Record of Agarest War Walkthrough :
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Walkthrough - FAQ/WalkthroughO-----------------------------------------O | | | RECORD OF AGAREST WAR - FAQ/Walkthrough | | Version 0.10 | | Created by Mythril Wyrm | | | O-----------------------------------------O Table of Contents I. Update History II. Legal Notice/Disclaimer III. Foreword IV. The Basics A. Battle System 1. Move Phase 2. Action Phase 3. Aftermath B. Exploring the World V. Walkthrough A. First Generation 1. Frontier 2. Hidden Path 3. Dodone 4. Slumber Forest 5. Alfheim 6. Mimas 7. Puteaux 8. Zelzagun Fortress 9. Alcina Wharf 10. Ridinia Island 11. Rigulus 12. Cave of Origin B. Second Generation C. Third Generation D. Fourth Generation E. Fifth Generation VI. Lists VII. Questions & Answers VIII. Special Thanks IX. Contacting Me To skip to a specific section, press Ctrl + F, type in a section name, and press Enter. ------------------------------------------------------------------------------- I. Update History v0.10 - Completed most of the First Generation walkthrough. Will add more as I continue to progress through the game. ------------------------------------------------------------------------------- II. Legal Notice/Disclaimer This FAQ is copyright 2010 by Devin McCain. At this time, only the following websites have permission to host this FAQ: GameFAQs (http://www.gamefaqs.com) IGN (http://www.ign.com) Neoseeker (http://www.neoseeker.com) Super Cheats (http://www.supercheats.com) Please notify me as soon as possible if you find it posted anywhere else. If you want to post this FAQ on your own website, you may do so only if you obtain my permission in writing and agree to leave the FAQ completely unchanged. If you post it without my permission or change it and try to pass it off as your own, there will be unpleasant consequences when I find out. Feel free to print a copy of this FAQ for personal use, but do not publish or distribute it with intent to turn profit on it. I'm sharing it free of charge, so please respect that. All other copyrights and trademarks mentioned in this FAQ are the property of their respective owners. I do not claim to own any of them. This FAQ may contain spoilers. Continue reading at your own risk. I take no responsibility for any embarrassment, injuries, or deaths that result from the use of this FAQ or any of the information contained herein. If you're that stupid, it's your own damn fault. Got that? Good. Now, let's move on to the fun stuff... ------------------------------------------------------------------------------- III. Foreword Hello, and welcome to my FAQ and walkthrough for Record of Agarest War! I down- loaded this game after reading some promising reviews and intriguing reports about its special features, and while the game didn't live up to my elevated expectations, it was good enough to keep me coming back. I also noticed that there was no complete walkthrough for the game and minimal resources to fellow strategy RPG gamers figure out what to do, so I took it upon myself to provide them with one. Flawed though the game is, it became more engrossing as I began to understand the mechanics behind it, and I'm hoping that this guide will make the game more playable for those who want to give it a try. I wrote this FAQ while playing through the game on Hard Mode. I've never tried playing it on Easy or Normal Mode, so I'm not sure what the major differences are between each one. I'm assuming that the enemies are stronger and/or more numerous on harder difficulty settings, or that the rewards for completing each battle are reduced. If anyone can verify this, please e-mail me. In any case, if you're looking for a resource to help you survive the worst that Record of Agarest War has to offer, this walkthrough is for you. ------------------------------------------------------------------------------- IV. The Basics Unless you live in Japan, you'll be playing this game without an instruction manual. The tutorials do a haphazard job of explaining the game's finer points, so if you have any questions about basic gameplay elements, you should read this section first. A. Battle System This is where the meat of the game lies. You'll be spending most of your time on the battlefield, so it pays to become intimately familiar with the combat system and its many intricacies. It is impossible to flee from battles, and most of them will continue until either your party or the enemy party has been wiped out. Battles are divided into two phases: the Move Phase and the Action Phase. 