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Final Fantasy Tactics: War of the Lions walkthrough part 4
Posted by Nick24444, 194 days ago 26/02 15:56

upper slot counts (whether it’s a sword or not!).

 

The element of these techniques is the same as the element of your weapon.

(And if the weapon has no elemental affinity, then the attack is non-

elemental.)

 

Unlike in the PSone version, Crush abilities CAN target monsters and unequipped

humans, and in fact do extra damage against such targets! Crush Armor does the

most extra damage, and Crush Accessory the least. (They all do the same damage

when the relevant equipment slot is filled.) However, Crush abilities always

have a 0% hit rate against targets with Safeguard.

 

JP to master: 5850

 

--MY THOUGHTS--

There’s probably not much I need to say here. The Thunder God himself is

overwhelmingly powerful -- he has all of Agrias’s, Meliadoul’s, and

Gaffgarion’s sword techniques (all useful in their own right), he has

tremendous HP and attack power, and he comes with the Excalibur sword, which

gives a permanent Haste. His attacks do tremendous damage and he can take down

most enemy units with a sword technique. Shadowblade even lets him heal

himself in the process!

 

In other words, the only reason you *wouldn’t* want Orlandeau on your team is

to challenge yourself by making the game harder. Otherwise, he’s going to be

your strongest character -- to the point of being more than a little

unbalanced ;)

 

Particularly useful abilities are Hallowed Bolt and Divine Ruination for group

damage, Shadowblade for restoring Orlandeaus’ HP, Crush Weapon for disabling an

enemy’s offense, and Duskblade against enemy magick users. Duskblade steals so

much MP that you can often steal an enemy mage’s entire magick gauge and render

them completely useless. This is a great tactic against magick-using enemies!

(You can also use it as a crippling the last enemy if you extend the battle for

any reason.) And, as with Agrias, giving him the Geomancer’s Attack Boost will

make his sword techniques stronger.

 

---HOLY DRAGON-----------------------------------------------------------------

Used By: Reis (before completing Nelveska Temple quest) Movement range : 5

Equippable weapons: none Jump height : 3

Equippable armor: none Physical evade : 5%

Stats:

HP: ***** MP: * Phys. Atk.: ***** Mag. Atk.: ***** Speed: ****

 

--Action Abilities: Breath--

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

---------------------------------------------------------------

Ice Breath * 0 2/2 1/- Any Y 0 Ice magick attack

Fire Breath * 0 2/2 1/- Any Y 0 Fire magick attack

Thunder Breath * 0 2/2 1/- Any Y 0 Lightning magick attack

 

These three Breath attacks can only target characters in a straight line from

Reis, not on a diagonal.

 

--Reaction Abilities--

none

 

--Support Abilities--

none

 

--Movement Abilities--

none

 

JP to master: 0

 

--MY THOUGHTS--

In her dragon form, Reis is limited to her three breath attacks. (And, being

a monster, she obviously can’t change jobs.) She has a lot of HP, though, and

her movement range is actually much better than her human form’s. Her magick

attack is also phenomenally high, which means that her breath attacks are

likely to do more damage now than as a human! However, her very limited set of

abilities and inability to use any kind of equipment or accessories means

you’ll get more use out of her human form in the long run.

 

Note that if you fail to buy Aerith’s flower at Sal Ghidos, you won’t be able

to complete the quest to restore Reis to human form and she’ll actually be

stuck in dragon form for the entirety of the game.

 

---DRAGONKIN-------------------------------------------------------------------

Used By: Reis (after Nelveska Temple quest) Movement range : 3

Equippable weapons: Bags Jump height : 3

Equippable armor: Hair adornments, Minerva Bustier Physical evade : 7%

Equippable accessories: Rings, armlets, perfume, and lip rouge only

Innate abilities (as Dragonkin only): Beastmaster, Tame, Dual Wield

Stats When Active Job:

HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: *****

Stat Growth Rates:

HP: ***** MP: **** Phys. Atk.: ***** Mag. Atk.: ***** Speed: **

 

--ABILITIES--

--Action Abilities: Dragon--

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

---------------------------------------------------------------

Ice Breath * 0 2/2 1/- Any Y 0 Ice magick attack #

Fire Breath * 0 2/2 1/- Any Y 0 Fire magick attack #

Thunder Breath * 0 2/2 1/- Any Y 0 Lightning magick attack #

Dragon’s Charm * 0 2/2 1/- Foe N 300 Dragon or hydra joins as guest,

and can be recruited after

battle (100% hit rate!)

