Def 8 Agi 4 Mov 5
        Don't let the low hit points fool you: early in the game, this guy
        is a massive tank who just _does_not_take_damage_.  But later on,
        he's slow and not much stronger than other, faster, characters.
        Once again, don't use your powerup items on him, as he'll be outdated
        later on in the game.
        You have him from the beginning of the game.

        Is he useful?   ---Early in the Book, he's mandatory.  Later, no.

SHADE   (Archer/Sniper)         Lv 1 HP 12 MP 0 Att 6 Def 7 Agi 5 Mov 5
        Now here's a guy who is worth keeping until the end of the game.
        His early advancements will skyrocket Attack strength - in fact,
        he will almost seem OVERpowered, considering he can also attack
        from a distance.  This evens out later on, but he's always a strong
        attacker.  Later on in the game, you'll want to be careful: while
        good at first, his defense is pretty weak in the end (compared to
        others), so you don't want to send him out front.
        You have him from the beginning of the game.

        Is he useful?   ---He is useful for the entire Book.

SHRIEK  (----/BirdBattler)      Lv 7 HP 33 MP 0 Att 36 Def 19 Agi 19 Mov 6
        See everything I said about Claude?  It applies to Shriek too --
        except that, since he's acquired near the end of the game, Shriek
        will never be quite as powerful as the quickly-obtained Claude.
        Nonetheless, he's still a powerful, agile character.  Two birdmen
        is more useful than two dwarves, or two centaurs...
        Shriek joins the Shining Force after Mission 16.

        Is he useful?   ---Yes, worth keeping in the Force until Book1 ends.

SIG     (Monk/MasterMonk)       Lv 1 HP 11 MP 6 Att 8 Def 6 Agi 5 Mov 5
        Monks are strong and they can heal.  For this reason alone, it's
        worth it to keep Sig, even after CRAY joins the party.  Of the two,
        Sig is more defensively-oriented, but he still packs a wallop with
        his punch once you level him up a bit.  As with any healer, have him
        cast Heal each turn for 10 free experience.
        You have him from the beginning of the game.

        LEVEL 1: Heal                           LEVEL 3: Heal2
        LEVEL 6: Detox                          LEVEL 10: Dispel
        LEVEL 4P: Hell                          LEVEL 6P: Detox2
        LEVEL 8P: Heal3                         LEVEL 12P: Hell2

        Is he useful?   ---He's worth having for the entire Book.

STOCK   (Ranger/BowKnight)      Lv 4 HP 15 MP 0 Att 12 Def 9 Agi 7 Mov 6
        An archer with a longer movement range?  Great!  Only problem is,
        his defense sucks.  Shade isn't a tank himself, either, but Stock
        will advance even more slowly in this department.  By the later
        missions, Stock dies way too easily to be useful.
        Stock joins the Shining Force after Mission 7.

        Is he useful?   ---At first yes, but eventually not worth keeping.

WENDY   (Mage/Wizard)           Lv 1 HP 9 MP 8 Att 6 Def 6 Agi 6 Mov 5
        While she only starts out with Blaze, Wendy is a strong character
        throughout the entire game.  In the beginning, Blaze is a nice,
        fairly powerful ranged attack - later on, as she gains Blaze3 and
        and Freeze3, she is a reliable source of mass area-covering damage.
        You will find better mages later on, but it shall be many battles
        before you reach that point.  Also, at the end of the game, more
        mages is better: the area-damage spells are far more effective than
        only hitting a single enemy.  So level Wendy up - it's worth it.
        You have her from the beginning of the game.

        LEVEL 1: Blaze                          LEVEL 4: Freeze
        LEVEL 8: Blaze2                         LEVEL 2P: Sleep
        LEVEL 5P: Freeze2                       LEVEL 9P: Blaze3
        LEVEL 13P: Freeze3                      LEVEL 17P: Attack
        LEVEL 20P: Blaze4

        Is she useful?  ---She's worth having for the entire Book.

YEESHA  (Mage/Wizard)           Lv 10 HP 21 MP 25 Att 14 Def 12 Agi 16 Mov 5
        When Yeesha first joins the Shining Force, she has Blaze2 and is
        very close to earning Blaze3.  So that alone makes her useful!
        Yeesha joins the Shining Force after Mission 10.

        LEVEL 10: Blaze2, Slow2                 LEVEL 3P: Blaze3
        LEVEL 6P: Bolt                          LEVEL 9P: Desoul
        LEVEL 12P: Bolt2

        Is she useful?  ---Yes, I suggest using her until the end of Book1.