1. Move Phase At the beginning of this phase, combatants gain a number of AP (Action Points) equal to their AP score. They can stay in their starting position or move into any empty square within their movement range; moving 1 square costs 1 AP. The enemies will not move until your party moves, so don't worry about being pre- empted. When you move the cursor over each character, you'll notice that certain squares start flashing. These are extend spaces, and moving another character into one of them will link the two characters together with a beam of green light, allowing them to combine their attacks against a single enemy. Link your whole party together, and they can all combine their attacks against any enemy that one or more of them can reach. Good positioning and wise use of combined attacks will allow you to fell even the most powerful foes. Be warned, however, that your enemies can form links of their own and combine their attacks against you. There are no damage bonuses for attacking from the side or the rear, so face your characters in whatever direction allows them to link together most easily. 2. Action Phase This phase begins once you have confirmed your characters' moves. During this phase, you and the enemies get to launch your attacks. The combatants with the highest AVD take their turns first, and may act according to the AP they have available. The turn order is displayed in the meter at the top of the screen. Linked characters should use coordinated combinations of skills to defeat the most dangerous foes and stop them from performing combination attacks. Focusing on one enemy at a time is usually a good strategy, because consecutive attacks deplete an enemy's break gauge. Once this gauge is fully depleted, the enemy will become more vulnerable to damage. Your party members have their own break gauges, which can be depleted by a concerted enemy assault. Try not to let this happen. One thing to bear in mind when launching combined attacks is the range of each skill. Characters can attack enemies who are outside of the normal range of their skills during a combined attack, but they will automatically move to the closest empty square from which they can perform the attack. If no such squares are empty, they will not be able to use the skill. Plan your attacks carefully to ensure that none of your characters cut each other off. Certain skills, when used in succession, combine to form Extended Skills. You can discover the combinations on your own, or by reading manuals purchased from item shops. Extended Skills are more powerful than normal skills and will score additional hits against foes with empty break gauges. They're best used at the end of a combo, after wearing an enemy down with multi-hit skills. Every time a combatant is slain, all of the survivors gain some SP (Spirit Points). High SP can trigger special abilities or be used to perform Extra Skills, which inflict devastating damage. Some Extra Skills hit over a large area, making them ideal for clearing out groups of weak enemies or doing severe damage to bosses. Dealing enough damage to an enemy to kill it twice over is called overkilling the enemy. (For example, if an enemy has 100 HP, reducing the enemy to -100 HP with one or more attacks will result in overkill.) Overkilled enemies always drop items, which may be even more valuable than the ones they drop at random. Unused AP carry over to the next combat round. Characters can accumulate up to twice their AP score in stored AP. 3. Aftermath Winning a battle earns you EXP, Gold, EP (Enhancement Points), and PP (Party Points). You will receive a grade for each battle, which will be better if you finish the battle quickly and if the average level of your characters is lower than the average level of your enemies. The better your grade, the larger your percentage boost to your battle earnings will be. Enhancement Points can be used to enhance your equipment at the blacksmith. Party Points are discretionary points that can be used to boost any of your characters' stats. Use your EP and PP well to keep your characters prepared for the challenges they face. B. Exploring the World If you aren't locked in mortal combat with bloodthirsty monsters or using the spoils of victory to strengthen your party, you're probably visiting one of the sites below. Dungeons: Isometric mazes that you explore in search of treasure and bosses. You will randomly encounter monsters in dungeons, and your party will not be healed until you return to the world map. Fight conservatively and heal wounded party members with magic or items at the end of each battle to avoid suffering losses from attrition. Events: These can occur almost anywhere, and may consist of a cutscene or a series of battles. Like in dungeons, your party will not be healed after each battle, but you'll be given a chance to reorganize your party and save your game. Keep