Dragon’s Gift 0 2/2 1/- Any N 300 Heals dragon or hydra and removes

Blind, Confuse, Silence, Oil,

Berserk, Toad, Poison, Stop,

Sleep, Immobilize, and Disable.

Consumes Reis’s HP when used.

Dragon’s Might 0 2/2 1/- Any N 400 Boosts dragon or hydra’s Bravery,

speed, physical attack, and

magick attack

Dragon’s Speed 0 2/2 1/- Any N 400 Fills dragon or hydra’s CT gauge

to 100 (instant turn!)

Holy Breath 0 4/* 3/3 Any N 900 Holy attack, strikes random tiles

within radius

 

# The initial three Breath attacks can only target characters in a straight

line from Reis, not on a diagonal.

 

JP to master: 2350

 

--MY THOUGHTS--

Although Reis’s abilities don’t seem too exciting at first glance, check out

her stats! Dragonkin is the fastest job in the game and Reis also has great

HP, MP, and physical attack power. She can also attack twice (as if she were

a Ninja) and her attack can Tame monsters. Note that bags can’t be Dual-

Wielded (as is true for any character), but Reis’s Dual Wield does work

with her fists or other weapons you give her using Equip ____ abilities.

 

Unfortunately, the job is weakened by her lack of equipment. Moreover,

although Reis’s primary weapons is her fists, she does *not* have the Brawler

ability. So, to make her stronger, give her Brawler or an Equip ___ ability.

 

For a melee fighter, Reis’s movement range of 3 is also rather poor, and she

also can’t equip the accessories that would increase it. Move +1 or Move +2

will help, though. (Or, alternately, give her the Septie`me perfume or Tynar

Rouge; a permanent Haste will give her more turns, so it doesn’t matter so much

if she can’t move very far on each turn.)

 

As for her abilities, her three initial Breath attacks are nice, since they

supplement her fists with elemental attacks with a 2-tile range (and they’re

automatically learned, so you don’t have to spend any JP!). You can make them

stronger by raising Reis’s Magick Attack (e.g. with accessories). Holy Breath

can be used as a range attack and does sizable damage, but since it strikes

random tiles, it’s not very reliable unless you’re fighting a large enemy

group.

 

The four "Dragon’s _____" are only useful if you have dragons or hydras on your

squad. This gives them a somewhat use -- but the hydra family contains the

strongest monsters in the game, so they may be worth recruiting and adding to

your team! One trick is to use Dragon’s Charm to recruit dragons/hydras just

to help you in one battle and also save you from fighting them; you don’t have

to permanently add them to your party at the end of the battle if you don’t

want to.

 

---DIVINE KNIGHT---------------------------------------------------------------

Used By: Meliadoul Movement range : 4

Equippable weapons: Swords, knight’s swords, crossbows, Jump height : 3

polearms Physical evade : 10%

Equippable armor: Shields, helms, clothes, armor, robes

Stats When Active Job:

HP: **** MP: *** Phys. Atk.: **** Mag. Atk.: ** Speed: ***

Stat Growth Rates:

HP: **** MP: ** Phys. Atk.: ***** Mag. Atk.: * Speed: *

 

--ABILITIES--

--Action Abilities: Unyielding Blade--

Damage based on user’s: Physical Attack & Weapon Strength

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

---------------------------------------------------------------

Crush Armor * 0 3/* 1/- Any N 200 Physical attack, destroys

target’s armor

Crush Helm 0 3/* 1/- Any N 400 Physical attack, destroys

target’s headgear

Crush Weapon * 0 3/* 1/- Any N 500 Physical attack, destroys

target’s weapon

Crush Accessory 0 3/* 1/- Any N 800 Physical attack, destroys

target’s accessory

 

Unyielding Blade techniques have a 100% hit rate. However, they cannot be used

unless Meliadoul is equipped with a sword, knight’s sword, or fell sword.