------------------------
Characters from Book Two
------------------------

LEADER  (Swordsman/Hero)        Lv 1 HP 12 MP 8 Att 7 Def 6 Agi 4 Mov 6
        The default name for this guy is Deanna.  Sorry, I don't like the
        idea of controlling a man named Deanna.  So I named him Mills.  In
        any case, he is similar to the Leader from Book One (EXTREMELY
        similar).  He seems weaker defensively, but that's only because the
        enemies deal more damage overall in Book Two.
        You have him from the beginning of the game.

        LEVEL 1: Egress                         LEVEL 6P: Bolt
        LEVEL 10P: Bolt2                        LEVEL 15P: Bolt3
        LEVEL 20P: Bolt4

        Is he useful?   ---He is mandatory.

CHESTER (Archer/Sniper)         Lv 7 HP 20 MP 0 Att 18 Def 15 Agi 10 Mov 5
        Unlike Shade and Stock from Book One, Chester the Archer gains
        defense power at a nice rate.  Ranged attacks, high power, good
        defense --- this guy is a keeper until the end of the Book, and
        is even very useful in Book Three as well!
        Chester joins the Shining Force at the beginning of Mission 7.

        Is he useful?   ---Yes, even better than Shade from Book One!

CLAUDE  (----/BirdBattler)      Lv 2 HP 31 MP 0 Att 22 Def 23 Agi 14 Mov 6
        Claude is a birdman.  Yes, this means he can FLY: mountains and
        forests, while crippling your fast centaurs, mean nothing to him!
        On top of this, Claude is a powerful attacker (he uses the same
        weapons as your Leader).  My favorite strategy is to throw ALL the
        stat-boosting items (Quick Chicken, etc) into Claude, turning him
        into an Angel of Death.  Then, send him after as many enemies as
        possible, SLAUGHTERING them, and earning tons of experience.  Far
        and away, the most useful character of all.
        Claude re-joins the Shining Force after Mission 11.

        Is he useful?   ---TAKE A WILD, FLAMING GUESS.

DAWN    (Knight/Paladin)        Lv 1 HP 12 MP 0 Att 6 Def 6 Agi 5 Mov 7
        Dawn's certainly not a bad character, but she's the weakest of the
        three centaurs.  Initially, her strongest point is defense (and in
        fact, that remains her strongest point).  However, both other
        centaurs have high offense and also develop high defense.  So there's
        not much point to keeping her at the end of the game, unless you're
        like me and just find her to be really, really cute.
        You have her from the beginning of the game.

        Is she useful?  ---She's not as good as Eric... but she's a cutie.

ERIC    (Knight/Paladin)        Lv 1 HP 13 MP 0 Att 7 Def 6 Agi 5 Mov 7
        Eric is a pretty tough centaur, and visibly superior to Dawn.  Since
        this Book throws fewer birdmen and monks at you, I used two centaurs
        to the end of the game --- Randolf and Eric.  Well, I used Dawn
        because she's cuter.  But had I been operating on rational thought,
        I'd have stuck with Eric.  He's got good power and defense.
        You have him from the beginning of the game.

        Is he useful?   ---Yes.  You might replace him later, but maybe not.

GRAHAM  (Ranger/BowKnight)      Lv 6 HP 18 MP 0 Att 18 Def 12 Agi 9 Mov 6
        Graham joins the Shining Force after Mission 5.

        Is he useful?   ---Possibly: he dies easily, but his range is nice.

GYAN    (----/Berserker)        Lv 8 HP 38 MP 0 Att 55 Def 35 Agi 17 Mov 5
        Gyan sucks.  His attack power looks impressive, but since he can't
        use weapons, he is eventually outclassed.  He can move pretty
        quickly through forests, which is nice on a few missions, but his
        typical movement is as slow as Ruce and Gates.  And his defense
        isn't even all that good, so he sucks as a human shield!
        Gyan re-joins the Shining Force after Mission 19.

        Is he useful?   ---No, still worthless.

HIGINS  (----/Shinobi)          Lv 6 HP 36 MP 21 Att 25 Def 29 Agi 17 Mov 5
        Higins is a hidden character on Mission 18.  Like Domingo from the
        first Book, you must find him twice before he'll join you.  The first
        time, he is immediately north of your party (search the front wall of
        the castle).  The second time, he is at the far northern end of the
        map.  Near the center, there is a shadowy square.  Search that square
        to find Higins the second time.