your party's HP up, or you may find yourself in a situation where victory is all but impossible. Towns: Bastions of civilization that provide useful services to adventuring parties. These include an infirmary that can revive dead party members (for 100 Gold per level of the deceased), an item shop at which you can purchase new equipment, a blacksmith who can enhance or create equipment in exchange for EP or raw materials, a guildhouse that will reward you with items when you satisfy the criteria for a new title, and (eventually) a fortune teller who can assess your relationships with your potential brides. ------------------------------------------------------------------------------- V. Walkthrough A. First Generation This chapter tells the story of Leonhardt, also known as Golden Leo. He is an officer in the Gridamas army who becomes embroiled in a quest that will span generations and determine the fate of the entire world. 1. Frontier After selecting the difficulty of the game and learning about the history of the world, you'll be thrown right into your first battle. It's a duel between Kasibal and Leonhardt, which will play out automatically. You can switch to manual control by pressing Select if you want to input a command, but the bat- tle will be over soon regardless. After a conversation between Leonhardt and Kasibal, you'll be thrown into your first real battle. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #1 * * * * Enemies: Lv. 1 Frontier Soldier (x4) * * * * Strategy: You control Leonhardt, Kasibal, and two Gridamas Soldiers during * * this battle. Approach the enemies and save your AP during the first round, * * then unload on them during the next round to take them down easily. Try to * * overkill them for Silver Ore. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * You'll be given the chance to save your game at this point. Elsewhere on the Frontier, a man named Musaka and his troops are threatening an elf girl. Leonhardt arrives and intervenes on her behalf, and a battle begins. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #2 * * * * Enemies: Lv. 1 Musaka, Lv. 1 Frontier Soldier (x2) * * * * Strategy: Leonhardt must fight this battle alone. Musaka poses the biggest * * threat, so you want to take him down first. Stand back and conserve your AP * * on the first round, then use Double Edge and Power Attack successively to * * perform the Extended Skill Broken Hit. It will do well over 100 damage and * * make quick work of Musaka. Once he's down, mop up the Frontier Soldiers to * * seize victory. Use Grass to restore your HP if you take too many hits. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * While traveling with the elf girl, Leonhardt runs into Melchior and the Dark Knight. Looks familiar, doesn't he? They're none too pleased to see him dis- obeying orders, so Leonhardt sends the elf girl away and buys her some time to escape by engaging the Dark Knight. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #3 * * * * Enemies: Lv. 99 Dark Knight * * * * Strategy: If your adversary's 129,998 HP and 1768 ATK didn't give it away, * * this battle is unwinnable. Just let him kill you. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Leonhardt suffers a mortal wound in battle, so Melchior and the Dark Knight walk off and leave him to die. As his surroundings fade to black, he is visited by a strange woman named Dyshana, who offers to revive him in return for his and his descendants' souls. Eager for a chance to redeem himself, Leonhardt ac- cepts her offer and goes off in search of the elf girl. When he finds her cor- nered by a ferocious-looking beastman, he jumps to her defense. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #4 * * * * Enemies: Lv. 1 ???? (Borgnine) * * * * Strategy: Do whatever you want. This battle won't last long. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * The elf girl interrupts the confrontation to tell Leonhardt that the beastman is Borgnine, her guardian. She introduces herself as Ellis and promises to lead the group to civilization. When you reach the world map, add Ellis and Borgnine to your party. Borgnine is a heavy hitter who can soak up lots of damage, and complements Leonhardt well on the front lines. Ellis has powerful offensive magic and the Heal spell, but is very fragile. Positioning her near the back is advisable. Once you're finished organizing your party, follow the road to the Hidden Path. -> Frontier Road, West Enemies: Lv. 1 Thief Even though the Thieves usually appear in groups of three, they pose little to no threat. Overkill them for Grass. 2. Hidden Path Leonhardt, Ellis, and Borgnine find a large rock blocking the path to Dodone. Not willing to give up or change their course, they decide to smash their way through it. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #5 * * * * Enemies: Lv. 1 Rock * * * * Strategy: The Rock won't attack you, so use this opportunity to find out * * which combinations of skills and Extended Skills will maximize your damage- * * dealing ability. If you accumulate enough SP to use your Extra Skills, you * * can quickly reduce the Rock to dust. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * -> Frontier Road, East Enemies: Lv. 1 Thief 3. Dodone This is your first chance to stock up on supplies. Buy manuals from the item shop and use your saved EP to enhance your party's weapons and armor at the blacksmith. You can fight Thieves on the Frontier Road if you need Gold or EP. -> South Murks Road, West Enemies: Lv. 1 Thief -> North Murks Road, East Enemies: Lv. 1 Thief Keep overkilling them to collect Grass. 4. Slumber Forest Enemies: Lv. 1 Thief, Lv. 3 Hornet, Lv. 4 Hell Dog The enemies in this dungeon can be deadly if you're unprepared or unlucky. The Hornets are fast, and the Hell Dogs hit hard and have a high evade rate. They also have a devastating counterattack that they use in response to close-range attacks. It can do 200+ damage to a character, so keep Ellis away from them and use short-range attacks only to finish them off. If your party gets worn down, exit the dungeon to restore the injured characters' lost HP, then return to explore some new areas. If you take the time to search the forest throroughly, you'll be rewarded with some nice treasure. The Bone Guard, which gives a nice boost to a character's physical defense, and the Thunder skill, which damages and may paralyze one target, are particularly valuable finds. Proceed to Alfheim after making your way through the forest. -> Hamas Animal Trail Enemies: Lv. 3 Hornet, Lv. 4 Hell Dog 5. Alfheim The party meets Ellis's grandfather Teonor and learns that Borgnine is a larva who was willed into existence by Ellis. Teonor asks Leonhardt to help him retrieve an elven artifact, and at Dyshana's urging, he agrees. After the scene plays out, enter the town again to meet Vira-Lorr, a three-eyed seeress. She's the most powerful offensive spellcaster you'll find for awhile, and a little less fragile than Ellis. Add her to your party once you return to the world map. -> North Murks Road, East Enemies: Lv. 3 Hornet, Lv. 4 Hell Dog -> North Murks Road, Central Enemies: Lv. 3 Hornet, Lv. 4 Hell Dog -> North Murks Road, West Enemies: Lv. 3 Hornet, Lv. 4 Hell Dog Cut your way through the enemies, overkilling them whenever possible to earn crafting materials. 6. Mimas After a party discussion about tactics, you'll be thrown into the party screen. Make any adjustments necessary to prepare for the upcoming battles. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #6 * * * * Enemies: Lv. 4 Gridamas Soldier (x4) * * * * Strategy: Position your party, save your AP, and let them approach you in * * the first round, then destroy them with Extended Skills. Make sure you heal * * any injured party members with Grass or Ellis's magic before defeating the * * final soldier. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * You'll be given a chance to save your game before the next battle. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #7 * * * * Enemies: Lv. 6 Gridamas Captain, Lv. 4 Gridamas Soldier (x4) * * * * Strategy: This battle is a little harder than the last one, but the same * * basic strategy applies. Get your party into position, build up your SP by * * defeating the soldiers with Extended Skills, then demolish the captain with * * Extra Skills. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * After the battle, Leonhardt introduces himself to Fyuria, an elf maiden who was being harassed by the Gridamas forces. She is unfriendly and suspicious of him at first, but eventually agrees to travel with him. She's a fast and well- balanced character who can use either magic or physical attacks effectively, and should be added to your party as soon as you return to the world map. Return to Dodone, and you'll notice that alchemy and horoscopes are now avail- able. Use your saved Gold and materials to craft new weapons and armor. -> North Nohutlu, South Enemies: Lv. 4 Hell Dog, Lv. 5 Goblin -> North Nohutlu, North Enemies: Lv. 4 Hell Dog, Lv. 5 Goblin The Goblins have more HP and higher ATK than the Hell Dogs, but none of their abilities are especially deadly. Keep them away from your casters and fight them the same way you fight their canine companions. 