 

Damage from Unyielding Blade techniques increases when you have a stronger

weapon equipped. When you have two weapons Dual Wielded, only the weapon in

the upper slot counts (whether it’s a sword or not!).

 

The element of these techniques is the same as the element of your weapon.

(And if the weapon has no elemental affinity, then the attack is non-

elemental.)

 

Unlike in the PSone version, Crush abilities CAN target monsters and unequipped

humans, and in fact do extra damage against such targets! Crush Armor does the

most extra damage, and Crush Accessory the least. (They all do the same damage

when the relevant equipment slot is filled.) However, Crush abilities always

have a 0% hit rate against targets with Safeguard.

 

JP to master: 2950

 

--MY THOUGHTS--

Meliadoul’s sword skills are quite useful, since they do good damage, never

miss, and can shatter enemy equipment. In the PSP version, they can even be

used against targets who don’t have the relevant item equipped (e.g. Crush

Armor can still damage a target without armor), which means they also work on

monsters! They’re all limited to hitting a single target, though. Of her

abilities, Crush Armor and Crush Weapon are probably the best -- Crush Weapon

can cripple an enemy’s offense, and Crush Armor does the most damage to

monsters.

 

Unfortunately for Meliadoul, she doesn’t join the team until *after* Orlandeau,

who has all her sword techniques and then some, as well as better stats! So,

what would otherwise be a good character may not find all that use on your

squad. Both Orlandeau and Agrias tend to have more useful swordskills. Still,

Meliadoul can make for a pretty good second-string fighter. You could also try

making her into a magick-using job since she starts with high Faith. She can

also equip polearms and crossbows, but giving her one of these weapons won’t

allow her to use her sword techniques.

 

---SOLDIER---------------------------------------------------------------------

Used By: Cloud Movement range : 3

Equippable weapons: Swords Jump height : 3

Equippable armor: Hats, hair adornments, clothes Physical evade : 20%

Stats When Active Job:

HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

Stat Growth Rates:

HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *

 

--ABILITIES--

--Action Abilities: Limit--

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

---------------------------------------------------------------

Brave Slash 3 2/* 1/- Any N 150 Non-elemental magick attack

Cross Slash * 4 2/* 2/0 Any N 200 Non-elemental magick attack

Blade Beam * 5 2/* 1/- Any N 250 Damage = (Cloud’s max HP minus

current HP)

Climhazzard 7 2/* 1/- Any N 500 Damage = (TARGET’S max HP minus

current HP)

Meteorain 10 3/* 3/0 Any N 600 Non-elemental magick attack

Finishing Touch * 5 3/* 2/0 Any N 700 Causes KO, Stone, Stop

Omnislash 15 3/* 3/0 Any N 1200 Non-elemental magick attack

Cherry Blossom 20 3/* 3/0 Any N 2500 Non-elemental magick attack

 

Limit techniques cannot be used unless Cloud is equipped with the Materia Blade

sword. Note that the damage from Limit attacks is determined by Cloud’s MAGICK

Attack stat, NOT his Physical Attack (unlike Agrias, Meliadoul, and

Orlandeau’s sword techniques).

 

JP to master: 7150

 

--MY THOUGHTS--

For being a hidden character, Cloud could be better. His Limit abilities take

a very long time to charge, and they can only target panels (not units), so the

enemy will just move away while he’s charging. Give him the Time Mage’s

Swiftness ability to make up for this. Even with that, Cloud is a little pokey

-- he only has a movement range of 3, so you may also want to give him Germinas

Boots or Move +1/Move +2 to boost his movement. Finishing Touch is very

powerful, though; it petrifies or KOs enemies, and can hit a whole group.