        LEVEL 7: Katon                          LEVEL 11: Raijin
        LEVEL 15: Raijin2                       LEVEL 17: Katon2
        LEVEL 20: Raijin3

        Is he useful?   ---He's more fun, than useful.  But he's good.

JAHA    (Warrior/Gladiator)     Lv 1 HP 9 MP 0 Att 8 Def 9 Agi 4 Mov 5
        You have him from the beginning of the game.

        Is he useful?   ---Yes, until you find Rohde.

LUKE    (Monk/MasterMonk)       Lv 1 HP 13 MP 6 Att 5 Def 4 Agi 5 Mov 5
        You have him from the beginning of the game.

        LEVEL 1: Heal                           LEVEL 3: Heal2
        LEVEL 6: Detox                          LEVEL 10: Sleep
        LEVEL 3P: Dispel                        LEVEL 7P: Heal3
        LEVEL 12P: Detox2                       LEVEL 15P: Heal4

        Is he useful?   ---Yes, I'd suggest using him for the entire Book.

MAY     (Mage/Wizard)           Lv 8 HP 18 MP 23 Att 11 Def 13 Agi 13 Mov 5
        In terms of spell selection, May is a more offensive mage than
        Natasha.  In fact, she's pretty good in every other regards, too!
        If you only want one mage/wizard, May's the obvious choice.  Though
        two is nicer in the end ^_^
        May joins the Shining Force after Mission 7.

        LEVEL 8: Freeze2, Slow                  LEVEL 9: Slow2
        LEVEL 2P: Freeze3                       LEVEL 5P: Bolt
        LEVEL 8P: Desoul                        LEVEL 10P: Bolt2

        Is she useful?  ---Yes, as she has more offense than Natasha.

NATASHA (Mage/Wizard)           Lv 1 HP 9 MP 8 Att 5 Def 6 Agi 6 Mov 5
        Natasha is an oddity among mages, as she has the EGRESS spell!  This
        is not there just for convenience: she actually fills in as the
        Shining Force leader for a few missions in the middle of Book Two.
        Natasha is assigned to be the Leader's friend, and she develops a
        crush on him as well.
        You have her from the beginning of the game.

        LEVEL 1: Blaze, Egress                  LEVEL 4: Freeze
        LEVEL 8: Blaze2                         LEVEL 3P: Freeze2
        LEVEL 7P: Blaze3                        LEVEL 20P: Blaze4

        Is she useful?  ---In some parts, mandatory.  She's pretty good.

PRINCE  (----/Prince)           Lv 12 HP 47 MP 20 Att 31 Def 41 Agi 20 Mov 6
        The Prince joins the Shining Force to participate in Mission 24.

        LEVEL 12: Bolt2, Egress                 LEVEL 15: Bolt3
        LEVEL 20: Bolt4

        Is he useful?   ---He is mandatory.

RANDOLF (----/Paladin)          Lv 2 HP 28 MP 0 Att 25 Def 22 Agi 13 Mov 7
        Centaur god.  Dump Eric, Dawn, or whatever and add him to your
        party: Randolf is STRONG and worth having, especially since near the
        end, there will be a powerful lance (the halberd) and spear (the
        Valkyrie) available.  If you only want one centaur, Randol is the
        strongest of the strong.  Perhaps because of his years of battle
        experience fighting for Cypress.
        Randolf joins the Shining Force after Mission 10, but you won't be
        able to use him until Mission 13.

        Is he useful?   ---Yes, he still rocks.  In fact, he rocks MORE now!

ROHDE   (----/Gladiator)        Lv 3 HP 29 MP 0 Att 25 Def 25 Agi 13 Mov 5
        Rohde is a hefty dwarf, and superior to Jaha.  For a time, Rohde is
        mandatory, and he works nicely as a human shield.  Once the two
        halves of the Shining Force combine (Mission 17), he makes a good
        replacement for Jaha.  By the end of the game, ranged attackers and
        magic users are more valuable, though.
        Rohde joins the Shining Force after Mission 13.

        Is he useful?   ---Yes, as a good replacement for Jaha.

RUSH    (----/Samurai)          Lv 9 HP 45 MP 0 Att 32 Def 37 Agi 19 Mov 5
        Rush makes a nice tank, but by Mission 21 in Book 2 it would have
        been nice to have someone with a few unique spells.  Like Higins!
        Rush looks cool, being a unique samurai, and he can deal a nice
        chunk of damage.  But, since I had already gotten rid of warriors
        from my party, I had no need for this fellow.
        Rush is a hidden character on Mission 21.  You'll notice a row of
        statues lining the center of the shrine; search the very front one
        (immediately north of your party) and Rush will join the Force.