7. Puteaux Upon receiving a message about the movements of the Gridamas forces, the party heads for Zelzagun Fortress to intercept them. -> South Nohutlu, North Enemies: Lv. 4 Hell Dog, Lv. 5 Goblin -> South Nohutlu, South Enemies: Lv. 4 Hell Dog, Lv. 5 Goblin 8. Zelzagun Fortress Fyuria realizes that her brother is somewhere on the battlefield, and Leonhardt agrees to help her find him. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #8 * * * * Enemies: Lv. 7 Gridamas Captain, Lv. 6 Gridamas Soldier (x4) * * * * Strategy: Once again, hang back and build up your AP while the enemies come * * to you. Depending on your preference, you can defeat the soldiers for SP * * and destroy the captain with Extra Skills, or focus on the captain first * * and then mop up his subordinates; either strategy works well. If you defeat * * the captain first, you can then take out two soldiers per turn by splitting * * up your party members' attacks. Remember to heal before the battle ends. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * You'll be given a chance to save your game at this point. The party manages to find Fyuria's brother Zerva, who is in the company of a mysterious gunman. Upon seeing Leonhardt with his sister, Zerva accuses him of taking hostages and attacks. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * BATTLE #9 * * * * Enemies: Lv. 7 ???? (gunman), Lv. 5 Zerva * * * * Strategy: Your priority here is not to defeat the enemies, but to survive. * * This battle will automatically end in three turns or when you have only one * * living party member, so keep as many people alive as possible to maximize * * your rewards and minimize the money you'll have to spend on revivals. * * * * The gunman has strong physical attacks, Zerva has strong magical attacks, * * and both of them are fast. They can easily kill a party member if they team * * up on him or her, so stay out of the range of their attacks as you build up * * your AP. Zerva has lower HP and DEF than the gunman, so hit him hard and * * fast with Extended Skills on the second round. The gunman will most likely * * kill a character or two on his turn, but the battle will end after he does. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * You will receive the Force Field formation after finishing the battle. The gunman flees the battlefield, saying he's not being paid enough to die, and Fyuria persuades Zerva to join the party and help them bring an end to the war. Leonhardt realizes that they will need more troops to match the military might of Gridamas, and decides to seek aid from the kingdom of Rigulus. You will be prompted to choose between breaking through Zelzagun Fortress or going around to the north and sailing to Rigulus. Each option carries different consequences. -Break through Zelzagun Fort: DARK shift, Fyuria's affection decreases -Go around: LIGHT shift, Fyuria's affection increases I chose to go around, so the path will probably be different if you choose to break through the fortress. Before progressing, add Zerva to the party to fill your roster. He has lower HP and a more magical bent than his sister, so make sure he's well-protected by stronger and hardier fighters. -> Puteaux Forest, Sorth Enemies: Lv. 4 Hell Dog, Lv. 5 Goblin, Lv. 6 Imp -> Puteaux Forest, Central Enemies: Lv. 4 Hell Dog, Lv. 5 Goblin, Lv. 6 Imp -> Puteaux Forest, North Enemies: Lv. 4 Hell Dog, Lv. 5 Goblin, Lv. 6 Imp The Imps have decent magic attacks, but low HP. Goblins and Hell Dogs should be cake by now. Trounce them. 9. Alcina Wharf Zerva says that he has prepared a boat, and the party sets sail for Rigulus. -> Celades Waters I Enemies: Lv. 5 Goblin, Lv. 6 Imp, Lv. 7 Skeleton -> Celades Waters II Enemies: Lv. 5 Goblin, Lv. 6 Imp, Lv. 7 Skeleton -> Celades Waters III Enemies: Lv. 5 Goblin, Lv. 6 Imp, Lv. 7 Skeleton -> Celades Waters IV Enemies: Lv. 5 Goblin, Lv. 6 Imp, Lv. 7 Skeleton The Skeletons are fast and well-rounded. Make them high-priority targets, and you should have few problems during the voyage. 10. Ridinia Island Zerva asks Leonhardt what he plans to do after reaching Rigulus. Leonhardt ad- mits that he has nothing planned beyond petitioning the king for help, much to Fyuria's dismay. Ellis and Vira-Lorr remain supportive of their leader, and the party presses on. -> Luminil Bay Enemies: Lv. 5 Goblin, Lv. 6 Imp, Lv. 7 Skeleton 11. Rigulus Leonhardt risks arrest and execution by meeting with King Gunther alone. The king admits that he fears for his kingdom and wants to help the people of the Frontier, but is unable to commit troops because of the incessant attacks by beasts from the Cave of Origin. A particularly strong beast is preventing the king's soldiers from sealing the cave. If Leonhardt and his companions can slay this beast, King Gunther will pledge his support to the Frontier. -> Rymt Haim Trail, East Enemies: Lv. 6 Imp, Lv. 7 Skeleton, Lv. 7 Lesser Bat The Lesser Bats have