 

Cloud starts at level 1, which means that you’ll have to spend a lot of time

bringing him up to snuff. As he gains levels, he does end up with pretty good

HP and MP, so you could try making him into a magick-user. Equipping Cloud

with gear to raise his Magick Attack also makes his Limits stronger.

Unfortunately, his physical attack is only moderately strong at best, since

he’s stuck with the Materia Blade if you want to use Limits. Personally, I

still don’t think he’s worth the trouble, but other people seem to like him.

 

---ARK KNIGHT------------------------------------------------------------------

Used By: Zalbaag Movement range : 4

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 10%

 

--ABILITIES--

--Action Abilities: Blade of Ruin--

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

---------------------------------------------------------------

Magicksap 20 3 4/* 2/0 Any N 0 Lowers target’s MP

Speedsap 20 3 4/* 2/0 Any N 0 Lowers target’s speed

Powersap 20 3 4/* 2/0 Any N 0 Lowers target’s physical attack

strength

Mindsap 20 3 4/* 2/0 Any N 0 Lowers target’s magick attack

strength

 

--Reaction Abilities--

TRIGGER BRV JP EFFECT

------------------------------------------------------------

Counter Phys. Attack Yes 300 Counter-attack with physical attack

Counter Tackle Phys. attack Yes 180 Counterattack using Rush

 

--Support Abilities--

JP EFFECT

------------------------------------------------------------

Concentration 400 Prevents enemies from evading your

physical attacks

Safeguard 250 Equipment can’t be broken or stolen

 

Swiftness 1000 Speeds spell/ability charge time

 

--Movement Abilities--

JP EFFECT

------------------------------------------------------------

Move +1 200 Movement range + 1

 

JP to master: 2130

 

--MY THOUGHTS--

Zalbaag doesn’t really do much. He’s only in one half of one battle that you

may win in one or two rounds. He has a nice set of abilities, but you’ll never

see them in action.

 

---BYBLOS----------------------------------------------------------------------

Used By: the Byblos (name varies) Movement range : 3

Equippable weapons: none Jump height : 6

Equippable armor: none Physical evade : 33%

Innate abilities: Counter, Poach, Ignore Elevation, can’t enter water

 

--ABILITIES--

--Action Abilities: Byblos--

Damage based on user’s: nothing

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

---------------------------------------------------------------

Energize 0 4/* 1/- Any N 0 Restores HP, the Byblos loses HP

equal to 1/2 of amount healed

Parasite 0 4/* 1/- Any N 0 Causes Stone, Blind, Confuse,

Silence, Oil, Toad, Poison,

and/or Sleep

Vengeance 0 5/3 1/- Any N 0 Damage = (Byblos’s max HP minus

current HP)

Manaburn 0 5/3 1/- Any N 0 Deals damage equal to target’s

current MP

 

--Reaction Abilities--

TRIGGER BRV JP EFFECT

------------------------------------------------------------

Counter Automatically eqppd. Yes 0 Counter-attack with physical attack

 

--Support Abilities--

none

 

--Movement Abilities--

none

 

JP to master: 0

 

--MY THOUGHTS--

The Byblos doesn’t join you until you’ve reached the last battle of the bonus

dungeon, which limits its usefulness. By the time it’s joined your team,

you’ve already completed pretty much the whole single-player game!

 

What can it do, though? Like Construct 8, it’s a special "monster" and can’t

change jobs or use equipment. So, the Byblos is limited to its four abilities.

While none of these are *bad*, they still give only the Byblos a very limited

set of abilities ... and the Byblos doesn’t share Construct 8’s immunity to

magick. The Byblos does have an innate Poach, although the addition of Luso

(who also has an innate Poach) to the PSP version makes this somewhat less

exciting. It’s also reasonably mobile thanks to its innate Ignore Elevation.