        Is he useful?   ---He's not bad, but hardly necessary.

SARAH   (----/Viceroy)          Lv 5 HP 24 MP 34 Att 14 Def 21 Agi 17 Mov 5
        Sarah joins the Shining Force after Mission 10, but you won't be
        able to use her until Mission 17.

        LEVEL 5: Heal3, Hell2, Muddle           LEVEL 6: Aura
        LEVEL 8: Muddle2                        LEVEL 10: Aura2
        LEVEL 12: Heal4                         LEVEL 14: Hell3
        LEVEL 16: Aura3                         LEVEL 18: Hell4
        LEVEL 20: Aura4

        Is she useful?  ---Yes!!!  She's the only one with Aura in Book 2.

SLADE   (Priest/Viceroy)        Lv 3 HP 12 MP 12 Att 7 Def 7 Agi 8 Mov 5
        Slade is horrid - plain and simple.  He looks like an ugly oaf, he
        attacks like an oaf, and he defends like an oaf.  Basically, in case
        you haven't gotten the idea, he's an oaf.  But he has HEAL!  Unlike
        Mayfair and Sarah (the other priests) he never, ever gets the Aura
        spell.  So, between that and his horrid attack/defense power, there
        is very little reason to keep him in the party.
        Slade joins the Shining Force after Mission 2.

        LEVEL 3: Heal2                          LEVEL 7: Muddle
        LEVEL 10: Boost                         LEVEL 2P: Hell

        Is he useful?   ---Only until you can get rid of him.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 Weapons
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Note: Money is never an issue in this game.  You always earn plenty, and
eventually you'll have too much.  So the Buy/Sell price are essentially
irrelevant, which is why I didn't pay much attention to them.  But I do
find them to be an interesting footnote, which is why they're even in this
chart at all.  If a weapon is missing a "SELL" price, I just never got
around to selling it.  But you really won't need to be selling your weapons,
since there's plenty of money to be had.

"Classes" refers to who can use it.
A = Archer              B = Birdman / BirdBattler      G = Gladiator
I = Sniper              K = Knight                     L = Paladin
M = Mage / Wizard       N = Shinobi                    O = Monk / MasterMonk
P = Priest / Viceroy    R = Ranger                     S = Swordsman / Hero
T = BowKnight           U = Samurai                    W = Warrior
___________________________________________________________________
Name            Classes         +ATT    +DEF    BUY     SELL    Etc
-------------------------------------------------------------------
                        ****AXES****
Axe of Atlas      G             30      0       ----            Blaze3
Battle Axe        WG            20      0       800     600
Chirrup Hummer    G             19      0       ----    75
Club              WG            3       0       ----    30
Earth Axe         G             32      0       ----    9825    +1 mov
Evil Axe          G             34      0       ----            cursed
Great Axe         G             28      0       5000    3750
Hand Axe          WG            9       0       200     150
Heat Axe          WG            25      0       ----    1200    Blaze2
Kamikaze Axe      G             41     -ALL     ----    10875   
Large Axe         G             27      0       ----    7050
Middle Axe        W             14      0       380     285
                        ****BOWS****            
Assault Shell     IT            19      0       ----    1650    Range3
Buster Shot       IT            26      0       ----    7125    Range3
Great Shot        IT            23      0       5500    4125    Range3
Hyper Cannon      IT            23      0       ----    7425    Range3
Iron Arrow        AIRT          6       0       110     82      Range2
Robin's Arrow     AIRT          16      0       700     525     Range3
Shut Cannon       I             28      0       ----    ----    Range3
Steel Arrow       AIRT          11      0       ----    225     Range2
Wooden Arrow      AIRT          3       0       ----    45      Range2
                        ***GLOVES***
Battle Glove      O             15      0       1200    900
Evil Claw         O             32      0       ----            cursed
Giant Knuckle     O             17      0       ----    ----
Iron Claw         O             20      0       4500    3375
Kizer Knuckle     O             25      0       ----    10425   agility to 0
Leather Glove     O             5       0       180     135
Misty Knuckle     O             13      0       ----    3900
Power Glove       O             10      0       500     375
Work Glove        O             5       0       ----    37
                        ***LANCES***
Bronze Lance      KL            9       0       250     187
Chrome Lance      L             22      0       1500    1125
Evil Lance        L             35      0       ----            cursed
Halberd           L             24      0       ----            Bolt
Steel Lance       KL            13      0       400     300
Wooden Stick      KL            3       0       ----    37
                        ***SPEARS***
Javelin           L             24      0       ----    6900    Range2
Power Spear       KL            18      0       ----    585     Range2
Valkyrie          L             28      0       ----    6375    Range2
Venom Javelin     L             35      0       ----    10650   Range2,cursed
                        ***STAVES***
Bronze Rod        MP            6       0       140     105
Demon Rod         MP            30      0       ----    9000    cursed
Flail             P             15      0       1400    1050
Great Rod         MP            19      0       ----    6150
Holy Staff        P             20      0       7800    5850
Iron Rod          MP            9       0       240     180
Mystery Staff     MP            24      0       ----    8400
Power Stick       MP            12      0       600     450
Protect Staff (1) M             16      2       ----    2400
Protect Staff (2) P             20      2       ----    2400
Wooden Staff      M             4       0       ----    45
                        ***SWORDS***
Broad Sword       BS            21      0       1200    800
Buster Sword      BSU           25      0       ----    8250
Counter Sword     BSU           30      0       ----    11100   + counter
Critical Sword    BS            26      0       ----            + critical
Dark Sword        BNS           35      0       ----    11250   Desoul,cursed
Iris Blade        BSU           36      0       ----    11625   mv to zero
Light Sword       S             33      0       ----            Bolt2
Long Sword        S             12      0       350     262
Middle Sword      BS            8       0       180     135
Murasame          N             25      0       ----    11250   instant kill
Murasana          N             1       0       ----    11250   + critical
Samurai Sword (1) U             28      0       ----    4500
Samurai Sword (2) U             24      0       ----    4500
Shinobi Sword     N             20      0       ----    6600
Short Sword       BS            5       0       100     75
Steel Sword       BS            16      0       680     510
Sword of Hajya    S             33      0       ----    -----
Wooden Sword      BS            3       0       ----    45
-------------------------------------------------------------------
Name            Classes         +ATT    +DEF    BUY     SELL    Etc
___________________________________________________________________