low HP, but are fast and have strong magic. Defeat them first, and After clearing this area, go back to Rigulus for a special event. Leonhardt will buy Fyuria a doll and talk about her childhood, shifting his alignment towards LIGHT and increasing Fyuria's affection. -> Rymt Haim Trail, West Enemies: Lv. 6 Imp, Lv. 7 Skeleton, Lv. 7 Lesser Bat -> Chalcis Enemies: None -> Sohbrook Bypath, East Enemies: Lv. 6 Imp, Lv. 7 Skeleton, Lv. 7 Lesser Bat -> Sohbrook Bypath, Central Enemies: Lv. 6 Imp, Lv. 7 Skeleton, Lv. 7 Lesser Bat -> Sohbrook Bypath, West Enemies: Lv. 6 Imp, Lv. 7 Skeleton, Lv. 7 Lesser Bat The enemies are the same as the ones on the Rymt Haim Trail, but they appear in groups of 6-7 at a time. The battles here are dangerous, but the rewards are worth the effort. Before entering the Cave of Origin, choose a battlefield with encounters you can easily win and fight there until your party's average level is 8 or higher. Use your EP to upgrade your weapons and armor, and craft some accessories if you have the necessary materials. The beasts of the cave are not to be taken lightly. 12. Cave of Origin Enemies: Lv. 8 Big Crab, Lv. 9 Fairy, Lv. 11 Mandrake Coming soon! ------------------------------------------------------------------------------- VI. Lists Coming soon! ------------------------------------------------------------------------------- VII. Questions & Answers Q: Why a Record of Agarest War FAQ? A: It hadn't been done yet, and I was pining to write a FAQ for a strategy RPG. Q: Do you seriously plan on finishing this game? A: Yes. I don't submit FAQs unless I intend to finish them, and writing a com- prehensive walkthrough necessitates finishing the game. It might take awhile, but I will eventually finish the game and post a complete walkthrough. Q: Do you actually like this game? A: Not as much as I wanted to. Q: What do you mean by that? A: I was disappointed by the lack of transitions in the plot, the frequent and monotonous battles, the uneven difficulty curve, and the lack of explanations from the in-game tutorial. Maybe I'm expecting too much after jumping straight into Hard Mode, but games with this much depth need either a manual or a well- constructed tutorial for new players. Having to slog through countless battles to prepare for the next dungeon is tedious and sometimes frustrating when I'm still trying to figure out the game mechanics. While I believe there were good ideas behind the game and I enjoy playing it in moderation, its flaws stand out too much for me to consider it a great game. Q: I'm not a masochist. Why should I play the game on Hard Mode? A: In addition to the extra challenge and the greater sense of accomplishment you'll get from completing the game, most of your earnings in Hard Mode will carry over to new games on ANY difficulty setting. If you want great rewards, you have to take great risks. Q: Your FAQ sucks! I've crapped out better FAQs than this! A: As soon as you find a way to upload excrement, you should post your wondrous creation for all to see. Q: I posted my FAQ, and everyone I know thinks it's better than yours! Your FAQ really DOES suck! A: Congratulations! I am in awe of your superior FAQ-writing skills! Now go away. Q: This is the best FAQ I've ever read! You're a genius and a god among men, and I want to know more about you so that I can immortalize you! A: Yeah, I get that a lot. My contact info's listed below. Q: A: See the second sentence of my previous answer. ------------------------------------------------------------------------------- VIII. Special Thanks I would like to thank... ...Compile Heart, for creating the game. ...Aksys Games, for localizing the game to American audiences. ...GameFAQs, for posting this FAQ. ...Neoseeker, for posting this FAQ. ...Super Cheats, for posting this FAQ. ...the folks at IGN, for posting this FAQ. ...you, for reading this FAQ. ------------------------------------------------------------------------------- IX. Contacting Me If you want to get in touch with me, send an e-mail to mythrilwyrm@gmail.com. Be sure to put the word "FAQ" in the subject line of your e-mail, or I'm likely to mistake it for spam and delete it. I check my e-mail every day, so you should receive a reply quickly in most cases. I accept praise, corrections, and constructive criticism, and will give you credit for any information you share with me that I decide to add to the FAQ. Rude, crass, or incomprehensible e-mails will be ignored or shamelessly ridiculed as my mood dictates, so keep your e-mails clear and polite if you want me to respond in kind. I also use AIM occasionally. If you want my Screen Name, ask for it via e-mail. Happy gaming! |
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