 

%%%JOB STATISTICS COMPARISON%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00jobstat

 

---Stats During Active Use-----------------------------------------------------

 

A character’s current stats differ based on which job he or she is currently

using -- for example, Black Mage has high MP, while Samurai has high attack

power. This chart is just a quick comparison of the stats of each job, rated

on a scale of 1 (worst) to 5 (best).

 

Note that job-specific evade rates (C-Ev) are only effective against attacks

from the front; for more information on evade rates, see Evasion Rates under

Basic Mechanics and Tactics.

 

---NORMAL JOBS---

HP MP Phys.Atk Mag.Atk Speed Move Jump Evade

Squire *** *** *** ** *** 4 3 5%

Chemist *** *** ** ** *** 3 3 5%

Knight **** *** **** ** *** 4 3 10%

Archer *** ** **** ** *** 3 3 10%

Monk ***** *** ***** ** **** 3 4 20%

White Mage ** ***** *** *** **** 3 3 5%

Black Mage ** ***** ** ***** *** 3 3 5%

Time Mage ** ***** * **** *** 3 3 5%

Summoner ** ***** * **** *** 3 3 5%

Thief *** * **** * **** 4 4 25%

Orator *** *** *** ** *** 3 3 5%

Mystic ** **** * **** *** 3 3 5%

Geomancer *** **** **** *** *** 4 3 10%

Dragoon **** * **** * *** 3 4 10%

Samurai ** **** ***** *** *** 3 3 20%

Ninja * * **** ** ***** 4 4 30%

Arithmetician * *** * * * 3 3 5%

Bard * * * **** *** 3 3 5%

Dancer * * **** *** *** 3 3 5%

Mime ***** * ***** **** ***** 4 4 5%

Dark Knight *** **** ***** ** *** 3 3 0%

Onion Knight * * * * *** 3 3 5%

Onion Knight# ***** ***** ***** **** ***** 3 3 30%

 

# Upon mastering 14 other jobs, Onion Knight advances to job level 8 and its

stats increase substantially. (Squire, Chemist, Mime, Dark Knight, and special

jobs that replace Squire do not count towards this 14.)

 

---SPECIAL JOBS---

These jobs are only available to particular story characters.

 

HP MP Phys.Atk Mag.Atk Speed Move Jump Evade

Squire [Ramza]**** **** **** *** *** 4 3 10%

Holy Knight ***** **** *** *** *** 3 3 25%

Machinist *** *** *** **** **** 4 3 18%

Game Hunter **** **** **** *** *** 4 3 10%

Skyseer *** **** *** *** **** 3 3 10%

Netherseer *** **** *** *** **** 4 3 8%

Templar **** ***** ***** *** **** 4 3 14%

Sky Pirate *** *** **** *** ***** 4 4 25%

Sword Saint ***** ***** ***** *** **** 4 3 12%

Holy Dragon ***** * ***** ***** **** 5 3 5%

Dragonkin ***** ***** ***** *** ***** 3 3 7%

Divine Knight **** *** **** ** *** 4 3 10%

Soldier **** **** **** *** *** 3 3 20%

 

---Stat Growth Rates-----------------------------------------------------------

 

A character’s job also affects the rate at which his/her permanent stats change

upon gaining a experience level. While all jobs will grow all stats, some jobs

grow certain stats faster and slower. For example, Monk will grow HP quickly,

while Ninja will grow Speed quickly. Note that these growth rates don’t always

match up with the stat bonuses when you’re using the job. (For instance,

almost every job has the same magick attack growth rate, but they definitely

differ in their *current* magick attack!)

 

Move, Jump, and evade rates do not change with level-up, so there are no growth

rates for these stats.