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 Rings
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Black Ring - adds 10 attack - Mage
Evil Ring - adds 10 attack - USE it to cast BOLT2 - cursed - Mage/Priest
Power Ring - adds 5 attack - USE it to cast ATTACK
Protect Ring - adds 5 defense - USE it to cast BOOST
Quick Ring - adds 5 agility - USE it to cast EGRESS
Running Ring - adds 2 movement
White Ring - adds 10 defense - USE it to cast AURA2 - Priest/Swordsman

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 Items
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Angel Wing  -  lets Force escape battle, similar to EGRESS  (COST:  40)
Antidote  -  cures poison  (COST: 20)
Cheerful Bread  -  permanently increases a character's hit points
Healing Rain - cures ALL hit points on ALL characters  (COST:  20,000)
Healing Seed  -  cures several hit points  (COST:  200)
Medical Herb  -  cures 10 (that's all??) hit points  (COST:  10)
Mithril - what does this do?
Pegasus Wing - what does this do?
Powerful Wine  -  permanently increases a character's power
Protect Milk  -  permanently increases a character's defense
Quick Chicken  -  permanently increases a character's agility
Running Pimento  -  permanently extends a character's movement range

The stat-boosting items are never available in shops.  If you want to
sell them, you'll earn 375 gold each.  Selling them would be stupid.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                  Spells
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Name            Level 1         Level 2         Level 3         Level 4
-----------------------------------------------------------------------
ATTACK          7 mana
                3 range
                1 ally
        This spell boosts an ally's attack power.

AURA            7 mana          11 mana         15 mana         20 mana
                3 range         3 range         3 range         no range
                small area      large area      large area      all allies
                +15 HP          +15 HP          +30 HP          +ALL HP
        This is the area-healing spell.  Even at level one, it's extremely
        good.  The top level is awesome --- it heals ALL allies, no matter
        where they are on the map, and it gives them back ALL hit points.
        And if you cast this every turn, you earn 20 or so experience.

BLAZE           2 mana          6 mana          10 mana         10 mana
                2 range         2 range         2 range         2 range
                1 enemy         small area      small area      1 enemy
        This spell deals fire damage.  It's typically good against undead
        folks, but poor against firebreathers and lizardmen.  The power
        increases significantly as you increase levels, but the spell is
        always (against normal foes) weaker than Freeze.  Blaze4 is very
        strong, and summons a swirling dragon!