 

You can exploit differences in these growth rates by leveling-down as a job

with crummy growth rates and then gaining levels as a job with a good growth

rate. While this is by NO means necessary, if you want to max out your stats

in this way, check out the Level-Downs and Stat Grinding section under

Statistics and Leveling, below. (press Ctrl+F and enter 00down to jump there)

 

---NORMAL JOBS---

HP MP Phys.Atk Mag.Atk Speed

Squire *** ** ** * *

Chemist ** ** * * *

Knight **** ** **** * *

Archer *** ** **** * *

Monk **** *** *** * *

White Mage **** **** *** * *

Black Mage ** ***** ** * *

Time Mage ** **** ** * *

Summoner ** ***** * * *

Thief *** ** *** * ***

Orator *** * ** * *

Mystic ** **** ** * *

Geomancer **** **** **** * *

Dragoon **** ** **** * *

Samurai ** *** **** * *

Ninja ** *** **** * *****

Arithmetician ** **** * * *

Bard * * * * *

Dancer * * *** * *

Mime ***** **** ***** **** **

Dark Knight ** * **** * *

Onion Knight ** *** * * *

Onion Knight# ***** ***** ***** **** *****

 

# Upon mastering 14 other jobs, Onion Knight advances to job level 8 and its

stat growth rates increase substantially. However, Onion Knights never gain

experience, so the only way to gain levels as an Onion Knight is to breed Wild

Boars and use their Bequeath Bacon ability. (See Level-Downs and Stat-Grinding

for more.)

 

---SPECIAL JOBS---

HP MP Phys.Atk Mag.Atk Speed

Squire [Ramza]*** **** *** ** **

Holy Knight **** **** *** * *

Machinist *** *** *** * *

Game Hunter *** **** **** ** **

Skyseer *** **** *** * *

Netherseer **** **** *** * *

Templar **** **** *** *** *

Sky Pirate **** *** *** * *****

Sword Saint **** **** **** *** **

Dragonkin ***** **** ***** ***** **

Divine Knight **** ** ***** * *

Soldier *** **** *** * *

 

%%%MONSTERS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00mon

 

In addition to human characters, Final Fantasy Tactics also features a variety

of monsters. Monsters mostly appear in random battles, but also appear in a

few story battles.

 

---About Monsters--------------------------------------------------------------

 

---MONSTER TYPES---

Monsters are divided by Family and Rank. Each monster Family has three Ranks:

for instance, the chocobo family contains Chocobo (Rank I), Black Chocobo

(Rank II), and Red Chocobo (Rank III).

 

Within a Family, the monsters look the same but simply have different color

schemes. Each’s monsters color scheme is listed in the table below. The color

scheme will help you quickly identify a monster. It can also be used to help

identify the monster inside an egg (see Previewing Monster Eggs under Various

Tricks)

 

---MONSTER ABILITIES---

Monsters cannot change jobs, but instead have a fixed set of 1-3 Action

Abilities. These are their only actions; they have no regular attack command.

Each monster also has one EXTRA ability. This abilitiy can only be used if an

ally with the Beastmaster support ability (Squire) is standing directly next to

the monster. (Reis’s Dragonkin job also has an inherent Beastmaster).

 

All Action Abilities used by standard (non-boss) monsters have no charge time

and consume no MP.

 

*ALL* monsters have Counter as an innate Reaction Ability. Since this is true

of EVERY monster, I haven’t listed it for each monster in the table, but be

aware of it!

 

Most monsters one or more innate Movement abilities (such as Ignore Elevation

or Levitate). These are listed in the tables.

 

Finally, many monsters also have various elemental affinities, such as

Absorbs: Fire (fire attacks actually heal the monster), Immune: Ice, etc.

 

---RECRUITING MONSTERS---

Monsters can be recruited into your party in five ways:

 

1. Use the Orator’s Entice skill to recruit an enemy monster onto your team.

After the battle, you’ll be able to permanently sign the monster up for your

team. Note that in order to use Entice (or any other Speechcraft skill) on

monsters, you must have the Beast Tongue support ability (also from Orator).

Beast Tongue is an innate ability for Orators and doesn’t need to be learned or

equipped as long as you’re an Orator, but if you switch to another job, you’ll

have to equip Beast Tongue to Entice monsters. Reis’s Dragon’s Charm ability

also has the same effect and does not require Beast Tongue, but only works on


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