BOLT            8 mana          15 mana         20 mana         20 mana
                2 range         3 range         3 range         3 range
                small area      large area      large area      1 enemy
        Lightning bolts will streak from the sky.  Levels 1 and 2 do around
        10 to 15 damage per target; higher levels can do 25 or more!  But
        Level 4 is insane, dealing potentially 70 DAMAGE to a single foe!

BOOST           5 mana          9 mana
                1 range         3 range
                small area      entire zone
        This spell increases the AGILITY and DEFENSE of everyone caught
        within the target range.

DESOUL          8 mana          13 mana
                2 range         2 range
                1 enemy         small area
        Fortunately, this spell usually fails when enemies cast it at you.
        Surprisingly, it is actually a bit more effective when you cast it
        at enemies!  Desoul can instantly kill an enemy (and yes, you still
        earn experience for it).

DETOX           3 mana          5 mana
                1 range         2 range
                1 ally          1 ally
        This spell removes any poison from an ally's blood system.

DISPEL          5 mana
                2 range
                small area
        This spell renders an enemy incapable of casting magic.  Unless the
        spell fails, which also happens a lot.  But sometimes it works!

EGRESS          8 mana
                no range
                all allies
        This spell allows the Shining Force to retreat from battle.

FREEZE          3 mana          7 mana          12 mana
                2 range         2 range         3 range
                1 enemy         small area      small area
        Freeze dishes out some cold damage.  In general, this is poor against
        undead creatures, but excellent against lizardmen and firebreathing
        beasts.  Each level increases not only in range/area, but in damage.

HEAL            3 mana          5 mana          10 mana         20 mana
                1 range         2 range         3 range         3 range
                1 ally          1 ally          1 ally          1 ally
                +15 HP          +15 HP          +30 HP          +ALL HP
        This spell heals an ally.  You'll notice that at level 4, it costs
        the same as Aura4.  Obviously, Aura4 is better since it heals all
        the Shining Force members.  But most characters can't get Aura.

HELL            2 mana          5 mana          8 mana          8 mana
                1 range         2 range         2 range         2 range
                1 enemy         small area      small area      1 enemy
        This spell deals wind damage to an enemy (or small group of enemies).
        You'll notice level 3 and level 4 cost the same amount of mana:
        Level 3 deals small damage to a small group.  Level 4 deals a bit
        more damage, but only to a single target.  But this spell sucks.

KATON           6 mana          10 mana
                2 range         2 range
                small area      small area
        Basically, this is Blaze, except at one level higher.  (ie, Katon1
        has the effect of Blaze2).  It does fire damage.

MUDDLE          6 mana          11 mana
                2 range         3 range
                small area      large area
        This spell has a chance of confusing your foe, making them attack
        themselves, attack other enemies, or just stand there befuddled.
        The effect doesn't last all that long, so it really isn't a very
        useful spell to be casting.

RAIJIN          15 mana         18 mana         20 mana
                3 range         3 range         3 range
                large area      large area      1 enemy
        Similar to how Katon is Higins' version of Blaze, this is Higins'
        version of Bolt.  Raijin1 is roughly equivalent to Bolt2.  The
        difference is that Raijin3 is weaker than Bolt4.

RIPSAW            ???           10 mana
                  ???           2 range
                  ???           small area
        No, none of your party members learn this spell.  This is used by
        some of the enemies in the Japanese Garden in Book Three.  Like Katon
        and Raijin, this is just a re-named spell (in this case, Hell).  It
        deals wind damage.

SLEEP           4 mana
                2 range
                small area
        This spell makes enemies fall asleep for a couple turns.  They
        usually wake up by the third round.

SLOW            3 mana          6 mana
                1 range         2 range
                1 enemy         large area
        This spell reduces AGILITY and DEFENSE of the target or targets.
-----------------------------------------------------------------------
Name            Level 1         Level 2         Level 3         Level 4
-----------------------------------------------------------------------


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                Credits
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Special thanks to KevinS (shadowstitch@yahoo.com) who emailed me some REALLY
GOOD alternate strategies, I'm a little embarrassed by some of my own (like
my brutish Book 2 Mission 20 strat) when I read his clever plans.

And of course, Sonic Team for creating Shining Force, and Sega of America for
actually releasing this one in the US for the Sega CD.  It's a great series,
and more people should play it.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                             Copyright Info
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Shining Force and Shining Force CD are copyrights of Sega.
I had nothing to do with the contents of the game.  This FAQ is copyright
by me.  That's more disclaimer than is required.